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Validity of a Virtual Environment for Stroke Rehabilitation

Judi A. Edmans, John R.F. Gladman, Sue Cobb, Alan Sunderland, Tony Pridmore,
Dave Hilton and Marion F. Walker
Stroke 2006;37;2770-2775; originally published online Sep 28, 2006;
DOI: 10.1161/01.STR.0000245133.50935.65
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Validity of a Virtual Environment for Stroke Rehabilitation
Judi A. Edmans, DipCOT, MPhil, PhD; John R.F. Gladman, BSc, MBChB, DM, FRCP;
Sue Cobb, BSc, MSc, PhD; Alan Sunderland, BSc Hons, MPhil, PhD; Tony Pridmore, BSc, PhD;
Dave Hilton, BSc Hons, Cert Ed, MSc; Marion F. Walker, DipCOT, MPhil, PhD

Background and Purpose—Virtual environments for use in stroke rehabilitation are in development, but there has been
little evaluation of their suitability for this purpose. We evaluated a virtual environment developed for the rehabilitation
of the task of making a hot drink.
Methods—Fifty stroke patients undergoing rehabilitation in a UK hospital stroke unit were involved. The performance of
stroke rehabilitation patients when making a hot drink had the neurological impairments associated with performance
of this task, and the errors observed were compared for standardized task performance in the real world and in a virtual
environment. Neurological impairments were measured using standardized assessments. Errors in task performance
were assessed rating video recordings and classified into error types.
Results—Real-world and virtual environment performance scores were not strongly associated (␳⫽0.30; P⬍0.05).
Performance scores in both settings were associated with age, Barthel ADL score, Mini Mental State Examination score,
and tests of visuospatial function. Real-world performance only was associated with arm function and sequencing
ability. Virtual environment performance only was associated with language function and praxis. Participants made
different errors during task performance in the real world and in the virtual environment.
Conclusions—Although this virtual environment was usable by stroke rehabilitation patients, it posed a different
rehabilitation challenge from the task it was intended to simulate, and so it might not be as effective as intended as a
rehabilitation tool. Other virtual environments for stroke rehabilitation in development require similar evaluation.
(Stroke. 2006;37:2770-2775.)
Key Words: cerebrovascular disease 䡲 rehabilitation 䡲 virtual reality

T here is increasing research interest in the application of


virtual reality technology in psychotherapy,1 motor reha-
bilitation,2 and rehabilitation of people with intellectual
The very people who might require rehabilitation, such as
elderly stroke patients with multiple impairments, may find it
difficult to interact with, and benefit from, virtual environments.
disabilities.3 Virtual environments have been used to support However, demonstration projects show that virtual reality sys-
learning of activities of daily living, including kitchen tems are acceptable to patients with stroke and traumatic brain
skills,4,5 road crossing,6,7 catching a bus,8 shopping,9,10 and injury.13–18 They have been evaluated as assessment and thera-
social interaction.11 peutic tools for cognitive ability or motor skills,19 but there been
Virtual environments are potentially useful in stroke reha- only a few controlled studies.17,20
bilitation because they might be safer than attempting haz- Even if patients with stroke can use such systems, little is
ardous tasks in the real world.12 They may also have known about whether the neurological impairments that
educational benefits; compared with the real world, virtual affect the performance of a task in a virtual environment are
environments can enable earlier rehabilitation because they similar to those that affect real-world task performance,
can be simpler, feedback can be more consistent or enhanced, whether mistakes made by patients in virtual and real world
and some people find interaction with them enjoyable and are similar, and, hence, whether a virtual environment is a
compelling. Virtual environments have the potential to en- suitable training environment. For example, visual neglect is
hance aspects of modern neuro-rehabilitation techniques; a common cause of problems in real-world functional tasks
virtual environments can potentially be more precisely con- after stroke and it is known that neglect can appear or
trolled than many real-world settings, intensive practice and disappear depending on the exact cognitive requirements.21
repetition of tasks can be easier, and progress can be recorded Therefore, it needs to be established whether neglect would
automatically. appear in virtual environment so that training in that environ-

Received May 22, 2006; final revision received July 6, 2006; accepted August 11, 2006.
From Division of Rehabilitation & Ageing (J.A.E., J.R.F.G., M.F.W.), VIRART (S.C., D.H.), School of Psychology (A.S.), School of Computer
Science (T.P.), University of Nottingham, UK.
Correspondence to Dr Judi Edmans, Division of Rehabilitation and Ageing, B Floor, Medical School, Queens Medical Centre, Nottingham NG7 2UH.
E-mail judi.edmans@nottingham.ac.uk
© 2006 American Heart Association, Inc.
Stroke is available at http://www.strokeaha.org DOI: 10.1161/01.STR.0000245133.50935.65

2770
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Edmans et al Virtual Stroke Rehabilitation Environment 2771

