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Review

Neuroepidemiology 2011;36:2–18 Received: March 8, 2010


Accepted: August 27, 2010
DOI: 10.1159/000320847
Published online: November 17, 2010

Virtual Reality in Pediatric Neurorehabilitation:


Attention Deficit Hyperactivity Disorder, Autism
and Cerebral Palsy
Michelle Wang Denise Reid
Virtual Reality and Neurorehabilitation Laboratory, Department of Rehabilitation Science, University of Toronto,

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Toronto, Ont., Canada

Key Words Introduction


Virtual reality ⴢ Children ⴢ Rehabilitation ⴢ Cerebral palsy ⴢ
Attention deficit hyperactivity disorder ⴢ Autism This paper presents the current status and use of vir-
tual reality (VR) for children with specific neurodevel-
opmental disorders. Neurodevelopmental disorders en-
Abstract compass a wide range of diagnoses including Down’s
This paper presents the current status and use of virtual real- syndrome, spina bifida, epilepsy, attention deficit hyper-
ity (VR) for children with attention deficit hyperactivity dis- activity disorder (ADHD), autism and cerebral palsy [1].
order (ADHD), autism and cerebral palsy. This literature re- This literature review focuses on three specific disorders:
view explores how VR systems have been used as treatment ADHD, autism and cerebral palsy. In the past decade, VR
tools to address the primary impairments of these disorders. has been used increasingly as a treatment tool for these
Three major classes of VR display systems are identified that pediatric populations [2, 3]. Because children with these
can be characterized by the type of human-computer inter- disorders are diagnosed and treated based on overt phys-
action provided: (1) feedback-focused interaction, (2) ges- ical criteria, either behavioral or motor patterns, they are
ture-based interaction, and (3) haptic-based interaction. The particularly appropriate for VR interventions. VR inter-
demonstrated effectiveness and potential effectiveness of ventions naturally facilitate specific action-based re-
each class are discussed in the context of remediating the sponses to events occurring in the virtual environment
primary impairments of children with ADHD, autism and ce- (VE). This literature review focuses on the types of VR
rebral palsy. Three major themes for future research are dis- systems that are used as treatment tools to address the
cussed to support continued research interest in using VR in primary impairments of children with ADHD, autism
pediatric neurorehabilitation. Copyright © 2010 S. Karger AG, Basel and cerebral palsy.
The primary deficits of ADHD include the presence
and frequency of inattentive, impulsive and hyperactive
behaviors [4]. For autism, the key impairments include
the absence of typical social and communication behav-
iors, the lack of imagination or abstract thought, and the

© 2010 S. Karger AG, Basel Michelle Wang


0251–5350/11/0361–0002$38.00/0 Virtual Reality and Neurorehabilitation Laboratory
Fax +41 61 306 12 34 Department of Rehabilitation Science, University of Toronto
E-Mail karger@karger.ch Accessible online at: 160-500 University Avenue, Toronto, ON M5G 1V7 (Canada)
www.karger.com www.karger.com/ned Tel. +1 416 978 1250, Fax +1 416 946 8762, E-Mail mwang @ qmed.ca
presence of stereotyped, repetitive behaviors [4]. The def- presence. Using VR as an educational and therapeutic
icits in cerebral palsy are primarily motor deficits, affect- tool allows instructors and therapists to offer both flexi-
ing upper- and lower-limb function and postural control bility and control when administering treatments, in-
to varying degrees [5]. Focusing on recent research using creasing the probability of skill transfer and ensuring
VR as a treatment tool for children with ADHD, autism safety during learning.
and cerebral palsy, a literature search was conducted us- Flexibility is essential when designing therapeutic
ing the following databases: Scholar’s Portal, Medline, programs because children with neurodevelopmental
Embase, AMED, Cinahl, IEEE, Biosis, Scopus, and Web disorders are not only heterogeneous, but also require ex-
of Science. In addition to variations of the names of the tra learning supports. Due to the heterogeneity of these
disorders, the key words included combinations of: child, disorders, one predefined intervention cannot possibly
children, pediatric, paediatric, virtual reality and interac- address the needs of all these children [13–16]. VR adds
tive technology. the flexibility required to individualize the activity for
The reference lists of review articles and all primary each child or subgroup of children. Individualization of
sources were also reviewed for relevant studies. The in- the VR intervention can be achieved by integrating the
clusion criteria for a study were as follows: (1) the publica- child’s own interests and preferences into the program,
tion year was between 2000 and the present; (2) the study by modifying the complexity of the VE to increase atten-

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used VR as a treatment tool, not as an assessment or en- tion and minimize distractions, and finally, by exagger-
tertainment system; (3) the study focused on remediating ating the effect of feedback to maximize its impact on the
the primary deficits of ADHD, autism or cerebral palsy, child. These techniques maximize engagement, which is
which are those deficits that comprise the diagnostic cri- one of the strongest predictors of successful learning [17–
teria of each disorder (DSM-IV-TR or ICD-10); (4) the 19]. In occupational therapy, engagement in VR has been
study participants were children (ages 18 and under), and shown to maximize occupational engagement success-
(5) the article was published in a peer-reviewed journal or fully [9].
peer-edited conference proceedings book, and presented While flexibility is useful to individualize the pro-
original work. A total of 20 articles were identified: 4 for gram, having control over the design of the VR program
ADHD, 3 for autism and 13 for cerebral palsy. This paper facilitates the incorporation of structured and systematic
begins by discussing the overall benefits of VR in the con- teaching strategies. Children with disabilities require ad-
text of pediatric rehabilitation, and then focuses on syn- ditional supports to help them anticipate events and un-
thesizing the findings of the 20 studies identified. derstand what behaviors are expected of them [20]. Ad-
ditional structures such as instructions, cues, prompts
and feedback are easily integrated into each stage of the
VR in Pediatric Rehabilitation VR task. In addition, control of the VR program allows
systematic administration of, and incremental progres-
VR is a simulation of the real world using computer sion through, the exercises. As both cognitive and physi-
graphics. Defining features of a VR program or applica- cal interventions typically require intense repetition [2,
tion include interaction and immersion. Human-comput- 21, 22], VR can lessen the burden on the instructor by
er interactivity is achieved through multiple sensory presenting exercises in a consistent and predictable man-
channels that allow children to explore VEs through ner while maintaining the child’s attention and engage-
sight, sound, touch and sometimes even smell [6, 7]. Im- ment.
mersion is considered the degree to which the child feels Having both flexibility and control of the VR program
engrossed or enveloped within the VE [8]. Together, the helps instructors and therapists to address two key con-
level of immersion and interaction are key factors in es- cerns of pediatric treatment programs. The first is the
tablishing the degree of presence, which is the feeling of problem of generalization, or the transfer of newly learned
‘being there’ in the VE. A higher degree of presence is as- skills to new environments [23–26]. This is the most chal-
sociated with greater engagement, which has been linked lenging outcome of treatment; therefore, incorporating
to better treatment outcomes [9]. A comprehensive dis- specific strategies to maximize generalization is a signif-
cussion of the components and importance of presence is icant part of intervention planning. Because VR applica-
beyond the scope of this review; the reader is referred to tions are fundamentally designed to simulate real-life sit-
Witmer et al. [8], Witmer and Singer [10], Slater et al. [11] uations, there is a high degree of ecological validity: the
and Sacau et al. [12] for more detailed discussions on degree to which the VE simulates the real environment

