Clinical evaluation of a non immersive v (1)

Clinical Rehabilitation
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Clinical evaluation of a non-immersive virtual environment in stroke rehabilitation
Judi Edmans, John Gladman, Dave Hilton, Marion Walker, Alan Sunderland, Sue Cobb, Tony Pridmore
and Shirley Thomas
Clin Rehabil 2009; 23; 106
DOI: 10.1177/0269215508095875
The online version of this article can be found at:
http://cre.sagepub.com/cgi/content/abstract/23/2/106

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Clinical Rehabilitation 2009; 23: 106–116

Clinical evaluation of a non-immersive virtual
environment in stroke rehabilitation
Judi Edmans, John Gladman Division of Rehabilitation & Ageing, Dave Hilton VIRART,
Marion Walker Division of Rehabilitation & Ageing, Alan Sunderland School of Psychology, Sue Cobb VIRART,
Tony Pridmore School of Computer Science and Shirley Thomas Division of Rehabilitation & Ageing, University of Nottingham
Received 25th January 2008; returned for revisions 2nd March 2008; revised manuscript accepted 16th June 2008.

Background and purpose: We describe our attempts to evaluate the effectiveness
of a virtual environment developed to rehabilitate stroke patients in the task of making
a hot drink.
Methods: Single case studies were performed in 13/138 (9%) stroke patients
undergoing rehabilitation in a UK stroke unit. Participants in AB/BA (n ¼ 5) and
ABA (n ¼ 2) design studies received 5 one-hour sessions of attention control training
(A phase) and 5 one-hour sessions of virtual environment training (B phase).
An AB design with random duration of A and B phases (minimum duration of A and B
phases 3 and 5 days respectively, with total duration of 3 weeks) was used in

6 participants.
Results: Visual inspection of scores across all cases showed a trend towards
improvement over time in both real and virtual hot drink making ability in both
control and intervention phases. There was no significant difference (Wilcoxon,
p > 0.05) in the improvements in real and virtual hot drink making ability during
all control and intervention phases in the 13 cases. Ceiling effects limited the
evaluation of effectiveness in 5 of the 8 cases in which daily performance measures
were used.
Conclusions: Few people in this setting were suitable for this intervention. The case
studies showed no evidence of a strong effect of this intervention, but we had great
difficulty in performing single case studies. We conclude that more testing and
development of this system is required before it is subjected to rigorous testing of
clinical effectiveness.

Introduction
Virtual reality is a computer-generated technology
that allows the user to interact with a simulated
Address for correspondence: Judi Edmans, Division of
Rehabilitation and Ageing, B Floor, Medical School, Queens
Medical Centre, Nottingham NG7 2UH, UK.

e-mail: judi.edmans@nottingham.ac.uk

three-dimensional environment (the virtual environment). Virtual environments are used either to
replicate real world settings and objects or visualize imaginary or abstract concepts. The concept
of virtual reality was developed in the early 1960s
but it has only been since the 1990s that the technology was sufficiently powerful and affordable
to be considered for use in rehabilitation, and
it remains in the early stages of development in

ß SAGE Publications 2009
Los Angeles, London, New Delhi and Singapore
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10.1177/0269215508095875

Non-immersive virtual environment in stroke rehabilitation
this role. The popular view of virtual reality reflects
the immersive form of it, where the user is enveloped within the virtual environment, for example,
using a head-mounted display. However, in practice, virtual environments are usually experienced
in two dimensions on an ordinary computer screen:

this is referred to as non-immersive virtual reality.
Early experience in clinical settings with immersive
virtual reality noted considerable problems with
dizziness and nausea,1 and so attention in the rehabilitation field has tended to focus upon nonimmersive virtual reality.
The reasons to consider the use of any form
of virtual reality technology in rehabilitation
include the following:
 Potentially dangerous activities can be practised
in safety in a virtual environment.
 Virtual reality systems can potentially be used by
patients without direct support from a therapist.
This could enable the rehabilitation task to be
repeated, which could lead to greater efficacy.
 Virtual reality systems can be designed to deliver the principles of neuro-rehabilitation. For
example, in virtual reality, the rehabilitation
task can be made progressively harder as the
patient improves, it can be deliberately constrained to prevent compensatory actions by
the patient, or it could be constrained only to
permit errorless learning.
 Virtual systems are often enjoyable and this