Figure 1. Virtual environment display.

ment might have carry-over effects into the real world. Verbal memory: Story Recall from Rivermead Behavioral Mem-
Similar questions can be raised about other impairments seen ory Test (RBMT)27
Visuospatial function: Object Decision and Number Location
after stroke. subtests from Visual Object and Space Perception Battery (VOSP)28
Making a hot drink is commonly retrained during rehabil- Sequencing: Sequencing Pictures from Rivermead Perceptual
itation, normally requires repeated training in a real kitchen, Assessment Battery (RPAB)29
involves significant therapist time, and safety concerns pre- Attention: Tone Counting subtest from Test of Everyday Attention
(TEA)30
vent unsupervised practice. In the UK, many patients have
Praxis: Kimura Box31
limited training in hospital and go home unable to perform Arm function: 10-Hole Peg Test32
this basic task.15 On the basis that it was a useful application Motor function: Motricity Index33
of virtual environment training, we have developed a virtual Functional ability: Barthel ADL Index34
hot drink-making task. Hot drink-making in the real world was assessed as follows.
We investigated if stroke patients in rehabilitation were Participants were video-recorded making a hot drink in a rehabili-
able to interact with this virtual environment and assessed its tation kitchen according to a standardized protocol, using either or
both upper limbs, and under supervision by an occupational thera-
validity by testing the following 3 hypotheses: (1) there is a pist. The assessment schedule included 27 possible subtasks, of
correspondence between ability to make a hot drink in the which 12 subtasks were compulsory and 15 subtasks were optional.
real world and in the virtual environment; (2) the impairments There was no set order in which the subtasks had to be completed
affecting virtual and real-world task performance are similar; except for logistical or safety reasons (eg, water must be in the kettle
and (3) stroke rehabilitation patients make similar errors
when performing virtual and real-world tasks. TABLE 1. Recruitment of Participants
Reason not Recruited N (%), n⫽167
Materials and Methods Not suitable for rehabilitation 50 (30)
Participants were recruited from the Stroke Unit, Queens Medical
Centre, Nottingham, UK. Patients were suitable if they had a Rehabilitation complete: awaiting discharge ⫺12
diagnosis of stroke, were medically stable, undergoing rehabilitation, Medically unwell ⫺5
and had a goal of returning home. Patients with dementia, major No goal of returning home ⫺33
psychiatric illness, epilepsy triggered by screen images, those unable
to speak English or hear ordinary speech, with no upper limb Not suitable for virtual rehabilitation 42 (25)
function, and those enrolled in other studies were excluded. Dementia or psychiatric illness ⫺17
After written consent, demographic and basic stroke-related data Screen triggered epilepsy ⫺1
were collected, and participants were assessed using standardized
measures of cognitive and motor function, hot drink-making perfor- Prestroke deafness ⫺1
mance in the real world and in the virtual hot drink-making Not able to speak English before stroke ⫺7
environment. The assessments were performed over ⬎1 session and Poor visual acuity ⫺6
in the aforementioned order. The standardized assessments of cog-
nitive and motor function used were: No upper limb function ⫺2
Poor communication (insufficient to give consent) ⫺8
Language: Sheffield Aphasia Screening Test22
Global cognition: Mini-Mental State Examination23 Enrolled in other studies 2 (1)
Visual inattention: Star Cancellation24 Declined to give consent 23 (14)
Visuospatial function and memory: Rey Figure Copying and
Recruited 50 (30)
Recall25,26

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2772 Stroke November 2006

TABLE 2. Neurological Deficits at Baseline correctly. If the participant did not continue with the next subtask
within 20 seconds, there was an auditory prompt asking, “What
Variable Participants would you do now?” If the participant was unable to initiate the next
Impaired subtask, there was an auditory instruction of the next subtask (eg,
Domain Assessment Cutoff (%) “pour the boiled water from the kettle into the teapot”) and if the
Global cognition Mini Mental State Examination ⬍24 9/45 (20) participant remained unable to complete the subtask, the system
demonstrated the subtask on screen. Additional cues provided by the
Language Sheffield Aphasia Screening Test ⬍15 5/50 (10) system included a “ping” sound and an arrow above an object when
Neglect Star Cancellation ⬍51 26/50 (52) it was selected. Participants were taught how to operate the touch
Perception Rey Figure Copying ⬍30 38/49 (78)
screen interface in a practice virtual task involving putting a letter in
an envelope. A virtual hot drink-making score was calculated as in
VOSP Object Decision ⬍14 18/50 (36) the real-world assessment.
VOSP No. Location ⬍7 22/49 (45) Errors during task performance were assessed as follows. Participants
were video-recorded during real world and virtual environment task
Sequencing RPAB Sequencing Pictures ⬍2 22/50 (44)
performance. The video tapes were subsequently viewed to classify
Visual memory Rey Figure Recall ⬍14 37/41 (90) error types in task performance using a schedule based on published
Verbal memory RBMT Story Recall ⬍6 19/38 (50) literature and clinical experience comprising problems with initiation,
attention, neglect, addition, sequence omission, perseveration, selection,
Attention TEA Tone Counting ⬍7 22/48 (46) object use, problem solving, dexterity, quantity, and spatial awareness.
Praxis Kimura Box ⬎4 19/50 (38) Error analysis was undertaken on a sample of the paired video
recordings of 20 participants.