Virtual Reality in Pediatric Neuroepidemiology 2011;36:2–18 3


Neurorehabilitation
[27]. High ecological validity increases the probability were identified that can be characterized by the type of
that skills learned in the simulated environment will human-computer interaction provided: (1) feedback-fo-
transfer or generalize to the real world [27]. Thus, creat- cused interaction, (2) gesture-based interaction, and (3)
ing a variety of well-controlled VEs, each designed to in- haptic-based interaction. The demonstrated effectiveness
corporate natural stimuli, cues and feedback, is an intui- and potential effectiveness of each class will be discussed
tively effective approach to facilitate generalization. in the context of remediating the primary impairments
Safety is the second major challenge of pediatric reha- of children with ADHD, autism and cerebral palsy. The
bilitation. Safety is one of the top concerns of parents of studies [31–51] are summarized in table 1.
children with disabilities because children with disabili-
ties may not have developed the adequate cognitive skills
to understand the concept of danger, or the adequate VR Systems with Feedback-Focused Interaction
physical skills to avoid dangerous situations. VR offers
safe access to realistic environments that would be con- VR is often used as an adjunct to a well-established,
sidered dangerous in the real world [28, 29]. In a study by dominant mode of therapy. In these systems, VR is used
Miller and Reid [9], children with cerebral palsy who as the medium through which feedback or reinforcement
played virtual sports games commented on the safety as- is provided, rather than as the primary treatment tool it-

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pect of this type of play engagement; ‘Every time the ball self. The child is required to make gains in the non-VR,
hits me when I’m playing in not VR, I usually got hurt. dominant form of therapy in order to benefit from inter-
Luckily I didn’t hurt my head after the ball went on my action and feedback from the VE. Although this type of
head. There’s a lot of balls shooting at a fast speed and I human-computer interaction is typically 1D and varies
don’t get hurt’ [9]. The development of confidence, self- only quantitatively, the child still retains real-time con-
efficacy, and requisite skills in a safe, nonjudgmental en- trol over the events occurring in the VE. Feedback-fo-
vironment better prepares the child to approach the task cused systems capitalize on the ability of VR programs to
in the real world [30]. increase engagement and motivation by integrating a
Overall, VR systems provide the instructor or thera- child’s preferred interests into the program.
pist with a balance between flexibility and control of the One type of feedback-focused system integrates VR
treatment program. The realism of the simulated envi- with neurofeedback training. Neurofeedback, or electro-
ronment allows the child to learn important skills in a encephalography (EEG) biofeedback is an empirically
safe environment and increases the probability that these validated procedure used mainly for children with ADHD
skills will be transferred into their everyday lives. Both to increase attention and decrease hyperactivity and im-
the degree of immersion and level of interaction have an pulsivity. This procedure uses electrical signals that are
impact on the realism and ecological validity achieved by generated by the active brain, which can be localized,
the program. Head-mounted devices (HMDs) have been measured and monitored through externally placed elec-
considered the gold standard for fully, immersive, 3D VR trodes on the child’s skull. The patterns of EEG signals,
systems [2]. Typically, HMDs require the child to wear represented by the frequency and amplitude of the sig-
helmet-like equipment which immerses him or her com- nals, indicate the state of arousal of the brain [32, 33]. The
pletely into the VE and blocks out extraneous sights and EEG patterns of children with ADHD differ from those
sounds from the real environment. However, the costs as- of typical children and are closely associated with de-
sociated with developing HMD systems, as well as the creases in attention and inhibition [32]. The goal of EEG
associated side effects (i.e. cybersickness) and cumber- biofeedback therapy is to teach the child to regulate and
some nature of using HMDs, have led to a surge of non- normalize his or her own EEG patterns by offering rein-
HMD systems in the field of rehabilitation. While non- forcement when target patterns are achieved [14]. VR has
HMD, 2D flatscreen systems do not offer the same degree recently been integrated as a tool to provide this rein-
of immersion, technological advances have facilitated forcement.
greater on-screen visual resolution, thus increasing im- Cho et al. [32] reported the use of neurofeedback with
mersion and interaction without full 3D capabilities. In 28 juvenile offenders who did not have formal ADHD
this paper, attention is diverted from the traditional divi- diagnoses, but who were reported to have problems of
sion between HMD and non-HMD devices, to the types attention, impulsivity, hyperactivity and distractibility.
of interaction afforded by the display devices of different The participants were divided into 3 groups: biofeedback
VR systems. Three major classes of display interfaces with VR, biofeedback only, and control (no treatment).

4 Neuroepidemiology 2011;36:2–18 Wang/Reid


Table 1. Summary of studies included in this review

Source Participant characteristics Description of treatment Description of results

Studies with children with ADHD


Cho Sample size VR group (n = 8) Design: (1) VR group earned higher scores on VR task than
et al. [31] Non-VR group (n = 9) Between groups, randomization to 3 groups non-VR group, but difference was not significant
Control group (n = 9) VR system: (2) CPT: VR group improved significantly on
Gender Not indicated HMD or desktop display response accuracy, perceptual sensitivity and
Mean age VR group (13 years) Intervention: response bias, as compared to non-VR and
Non-VR group (15.11 years) Virtual classroom with 2 tasks: virtual reality control groups. No significant improvements
Control group (14.67 years) comparison training task and virtual reality on other CPT measures
Diagnosis All with learning difficulties sustained attention training task
with symptoms of inattention, Treatment intensity:
impulsivity and hyperactivity; 8× 20-min sessions, 2 weeks
no formal diagnosis of ADHD
Cho Sample size VR group (n = 10) Design: (1) Greater improvements on completion time in VR
et al. [32] Non-VR group (n = 9) Between groups, group than in non-VR group. VR group had
Control group (n = 9) randomization to 3 groups significantly higher target EEG wave ratio rates
Gender All male VR system: than non-VR group
Age range 14–18 years HMD or desktop display with neurofeedback (2) CPT: VR and non-VR group improved on

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Diagnosis All with learning difficulties Intervention: number of hits, commission errors and response
with symptoms of inattention, Neurofeedback with integrated VR feedback to bias (nonsignificant). All groups improved on
impulsivity and hyperactivity; increase target EEG signal perceptual sensitivity (nonsignificant). VR group
no formal diagnosis of ADHD Treatment intensity: improved significantly on reaction time
8× 20-min sessions, 2 weeks
Othmer Sample size n = 46 Design: (1) Symbol Digit Modality test: 3D group improved
et al. [33] Gender Not indicated Between groups, not randomized significantly more than 2D group
Mean age Not indicated VR system: (2) Word fluency test: 3D group improved more than
Diagnosis ADHD, epilepsy or mood dis- Desktop display with neurofeedback 2D group (marginal significance)
orders Intervention: (3) Impulse control test: 3D group improved more
Neurofeedback with integrated VR feedback to than 2D group (marginal significance)
increase target EEG signal (4) Number of sessions completed: 3D group
Treatment intensity: completed more sessions than 2D group
20× 30-min sessions (marginal significance)
Yan Sample size n = 12 Design: (1) IVA-CPT: significant improvements on both
et al. [34] Gender 10 males, 2 females Within group RCQ (impulsivity) and AQ (inattentiveness)
Age range 8–12 years VR system: measures
Diagnosis ADHD Desktop display with neurofeedback
Intervention:
Neurofeedback with integrated VR feedback to
increase target EEG signal
Treatment intensity:
2× 25- to 35-min sessions per week, 10 weeks
Studies with children with autism
Baum- Sample size n = 6 (3 dyads) Design: (1) StoryTable performance: increase in positive
inger Gender Not indicated A-B-A Desi social behaviors and decrease in stereotypic,
et al. [35] Age range 9–11 years VR System: repetitive behaviors
Diagnosis High functioning autism DiamondTouch with StoryTable (2) MarbleWorks performance: increase in positive
Intervention: social behaviors, complex play, and narrative
StoryTable training to teach joint social behaviors utterances
and communication
Treatment intensity:
10× 20-min sessions, 3–4 times for 3 weeks
Herrera Sample size n=2 Design: (1) Functional use of objects: both children improved
et al. [36] Gender Both male Within subjects (2) Symbolic Play Test: one child improved
Age 8;6 and 15;7 VR System: (3) Test of Pretend Play: both children improved in
Diagnosis Autism spectrum disorder Touchscreen structured and unstructured scenarios and in a
Intervention: number of free play samples
Virtual supermarket, ‘I am going to act as if ...’ (4) Imagination Understanding: both children
tool to teach imagination improved
Treatment intensity: (5) Magic Understanding: both children improved
28× 20- to 30-min sessions, approx. 3 sessions per
week