may motivate the patient towards their
rehabilitation.
Two steps are necessary before virtual realitybased systems for rehabilitation can be used in
clinical practice. First, a useable system has to be
developed. Second, its effectiveness in clinical
practice has to be established. The standard
research methodology to develop a useable
system is user-centred design.2 This is an iterative,
developmental process whereby a concept and
then successive prototypes of the system are discussed with, shown to, and used by all those who
will be involved in the eventual product. The point
at which the developmental process is halted often
depends upon when it is judged that a product
suitable for market or application has been
designed. However, systems used in clinical

107

settings need to undergo clinical effectiveness testing before they can be widely adopted. In this
paper, we describe our experience of the early clinical evaluation of a non-immersive virtual reality

approach to stroke rehabilitation and reflect upon
our findings and the methodological issues
involved in moving from the evaluation of a product during its development to the evaluation of
its clinical effectiveness.

Development of the virtual reality
rehabilitation system
Our project aimed to develop and evaluate a virtual
environment for the rehabilitation of making a hot
drink after stroke.3 User-centred design was used
to identify the hot drink-making task, by consulting patients and therapists. Early versions of the
system were developed, using user-centred design,
with particular focus upon the interface between
the patient and the system. We found that stroke
patients did not want to be asked to use a system
that they thought would require pre-existing computer expertise, as many of them were not computer literate. Furthermore, rehabilitation therapists
wished to use naturalistic interfaces with the virtual
environment, such as using real hot drink-making
objects, so that not only the cognitive aspects of
task performance could be trained but also the

physical aspects. This led us to explore the use of
machine vision so that the movement of real
objects could be ‘seen’ by the system and so control
the making of a virtual hot drink in the virtual
environment. We have reported on these developments elsewhere.4–7
Not only did we need to explore the use of different interfaces with the virtual environment, at
the same time we had to develop the virtual environment itself, and ensure that it would support the
task of making a virtual hot drink. A virtual environment was constructed using a standard software
programme (VirtoolsTM), where the necessary
objects (cup, spoon, kettle, etc.) were created
with properties necessary for their use in the virtual task (for example, the lid of the instant coffee
jar needed to be removed before the spoon could
be inserted). The use of these objects was defined
and constrained by a task model, representing how

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J Edmans et al.


each subtask should be safely done in the real
world (for example, the electric kettle had to be
filled with water before it could be switched on).
The task model was constructed so that subtasks
could be done in any order that was practical and
safe. The virtual environment was programmed to
replicate how an occupational therapist would
give feedback to the patient in terms of whether
each subtask had been performed correctly or not,
whether it has already been done or whether
another subtask needed to be done first. An audible instruction could be given if the patient did not
complete a subtask despite these prompts, and the
subtask was demonstrated if the patient was still
unable to complete it. This virtual environment
therefore allowed for repetition of the task, it
imposed a degree of constraint to task performance and encouraged errorless learning. Since it
could be timed and scored, patients could be
encouraged to perform the task more quickly
and more accurately over time. At this stage of

development, we felt that the virtual environment
was suitable to support the rehabilitation of the
task of making a hot drink.
The first working version of this system did not
use a naturalistic interface, because these had not
been sufficiently developed, but used a simple
touch-sensitive computer screen with which the
user interacted using a special pointer. At this
stage, we had developed a system that was theoretically capable of supporting only the rehabilitation of the cognitive aspects of making a hot drink
(for example, object recognition, sequencing and
attention). Even though we had not developed a
full system with a naturalistic interface, it was
plausible that this version with the touch-sensitive
screen interface might have some value in clinical
rehabilitation. Our first clinical tests of this system
established that performance on this virtual task
by stroke patients undergoing rehabilitation was
similar to making a real drink in that it was influenced by similar impairments and patient factors.8
However, making a virtual hot drink was harder
than making a hot drink in a rehabilitation

