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DISABILITY AND REHABILITATION, 1997; VOL. 19, NO.

6 , 213-220

REVIEW

Virtual reality, disability and rehabilitation


PAUL N. WILSON, NIGEL FOREMAN and DANAE STANTON

Accepted for publication: January 1997 enough to give the impression of real-time movement
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and responsiveness. Importantly, in a VE the simulated


Keywords virtual reality, virtual environments, physical
disability, learning difficulty objects and events cannot only be sensed, but the user
can interact with them as though they were real.3 A
Summary remarkable psychological effect of exploring and inter-
Virtual reality, or virtual environment computer technology, acting with a VE is that the user often feels, at least to
generates simulated objects and events with which people can some degree, ‘present’ in the simulated world. Arguably,
interact. Existing and potential applications for this technology this feeling of presence is the defining feature of VR
in the field of disability and rehabilitation are discussed. The e ~ p e r ie n c e .~
It may be that a sense of presence is
main benefits identified for disabled people are that they can engendered at least as much by the activity that occurs in
engage in a range of activities in a simulator relatively free from
the limitations imposed by their disability, and they can do so the simulated world as its sensory realism. This is
in safety. Evidence that the knowledge and skills acquired by evident, for example, when people enjoy arcade simu-
disabled individuals in simulated environments can transfer to lators and three-dimensional computer games.
For personal use only.

the real world is presented. In particular, spatial infoimation Virtual environments can be experienced in several
and life skills learned in a virtual environment have been shown ways. In immersion VR the VE is viewed via screens in
to transfer to the real world. Applications for visually impaired
people are discussed, and the potential for medical inter- a HMD; a tracking system slaves head movements to the
ventions and the assessment and treatment of neurological image-generation system so that, for example, when the
damage are considered. Finally some current limitations of the head is turned to the left, an appropriate update of the
technology, and ethical concerns in relation to disability, are left-hand view of the environment is displayed. Because
discussed. the image is updated in synchrony with the head
movements, the subjective impression is one of looking
around from within the environment. Additional move-
What is virtual reality?
ments may be effected using a joystick or similar device
Virtual reality (VR) refers to a range of computing such as a spaceball (a tennis-sized ball that responds to
technologies that present artificially generated sensory hand pressure in any direction), or a three-dimensional
information in a form that people perceive as similar to mouse. The simulated visual world may be supplemented
real-world objects and events.’. Scientists working in by sounds that appear to remain in particular localities in
this field generally prefer the term virtual environment the VE independent of changes in head position (see
(VE) to virtual reality, as it is less ambiguous. The basis below).
of most VE systems is the simulation of a visual three- In desk-top VR the environment is viewed on a
dimensional environment presented on a monitor, or conventional computer monitor (or sometimes projected
projected on to a large screen, or viewed via one or two onto a larger screen). The impression is similar to
screens inside a helmet-mounted display (HMD). The looking at the environment through a vehicle windscreen.
computer generates a succession of two-dimensional Typically image resolution is much better than for
images from spatial data sets, allowing the user to view immersion VR. Sounds are usually presented via external
the environment from any perspective. To make the loudspeakers. Movement may be effected in a variety of
subjective experience of exploration and interaction ways as with immersion VR. Although immersion and
realistic, the cornputer must generate new images fast desk-top VEs are the main forms of virtual world
presentation, there are others. For example, images may
Authors: Dr Paul N. Wilson, (author for correspondence),
be projected onto the walls and ceiling of a specially
Nigel Foreman and Dana& Stanton, Department of Psy- designed studio, e.g. the CAVE Automatic Virtual
chology, University of Leicester, Leicester LE1 7RH, UK. Environment at the University of I l l i n ~ i s Perhaps
.~ the
0963-8288/97 $12.00 0 1997 Taylor & Francis Ltd
P. N . Wilson et al.

