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CLINICAL COMMENTARY
Commentary on virtual reality in stroke rehabilitation: Still morevirtual than real
PATRICE L. (TAMAR) WEISS1 & HAIM RING2
1Laboratory for Innovations in Rehabilitation Technology, Department of Occupational Therapy, University of Haifa, Haifa,
Israel, and 2Neurological Rehabilitation Department C, Loewenstein Rehabilitation Center, Sackler Faculty of Medicine,
Tel Aviv University, Ramat Aviv, Israel
Accepted August 2006
In the article ‘Virtual reality in stroke rehabilita-
tion: Still more virtual than real’, Crosbie et al. [1]
aimed to assess the effectiveness of virtual reality in
stroke rehabilitation. Their two-stage methodology
first entailed the identification of studies listed in
the major electronic databases with search terms
that included specific keywords (virtual reality
(VR), rehabilitation, stroke, physiotherapy/physical
therapy and hemiplegia) and met certain inclusion
criteria (intervention using VR, stroke population,
impairment or activity level outcomes, written in
English). The second stage involved assessment of
the quality of each study using a grading system
developed by the American Academy for Cerebral
Palsy and Developmental Medicine (AACPDM).
Their search and inclusion criteria identified 11
studies which examined the use of VR for
rehabilitation of the upper or lower limbs, gait
and balance problems, or cognitive intervention.
The authors concluded that although the results of
these studies support the use of VR for rehabilita-
tion intervention, limitations in study design
preclude any definitive conclusions regarding the
clinical benefit of these technologies.
The motivation underlying systematic analyses of
the literature in order to objectively appraise a given
field of study is certainly to be lauded, and the
interest in demonstrating the effectiveness of using
VR as an assessment and intervention tool in neuro-
rehabilitation is both understandable and important.
However, it is necessary to view the conclusions
of any such analysis within the context of the
discipline’s maturity as a field of study. VR-based
rehabilitation is a young, interdisciplinary field that
has unmistakably experienced the double peril of the
Gartner Group’s (www4.gartner.com) Technology
Hype Cycle as described by Rizzo and Buckwalter
[2] and Rizzo [3]. It first ascended the ‘Peak of
Inflated Expectations’ when the media (and some
researchers) over-rated the technology’s potential
applications. It then plummeted into the ‘Trough of
Disillusionment’ when some therapists became fru-
strated by the lack of inexpensive, clinically relevant,
and readily available applications. VR-based rehabi-
litation is now progressing along the Hype Cycle
towards the ‘Slope of Enlightenment’ and, in some
clinical applications, has even reached the ‘Plateau of
Productivity’ where VR’s assets are widely demon-
strated and accepted [4]. Nevertheless, the VR
literature base for stroke rehabilitation remains small
and limited.
The question is what is the best way to assess
whether virtual reality is effective for stroke rehabi-
litation? Has the published research base of VR-
based stroke rehabilitation reached a critical mass
wherein systematic analyses of the type presented by
McDonough et al. [1] are warranted? Are the results
of their analysis better able to guide researchers and
clinicians than publications such as the recent
reviews by Holden [5], Sveistrup [6], and Weiss
et al. [7]?
In his appraisal of the advantages and disadvan-
tages of meta-analyses, Field [8] described the limi-
tations inherent in conventional literature reviews.
Correspondence: P. L. (Tamar) Weiss, Ph.D, Laboratory for Innovations in Rehabilitation Technology, Department of Occupational Therapy, University of
Haifa, Haifa, Israel. E-mail: [email protected]
Disability and Rehabilitation, July 2007; 29(14): 1147 – 1149
ISSN 0963-8288 print/ISSN 1464-5165 online ª 2007 Informa UK Ltd.
DOI: 10.1080/09638280600965759
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When writing a traditional literature review, an
expert in a given discipline subjectively selects and
evaluates the major research findings in that area.
This ‘top-down’ approach makes for reviews of the
literature that are often highly informative. However,
they are very much dependent upon the knowledge,
experience and credibility of the expert author. The
author may be biased concerning the relative
importance of specific aspects of a topic or may be
uninformed about key sources. These limitations
inspired researchers such as Glass [9] and Rosenthal
and Rubin [10] to develop statistical techniques to
objectively arrive at conclusions taking into account
results from a series of independent studies (e.g., the
Cochrane reviews, the AACPDM’s grading system).