Virtual Reality in Pediatric Neuroepidemiology 2011;36:2–18 5


Neurorehabilitation
Table 1 (continued)

Source Participant characteristics Description of treatment Description of results

Mitchell Sample size n = 7 (1 withdrawal) Design: (1) Ratings of choice about where to sit: 4 of 6
et al. [37] Gender 4 males, 3 females Within subjects participants improved significantly on at least
Mean age 15 years VR system: 1 video scene (café or bus) after VR exposure
Diagnosis Autism spectrum disorder Desktop display with mouse (2) Ratings of reasoning about where to sit: all
Intervention: improved significantly on reasoning about where
Virtual café to teach social understanding to sit on at least 1 video scene (café or bus).
Treatment intensity: Significantly more gains after VR than after
2× 30- to 50-min sessions, successive days no VR

Studies with children with cerebral palsy


Upper extremity studies
Chen Sample size n = 4 Design: (1) Reaching kinematics (Mail delivery task): variable
et al. [38] Gender 3 males, 1 females Single subject (A-B with follow-up) improvements in all children on task in neutral,
Mean age 6.3 years VR system: outward and inward directions
Diagnosis Cerebral palsy with Desktop display with integrated sensor glove and (2) Fine Motor Domain of Peabody Developmental
spastic quadriplegia (3), spastic Sony EyeToy system Motor Scales – Second Edition (PDMS-2): All

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hemiplegia (1) Intervention: children showed increases in total score on
VR-based hand rehabilitation training system and grasping and visuo-motor tasks. Most of the
Sony EyeToy to improve reaching behaviors increase was attributed to the increase on visuo-
Treatment intensity: motor tasks
120 min per week, 2–3 sessions per week for 4
weeks
Fluet Sample size Group one: n = 4 Design: (1) Reaching kinematics on bubble explosion: all
et al. [39] Gender Group two: n = 4 Within groups, 2 groups subjects improved on measures of duration,
Age range Group one: 3 males, 1 female VR System: smoothness and path length of reaching
Diagnosis Group two: 1 male, 3 females HapticMaster with robotics kinematics. Improvements were greater for
Group one: 7–16 years Intervention: Group Two subjects
Group two: 5–12 years 5 haptic games to improve speed and accuracy of (2) Melbourne Assessment of Unilateral Upper Limb
Cerebral palsy with hemiplegia shoulder and elbow movements Function (MAUULF): mean scores of Group one
Treatment intensity: improved significantly. Mean scores of Group two
Group one: 3× 60-min per week, 3 weeks improved, but not significantly. Combined scores
Group two: 3× 60-min per week, 3 weeks; from both groups indicated significant gains
additional 6 h of other treatment
Huber Sample size n=3 Design: (1) Activities of Daily Living: one child improved on
et al. [40]; Gender Not indicated Within subjects brushing teeth and putting shampoo in hair. Two
Golomb Age Teenagers VR System: children improved on holding spoon, helper hand
et al. [41] Diagnosis Cerebral palsy with hemiplegia Playstation system with 5DT Ultra glove dressing and helper hand sports. All children
Intervention: improved on carrying grocery bags
Home telerehabilitation system with finger range (2) Jebson Test of Hand Function: significant
of motion and finger velocity games to improve improvements seen
hand function (3) Bruininks-Osertsky Test: notable improvements
Treatment intensity: in one child
Prescribed: 30 min per day, 3 months (actual
intensity varied for all subjects)
Li et al. Sample size n=5 Design: (1) Elicitation of target UE movements: all children
[42] Gender 4 males, 1 female Within groups performed all target movements
Mean age 8.1 years VR system: (2) Number of exercise repetitions: children
Diagnosis Cerebral palsy with hemiplegia Sony EyeToy system performed an average of 13 movements per minute
Intervention: (3) Playing time: children played an average of 19
Two EyeToy games chosen to improve gross min per session
elbow and shoulder motion
Treatment intensity:
10× 30-min sessions
Jannick Sample size Experimental: n = 5 Design: (1) Melbourne Assessment of Unilateral Upper
et al. [43] Control: n = 5 Between groups (two groups) Limb Function (MAUULF): Control group: 4
Gender 9 males, 1 female VR system: with zero or negligible changes, 1 with notable
Age range 7–16 years Sony EyeToy system improvement; Experimental group: 3 with zero
Diagnosis Cerebral palsy with Intervention: or negligible changes, 2 with considerable
spastic tetraplegia (7), Three EyeToy games chosen to improve gross improvement
spastic hemiplegia (1), elbow and shoulder motion
spastic diplegia (2) Treatment intensity:
2× 30-min per week, 6 weeks

6 Neuroepidemiology 2011;36:2–18 Wang/Reid


Table 1 (continued)

Source Participant characteristics Description of treatment Description of results

Odle Sample size n=3 Design: (1) Velcro task: all improved
et al. [44] Gender All male Within subjects (2) Card task: all improved (one child did not
Age 4, 10 and 12 years VR system: complete)
Hands-Up System
Diagnosis Cerebral palsy with hemiplegia
Intervention:
(1), spastic diplegia (1), diple-
Customized games to improve upper extremity
gia (1)
movement
Treatment intensity:
1× 60-min per week, 5 weeks
Reid [45] Sample size n=4 Design: (1) Quality of Upper Extremity Skills Test (QUEST):
Gender Not indicated Single case study 2 of 4 children showed clinically significant
Age range 8–12 years VR system: IREX system improvements
Diagnosis Spastic quadriplegia (3), Intervention: (2) Bruininks-Oseretsky Test of Motor Proficiency
Spastic diplegia (1) Games to promote upper extremity range of (BOTMP): subtest #5, item #6: All children
motion, mobility and strength showed improvements
Treatment intensity: (3) Orbosity program: percent accuracy: 2 of 4
1× 90-min session per week, 8 weeks children showed notable improvements

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You Sample size n=1 Design: (1) Bruininks-Oseretsky Test of Motor Proficiency
et al. [46] Gender Male Single case study subtest #5, item #6 (BOTMP): considerable
Age 8 years VR system: improvements
Diagnosis Cerebral palsy with hemiplegia IREX system (2) Modified Pediatric Motor Activity Log (PMAL):
Intervention: considerable improvements
Games to promote upper extremity range of (3) Fugl-Meyer Assessment (FMA): considerable
motion, mobility and strength improvements
Treatment intensity: (4) fMRI: no observable or meaningful changes in
5× 60-min per week, 4 weeks regions of interest
Lower extremity studies
Brutsch Sample size With gait disorder: n = 10 Design: (1) Motor Output: increased motor output with
et al. [47] Controls: n = 8 Within groups (2 groups) instructor encouragement and VR, both
Gender With gait disorder: 4 males, VR system: separately and in combination, for all children in
6 females Lokomat system both groups
Controls: 2 males, 6 females Intervention:
Mean age With gait disorder: 14.2 years RAGT with instructor encouragement and/or VR
Controls: 11.8 years Treatment intensity:
Diagnosis Cerebral palsy with diplegia 1 session, 4 conditions ×2 min
(3), with tetraplegia (2), Hip
dysplasy (1), cerebral hemor-
rhage (1), MS (1), encephalop-
athy (1), symptomatic SCI (1)
Bryanton Sample size With CP: n = 10 Design: (1) Number of exercise repetitions: all children
et al. [48] Without CP: n = 6 Within subjects (AB-BA design) completed significantly more repetitions during
Gender With CP: 4 males, 6 females VR system: Conventional exercises than during VR exercises
Without CP: 2 males, 4 females IREX system (2) Time to complete one exercise repetition: all
Age range 7–17 years Intervention: children took significantly more time to complete
Diagnosis Cerebral palsy with spastic Conventional and VR exercises to improve ankle VR exercises than Conventional exercises
hemiplegia (8), spastic diple- dorsiflexion (3) Average hold times: all children showed longer
gia (2) Treatment intensity: hold times in the VR exercises than in the
1× 90-min session Conventional exercises
(4) Mean ankle range of motion into dorsiflexion: all
children achieved significantly greater range of
motion during the VR exercises than during
Conventional exercises
Deutsch Sample size n=1 Design: (1) Test of Visual Perceptual Skills, ed 3 (TPVS-3):
et al. [49] Gender Male Single case study improvements in all domains except visual
Age 13 years VR system: memory
Diagnosis Cerebral palsy with spastic Nintendo Wii system (2) Postural Scale Analyzer: greater loading on lower
diplegia Intervention: extremities and less reliance on walker, center-of-
Wii games to improve visual perception, posture pressure sway decreased, increased symmetry of
and functional mobility weight distribution
Treatment intensity: (3) Functional mobility (ambulation with forearm
11× 60–90 min, over 4 weeks crutches): great improvements in distance of
independent ambulation