kitchen, and it was evident from the comparison
of video-recordings that people with stroke made
different cognitive mistakes when making a real
and virtual hot drink. This indicated that the cognitive functions tested and trained in the virtual

task may be different from those tested and
trained in a real kitchen.
One option for the team would have been to
continue to develop the virtual environment
further before further clinical testing – either to
develop the naturalistic interface or to alter the
task model, or both. However, we decided to
undertake clinical testing of the system with the
touch-sensitive screen at this stage. Our reasons
for doing so were that it was possible that our
simple system even at this stage could be clinically
effective, but also that it was important to establish how clinically feasible it was to use this system
as a treatment in a clinical setting, and also to
gather data that would inform later clinical evaluations. We reflect on these reasons in the
Discussion in the light of our experience.


Method
We initially planned to undertake a pilot single
blind randomized controlled trial (RCT) of the
touch-sensitive screen version of the virtual environment. However, we found the recruitment rate
too low to allow an adequate sample size to be
obtained. Accordingly the research plan was
amended and single case studies were undertaken
to optimize the information available from the
small number of available patients. We reflect
upon these methodological decisions in the
Discussion. In this paper, we report the results of
the first participants enrolled into the RCT as
single cases, and present their outcomes as if
they were AB or BA case studies (where A and
B represent control and treatment phases). These
are described as ‘Design I’ studies. Once we
stopped recruiting to the RCT, we chose to
employ aspects of single case design in the subsequent case studies. Two research designs were
attempted, Designs II and III. Table 1 summarizes
the three designs used.

Design I (AB/BA)
Data from the few cases recruited and
randomized into the RCT are presented here
as AB or BA case studies with random allocation
to AB or BA and fixed duration of phases.

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Non-immersive virtual environment in stroke rehabilitation
Table 1

109

Summary of research designs
Design I

Phasing (A ¼ control;
B ¼ treatment)
Nature and duration of
control phase
Nature and duration of
intervention phase
Measures at baseline
(assessed by research
therapist)

Measures between phases
(assessed by research
psychologist, masked to
treatment phase)
Measures at end of study
(assessed by research
psychologist, masked to
treatment phase)
Daily time series measures
(assessed by research
psychologist, masked to
treatment phase)

AB or BA on a randomized
basis
1 hour of attention control
training each day for
5 days
1 hour of virtual
environment training
each day for 5 days
Real world hot drink score
Real world hot
drink-making errors
Virtual hot drink score
Barthel ADL score
Real world hot drink score
Real world hot
drink-making errors
Virtual hot drink score
Real world hot drink score
Real world hot
drink-making errors
Virtual hot drink score
Barthel ADL score
None

Design II
ABA
1 hour of attention control
training each day for 5 days
1 hour of virtual environment
training each day for 5 days
Real world hot drink score
Real world hot drink-making
errors
Virtual hot drink score
Barthel ADL score
Real world hot drink score
Real world hot drink-making
errors
Virtual hot drink score
Real world hot drink score
Real world hot drink-making
errors
Virtual hot drink score
Barthel ADL score
One aspect of real
drink-making suitable for
each patient

Participants received five 1-hour sessions of virtual
environment training over five week days and five
1-hour sessions of attention control training over
five week days.
Design II (ABA)
ABA studies were conducted once recruitment
to the RCT was halted. These had a fixed duration
of phases. The control phases (A) were for five
week days, during which participants received
five 1-hour sessions of attention control training.
The intervention phases (B) were also for five week
days, during which participants received up to 5
hours of virtual environment training.
Design III (rAB)
To improve the scientific quality of the studies
and take account of changes associated with
passage of time as opposed to the intervention,
AB studies with random duration of the control

Design III
AB with random duration of
A phase
1 hour of attention control
training each day for
between 3 and 10 days
1 hour of virtual environment
training each day for
between 5 and 12 days
Real world hot drink score
Real world hot drink-making
errors
Virtual hot drink score
Barthel ADL score
Real world hot drink score
Real world hot drink-making
errors
Virtual hot drink score
Real world hot drink score
Real world hot drink-making
errors
Virtual hot drink score
Barthel ADL score
One aspect of real
drink-making suitable for
each patient

(A) and intervention (B) phases were undertaken.
The minimum duration of the A and B phases
were three and five days respectively, and the
total duration of the studies was three weeks.

