ARTICLE
The Sony PlayStation II EyeToy: Low-Cost Virtual Reality for
Use in Rehabilitation
Debbie Rand, OT, PhD, Rachel Kizony, OT, PhD, and Patrice (Tamar) L. Weiss, OT, PhD
Abstract: The objective of this study was to investigate the potential
of using a low-cost video-capture virtual reality (VR) platform, the
Sony PlayStation II EyeToy, for the rehabilitation of older adults
with disabilities. This article presents three studies that were carried
out to provide information about the EyeToy’s potential for use in
rehabilitation. The first study included the testing of healthy young
adults (N = 34) and compared their experiences using the EyeToy
with those using GestureTek’s IREX VR system in terms of a sense
of presence, level of enjoyment, control, success, and perceived
exertion. The second study aimed to characterize the VR experience
of healthy older adults (N = 10) and to determine the suitability and
usability of the EyeToy for this population and the third study aimed
to determine the feasibility of the EyeToy for use by individuals
(N = 12) with stroke at different stages. The implications of these
three studies for applying the system to rehabilitation are discussed.
Key words: stroke rehabilitation, virtual reality, projected video-
capture, low-cost system
(JNPT 2008;32: 155–163)
INTRODUCTION
R
ecent studies of neural plasticity and motor function
retraining suggest that multiple repetitions of movement
are essential to regain function.
1,2
A great disparity exists
between the number of repetitions experimental animals are
required to do (400 – 600 repetitions per day) compared with
the number of times a movement or task is practiced during
rehabilitation therapy as documented by observation of par-
ticipants with stroke who received occupational and physical
therapy at an outpatient rehabilitation clinic.
3
For example,
during a single session of upper extremity therapy, there were
only 39 repetitions of active movement, 34 repetitions of
passive movement, and 12 repetitions of purposeful move-
ments.
3
This limited amount of practice decreases still further
once clients finish their active rehabilitation programs, an
outcome that is alarming in view of the early discharge policy
implemented in many countries to reduce hospitalization
costs.
4,5
Moreover, most clients do not exercise by them-
selves between sessions or when they are at home after
discharge.
Increasing the intensity and duration of rehabilitation to
improve the quality of life of individuals with chronic dis-
eases such as stroke can be achieved through physical activity
because it reduces morbidity and prevents the development of
secondary chronic diseases.
6,7
Novel methods are needed to
provide opportunities for functional activities that will in-
crease the number of repetitions of purposeful movements
during therapy and will support the implementation of home
exercise programs.
3
Maintaining the motivation of people to
exercise independently at home is a related challenge because
many exercise programs are monotonous and boring.
8
Virtual reality (VR)– based therapy appears to provide
an answer to these challenges. VR typically refers to the use
of interactive simulations created with computer hardware
and software to present users with opportunities to engage in
environments that appear and feel similar to real-world ob-
jects and events.
9,10
Users interact with displayed images,
move and manipulate virtual objects, and perform other
actions in a way that immerse them in the simulated envi-
ronment thereby engendering a subjective feeling of presence
in the virtual world. To achieve a stronger feeling of pres-
ence, users are provided with different feedback modalities
such as visual and audio feedback.
11
Depending on the
characteristics of hardware, software, and task complexity,
VR-based therapy aims to provide users with a meaningful
experience in the context of the user’s therapeutic objectives.
VR is considered appropriate for rehabilitation because
of its well-known assets. These include the opportunity for
active learning, which encourages and motivates the partici-
pant,
12
the ability to objectively measure behavior in a chal-
lenging but safe and ecologically valid environment while
maintaining strict experimental control over stimulus delivery
and measurement. Another asset is the capacity to individu-
alize treatment needs while gradually increasing the complex-
ity of tasks and decreasing the support provided by the
clinician.
13,14
Several studies have reported that participants
experienced high levels of enjoyment while interacting within
virtual environments developed for rehabilitation
14,15
and
achieved a high degree of repetitions.
16
This may lead to
greater motivation to exercise more
17
between sessions or at
home.
For the past few years, a number of clinical research
groups have explored the therapeutic potential of Gesture-
Tek’s Gesture Xtreme and its rehabilitation counterpart,
IREX VR (www.geturetekhealth.com). IREX is a projected
Laboratory for Innovations in Rehabilitation Technology, Department of
Occupational Therapy, University of Haifa, Mount Carmel, Haifa, Israel
(D.R., R.K., P.L.W.).
Address correspondence to: Debbie Rand, drand@univ.haifa.ac.il; drand3
@gmail.com
Copyright © 2008 Neurology Section, APTA
ISSN: 1557-0576/08/3204-0155
DOI: 10.1097/NPT.0b013e31818ee779
JNPT • Volume 32, December 2008 155