before the electricity is switched on). Videos were scored by trained Results
assessors. Each subtask was scored according to the level of Fifty participants were recruited between March 2004 and
independence (ie, independent, required verbal assistance, or depen- May 2005 from the 167 stroke patients identified (Table 1).
dent/required physical assistance). A total score was calculated,
being the ratio of the sum total of subtasks completed compared with
The mean age of the participants was 69 years, 26 were men,
the number of subtasks that were attempted, and expressed as a 21 had a right and 29 had a left hemiparesis, 37 had anterior
percentage. circulation, 10 had lacunar strokes, and 3 had posterior
The virtual environment was displayed and interacted with using circulation strokes. Participants demonstrated a typical range
a laptop computer touch screen and handheld stylus. The required of stroke-related impairments (Table 2).
components (eg, kettle, instant coffee) were displayed on the screen
During the real-world task, 39 participants mainly used
(Figure 1). Participants had to tap the required object with the stylus
to select it and a second tap was required at the object’s destination their dominant hand (which was the paretic side in 29 of
to trigger its animation. Immediate feedback was provided by an these) and 11 relied on the nondominant hand. During
auditory message saying whether each subtask had been performed interaction with the virtual environment, 40 participants

Figure 2. Real and virtual world assess-


ment percentage scores.

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Edmans et al Virtual Stroke Rehabilitation Environment 2773

TABLE 3. Correlations Between Clinical Variables and TABLE 4. Comparison of Error Types During Real-World and
Standardized Tests With Degree of Independence on Virtual Environment Task Performance (nⴝ20)
Real-World and Virtual Hot Drink-Making Performance
Error in
Real-World Kitchen Error in Both Real-World Error in Virtual
Assessment Score, VE Score, Assessment and Virtual Real-World Environment
␳ ␳ Error Type Environment Assessment Only Only
Clinical Variables Initiation 3 0 8
Age ⫺0.30* ⫺0.35* Attention 0 3 2
Days from stroke onset ⫺0.18 ⫺0.12 Neglect 0 1 1
Motricity Index (arms) 0.17 ⫺0.06 Addition 0 1 0
Barthel ADL Index 0.48‡ 0.40† Sequence 5 0 9
Cognitive Tests omission

Mini Mental State 0.46† 0.45‡ Perseveration 0 1 1


Examination Selection 0 1 9
Sheffield Aphasia Screening 0.08 0.40‡ Object use 0 0 0
Test Problem 2 0 6
Star Cancellation 0.44† 0.53‡ solving
Rey Figure Copying 0.49‡ 0.49‡ Dexterity 2 0 8
VOSP Object Decision 0.44† 0.35* Quantity 0 6 0
VOSP No. Location 0.46† 0.29* Spatial 0 1 0
RPAB Sequencing Pictures 0.51‡ 0.18
Rey Figure Recall 0.29 0.12
RBMT Story Recall 0.05 0.22 mistakes could only be made in the real world (such as
TEA Tone Counting 0.11 0.04 spilling water onto an electric cable), and certain mistakes
Kimura Box ⫺0.19 ⫺0.32*
were likely to be caused by interface problems (such as when
the user attempted to speak to the virtual environment
10-Hole Peg Test (time) ⫺0.47† ⫺0.17
expecting an answer, or when a stirring action of the stylus
*P⬍0.05; †P⬍0.01; ‡P⬍0.001. was interpreted as alternating selection and de-selection of an
object), or if there were technical problems (such as freezing
of the virtual environment program).
mainly used their dominant hand (paretic side in 29 cases)
and 10 used their nondominant hand.
Discussion
The scores for the real world and virtual environment tasks Our virtual environment was feasible for use in a stroke
were significantly but not strongly correlated (Spearman’s rehabilitation unit, performance of hot drink-making in the
␳⫽0.30; P⬍0.05). Real-world independence was greater: the real and virtual worlds were correlated, and the real-world
mean difference between real world and virtual environment tasks and virtual tasks were sensitive to similar stroke-related
scores was 7.9 (standard deviation, 11.3; range, ⫺9.5 to impairments. Taken alone, these findings would indicate that
38.6). A scatterplot (Figure 2) shows that many participants our virtual environment may be a useful rehabilitation tool for
scored maximally in the real-world kitchen assessment but patients undergoing stroke rehabilitation in hospital. How-
scored less than maximally in the virtual environment. ever, making a virtual hot drink was more difficult than
Validity was assessed in terms of whether similar factors making a hot drink in a rehabilitation kitchen, and it was
predicted performance in the real world and virtual environ- evident from the comparison of the video recordings that
ment (Table 3). Both real and virtual performance scores people with stroke made different mistakes when making a
correlated with age, Barthel ADL, Mini Mental State Exam- real and virtual hot drink. Therefore, despite appearing to
ination scores, and on tests of visuospatial perception. Real resemble each other, virtual and real hot drink-making are
world but not virtual environment performance was associ- qualitatively different tasks for stroke patients. The difference
ated with arm function and sequencing ability. Virtual envi- between real and virtual tasks has not previously been
ronment but not real-world performance was associated with examined in rehabilitation after brain injury.
language function and praxis. One explanation for the difference in difficulty between
There was little association between error patterns when real and virtual hot drink-making may simply be because
participants attempted to make a hot drink in the real world many of our participants were unfamiliar with computers,
and virtual environments (Table 4). The mean number of because we found that interface and technical problems
individual errors on real-world performance was 1.95 com- contributed to the difference between real and virtual perfor-
pared with 3.70 in the virtual environment (Wilcoxon Signed mance. In our extensive developmental work using a user-
Ranks test z⫽2.14; P⬍0.05). Some participants demonstrated centered design process,15 we had aimed to develop a system
errors suggestive of visual inattention in the real world but that was suitable for users of this type, and this had informed
not in the virtual environment, and vice versa. Certain our choice of a simple, nonimmersive system. However, we
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2774 Stroke November 2006