Participant identification and recruitment
Participants were identified from patients
undergoing rehabilitation on the stroke unit at
the Queens Medical Centre, Nottingham, UK.
Inclusion criteria were having a goal of returning
home and being unable to make a real hot drink.
Exclusion criteria were dementia, major psychiatric
illness, epilepsy triggered by screen images, inability to speak English or hear ordinary speech, no
upper limb function, enrolment in other studies,
or the presence of clinically significant co-pathology that made intervention unfeasible as judged by
the research therapist. Written consent was
obtained. The identification and recruitment
process was the same for all three study designs.

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J Edmans et al.

Intervention and attention control treatment phases
The experimental treatment phases involved the
patient being encouraged to use the virtual environment to make a virtual hot drink. In all studies,
intervention was provided by a research therapist
who was a senior stroke occupational therapist
with experience both in stroke rehabilitation
and in the use of the virtual environment (JE).
Interventions were given in the usual hospital
intervention areas and the research therapist
worked closely with the multidisciplinary team
for each patient. During the attention control
phases, treatments were individually chosen for
each participant to represent a period of therapist–patient interaction that was meaningful to
the participant, and which lasted a similar
amount of time to the intervention treatments,
but which did not involve making a hot drink.
These treatments included arm therapy, playing
games, personal ADL therapy and the provision
of stroke-related information.

Measurement of outcome
In all designs, participants were assessed at
baseline and at the end of each intervention
phase on hot drink-making performance in the
real and virtual hot drink-making environment.8
The real world assessment required the same subtasks to be performed as in the virtual environment, and in both a score between 0 and 100
was given depending upon the number of tasks
completed and the degree of assistance required.
Performance in the real world was scored by a
trained, research psychologist’s (ST) assessment,
masked to treatment phase, of a video-recording
of the participant’s performance. A score for the
performance in the virtual environment was generated by the system’s software by comparing the
actions taken with the built-in task model.
Video-recordings of the real task performance
performed at baseline and at the end of each intervention phase also permitted the identification of
any errors made, as a measure of cognitive function. These errors were classified using a schedule
based on published literature and clinical experience
comprising problems with initiation, attention,
neglect, addition, sequence omission, perseveration, selection, object use, problem-solving,

dexterity, quantity and spatial awareness
(Appendix 1). Errors were determined at baseline
by the research therapist and at the end of each
intervention phase by a trained, research psychologist both of whom assessed the video-recordings
masked to treatment phase. High interreliability for
25/27 stages of the real world performance score and
the classification of the 12 errors had been established on a sample of 20 videos (kappa 0.6–1.0).
In designs II and III, a daily measure of performance on one aspect of real drink-making suitable
for each patient was identified with the aim of
providing a time-series measure sensitive to error
variation within intervention phases. Daily videorecordings of the aspect of real hot drink-making
were made by the research therapist, and assessed
by a trained research psychologist masked to treatment phase.
The Barthel ADL Index9 was recorded at baseline by the research therapist, and on completion
of all studies (but not between phases) by a
research psychologist. This was to help describe
the clinical characteristics of the population studies and to provide a measure of the trend towards
recovery over the time-course of each study.

Analysis
The hot drink-making scores (real world, virtual
and any subscores) were plotted graphically and
visual inspection was used in each case. Data
from all cases were summed and the improvements
in real and virtual hot drink-making scores between
phases, and the Barthel scores at baseline and study
completion were compared (Wilcoxon paired test).

Ethics
Approval for the study and alterations was
granted from the Nottingham Local Research
Ethics Committee and the R&D Department at
Queens Medical Centre, Nottingham, UK.