best-known alternative is flight simulation, which typi- Transfer of spatial knowledge from VR to the real
cally uses a purpose-built cab that moves in synchrony world
with the visual images, providing an additional source of
sensory input to the user. Given current technology, The most important question when considering the
flight simulation is probably the closest match to its real- potential benefits of VE use for people with disability is:
world equivalent, both in the apparent realism of the does skill or knowledge acquired in a VE transfer to the
simulated world and in the sense of presence experienced real world? In able-bodied individuals, VE systems do
by the user. appear to have significant potential as aids to learning;
In order to interact with simulated objects, a range of for example, flight simulation and combat simulation
interface technologies have been developed. Some ac- have been used to good effect for many years.g However,
tivities in a VE, such as turning on a light, can be the experimental evidence for transfer of training is not
achieved by pointing to a switch using a mouse or extensive. Several experiments have reported improve-
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joystick-controlled pointer and pressing a button. More ment in skills with exposure to simulation practice.
sophisticated methods include presenting a simulated Lampton et ~ 1 . ' found~ improvement on several
hand within the VE that is slaved to the movements of perceptual-motor tasks with practice in a simulated
the user's hand via a glove fitted with position and environment. Similarly, Regian et aZ." have shown the
stretch sensors. As described below. considerable efforts development of skill acquisition on a spatial procedural
are being directed towards refining the ways that people task (learning a sequence of knob or button activations
with physical disability can interact with VEs more on a simulated consul). However, Kozak et uL3 failed to
easily. find a positive transfer effect of training in a VE on a very
As yet, haptic feedback from activity in VEs is still simple motor task (moving simulated cans to target
very difficult to achieve. Tactile feedback can be locations). They attributed the failure to the simplistic
simulated by incorporating vibrating nodules or inflatable task and the lack of veracity of their simulation. Below
For personal use only.

bubbles into a glove.'j Force feedback can be incor- we discuss two experiments conducted with disabled
porated into a j o y s t i ~ kor
, ~ the steering wheel of a driving individuals that have shown transfer of knowledge and
simulator. However, while creating a three-dimensional skill from a simulated to a real equivalent
visual representation of a table is relatively straight- The first experiment concerns transfer of spatial
forward, it is a very different matter to get it to support learning in physically disabled children. Regian et uZ."
the user's weight ! Although with cumbersome specialist have shown that people can orient themselves in VEs,
equipment it is possible to 'feel' the outline of simulated and simulations of three-dimensional space have been
objects,* force feedback is very difficult to simulate in a used as tools for investigating aspects of spatial cog-
natural way. In a system developed at the University of niti~n.l~ Spatial
- ~ ~ awareness is often poorly developed
North Carolina the researcher attempts to guide simu- in physically disabled children." In some individuals this
lated molecules into potential receptor sites using problem may be a consequence of neurological damage,
manipulator arms, and a repulsion force is generated in but for others it seems likely that the lack of opportunity
the arms if the fit of the receptor site is poor (see ref. 1). for independent exploration is a contributing factor. VEs
Although in principle smell and taste can be incorporated offer the potential for exploration experience relatively
into a VE, in practice this is not often attempted. free from the limitations imposed by physical disability.
Although the popular media have focused on the With appropriately designed input devices a physically
entertainment potential of VR (typically making ludi- disabled individual can explore with similar freedom to
crously exaggerated claims about the current state of the an able-bodied person.
technology), the past 5 years have seen a rapid growth of Wilson et ~ 1 . 'have
~ demonstrated that spatial in-
industrial, educational and scientific applications for formation acquired by physically disabled children from
VEs. Most of these applications focus on the visualiza- exploration of a VE will transfer to a real-world
tion potential of the technology. Applications in the field equivalent environment. After a period spent exploring a
of disability represent a natural extension of the long- desk-top simulation of a building, which was constructed
standing recognition of the importance of technology for to the same relative dimensions as a real building, the
people with disabilities. In what follows, applications in children were tested on their knowledge of the layout of
the fields of spatial learning, special education and the real building. From within a room in the real building
physical rehabilitation are discussed, along with some of they could point in the direction of objects (items of fire
the many beneficial spin-offs from VE-associated tech- apparatus and fire exits) situated around the building but
nologies. not visible from the test site. Their performance was

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Virtual reality, disability and rehabilitation

superior to a group of able-bodied adults who made experience of shopping in a virtual supermarket. A
reasoned guesses as to the likely position of these items. matched control group were allowed equivalent ex-
Therefore, a VE can provide a useful aid which children perience exploring other VEs, such as a city, a house and
can use to orient themselves to a particular environment a ski-slope. The control group were also given additional
before visiting it for real. Importantly, this exploration experience of a game with a shopping list theme to
occurs in an environment that is free from real hazards, control for the effects of familiarity with test items. On a
social as well as physical. There may be benefits for the pretest in a real supermarket the groups did not differ on
individual’s confidence and, as in Wilson et al.’s19 their ability to find four items on a list. However,
experiment, important safety information can be con- following training in the virtual supermarket the ex-
veyed in an entertaining way. perimental group completed a real shopping trip faster
Given successful learning of the layout of a real place than the control group, and they selected more correct
from a virtual representation, the possibility exists that items.
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repeated exploration of VEs may lead to a general Cromby er al.’l describe several features of VEs that
improvement in spatial learning ability. Stanton et a1.16 make them especially promising as learning aids for
have investigated this possibility in two experiments. In individuals with severe learning difficulties. First, they
the first, physically disabled children were allowed to encourage self-directed activity, which is especially
explore a series of three VEs. Each environment important for people with disabilities who typically have
comprised three rooms connected by corridors, and little control over their circumstances, and who often
partitions subdivided each room. Around the environ- show a tendency to passivity. Second, individuals with
ment were six novel objects which served as target items learning difficulties can be provided with the opportunity
for a test (e.g. a piano, a computer, a globe). Sub- to learn by making mistakes but without suffering the
sequently, from a position within the environment where real consequences. Third, in VEs it is possible to convey
none of the test objects was visible, the children were rules, concepts and relationships without the use of
For personal use only.