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Despite the fact that our virtual task was more difficult than
Asperger’s Syndrome. Digital Creativity. 2002;13:11–22.
the real-world task, at least it simulated the task. Furthermore, by 12. Edmans JA, Gladman J, Walker M, Sunderland A, Porter A, Stanton Fraser
our choice of hardware, our system was portable and therefore D. Mixed reality environments in stroke rehabilitation: development as reha-
flexible in use and inexpensive, making it easily replicable bilitation tools. Proceedings of 5th International Conference on Disability,
Virtual Reality and Associated Technologies. Oxford, UK. 2004:3–10.
elsewhere. Although further development is needed, our virtual
Available from: http://www.icdvrat.reading.ac.uk/2004/index.htm. Accessed
environment may nevertheless be a valuable rehabilitation tool May 18, 2006.
for some patients aiming at making a hot drink, because it 13. Boian R, Sharma A, Han C, Merians A, Burdea G, Adamovich S, Recce
retains many of the potential educative benefits of the virtual M, Tremaine M, Poizner H. Virtual Reality-based post-stroke hand reha-
bilitation. Proceedings of Medicine Meets Virtual Reality Conference.
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edly and in safety, and encouraging error-free learning. We 14. da Costa RMEM, de Carvalho LAV, de Aragon DF. Virtual city for cognitive
argue that it is important to test feasible systems in clinical rehabilitation. Proceedings of the 3rd International Conference on Disability
practice while being aware of the need to develop potentially Virtual Reality and Associated Technologies. Alghero, Sardinia. 2000:
299–304. Available from: http://www.icdvrat.reading.ac.uk/2000/index.htm.
better ones, which themselves should be clinically evaluated Accessed May 18, 2006.
in due course. 15. Hilton D, Cobb SV, Pridmore TP. Virtual reality and stroke assessment:
Therapists’ perspectives. Proceedings of the 3rd International Conference
Acknowledgment on Disability Virtual Reality and Associated Technologies. Alghero,
Sardinia. 2000:181–188. Available from: http://www.icdvrat.reading.
We thank staff and patients on the Queen’s Medical Centre stroke
ac.uk/2000/index.htm. Accessed May 18, 2006.
unit for accommodating this study, and Karen Newell and Shirley 16. Hilton D, Cobb S, Pridmore T, Gladman J. Virtual reality and stroke
Thomas for assistance in analyzing the virtual environment errors. rehabilitation: A tangible interface to an every day task. Proceedings of
the 4th International Conference on Disability Virtual Reality and Asso-
Sources of Funding ciated Technologies. Veszprém, Hungary. 2002:63–70. Available from:
The Stroke Association funded this project. http://www.icdvrat.reading.ac.uk/2002/index.htm. Accessed May 18,
2006.
17. Kim K, Kim J, Ku J, Kim DY, Chang WH, Shin DI, Lee JH, Kim IY, Kim
Disclosures SI. A virtual reality assessment and training system for unilateral neglect.
None. CyberPsychol Behavior. 2004;7:742–749.
18. Wallergård M, Cepciansky M, Lindén A, Davies RC, Boschian K, Minör U,
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