Results
Of 138 patients assessed over 16 months, only 16
were recruited, of whom three withdrew during the
study. Two participants withdrew due to discharge

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Non-immersive virtual environment in stroke rehabilitation
planning complications and one withdrew due to
changes in his clinical condition, but none withdrew due to problems related to the virtual environment. Reasons for the 122 who were not
included are given in Table 2.
Results were available from five participants
using design I, two using design II and six using
design III. The characteristics of the 13 participants (9% of the total 138 patients) are shown in
Table 3.

Design I (AB/BA)
Figure 1 shows real and virtual hot drinkmaking scores for the five cases in which design I
Table 2

Reasons for exclusion

Died between identification and recruitment
Not going home
Independent in hot drink-making
Patients did not want to be able
to make a hot drink
Dementia
No upper limb function
Inadequate English or communication
impairments
Epilepsy due to TV screens
Other (e.g. vision, schizophrenia, very mild
impairments making intervention unsuitable)
Co-enrolment
Declined consent

Table 3

1
50
19
1
9
1
4
1
19
2
15

Characteristics of participants

Participant Age Gender Side of Days post Classification
number
stroke
stroke
1
2
3
4
5
6
7
8
9
10
11
12
13

81
84
88
84
68
71
61
52
80
75
74
75
54

Female
Female
Male
Male
Male
Male
Male
Male
Male
Male
Female
Male
Male

Right
Left
Right
Right
Right
Right
Right
Right
Right
Left
Left
Right
Right

33
19
29
23
23
83
17
20
18
63
35
33
90

PACS
LACS
PACS
PACS
TACS
TACS
PACS
PACS
PACS
TACS
TACS
PACS
PACS

TACS, total circulation stroke; PACS, partial circulation
stroke; LACS, lacunar stroke.

111

was used. Visual inspection across all cases suggests a trend towards improvement over time in
both real and virtual hot drink-making, with no
particular relationship to the intervention phase.
Between these five participants, 23 errors were
made during real world performance of making
a hot drink at baseline: they made 9 errors at the
end of the control phases and 11 at the end of the
intervention phases.

Design II (ABA)
Figure 2 shows real and virtual hot drinkmaking scores for the two cases in which design
II was used. Visual inspection across both cases
suggests a general trend towards improvement
over time in both real and virtual hot drinkmaking, with no particular relationship to the
intervention phase.
The daily assessment measure in case 6 (participant was given a jug of water, a cordless kettle
with kettle base and a power socket and asked to
boil a kettle of water, all items were placed in the
same position as in the real hot drink-making
assessment) appeared to improve during the treatment phase but went back to baseline at the end of
that phase, and is most likely to represent variation in performance rather than a treatment effect.
The daily assessment measure in case 7 (the same
as for case 6) appeared to improve during the first
control phase to reach the maximum, making it
impossible for any effect to be seen during the
treatment phase.
Between these two participants, 12 errors were
made during real world performance of making a
hot drink at baseline: they made 7 errors at the end
of the first control phase (A), 5 at the end of the
intervention phase (B) and none at the end of the
second control phase (A).

Design III (rAB)
Figure 3 shows real and virtual hot drinkmaking scores for the six cases in which design
III was used. Visual inspection across all cases
suggests a general trend towards improvement
over time in both real and virtual hot drinkmaking, with no particular relationship to the
intervention phase.

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J Edmans et al.

120

80

80

Score (%)

100

Score (%)

100

60
40
20
0

60
40
20

Virtual environment
training phase

Attention control
phase

Real hot drink making assessment
Virtual hot drink making assessment

Score (%)

120

Virtual environment
training phase

0 1 2 3 4 5 6 7 8 9 10 11 12

0 1 2 3 4 5 6 7 8 9 10 11 12

Assessment point (days)

Assessment point (days)

0 1 2 3 4 5 6 7 8 9 10 11 12

100

Virtual environment
training phase

Attention Control
Phase

80
60
40
20

Attention control Virtual environment
training phase
phase

0

0 1 2 3 4 5 6 7 8 9 10 11 12

0 1 2 3 4 5 6 7 8 9 10 11 12

Assessment point (days)

Assessment point (days)

Studies using design I.

