Summary
Objectives:
To discuss the advantages and disadvantages of rehabilitation applications of virtual
reality.
Methods:
VR can be used as an enhancement to conventional therapy for patients with conditions
ranging from musculo-skeletal problems, to stroke-induced paralysis, to cognitive
deficits. This approach is called “VR-augmented rehabilitation.” Alternately, VR can
replace conventional interventions altogether, in which case the rehabilitation is
“VR-based.” If the intervention is done at a distance, then it is called “telerehabilitation.”
Simulation exercises for post-stroke patients have been developed using a “teacher
object” approach or a video game approach. Simulations for musculo-skeletal patients
use virtual replicas of rehabilitation devices (such as rubber ball, power putty,
peg board). Phobia-inducing virtual environments are prescribed for patients with
cognitive deficits.
Results:
VR-augmented rehabilitation has been shown effective for stroke patients in the chronic
phase of the disease. VR-based rehabilitation has been improving patients with fear
of flying, Vietnam syndrome, fear of heights, and chronic stroke patients. Telerehabilitation
interventions using VR have improved musculo-skeletal and post-stroke patients, however
less data is available at this time.
Conclusions:
Virtual reality presents significant advantages when applied to rehabilitation of
patients with varied conditions. These advantages include patient motivation, adaptability
and variability based on patient baseline, transparent data storage, online remote
data access, economy of scale, reduced medical costs. Challenges in VR use for rehabilitation
relate to lack of computer skills on the part of therapists, lack of support infrastructure,
expensive equipment (initially), inadequate communication infrastructure (for telerehabilitation
in rural areas), and patient safety concerns.
Keywords
VR-based rehabilitation - VR-augmented rehabilitation - telerehabilitation - cognitive
rehabilitation - post-stroke rehabilitation