However, the meta-analysis approach for systema-
tic review also has limitations, particularly when
applied to young disciplines with few, and often
disparate study designs [8]. VR-based rehabilitation
is, indeed, a young discipline. The first publications,
dated from the mid-1990s, appeared in conference
proceedings and a wide variety of both popular and
peer-reviewed journals. Several pioneering venues
provided forums for the presentation of the earliest
studies including the special VR sessions at the
annual conference run by the Center on Disabilities,
at California State University, Northridge (CSUN)
(http://www.csun.edu/cod/conf/index.htm), the spe-
cial sessions on mental health at Medicine Meets
Virtual Reality (MMVR) (http://www.nextmed.com/
mmvr_virtual_reality.html), the first European Con-
ference on Disability, Virtual Reality and Asso-
ciated Technology (ECDVRAT) (http://www.icdvrat.
reading.ac.uk/1996/index.htm) and the early IEEE
VR conferences (VRAIS). Most of these conferences
have flourished in recent years, often to greatly
expanded audiences. For example, ECDVRAT
has now become the International Conference on
Disability, Virtual Reality and Associated Tech-
nology (http://www.icdvrat.reading.ac.uk/home.htm)
and the special mental health session at MMVR has
become the annual CyberTherapy conference (http://
www.interactivemediainstitute.com/conference2006/
index.htm). Moreover, relatively new conferences
have created additional opportunities to present study
results (e.g., the International Workshop on Virtual
Reality (www.iwvr.org).
In addition to specialized conferences, journal
publications such as CyberPsychology & Behavior and
Disability & Rehabilitation encourage the dissemina-
tion of VR clinical studies. Of equal importance is
the recognition of and support for large scale studies
by national agencies. For example, the Canadian
Stroke Network ‘Evidence-based Review of Stroke
Rehabilitation’ suggests that VR training, together
with conventional, real-world therapy, may improve
functional and motor outcomes for upper limb
rehabilitation in stroke. They base this remark on
preliminary evidence from small case studies and
encourage researchers to carry out clinical trials.
The focus of the early VR studies was clearly (and
necessarily) on the development of novel applications
and the demonstration of system feasibility on small
numbers of participants belonging to a variety of
populations. Given the rapid development of VR
technologies, development work will continue to be
an essential contribution to the literature. For
example, Fung et al. [11] and Subramanian [12]
have recently described novel paradigms for immer-
sive and interactive experimental protocols devel-
oped in virtual reality using Motek, Inc.’s CAREN
system for gait training post-stroke [11] and rehabi-
litation of the upper limb after stroke [12].
However, in the 2000s, the emphasis of research
has shifted to also include clinical intervention
studies with larger samples sizes. For example, You
et al. [13] studied the effects of a 4-week VR-based
intervention (60 min per day, 5 days per week) on 10
patients with chronic stroke. They used game
environments provided via GestureTek’s IREX
video capture system and showed that VR could
induce cortical reorganization as demonstrated via
fMRI. New studies are published on a regular basis
and these provide a growing body of evidence in
support of VR-based rehabilitation, e.g., our own
recent papers on applications of virtual environ-
ments for patients with unilateral neglect [14] and
spinal cord injury [15]. The papers reviewed by
Crosbie et al. [1] represent only part of the published
and not-yet-published research that has studied the
effectiveness of VR for stroke rehabilitation. Their
inclusion of key papers presented at recent confer-
ences would have provided a more balanced picture
of the state-of-the-art. However, the real problem is
that their study is premature since considerably more
research is needed to conclusively demonstrate VR’s
potential for stroke rehabilitation. Postponement of
their analysis by one to 2 years would result in a
much meaningful assessment of VR’s effectiveness
for this population.
We contend that the authors’ ‘bottom line’,
namely that ‘VR is a potentially exciting tool for
stroke rehabilitation but its evidence base is too
limited by design and power issues to permit a
definitive assessment of its value’ was a foregone
conclusion. Systematic, objective reviews of VR-
based rehabilitation for stroke must wait for another
few years until the controlled clinical trials currently
underway have reached publication and are cited in
accepted electronic databases. In the meantime, the
clinical and research community should maintain a
cautious optimism and endeavor to carry out and
publish well designed and implemented research
studies.
1148 P. L. Weiss & H. Ring
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References
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Commentary on VR in stroke rehabilitation 1149
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