Virtual Reality in Cognitive and Perceptual Rehabilitation - A Promising
Approach
Ruby Aikat
1#*
, Vandana Dua
2#
and Nishu Tyagi
3#
1
Indian Spinal Injuries Centre, Institute of Rehabilitation Sciences, New Delhi, India
2
Neurosciences CNC Centre, All India Institute of Medical Sciences, Ansari Nagar, New Delhi, India
3
Telehealth Unit (E-Seva Centre), Indian Spinal Injuries Centre, New Delhi, India
*
Corresponding author: Ruby Aikat, Assistant Professor, Indian Spinal Injuries Centre Institute of Rehabilitation Sciences, New Delhi, India, E-mail:
ruby_aikat@redifmail.com
#
All Authors Contributed equally
Rec date: Jul 22, 2016; Acc date: Jul 29, 2016; Pub date: Jul 30, 2016
Copyright: © 2016 Aikat R, et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted
use, distribution, and reproduction in any medium, provided the original author and source are credited.
Opinion
In modern medical era, the paradigm of rehabilitation bench upon
functional outcomes. Te conventional approaches primarily dealing
with physical issues in terms of sensory-motor defcits of patients with
neurological disorders seem insufcient. Cognitive and perceptual
rehabilitation is the one which enables the individual to utilize various
sensory cues from environment together with its understanding,
judgement and memory for achieving meaningful gains. It is
important that the rehabilitation approaches do not underestimate the
importance of this area of rehabilitation because cognitive and
perceptual skills are, in a way, considered prerequisite skills to even
physical performances.
Virtual reality (VR) is one, amongst other modalities, with immense
potential to be used in comprehensive neurological rehabilitation,
though most of its utilization has been done in terms of physical
training. Its concept and techniques has been used in the feld of
rehabilitation since years. However its potential in terms of cognitive
and perceptual rehabilitation has been under-explored. VR typically
refers to the use of interactive simulations created with computer
hardware and sofware to present users with opportunities to engage in
environments that appear to be and feel similar to real-world objects
and events [1]. VR follows the theories of mental imagery not only for
physical gains but also for cognitive and perceptual improvement. Our
recent review on mental imagery focused on the use of mental imagery
in physical gains [2]. Virtual reality, unlike that, follows the theories of
mental imagery not only for physical gains but also for cognitive and
perceptual improvement. It is based on the concept of neuro-plasticity
which states that structural and functional reorganization follows any
damage to central nervous system. Various researches have shown that
this re-organization can be enhanced by exposing the individual to
stimulation situations with the use of virtual reality.
Te technique of virtual reality training could be immersive or non-
immersive type. Immersive type means the client is basically immersed
in a virtual environment. Te advantage of immersive systems is the
user’s sense of being a part of the virtual world. In non-immersive
systems, the VR system consists of a display device, mouse, keyboard
and possibly joysticks, tactile and force sensors. Te multi-sensory
illusion is created via visual, tactile and auditory feedback. Visual
feedback is traditionally given by computer screens, large screen
projection, wall projectors and head-mounted displays. Acoustic
feedback in mono or stereo sound can be provided by speakers,
headphones or other sophisticated surround sound systems. Tactile
feedback provided by robotic actuators or haptic (tactile) gloves that
vibrate against the skin or within the device [3]. Conventionally the 2
dimensional (2D) methods of virtual reality/ gaming systems are being
used. With the advent of newer technologies, the 3D methods are now
being developed as a part of the virtual environment training system. A
computer-generated 3D object should be a) an accurate description of
the model being designed b) presented in a realistic and integrated
format, so that it can be visualized and interpreted without introducing
uncertainty regarding the represented properties [4]. To ensure that
the displayed 3D image will satisfy these requirements, it is important
to focus on which perceptual/cognitive operation is performed by the
user during the design process.
Virtual reality has gained broader recognition in western countries
for the evaluation and treatment of many parameters like sitting and
standing balance, hand functions, shoulder functions, coordination,
ftness and endurance training etc. in population of diferent diagnosis
like stroke, total knee replacement, hip replacement, ligament injuries,
spinal cord injury, elderly and so on. In developing country like India,
the use of virtual reality is in a nascent stage. Professionals have begun
to make use of virtual reality in multiple diagnoses with promising
results. In our clinical practice, we are providing VR based therapy
using Nintendo Wiift(which is a 2D method of virtual reality training)
for conditions like spinal cord injury, elderly, total knee replacement,
and anterior cruciate ligament tear, children with cerebral palsy to
address issues of sitting balance, standing balance, and shoulder - hand
functions specifcally; and we have seen wonderful results. We have
recently also worked on a group of clients with stroke and Parkinson’s
disease and found positive results in dynamic standing balance [5].
Interestingly, caregivers and patients are purchasing VR tools and CDs
for their individual rehabilitation goals to be carried out as a part of
their home therapy programs.
Also, recently we have begun to explore the VR sofware specifcally
designed to address the cognitive- perceptual issues for clients with
stroke/head injury and in a couple of children with developmental
delay. We have observed a drastic diference in the active participation
levels of the clients in the therapy sessions. As opposed to the
conventional methods of cognitive-perceptual rehabilitation, where
there has always been the risk of lack of motivation, reduced arousal
levels, diminished threshold of visual and auditory stimuli from the
environment leading to reduced participation in therapy sessions,
inability to sustain attention in the tasks, to name a few; a virtual
environment training session not only captures the attention of the
client and sustains it for much longer duration; it also keeps the
motivation level maintained. Since the client gets constant auditory
Journal of Neurological Disorders
Aikat, et al., J Neurol Disord 2016, 4:5
DOI: 10.4172/2329-6895.1000285
Opinion Article Open Access
J Neurol Disord, an open access journal
ISSN:2329-6895
Volume 4 • Issue 5 • 1000285
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ISSN: 2329-6895