Participant 7
120

Daily assessments
Real hot drink making assessment
Virtual hot drink making assessment

100

80

80
Score (%)

Score (%)

Attention control
phase

Real hot drink making assessment
Virtual hot drink making assessment

100

60

40

Daily assessments
Real world hot drink making assessment
Virtual hot drink making assessment

60

40

20

20
Attention control
phase

Virtual environment
training phase

Attention control
phase

0

Figure 2

Virtual environment
training phase

Assessment point (days)

Participant 6
120

90
80
70
60
50
40
30
20
10
0

Real hot drink making assessment
Virtual environment assessment

Participant 5
120

Real hot drink making assessment
Virtual hot drink making assessment

Score (%)

Score (%)

Figure 1

Attention control
phase

0

Participant 4
100
90
80
70
60
50
40
30
20
10
0

Participant 3

Participant 2

Participant 1
Real hot drink making assessment
Virtual hot drink making assessment

Attention control
phase

Virtual environment
training phase

Attention control
phase

0
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Assessment point (days)

Assessment point (days)

Studies using design II.

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Non-immersive virtual environment in stroke rehabilitation
Participant 8

120

Participant 9

120

113

Participant 10

100

100

80

80

60

40

20

20

0

70

60

40

Attention control
phase

80

Virtual environment
training phase

50
40
30
20

Attention control
phase

Virtual environment
training phase

Attention control
phase

10

0
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

Assessment point (days)

Assessment point (days)

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

Assessment point (days)

Daily assessments
Real world hot drink making assessment
Virtualhot drink making assessment

Participant 12

Participant 11

Virtual environment
training phase

0

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

Daily assessments
Real world hot drink making assessment
Virtualhot drink making assessment

Daily assessments
Real world hot drink making assessment
Virtualhot drink making assessment
Participant 13

120

100

120

90
100

100

80
80

Score (%)

60
40

Score (%)

70

80
Score (%)

60

Score (%)

100

Score (%)

Score (%)

90

60
50
40

40

30
20

20

Attention control
phase

Virtual environment
training phase

10

20
Attention control
phase

0 1 2 3 4 5 6 7 8 9 1011121314151617

Assessment point (days)
Daily assessments
Real world hot drink making assessment
Virtualhot drink making assessment

Figure 3

Virtual environment
training phase

Attention control
phase

Virtual environment
training phase

0

0

60

0
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

0

1

2

3

4

5

6

Assessment point (days)
Daily assessments
Real world hot drink making assessment
Virtualhot drink making assessment

7

8

9 10 11 12 13 14 15 16 17 18 19 20 21

Assessment point (days)
Daily assessments
Real world hot drink making assessment
Virtualhot drink making assessment

Studies using design III.

Ceiling effects were seen on the daily assessment
measure during the control phases in four of the
six cases (8, 9, 11 and 13), making it impossible
to assess improvement on these measures during
the treatment phase. There was no improvement
in the daily assessment measure during the treatment phase in the remaining two cases.
Between these six participants, 29 errors were
made during real world performance of making
a hot drink at baseline: they made 14 errors at
the end of the control phase and 9 at the end of
the intervention phase.

significantly different between the control and
intervention phases: the median improvements in
the real scores for the control and intervention
phases were 9.78 and 0.60, respectively
(Wilcoxon z ¼ –1.64, P40.05); the median
improvements in the virtual scores in the control
and intervention phases were 4.77 and 7.90 respectively (Wilcoxon z ¼ –0.80, P40.05).
The median Barthel score increased significantly
from 7.45 (interquartile range (IQR) 4–10) at baseline to 10.85 (IQR 6.5–10) at the end of the studies
(Wilcoxon paired test z ¼ 2.74, P50.01).