asked to rotate their direction of view (as indicated by a language or other symbolic systems. As Cromby et al.
cross in the centre of the computer screen) to point point out, ‘objects in a virtual environment have their
towards each object in turn. Although on the first session own “natural semantics ” :” their qualities can be
they made average errors of approximately 50 degrees, discovered by direct interaction and experience. No
by the third session these errors were reduced to pictures, symbols, formulae, graphs, diagrams, tables or
approximately 25 degrees, a statistically significant even any words are necessary elements in a virtual
improvement. environment which can help students to grasp a concept
In the second experiment Stanton et al.“ compared or rule.’ Fourth, with carefully designed interface devices,
two groups of physically disabled children on their VEs can minimize the problems associated with physical
ability to orient in a simulated environment before and disabilities.
after a series of four sessions of computer use. Between VEs have been used to teach children with learning
the test sessions one group explored additional three- difficulties to use Makaton symbol~,’~ and Standen and
dimensional environments, while the other group played Lowz4have shown that during the learning process the
on non-violent two-dimensional platform games. The students made more self-initiated actions as sessions
three-dimensional group showed a reduction in orien- progressed. The ‘Virtual Environment Science Lab-
tation errors from the first test to the last, but the two- oratory’, a learning aid designed to help students to
dimensional group did not. The improvement in orien- understand the laws of physics, has been modified in an
tation in this experiment can unambiguously be attri- attempt to accommodate the needs of students with
buted to the three-dimensional properties of the virtual cerebral palsy.25
environments, rather than to any general practice effects
or familiarity with the computer or experimenter.
Learning and safety

Transfer of life skills from VR to the real world in


VEs, such as flight simulators, provide the opportunity
to practise real-world tasks free from real hazards. With
students with learning disability
increasing dangers on the roads there is a great deal of
A second important demonstration of transfer of skills interest in the development of driving simulators.
from a virtual to a real environment was conducted with Learning to drive in a simulator would be a valuable
teenagers who have severe learning diffi~u1ties.l~ An resource for able-bodied individuals, but more so for
experimental group of students were given extended disabled people,26particularly as the disabled driver may

215
P. N . Wilson et al.

have to use specially modified vehicle controls. Also, it similar to the drag-and-drop operation of the visually
would be preferable to assess a person's ability to drive based system to position the sounds in particular places.
safely on a virtual road where hazardous situations can
be simulated. A related life skill is teaching children with
Associated VE technologies
learning disabilities to cross the road ~afely.~' Inman et
d Zhave8 used VEs as a safe method for young children VE technology is being used in a variety of ways to
to learn how to drive a motorized wheelchair. Gundersen help disabled individuals without necessarily aiming to
et have designed a system for remotely controlling a induce a sense of presence in a synthetic world.
wheelchair using a virtual presence interface. The remote Applications can be found in telerobotic systems, sign-
controller observes the view from the wheelchair via language recognition devices, aids for the visually
cameras, and can also hear the sounds around the impaired, and intelligent home systems. The idea of
wheelchair via microphones. They suggest that this kind using telerobotics to help, and extend the functions of,
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of system might be useful for training new or unskilled people with neurological injury is not new (e.g. ref. 37).
users, or could be used to help someone (e.g. a sufferer in Typically such devices use head and mouth sticks to
the early stages of Alzheimer's disease) who had become allow users to extend their existing proprioceptive skills
lost or confused. to the tip of a device such as a prosthetic limb. With the
Disabled children can also be taught how to use a bus aim of providing increased power and range of move-
in a virtual environment. Mowafy30 has created a ment for those with physical disabilities such as spinal
simulated bus ride that illustrates important landmarks cord damage and muscular dystrophy, Harwin and
along the route. Children can practise travelling and Rachman3' have developed a head-operated telerobotic
learn to look out for appropriate points to change buses system. Using a head-mounted sensor device the user can
and recognize when they have reached their school. Pilot direct the movements of a robot arm or a power-assisted
research is under way to use a VE to teach health arm orthosis (a device which supports and moves the
For personal use only.