Virtual Reality in Pediatric Neuroepidemiology 2011;36:2–18 7


Neurorehabilitation
Table 1 (continued)

Source Participant characteristics Description of treatment Description of results

Kott Sample size n=5 Design: (1) SWOC: significantly increased speed for Walk-
et al. [50] Gender All male Within group Glass condition
Mean age 7;5 years VR system: (2) GMFM-88 dimension E: significant increase in
Diagnosis Cerebral palsy with spastic Desktop system with treadmill percentage of items accomplished
diplegia (3), spastic hemiplegia Intervention: (3) Treadmill speed: significant increase in speed
(1), spastic triplegia (1) Treadmill therapy to increase functional mobility from initial to final session
Treatment intensity:
9 h, in 10–12 sessions, over 3–4 weeks
Reid [51] Sample size VR group: n = 3 Control: n = 3 Design: (1) SACND: improvements in VR group in posture
Gender Not indicated Between groups measures during rest and reaching
VR system:
Age range 9–12 years
IREX system
Diagnosis Cerebral palsy with spastic Intervention:
quadriplegia (4), spastic diple- Exercises focused on upper extremity and trunk
gia (2) control
Treatment intensity:
2× 90-min, 4 weeks

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The authors created a VR game to reinforce the achieve- combining 3D visual games with neurofeedback tech-
ment of the target EEG signal. If a participant achieved niques improved the targeted outcomes. The authors also
the target amplitude, a dinosaur’s egg would hatch in the noted that the subjects who engaged with the 3D games
VE and a part of a dinosaur puzzle would be filled in. completed a marginally significantly greater number of
Completion of the puzzle signaled the end of the game. sessions than those in 2D training. Thus, the greater im-
After eight 20-min sessions, both the biofeedback-with- provements in the 3D group may be due to increased
VR and biofeedback-only groups improved on the Con- treatment time, rather than the type of treatment itself.
tinuous Performance Task (CPT) on the attention and Using a more homogeneous sample, Yan et al. [34]
impulsivity dimensions. The biofeedback-with-VR group evaluated 12 participants in a neurofeedback interven-
also showed a significant decrease in reaction time on the tion with VR. The participants were clinically diagnosed
CPT, indicating that they were attending to the task and with ADHD, and were between the ages of 8 and 12. The
responding more efficiently. Although both treatment VR game consisted of 3 spaceships, the ‘commander’ of
groups showed improvements in performance as com- which was controlled by the child’s EEG signal: if the
pared to the control group, these results indicate that bio- child’s signal fell within the targeted range, the ship
feedback with VR may be more effective than biofeed- would speed up; if the signal deviated, it would slow
back alone. down. After twenty 30-min training sessions, the chil-
Othmer and Kaiser [33] investigated VR with neuro- dren showed significant improvements on the impulsiv-
feedback in an intervention with 46 children with ADHD, ity and inattentiveness subscales of the Integrated Visual
epilepsy and mood disorders. The intervention consisted and Auditory-Continuous Performance Test (IVA-CPT)
of a minimum of twenty 30-min sessions using the Neu- [54], although there were no improvements in the hyper-
rocybernetics 2-channel EEG biofeedback system. The activity subscale. The authors concluded that their sys-
children were given the choice to play either 2D simple tem was effective in improving the attention and impul-
games or 3D virtual games. Similar to the setup in Cho sivity of children with ADHD.
et al. [32], the games were designed to reinforce a certain For children with cerebral palsy, VR has been inte-
range of target amplitudes. After the intervention, the grated with treadmill training, which is an effective in-
participants who played the 3D virtual games scored sig- tervention for lower-extremity rehabilitation [55]. Kott et
nificantly higher on the Symbol Digit Modality test al. [50] displayed a virtual fantasy world in front of a
(SDM) [52], which is a test of general cognitive ability. The treadmill to encourage children with cerebral palsy to
same 3D group also showed the greatest improvements complete their walking therapy. The researchers devel-
on the impulsive dimension of the Test of Variables of At- oped two virtual story scenarios where the child played a
tention (TOVA) [53]. Thus, the authors concluded that character within the story. The child was employed with

8 Neuroepidemiology 2011;36:2–18 Wang/Reid


the task of ‘saving a princess’ or ‘defeating a dragon’. The port for the use of VR as a tool for active engagement,
progression and outcome of the virtual story were cali- which is considered the major role of VR in feedback-fo-
brated to the child’s walking performance. A successful cused systems.
and happy ending to the story was only achieved if the VR has shown potential as an additional reinforce-
child reached and maintained his or her walking goals as ment for treatments whose efficacy is already established,
the virtual story unfolded. Five boys with cerebral palsy such as neurofeedback [59] and mobility training [55].
ages 5–9 participated in the training program. The out- The studies reviewed in this section have used VR as an
come assessments included the Standardized Walking added tool to retain the children’s motivation and en-
Obstacle Course (SWOC) [56] and items on the Gross gagement in the treatment. All studies combining VR
Motor Function Measure-88 (GMFM-88) [57]. Each child with neurofeedback used a variation of the CPT as an
underwent 9 h of VR treadmill training in 10–12 sessions outcome measure. The CPT is the most frequently used
over 3–4 weeks. The speed and duration of each session laboratory assessment for ADHD, and has demonstrated
were calibrated to the target heart rate for each child. Af- good discriminative and predictive validity [60]. The
ter training, the children showed a decrease in mean per- SWOC [56] and GMFM-88 [57] also provide standard-
formance times on the SWOC, which indicated increased ized and functional assessments of meaningful change.
walking speed. There was also a significant increase in The results thus indicate that meaningful changes were