Combined analyses
Confirming the visual interpretation of the
results, the changes in real and virtual hot drinkmaking scores for all 13 cases were not

Discussion
When tested in a clinical setting and under ordinary clinical conditions, we found that there was

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J Edmans et al.

limited scope to use this system, as only 9% of
those undergoing stroke rehabilitation could be
recruited. Even in these highly selected patients,
there was no evidence that use of the virtual environment had any noticeable clinical effect on hot
drink-making ability when compared with attention control training, but there may be several
reasons for this as discussed below.
An important methodological observation from
this research is that we were unable to recruit to a
RCT. In hindsight, it may have been wiser to have
chosen to undertake case studies in the first
instance. It may, however, have been harder to
have obtained research funding if we had made
such plans.
Another important observation is that we did
not find it easy to conduct convincing single case
experiments. The cases we reports as design I,
which were the first five cases entered into the
RCT, did not have frequent daily measurements
to enable a more detailed time series analysis.
Accordingly it was not possible to detect any
small or modest effects of the intervention over
and above the general trend towards improvement
over time. Even though designs II and III had
daily assessments intended to permit a closer
examination of the relationship between clinical
changes during the control and intervention
phases, our studies were limited by ceiling effects:
participants tended to reach the maximum on
these measures during the control phases thereby
making it impossible to use these measures to
detect further improvement.
Although our initial research plan seemed justified at the time, with hindsight we may have been
better at this stage simply to have used unstructured case studies, aiming for the therapist to try
out using the virtual environment in patients in a
variety of settings (not just the stroke unit), for her
to select the duration and frequency of treatment
according to clinical preferences (rather than stick
to an arbitrary pre-set protocol), and to make a
comprehensive assessment of health changes
during treatment as well as to elicit patient views.
It may even have been better to have tested the
system in other groups of people who have difficulty with making a hot drink, such as those with
early dementia or learning disabilities. If we had
done this, we may have had a better understanding
of who potentially benefited from the use of this

system, and in what way. This would have enabled
us either to have designed better experiments, or to
have undertaken yet more development work. In
short, one reason why we did not see any convincing effect of the use of the virtual reality system
upon outcome is that we were trying to test it using
quantitative research designs before we had understood or developed the intervention sufficiently.
We had attempted rigorous evaluation of clinical
effectiveness before we had conducted sufficient
user testing.
These methodological problems reduce what
can be concluded from our work with regards to
the virtual reality system under test. Nevertheless,
we can conclude that a system such as ours may
have only a small part to play in stroke rehabilitation given the small number of people who could
use and benefit from them. Further technical
development may enable the system to be more
widely used and accepted, so that fewer people
would be unable or unwilling to use it. The largest
single group of people who were excluded from
this study, thereby limiting the potential scope of
our system, was those who were not going home
and who would therefore not be required to make
a hot drink. Another large group that was unsuitable was those who were already able to make a
hot drink. One way to deal with this would be to
change our development strategy dramatically,
and to focus upon more general cognitive and
motor functions that might be more widely applicable, rather than to concentrate upon one specific
task. Yet another approach would be to develop a
suite of such devices – for example, not only systems for making a hot drink, but also for managing money, driving, making a meal, and so on.
In our studies, we found that those who
appeared suitable for using this treatment, by
and large, did just as well without using it. The
system was not associated with outstanding
improvements in task performance or a reduction
in the number of cognitive errors observed during
task performance. There are no grounds for introducing this sort of system into clinical practice at
this stage. Indeed, this sort of system might need
to be tested in different patient groups or settings
before its potential is evident.
In conclusion, we found that this early attempt
to undertake rigorous clinical evaluation of an
emerging technology for stroke rehabilitation

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Non-immersive virtual environment in stroke rehabilitation
was largely unsuccessful, and we recommend
greater use of unstructured case studies before
attempting to use formal research designs including single case studies. Our experience also provides an instance that suggests that a great deal
of development will be required before new technologies such as virtual reality can be usefully
applied in clinical practice.

115

Competing interests
There were no competing interests.

Funding support
The Stroke Association funded the project.

References
Clinical message
 New rehabilitation technologies should be
well developed and user tested before rigorous evaluation of clinical effectiveness.