education to students with moderate learning diffi- person's arm).


c ~ l t i e sAs
.~~Brown and Stewart31suggest, a child could In advanced VEs it is possible for the user to give
be taught an appropriate response to an approach from verbal instructions to the computer to control events. A
a stranger in a virtual city. A related use of VEs has been less sophisticated method of exercising control is to use
reported for people who suffer from a disabling irrational hand gestures via a glove fitted with sensors. Glove-
fear of heights.32Phobic individuals can be exposed to a based input devices have been used to recognize hand
simulated height and allowed to habituate to their gestures and convert the hand signs into ~ p e e c h . ' - ~ ~ - ~ ~
anxiety. These can be particularly useful for allowing non-vocal
deaf people to communicate with the wider community.
Because the output from the hardware is in the form of
Virtual reality and visual impairment
synthesized speech, the deaf person can 'talk' to people
Although the basis of most VE systems is the who are unable to understand sign language directly.
simulation of a visual three-dimensional environment Currently under development is a system for recognizing
which might be supplemented by other sensory in- hand gestures which can be transmitted across a
formation, for someone with a visual impairment a telecommunications network to be replicated by an
three-dimensional sound system may form the hub of a animated model of a human signer.42
VE. Several sound sources may be generated, each of Attempts are being made to develop ultrasound
which appears to remain in a particular locality in- devices that can provide information, about the position
dependent of changes in the user's body p ~ s i t i o n . ~ , ~ ~ of
, ~ 'objects in the immediate surroundings, to blind
Hollander and Furness3' have shown that people can people.43When the ultrasound device detects the pres-
recognize geometric shapes and alphanumeric characters ence of objects, a tactile interface which vibrates against
presented through a ' virtual speaker array ' as sequential the body conveys the information to the user. A tactile
arrays of sound. Lumbreras et al.36 describe a system rather than an auditory interface has the advantage that
under development which generates sound sources such it does not obscure other important auditory information
as voices that appear to remain in particular localities on which the blind person relies.
around the user. These ' audicons ' have functionality, Some visually impaired users who have sufficient
and can be used in a similar fashion to icons in a visual vision to use a conventional computer screen can do so
graphical user interface to control a hypermedia system. only by using software that enlarges part of the material.
Using a glove interface the user can perform an operation The problem with this solution is that it is extremely

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Virtual reality, disability and rehabilitation

difficult to keep track of where, on the unmagnified page, there are well-developed measures of the sensory and
the magnified portion relates. Using a VR headset the motor capabilities of brain injury victims, there is a
problem can be ameliorated by presenting a greatly continuing debate about how best to assess cognitive
enlarged version of the page which appears to be at a functions such as attention, memory and reasoning. Of
distance.44Users look at only part of the screen at a time, particular relevance is the issue of ‘ecological validity ’,
but their head position orients them to the position of the or how measures of these cognitive functions relate to
information on the page. Interaction with the computer practical skills in real-life settings. A possible approach
screen is achieved by looking in the required direction to this problem would be to assess these functions in a
and clicking a mouse button. VE. This would allow the researcher to assess a patient’s
Related to the above, Istance et describe an eye- ability to perform everyday functions, such as making a
tracker system for motor-impaired users that enables cup of tea in a simulated kitchen, without endangering
eye-gaze interaction with a standard graphical user the patient and without sacrificing strict control over the
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interface (see also ref. 46). Further, in the future, test situation. As the experimenter has complete control
controlling movement around a VE using only bio- over the VE, accurate and detailed information can be
electrical signals may be pos~ible.~’ Augmented reality gathered on the subject’s activities. Where a patient’s
systems overlay computer-generated information onto a mobility is restricted it would be possible to measure
user’s natural senses. When the information is visual it is cognitive function in a wider variety of situations than
superimposed on the user’s view of the world via a head- would be possible in the real world. For the patient with
mounted screen. W ’ e g h o r ~hast ~ ~described an augmented sensory impairment, enhancing certain aspects of the
reality system that helps people who are suffering from sensory array would be po~sible.~’ An extreme example
Parkinson’s disease. One of the prominent symptoms of of current interest concerns patients suffering from a
this illness is an awkward and poorly coordinated gait persistent vegetative VE technology could allow
during normal walking. The problem is attenuated when these patients to be exposed to a much wider range of
For personal use only.

