Jump to: Page Content, Site Navigation, Site Search,
You are seeing this message because your web browser does not support basic web standards. Find out more about why this message is appearing and what you can do to make your experience on this site better.
Virtual reality is an interactive, computer generated environment that simulates the real world. Accessible via an interface that has been adapted to the human senses, it provokes in the user the sensation of immersion, like Alice in Wonderland crawling down the rabbit hole and finding herself in a new fantastic world.1 A dataglove wired with fibreoptics to record the degree of bending of fingers and wrists, a head-mounted display, and an exoskeleton surrounding the user's limbs to give feedback, project the user into the virtual environment and report back on his or her actions within it. The user can react intuitively to the virtual world, any actions being detected by position and movement sensors placed strategically on his or her body. A computer calculates the changes occurring in the virtual world according to the rules chosen by its creator and feeds the results back to the user. Applications appeal to disabled and non-disabled persons alike2: telepresence, for example, allows specialists to operate on patients in remote hospitals. Three applications of immersive virtual reality in rehabilitation,3 two of them therapeutic, are discussed below:
Physically disabled students are often excluded from participating in laboratory experiments because of their reduced mobility and manual capabilities or the risk that they might lose control when in a hazardous environment. A virtual laboratory for disabled students has been studied.4 Because the interface has to meet the special needs of the user, the researchers selected a relatively homogenous population. The students all had spinal cord injuries ranging from C2 to T1 and were of at least average intelligence and emotional stability. The objects in the virtual laboratory included a representation of a traditional laboratory, with symbols representing information and illustrating principles of physics, and a virtual vehicle that allows users to experience the physical phenomena under investigation, such as the acceleration created by a force. The students encountered few problems acting within the virtual world, but some were not able to put on the equipment independently or adjust it over time to avoid painful pressure points.
Acrophobia or fear of heights is another condition in which virtual reality may have a role. Rothbaum et al5 performed a controlled trial of graded exposure to heights using virtual reality. Sufferers were randomly assigned either to treatment or to a waiting list. The treatment group had seven weekly 35-45 minute sessions on virtual balconies, high bridges, or in the glass elevator of a skyscraper. A therapist watched and commented on the exposure, during which the patient's subjective discomfort was monitored. Before and after treatment, anxiety, avoidance, distress, and attitudes were measured using standard questionnaires. The results were comparable to those of standard therapy with stepwise exposure to real, frightening but sustainable stimuli. However, there was no comparison group on conventional treatment, no follow up data, and the numbers were small. Also the subjects were volunteers, rather than people actively seeking treatment.
The third application is akinesia or freezing gait in Parkinson's disease. This debilitating symptom is characterised by progressive shortening of the patient's stride and ultimately the inability to move forward at all. Treatment with drugs is marred by on-off effects and side effects such as dyskinesia. However, patients with akinesia can walk over objects or through doorways with little effort, an effect known as kinesia paradoxa. Using a virtual reality technique called augmented reality, Weghorst et al projected virtual objects on to the patients' physical world to give them the impression that they were walking over or through them, thereby restoring their mobility.6 They suggested various aproaches to mimic steady objects on the ground while the patient is moving. However, existing visual displays are not bright enough to compete with ambient light, while severe akinesia demands the creation of a highly realistic and static representation of the obstacle. Dyskinesia, too, was found to respond to augmented reality, suggesting a more complex mechanism underlying kinesia paradoxa.
Using virtual reality techniques in rehabilitation raises ethical considerations, especially when mentally challenged or very young people are involved.7 (In the examples given above, all the patients gave informed consent.) In addition, virtual reality could have undesirable side effects due to equipment failure, fatigue, or motion sickness.8 9 It could also cause unintended changes in the patient's attitude and behaviour, worsen existing difficulty in distingishing between reality and delusion (for example in patients with schizophrenia), or cause distress from the virtual experiences themselves.
The applications described above exemplify how virtual reality can help even severely disabled people to participate and contribute safely even in hazardous and complex tasks. The new technology can provide corrective experiences that can ameliorate attitudes and anxieties. It could also yield new insights into disease mechanisms while providing ingenious and effective tools to re-enable handicapped people. Many more examples could be cited,1 2 3 4 6 some of which will be presented at a conference on medicine and virtual reality in San Diego later this month. To reduce the cost, the optical resolution and complexity of the environment can be kept low in most rehabilitation applications. The new technology offers great potential benefit in rehabilitation but remains to be properly explored and evaluated.
Research student Bagrit Centre for Biological and Medical Systems, Imperial College of Science, Technology and Medicine, London SW7 2BX
Michael Henning Andreae