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the percentage of items completed on the SWOC. The au- obtained in all studies; however, the specific impact of VR
thors noted that the short-term intensive training pro- on these meaningful changes is still unknown.
gram achieved results that are typically only achieved Of the 5 studies exploring feedback-focused VR sys-
over 3–4 months [58]; however, the maintenance and tems, only 1 study, Cho et al. [32], compared the efficacy
continued improvements of the children were not as- of a VR program with a traditional non-VR program.
sessed. While Othmer and Kaiser [33] and Brutsch et al. [47]
A more recent study has applied a combination of ro- both used between-groups designs, the former did not
botics and VR to lower-limb rehabilitation. Brutsch et al. randomize subjects, and the latter investigated the out-
[47] integrated the Lokomat System (Hocoma Inc., Rock- comes of the same intervention with both clinical and
land, Mass., USA) with VR to target lower-limb function- nonclinical groups. Thus, a major limitation of these
ing through Robotic Assisted Gait Training (RAGT). The studies is the lack of between-groups studies with suffi-
efficacy of the Lokomat in improving gait has already ciently large sample sizes. Researchers need to verify the
been documented; however, the repetitive nature of the added contribution of VR to existing, empirically vali-
exercises often hinders motivation or adherence to the dated treatments. Positive evidence from large-scale
program. In the current study, the Lokomat System was comparison studies would support further research for
used as a multidimensional feedback system during a vir- the use of VR as a reinforcement tool. In addition, al-
tual game of soccer. The feedback capabilities of the de- though results from Brutsch et al. suggest that VR plays
vice allowed the children to ‘feel’ the weight and forces a role in increasing active engagement, current studies
exerted on and by the soccer ball. The VR-integrated Lo- have not yet characterized the type or degree of the thera-
komat program was evaluated with 10 children with neu- peutic impact of VR. Thus, although these studies sug-
rological gait disorders, 5 of whom were diagnosed with gest that VR increases the efficacy of existing programs
cerebral palsy (mean age 14.2 years). A healthy control by increasing motivation and engagement, the quality
group of 8 children was included (mean age 11.8 years). and quantity of this have not yet been measured.
The degree of active engagement in the Lokomat exer-
cises was evaluated for both groups of children during 4
conditions: (1) without instructor encouragement or VR, VR Systems with Gesture-Based Interaction
(2) with instructor encouragement only, (3) with VR, and
(4) with both instructor encouragement and VR. The re- Gesture-based interaction systems have incorporated
sults of the study showed that active engagement in the specialized cameras that can capture a child’s move-
Lokomat exercises significantly increased when either or ments, or gestures, which are then projected in real time
both instructor support or VR engagement was included. into the VE to facilitate interactions between the child
There were no differences in the degree to which active and virtual objects. There are two basic systems available
engagement increased between instructor encourage- with these capabilities: those designed specifically for re-
ment and the presence of VR. Thus, this study offers sup- habilitative purposes and those designed primarily for

Virtual Reality in Pediatric Neuroepidemiology 2011;36:2–18 9


Neurorehabilitation
entertainment purposes. All of these motion capture sys- any aspect of sitting posture as measured by the SACND.
tems allow the children to see themselves within the VE Although the IREX exercises chosen for this study em-
while performing the activities. While both types have phasize upper-extremity movement, the engagement and
similar capabilities and provide similar types of games/ participation of the trunk muscles in maintaining pos-
applications, the entertainment systems are far more ture during these activities resulted in improvements in
affordable and accessible for the general population. seated postural control as well.
Specialty rehabilitation systems, however, have valuable You et al. [46] sought to verify the impact of IREX on
built-in capabilities for data collection which allow indi- upper-extremity function with a single-case study of an
vidual performance to be monitored and modified ac- 8-year-old child with hemiparetic cerebral palsy. The sig-
cordingly. While gesture-based systems have been used nificance of the VR intervention was also evaluated corti-
exclusively to address primary deficits in children with cally using functional magnetic resonance imaging
cerebral palsy, there is increasing interest in extending (fMRI), which is able to show which areas of the brain are
the use of this technology to conditions such as autism active during a specific cognitive or motor task. The child
[61]. Gesture-based systems offer the unique experience participated in a VR intervention which involved five 60-
of ‘seeing oneself’ within the virtual world, which may min sessions each week for 4 weeks. The participant
lead to increased engagement within the environment played the following IREX games: Birds and Balls, Con-

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and a sense of control over the cause-and-effect of events veyor and Soccer. Pre- and postintervention assessments
occurring within the VE. included the following: Item #6 of Subtest #5 from the
Reid [45] used the Interactive Rehabilitation and Ex- BOTMP [63]; the modified Pediatric Motor Activity Log
ercise System (IREX; GestureTek Health, Toronto, Ont., questionnaire (PMAL) [65]; and the upper-limb subtest
Canada) program to address the upper-extremity defi- of Fugl-Meyer assessment (FMA) [66]. In addition, the
cits in 4 case studies of children with cerebral palsy, ages fMRI focused on specific regions of the brain during el-
8–12 years. The VR intervention consisted of one 1.5- bow flexion and extension movements: primary senso-
hour session per week for 8 weeks. Each child spent ap- rimotor cortex, premotor cortex and supplementary mo-
proximately 15 min playing each of 5 IREX applications: tor area. These regions have been shown to have potential
Orbosity (Birds and Balls), Drums, Paint, Volleyball and for change following motor rehabilitation [67]. Following
Soccer. Upper-extremity function and quality of move- the 4-week intervention, the participant showed signifi-
ment were assessed before and after the intervention with cant improvements in all 3 motor assessments; however,
3 tests: the Quality of Upper Extremity Skills Test the fMRI results indicated that the VR intervention had
(QUEST) [62]; Item #6 of Subtest #5 from the Bruininks- not significant impact on the degree or location of brain
Osertesky Test of Motor Proficiency (BOTMP) [63] and activation. Therefore, the findings support IREX in im-
a measure of performance accuracy from the Orbosity proving the quality and quantity of functional motor
(birds and balls) application. After the 8-week interven- skills in this child with cerebral palsy; however, the au-
tion, the children showed minimal changes on the thors encountered difficulties in detecting changes on a
QUEST; however, their BOTMP scores increased and cortical level.
their percent accuracy on the Orbosity application either The efficacy of IREX for lower-extremity rehabilita-
stayed the same or improved slightly. While this study tion was compared with conventional lower-extremity
includes only 4 case studies, it offers promising prelimi- exercises by Bryanton et al. [48]. The participants includ-
nary data on the effectiveness of IREX in upper-extrem- ed 10 children with cerebral palsy and 6 able-bodied chil-
ity rehabilitation. dren, between 7 and 17 years. The authors used a single-
Using the same IREX programs and treatment inten- subject AB-BA design with type of exercise (VR or con-
sity discussed above, Reid [51] performed a between- ventional) counterbalanced between participants. The
groups study with 6 children with cerebral palsy to eval- focus of both types of exercise was to improve the volun-
uate the influence of upper-extremity exercises on sitting tary dorsiflexion movements of the ankle. In one 90-min
posture. Reid utilized the Sitting Assessment for Chil- session, each child completed ankle dorsiflexion exercis-
dren with Neuromotor Dysfunction (SACND) [64], es in 10-min blocks. Each block involved 2 min of each
which measures postural tone, postural alignment, prox- exercise (2 exercises for VR, 2 for conventional), with a
imal stability and balance, and found measurable im- 1-min break at the half-way point. For both VR and con-
provements in the experimental group’s seated postural ventional activities, the children were instructed to dor-
control. No changes were found in the control group on siflex the ankle to the end of range and hold the maxi-

10 Neuroepidemiology 2011;36:2–18 Wang/Reid


mum position for 3 s and then relax and repeat. The IREX weeks. The children in the experimental group played
activities were ‘Coconut Shooters’ and ‘Ninja Flip’. Con- games from a selection of: Kung Foo (hit virtual charac-
ventional activities of ankle dorsiflexion were performed ters on-screen), WishiWashi (wash virtual windows) and
on a chair and on the floor. An electrogonimeter was used KeepUps (keep up ball with arms). The Melbourne As-
to measure ankle joint range of motion during all of the sessment of Unilateral Upper Limb Function (MAUULF)
activities. The authors reported that all children showed [68] was used to assess the quality and quantity of upper-
a greater range of motion, greater hold time and greater limb function in the children. Following the 6-week in-
interest during the VR exercises, despite fewer exercise tervention, 7 of the 10 children made no or negligible im-
repetitions compared with the conventional exercises. provements. Only 2 children in the experimental group
This suggested that perhaps the number of movement made improvements. The authors stated that there are
repetitions is not the primary factor in ankle joint reha- problems with using commercially available technology
bilitation; perhaps quality of movement, including reach- in rehabilitation because such systems were not designed
ing maximum range of motion and longer hold time, is with a rehabilitative approach. While the EyeToy is a
of greater importance. Thus, interaction and immersion promising tool, modifications are necessary to make it
within the environment may be a factor promoting great- appropriate for rehabilitation purposes.
er quality of movement during lower-extremity exercises. Li et al. [42] have further explored the use of the Eye-