walking up stairs or across a square-patterned floor. sensory stimuli, and over much longer periods, than is
Weghorst’s system superimposes a grid pattern over the otherwise possible in a hospital setting. Further, this
victim’s view of the ground that remains stable despite technology would increase the chances of selecting
changes in the position of the head. The result is a meaningful responses in such a patient.51 For example,
significant improvement in the sufferer’s gait. recording nervous system changes as correlates of VR
Augmented reality technology to help control inte- experience is possible.53Similar benefits in terms of time
grated home systems is currently under d e v e l ~ p m e n t . ~ ~ and cost of therapy apply to other patients, such as those
Integrated home systems provide a network of links suffering from strokes, who typically spend only
between electrical devices in the disabled individual’s 3&60 min per day in formal therapy.54 A VE increases
home which they can control remotely. By overlaying an the possibility of stimulation and interaction with the
outline of important objects over the actual position of world without increasing demands on staff time. It can
those objects, the user may eventually be able to operate provide interesting and engaging tasks that are more
such things as doors, windows, light switches, and alarm motivating than formal repetitive therapy.
systems simply by looking at them and activating an
infrared control.
Drawbacks and ethical considerations
Finally, it is worth noting that telepresence techniques
are being developed which will aid in remote medical There are two broad areas of concern related to VE
treatment. For example, the US Army is investigdting use: first, there are practical problems to do with the
the possibility that, using remote television cameras and technology itself, and second, ethical worries, particu-
robotics, paramedics dealing with an injury victim could larly where vulnerable individuals are involved. One
communicate with a surgeon at a remote site, who could drawback to HMDs is that a delay inevitably occurs
carry out a surgical i n t e r v e n t i ~ n . ~ ~ between movements of the user’s head and the updating
of the screen image.’ This is in part due to the tracking
system. If the delay is great enough the user may
Potential for rehabilitation following traumatic brain
injury experience discomfort. It is known that some users of
simulation technology, particularly flight simulators,
An important potential field of application for virtual suffer from symptoms similar to motion Users
environments is the diagnosis and rehabilitation of of HMDs have been reported to suffer from related forms
traumatic brain injury. Rose” points out that, while of discomfort. For example, Ruddle et a1.56reported that

217
P. N . Wilson et al.

all 12 participants in their study complained of at least real-world equivalent. For example, children who are
two ‘slight’ side-effects, and three participants withdrew trained to cross the road in a simulator may conceivably
due to severe nausea and dizziness. It should be noted become desensitized to the danger of traffic if they make
that no such problems have been reported following errors that have no consequences.
desk-top VR use.
An area of ethical concern, particularly for children
who have difficulty in negotiating real environments, Conclusions
such as children with physical disabilities, is that they Much of the research and development discussed in
may find VEs too attractive. A few children appear to this review is still in progress. It is too early to say which
find standard computer games addictive, and the of the applications will prove the most beneficial for
particularly engaging nature of VEs may enhance this disabled individuals. What is important is that, despite
effect. There is always the possibility that a few children
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the current technological limitations, information gained


may become addicted to VR experience and withdraw from experience in a VE can transfer to the real world.
from real-world interactions. However, the converse The advantages of using simulations are that activities
possibility exists that it may soon be possible to interact can be carried out in safety, and the effects of specific
socially with virtual people, and this might be used to disabilities can be minimized. The entertainment market
provide an intermediate stage in the training of social drives much of the development of VE technology, and
skills for those who have difficulty with social inter- it is important to remember that this field may be of
actions. Moreover, with the increased use of shared VEs particular importance to disabled people. In a simulated
over the Internet and World Wide Web, social com- world disabled people can enjoy experiences that would
munication and interaction may be promoted in indivi- otherwise be denied to them. That is not to suggest that
duals who might otherwise be restricted in their ability to experience of virtual activities will or should come to
socialize. The Defence Simulation Internet (DSI), de- replace real activities, but rather that they can provide
For personal use only.

veloped by the American Advanced Research Projects useful supplements to real-world experience. Nor does
Administration, is an advanced prototype of such a the use of simulated worlds necessarily imply social
system. It comprises a network of simulators which allow isolation. Great efforts are being made to develop multi-
tactical training between simulated tanks, helicopters, user VEs in which people can share activities as well as
and fixed-wing aircraft, all engaged on the same words.
simulated battlefield, despite their actual location in real
space. It is a simple matter to create a very basic version
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