Acknowledgements
We thank staff and patients on the Queen’s
Medical Centre stroke unit for accommodating
this study. We are grateful to Professor Derick
Wade for constructive comments on an earlier version of this paper.

Author contributions
Judi Edmans was the research therapist, and
contributed to the design of the protocol, conducted the data collection and analysis of results,
and prepared the manuscript. John Gladman was
the Principal Investigator, and was involved in the
design of the protocol, the management of
the project, the analysis of the data and writing
the manuscript. Dave Hilton developed and maintained the virtual environment for the project.
Marion Walker contributed to the design of the
protocol and the preparation of the manuscript.
Alan Sunderland contributed to the design of the
protocol, analysis and preparation of the manuscript. Sue Cobb supervised the development of
the virtual environment. Tony Pridmore supervised the development of the virtual environment.
Shirley Thomas was the research psychologist who
acted as the independent assessor, conducted all
the outcome measures and contributed to the
preparation of the manuscript.

1 Cobb SVG, Nichols SC, Ramsey AR, Wilson JR.
Virtual reality induced symptoms and effects.
Presence: Teleoperators and Virtual Environments
1999; 8: 169–86.
2 Norman D. The design of everyday things. Basic
Books, 2002.
3 Edmans JA, Gladman J, Walker M, Sunderland A,
Porter A, Stanton Fraser D. Mixed reality environments in stroke rehabilitation: development as
rehabilitation tools. In Proceedings of the 5th
International Conference on Disability, Virtual
Reality and Associated Technologies. Oxford, 2004.
Available at www.icdvrat.reading.ac.uk/2004/
papers/S01_N1_Edmans_ICDVRAT2004.pdf
4 Hilton D, Cobb SVG, Pridmore T. Virtual reality
and stroke assessment: therapists’ perspectives. In
Proceedings of the 3rd International Conference on
Disability, Virtual Reality and Associated
Technologies. Alghero, Italy, 2000.
5 Hilton D, Cobb S, Pridmore T, Gladman J. Virtual
reality and stroke rehabilitation: a tangible interface
to an every day task. In Proceedings of the 4th
International Conference on Disability, Virtual
Reality and Associated Technologies. Veszprem,
Hungary, 2002.
6 Ghali A, Cunningham A, Pridmore T. Object and
event recognition for stroke rehabilitation. In
Proceedings of Visual Communication and Image
Processing Conference, 2003. Available from: http://
www.cs.nott.ac.uk/IPI/publication29.html
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Interfaces across the real/virtual divide. In
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116

J Edmans et al.

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Appendix 1 – Classification and
description of errors in task performance






 Initiation: Does not automatically begin the
task or a stage
 Attention: Does not attend to an individual
event (e.g. pays no attention to the fact the
kettle has boiled)
 Neglect: Cannot find an object or does not
respond to a visual or auditory cue to the
affected side (e.g. unable to locate teapot positioned on his/her affected side)
 Addition: Adds an abnormal action (e.g. rips a
teabag open and pours loose tea into the
teapot)
 Sequence omission: Performs an action at the
wrong time within the activity, which is unsafe
(e.g. switches electrical power on with an empty







kettle) or omits a stage (e.g. fails to put any
coffee in the mug)
Perseveration: Continually repeats a stage or
action (e.g. repeatedly pours the milk into the
cup)
Selection: Does not select the correct object to
accomplish a stage (e.g. stirs the tea with a
finger or pours milk into the teapot)
Object use: Does not use object appropriately
(e.g. uses the kettle as a teapot)
Problem solving: Gives unmistakable signs of
not knowing what to do (e.g. continues to
place the cup near the spout of kettle without
picking up the kettle or looks hesitatingly at the
objects, picking them up, turning them over,
putting them down and trying with another
object)
Dexterity: Fumbles when attempting to use
objects (e.g. spills coffee when spooning)
Quantity: Misjudges the amount of something
(e.g. fills the cup with more milk than tea)
Spatial awareness: Misjudges the location of
objects (e.g. misses the cup and pours the tea
onto the table)

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