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Similar to the IREX program used in the previous Toy for upper-extremity rehabilitation in children with
studies, Odle et al. [44] created the customized Hands-Up cerebral palsy. The authors have developed an in-home
(New Jersey Institute of Technology, Newark, N.J., USA) rehabilitation system that was evaluated in 5 children
system which uses specialized tracking technology to with cerebral palsy (mean age 8.1 years). Li et al. have ap-
capture the movements of specific parts of the body based proached the use of entertainment technology within re-
on attached markers. The markers can be placed on any habilitation by first determining the specific EyeToy
part of the child’s body in order to collect specific data games that elicit the specific, target motor behaviors. The
regarding the speed, accuracy, level of difficulty and du- children played two EyeToy games: Secret Agent and Mr.
ration of specific movements. Three boys with cerebral Chef. Note that these games differ from those chosen by
palsy, ages 4, 10 and 12, participated in a 5-week interven- Jannick et al. [43] above. The results of the study of Li et
tion focused on the remediation of hand function. The al. [42] indicate that their in-home VR program effec-
intervention consisted of one 60-min session per week for tively elicited the upper-extremity movements that were
5 weeks. The children were assessed using functional targeted for therapy. In addition, these movements were
tasks with Velcro strips and a deck of cards. The authors elicited with a sufficient degree of repetition. Taken in
reported that all the children improved on the functional combination with the results of the study of Jannick et al.
tasks that they were assessed on (1 participant did not [43] above, the current study indicates that not all enter-
complete the cards task). These results are promising and tainment games have the capacity to elicit specific motor
will shape a larger study that will hopefully integrate behaviors. The first step in introducing entertainment
more standardized outcomes such as the QUEST [65] and systems into rehabilitation is to determine which games
Item #6 of Subtest #5 from BOTMP [63], which were used have therapeutic potential.
in both Reid [45] and You et al. [46] above. Another entertainment system, Nintendo Wii (Nin-
Although IREX and Hands-Up have been designed tendo Domestic Distributor, College Point, N.Y., USA) in-
specifically for rehabilitation purposes, the commercially tegrates a more advanced approach to motion capture ca-
available Sony Playstation 2 EyeToy (Sony Computer En- pabilities for gaming purposes. An integrated tracking
tertainment America, Foster City, Calif., USA) has simi- device is used to track the movements of a hand-held re-
lar capabilities. Jannick et al. [43] explored the use of the mote control. This has significantly increased the motion
Sony EyeToy with selected EyeToy mini-games to im- sensitivity to gross upper-extremity movements, and
prove upper-extremity movement in 10 children with ce- thus has allowed the development of more interactive and
rebral palsy, ages 7–16. The children were randomly as- complex games, such as tennis, golf and bowling. Deutsch
signed to either the control or experimental group. The et al. [49] evaluated the Wii system as a rehabilitation tool
control group received regular physiotherapy while the to improve posture and lower-extremity difficulties in an
experimental group received VR integrated into their adolescent with cerebral palsy. The participant was 13
regular physiotherapy. The total treatment intensity for years old with spastic diplegia and co-occurring cogni-
both groups was 30-min sessions, twice per week for 6 tive and attention deficits. He participated in 11 sessions

Virtual Reality in Pediatric Neuroepidemiology 2011;36:2–18 11


Neurorehabilitation
over 4 weeks, each session lasting from 60 to 90 min, in as yoga and pilates. The Wii Fit is able to monitor indi-
which he played various Wii games, including golf, bowl- vidual progress on activities and provide detailed feed-
ing, boxing, baseball and tennis. The authors reported back while maintaining affordability to the general pub-
improvements in postural control at the end of the 4-week lic. All of the discussed gesture-based systems have fo-
intervention: there was greater loading on the lower ex- cused predominantly on physical rehabilitation; however,
tremities and less reliance on the walker, the center of this technology can be extended to cognitive populations
pressure sway decreased, and his weight distribution on such as children with autism, brain injury, and ADHD in
the medial-lateral and anterior-posterior axes was more order to increase motivation and interactivity. For exam-
symmetrical. In addition, the participant improved in ple, in our VR lab at the University of Toronto, we are
functional mobility, which was measured based on the currently testing the use of gesture-based technology to
distance he was able to achieve with forearm crutches. facilitate interaction in a cognitive rehabilitation pro-
The traveled distance increased from 15 ft before training gram for children with autism. Gesture-based interac-
to 150 ft after training, and continued to improve beyond tion systems have the potential to explore beyond the
the VR intervention. This offers support for the contin- realm of physical disabilities.
ued exploration of using entertainment systems for chil-
dren with cerebral palsy, as positive results were found in

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both standardized measures of postural control, as well VR Systems with Haptic-Based Interaction
as in meaningful clinical changes in functional mobility.
Overall, the studies above provide preliminary sup- The final class of VR display systems incorporates
port for both customized and entertainment gesture- haptics: the sense of touch. The simplest, traditional hap-
based systems. Three studies [43, 48, 51] compared VR tic interfaces include computer mice, joysticks and touch
therapy to conventional or no therapy. Although Reid [51] screens. These devices offer a touch-based interaction be-
and Jannick et al. [43] performed randomized controlled tween the user and computer; however, they do not offer
studies, their group sizes were very small, and thus, only direct or realistic haptic feedback. More refined haptic
preliminary conclusions can be drawn from them. Simi- technologies, such as sensor gloves and robotics, do offer
lar to the discussion of the studies in the last section, ro- direct haptic feedback. While each type of haptic device
bust comparisons, with sufficiently large sample sizes, will be discussed in the context of rehabilitation, note that
are necessary to determine the effect of VR independent- the goals of the treatment programs are not necessarily
ly of, and in conjunction with, conventional therapies. focused on the remediation of deficits associated with
In terms of outcome measures, the studies in this sec- hand motion or sensation. The sense of touch is often
tion on upper-extremity rehabilitation were relatively used as an additional medium through which children
consistent in using standardized measures of upper-limb can interact within the VE.
function such as the QUEST [62], BOTMP [63] and The simplest way to integrate the sense of touch into a
MAUULF [68]. However, measures of generalization and human-computer interaction is through the computer
functional assessment should also be included to assess mouse. The mouse is easy to integrate into programs be-
the ecological validity of the VR intervention. cause of its availability, affordability, compatibility with
An additional limitation of specialized rehabilitation existing computer programs and user familiarity. Cho et
systems is their cost (e.g. USD 13,000 for IREX; www. al. [31] created a virtual classroom on a desktop comput-
flaghouse.ca). This limits the affordability and therapeu- er, which required navigation via a mouse. Twenty-eight
tic usefulness of these systems for research laboratories adolescents between 14 and 18 years participated in the
and large rehabilitation centers. Alternatively, increased study. All of the subjects had committed crimes and dem-
knowledge regarding the rehabilitative relevance and onstrated difficulty in learning in school. Although they
usefulness of entertainment systems such as Sony Play- did not have the formal diagnosis of ADHD, they were
station and Nintendo Wii may generate support for these reported to be inattentive, impulsive, hyperactive and
systems as acceptable rehabilitation alternatives. It would distractible. The participants were divided into 3 groups:
be interesting to evaluate the efficacy of the new Ninten- VR, non-VR and control. The VR group underwent 8 VR-
do Wii Fit (Nintendo Domestic Distributor, VR systems based cognitive training sessions over 2 weeks. The non-
with haptic-based interaction) for rehabilitation popula- VR group underwent the same cognitive training pro-
tions, as this new commercial system integrates gesture- gram in a non-VR setting. The authors developed 2 cog-
based technology to provide physical fitness regimes such nitive training courses: the Virtual Reality Comparison

12 Neuroepidemiology 2011;36:2–18 Wang/Reid


Training Task and the Virtual Reality Sustained Atten- children, 8 and 15 years old, how to think abstractly and
tion Task. The former requires the participant to deter- play imaginatively. The children explored the virtual su-
mine if the displayed items are the same or not, while the permarket through touching the screen. They interacted
latter requires the participant to press the mouse when a with objects in increasing more imaginative ways, such
certain target is displayed in sequence. Both training pro- as transforming a pair of flying pants into a highway. The
grams involved graded levels of difficulty. After the train- authors assessed the outcomes using a test of functional
ing program, both the VR and non-VR groups obtained object use (i.e. how an object should be used), the Sym-
significantly higher scores on the CPT; however, the im- bolic Play Test (SPT) [69], the Test of Pretend Play (ToPP)
provement was greater for the VR group. Recall that the [70] and the Imagination and Magic Understanding
CPT is used as a laboratory tool to assess the severity of Tests. Both children improved on all tests except on the
symptoms, and that it can indicate meaningful changes SPT. The authors concluded that their VR tool is useful
in the severity of the impairments. Although positive re- in improving the symbolic thinking skills of these chil-
sults were obtained with the limited mouse-only haptic dren, and that these skills translate into concrete sym-
interaction, there is room to explore whether more com- bolic play behaviors. The touchscreen facilitated easy in-
plex haptic devices can increase engagement in the re- teraction between the children and the display interface,
petitive tasks presented in the virtual classroom. and allowed the instructor to participate as well. This

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Mitchell et al. [37] developed and tested a virtual café multidimensional interaction is naturally afforded by
for children with autism to address impairments in social touchscreen technology; it allows interaction between
interaction. The participants were required to complete child and computer, instructor and computer, and in-
specific tasks in the virtual café, such as ordering and structor and child.
paying for a drink, and finding a place to sit. Again, nav- DiamondTouch (Circle Twelve Inc., Framingham,
igation was achieved through a mouse. A VR social-un- Mass., USA), a state-of-the-art multiuser and multitouch
derstanding training program was administered to 6 ad- display table, allows many people to interact with objects
olescents, 14–16 years old, each with formal diagnoses of on the table-top display screen simultaneously through
an autism spectrum disorder. During the training ses- touch. Similar to the touchscreen in Herrera et al. [36],
sions, 4 types of activities were taught and practiced. the DiamondTouch table immerses users in an imagina-
These activities were graded in difficulty and created tive scene where their actions and decisions have real-
based on certain social conventions associated with find- time consequences within the virtual world. Diamond-
ing a seat in an empty or crowded café, ordering, paying Touch technology was integrated with the StoryTable in-
and engaging in appropriate conversation with others. terface to allow multiple children to create an imaginative
The social understanding of these adolescents was as- story together by selecting, combining and sequencing a
sessed using ratings of their verbal descriptions of their series of on-screen virtual characters and events. Some
decision-making process of how they would behave in story elements required 2 children to touch it before be-
two different social scenarios: a café and a bus. The for- ing integrated into the story, reinforcing joint attention,
mer was similar to situations encountered in the virtual communication and negotiation. Bauminger et al. [35]
café, while the latter assessed the generalizability of the evaluated this system with 3 dyads of children with au-
participants’ learned social understanding. The results tism, ages 9–11 years, to teach and reinforce key social
were variable and only 2 participants showed gains in so- skills such as eye contact, turn-taking, sharing and joint-
cial knowledge in both scenarios. Actual performance in directed behavior. During the intervention, the dyads
real situations was not assessed. As real-café interactions were instructed to create and narrate stories using back-
usually require touching objects, such as money or coffee grounds and characters that were jointly chosen. The in-
mugs, the integration of more complex haptics into this struction was focused on three goals: performing shared
type of program may facilitate more realistic interaction activities, helping and encouraging each other, and per-
between the user and VE. Increased realism would influ- suading and negotiating when creating the stories. Rat-
ence the degree of ecological validity achieved and sub- ings of social behaviors from videos of the StoryTable ses-
sequent degree of skill transfer. sions were completed; in addition, the authors assessed
Increasing in complexity, touchscreen technology has the generalizability of the children’s social skills through
facilitated human-computer interaction without the tra- a Lego-like assembly game, MarbleWorks. After the
ditional mouse and joystick. Herrera et al. [36] created a training sessions, the children were all rated as having
virtual supermarket on a flatscreen monitor to teach 2 more occurrences of positive social behaviors during

Virtual Reality in Pediatric Neuroepidemiology 2011;36:2–18 13


Neurorehabilitation
StoryTable and more positive behaviors during Marble- assessments based on the Peabody Developmental Motor
Works. In addition to the improvements in positive social Scales, 2nd edition (PDMS-II) [72]. Postintervention
behaviors, the quality of play of the dyads improved from analysis indicated that performances on the ‘mail deliv-
simple parallel play without eye contact to complex, co- ery’ task were inconsistent; only 1 participant obtained
ordinated play. Lastly, the types of meaningful utterances and maintained improvements on the items. For the fine
transitioned from less narrative utterances (about techni- motor assessments, all participants improved after the
cal aspects of the program) to more narrative, relevant intervention; however, only 1 participant’s improvements
utterances (about characters, setting, and plot of the sto- were significant and maintained. This intervention,
ry). The authors concluded that the StoryTable interven- therefore, offers only emerging evidence that integrating
tion increased both the quantity and the quality of social sensor gloves into VR programs may exert a positive in-
interaction between the dyads. These improvements were fluence on hand mobility and function.
generalized to a similar task, MarbleWorks. Both Herrera Huber et al. [40] went further than merely using two
et al. [36] and Bauminger et al. [35] provide evidence that separate training programs within one intervention.
touchscreen technology shows great promise in promot- They harnessed the power of the Playstation system and
ing creative and imaginary play between multiple users. developed compatibility between this system and a cus-
Future studies should consider using typical peers as par- tomized sensor glove. The 5DT 5 Ultra sensor glove (5DT

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ticipants with this multiuser technology, rather than Inc., Irvine, Calif., USA) is able to measure the flexion
atypical peers. Research has shown that same-aged, typi- and extension of each finger with fiber-optic sensing de-
cal peers serve as effective role models for children with vices. Customized hand rehabilitation programs were de-
autism to reinforce prosocial and age-appropriate behav- signed to be compatible with the Playstation system and
iors [71]. It is important to note that although devices to target finger range-of-motion and finger velocity.
such as the mouse, joystick and touch-screen cannot sim- These games allowed the child to see a simulated hand in
ulate real-life haptic interactions, such as feeling the tex- the VE which could be controlled by the child’s own fin-
ture of a surface, incorporating the sense of touch adds ger movements in the glove. The VR system was set up in
yet another layer of interaction within the program. Par- each child’s home for remote telerehabilitation. Three
ticipating in real-time cause-and-effect behaviors may children with hemiplegic cerebral palsy, between 13 and
contribute to the overall sense of presence and motivation 15 years, participated in the initial studies with this telere-
of the child during the intervention program. habilitation system. All children were selected for good
The next 3 studies demonstrate the extent to which cognitive function and ability to provide feedback. The
researchers have achieved complex, dynamic and realis- participants were asked to practice on the VR system for
tic haptic-based interaction within a virtual environ- 30 min per day. In their initial reports, Huber et al. [40]
ment. Chen et al. [38] attempted to compensate for the report that all 3 children showed improvements in some
weaknesses of the Sony Playstation EyeToy system by de- areas of their hand function, based on their ability to per-
signing a complementary VR system designed specifical- form activities of daily living, including carrying a gro-
ly for hand rehabilitation. Their VR-based hand rehabili- cery bag, holding a spoon, playing sports and dressing
tation training system uses a specialty sensor glove, the 5 themselves. In a follow-up publication [41], the same
Digital Data Glove (iReality.com Inc., San Mateo, Calif., group of researchers reported that the occupational ther-
USA). The games show a 3D virtual hand which corre- apy assessments of these 3 children showed improve-
sponds to the movements created with the glove. The de- ments at 3 months on the Jebson test of unilateral hand
gree of difficulty of the games could be adjusted based on function [73]; however, there were no noted improve-
the diameter of the objects and the degree of flexion re- ments on the BOTMP [63]. This is not surprising since
quired by the fingers. This VR-based hand rehabilitation the sensing gloves were fitted only on the child’s plegic
training system was used as a separate but complemen- hand, and therefore the exercises were focused on unilat-
tary tool to the EyeToy mini-games. Four children ages eral movements. Interestingly, the intervention adminis-
4–8 with cerebral palsy participated in the comprehen- tered in this study was done in the child’s home through
sive intervention. Each week, each child would spend ap- the telerehabilitation method. Future studies may focus
proximately 45 min with the VR hand tool and 75 min on integrating VR systems into home rehabilitation pro-
with the EyeToy. The assessments included measure- grams and on what impact this might have on treatment
ments of reaching kinematics, based on a ‘mail delivery’ length, intensity and overall program adherence.
task designed by the authors, as well as fine motor skill

14 Neuroepidemiology 2011;36:2–18 Wang/Reid


Advancing beyond the capacities of sensor gloves, described in a way that other researchers can employ
Fluet et al. [39] introduced the use of the HapticMaster them. The ‘mail delivery task’ designed by Chen et al. [38]
(New Jersey Institute of Technology), which integrates is a model example; the task was described in great detail
force-controlled haptic robotics. The robot acts as the in- in the article. A more holistic view should also be consid-
terface between the child and the VE. With this system, ered when choosing outcome measures. The studies in-
the child grasps onto a ring gimbal in order to exert forc- cluded in this review focused mainly on the assessment
es on the attached robotic system, which translates these of isolated skills or motor behaviors, rather than func-
motions into 3D, real-time movements on screen. In turn, tional activities that impact a child’s quality of life. Eval-
the robot is able to transmit haptic feedback to the child uating functional outcomes, such as activities of daily liv-
so that the child is able to ‘feel’ the hard or elastic surface ing, will allow the researcher to assess the degree of skill
of a virtual object as well as the ‘flow’ of a fluid’s velocity. generalization from the VR therapy into real-world ac-
Fluet et al. [39] integrated the HapticMaster into 5 gam- tivities.
ing simulations focused on improving the movements of In terms of the technology itself, although the quality
the upper extremities. Two groups of children with cere- and degree of human-computer interaction can be en-
bral palsy (4 in each group) between 5 and 16 years par- hanced with specialty haptic devices such as touch-
ticipated in 2 phases of the intervention. The first group screens, gloves and robotics, the traditional computer

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completed 1-hour sessions, 3 days per week for 3 weeks. mouse remains the most cost-effective and accessible de-
The second group was provided the same treatment in- vice for both rehabilitation facilities and private homes.
tensity, but completed the sessions in a summer camp set- Particularly in the case of the latter, having simpler VR
ting where they were also receiving other treatments. The systems in the home may serve to increase adherence to
outcome assessments included kinematic and kinetic treatment programs by increasing engagement in the ac-
measurements (hand movement speed, smoothness of tivities and reducing the need to commute to rehabilita-
endpoint trajectory), as well as movement duration dur- tion centers. Although haptic-based interactivity may be
ing the Bubble Explosion game. At the end of the 3-week limited by the computer mouse, increasing sophistication
intervention, both groups showed improvements; how- of realistic computer gaming technology has a significant
ever, the second group improved more. The authors con- impact on the degree of visual resolution of the programs,
tributed this greater improvement to the amount of non- facilitating increased immersion. In addition, it is much
VR therapy that the second group was receiving. Decon- more difficult and resource-consuming to find expert
structing the independent and combined impacts of programmers and necessary software and hardware re-
standard therapy and VR will be important in formulat- sources to design and build customized systems. Thus,
ing treatment programs for clinical practice. relying on available computer technology, devices and
Similarly, the limitations discussed with feedback-fo- experts may prove to be a more cost-effective approach to
cused and gesture-based systems also apply to studies ex- developing accessible VR rehabilitation technology.
ploring haptic-based VR systems. Firstly, the overwhelm-
ing majority of studies included in this review have used
within-groups designs or case studies with a small num- Future Directions
ber of subjects. To address the difficulty of performing
large-scale group studies, the efficacy of a given program Three key themes for future research have emerged
may be determined through robustly designed single- from the review presented in this paper. All three con-
subject studies. Variations on this design, including mul- sider the effectiveness of a VR intervention from a differ-
tiple baselines and nonconcurrence, allow for control ent perspective: the cost-benefit perspective, the thera-
over extraneous factors such as maturation, and ease the peutic standpoint and the values and views of society.
difficulties of participant recruitment. This single-sub- First, although state-of-the-art and customized tech-
ject approach is useful to determine the efficacy of a sin- nologies have shown great promise towards increasing
gle intervention; however, large-scale comparison studies the quality of human-computer interactivity, they are
are still necessary to evaluate the benefits of using VR limited by the extreme costs and required expertise nec-
over conventional therapies. Without these studies, the essary to use them. Consistent with the recent decrease
therapeutic impact of VR cannot be determined. in using expensive HMD systems in rehabilitation, re-
In addition, the outcome measures chosen for a study search interests should continue to focus on the develop-
need to be consistent across studies. New tests should be ment of affordable options such as computer-based sys-

Virtual Reality in Pediatric Neuroepidemiology 2011;36:2–18 15


Neurorehabilitation
tems or modified entertainment systems. Programs made establishing efficacy [26], the heterogeneous nature of
for these systems will have an impact on a significantly neurodevelopmental disorders makes it difficult to ob-
greater number of children as compared to high-end tain homogeneous groups for these trials. Even smaller-
systems that would be limited in availability and afford- scale trials that do use homogeneous groups may generate
ability. results that are difficult to generalize to the broader clin-
Secondly, the goals of using VR as a rehabilitation tool ical population. An alternative approach to initially es-
need to be addressed. The current review focused on the tablishing intervention efficacy is to use single-subject
remediation of primary behavioral deficits in children methodology which may help to create a characteristic
with cerebral palsy, ADHD and autism. However, all profile of children who may benefit the most from a given
three disorders also have well-documented associated intervention [78]. In time, specific VR interventions may
cognitive deficits [74–76]. VR has the potential to address then be combined into comprehensive, manualized pro-
both cognitive and behavioral impairments of these dis- grams and evaluated through large-scale clinical trials.
orders. Wang and Reid [61] present a thorough discussion
of this approach in autism. Akhutina et al. [77] present a
preliminary exploration of addressing spatial function- Conclusion
ing impairments in children with cerebral palsy. Thus,

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there is great opportunity to use interactive technology The objective of this review was to provide a synthesis
as a holistic intervention to address broad ranges of im- of the research in the past decade that has used VR as an
pairments. intervention tool in pediatric neurorehabilitation to ad-
In addition, further exploration into feedback-focused dress key impairments in children with ADHD, autism
VR systems may influence the prescribed treatment and cerebral palsy. The review focused on the types of
length, intensity and overall efficacy of existing interven- interactivity afforded by different VR systems, the types
tions. In the field of ADHD, for example, cognitive-be- of children who have benefitted from each system and
havioral modification could be integrated with VR capa- directions that future research may explore. As suggested
bilities. Children with autism may benefit particularly by this review, the potential of using VR with children
well from VR-integrated interventions: firstly, children with disabilities will hopefully stimulate interest and dis-
with autism are acute visual learners and are often easily cussion for continued use and research with virtual tech-
engaged by computers and television [25], and, secondly, nology within the field of pediatric neurorehabilitation.
some well-established treatments, such as applied behav-
ioral analysis [22], are founded on principles of reinforce-
ment. Thus, VR has potential to be an engaging reinforc- Acknowledgements
er in treatments for these children.
This paper was supported by a Masters level award to M.W.
Lastly, the validity of VR interventions is a field yet to
(Autism Scholar’s Award 09/10, Ontario Council of Graduate
be explored. The ecological validity of a VR program is Studies). This work was completed as part of M.W.’s Master of
important to facilitate the generalization of novel skills Science degree at the University of Toronto.
outside the training environment. Although high ecolog-
ical validity is believed to increase the probability that
skills learned in the simulated environment will transfer
or generalize to the real world [27], this has not yet been
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