Review Article

Virtual Reality Rehabilitation from Social Cognitive and Motor Learning Theoretical Perspectives in Stroke Population

Table 3

Analysis of studies based on Social Cognitive Theory.

CitationVR descriptionVicarious learningPerformance accomplishmentsVerbal persuasion

: full or partial self-representation or avatar or virtual teacher (modeling): graduated learning: instructions or encouragements during/after the game

Jaffe et al., 2004 [28]VR-based treadmill: step over 10 identical virtual obstacles while walking on a treadmill. Subjects could see the lateral view of their legs in the VE.
Partial self-representation

Subjects were progressed to step over obstacles with larger height and length (harder task) as they improved in the previous session.
x
Unclear if gaming system provided any feedback.

You et al., 2005 [29]IREX VR: the user itself is placed in the VE where they can interact with virtual objects.
Full self-representation

Subjects progressed to challenging tasks (speeding up the games or increasing the resistive force) as they improved.
x
Unclear if gaming system provided any feedback.

Yang, et al., 2008 [30]VR treadmill: virtual scenarios at a typical community, including lane walking, street crossing, obstacles striding across, and park stroll. The treadmill's incline and speed alter in conjunction with scenery changes. x
No self-representation or avatar or virtual teacher

The difficulty of the exercise was progressively increased by increasing the speed of the treadmill, the variety in obstacle heights and surface slopes, and decision making opportunities to avoid collisions.
x
Unclear if gaming system provided any feedback.

Kim et al., 2009 [31]IREX VR: the user itself is placed in the VE where they can interact with virtual objects.
Full self-representation

The games progressively became more challenging (speeding up the games or increasing the resistive force) as the subject improved.
x
Unclear if gaming system provided any feedback.

Mirelman et al., 2009 [32]Rutgers Ankle Rehabilitation System: subjects navigated a boat/plane and avoided making contact with a series of targets by moving their foot in different directions.x
No self-representation or avatar or virtual teacher

Training intensity was based on and progressed according to subject's performance.

Encouragement was given by the VR after each target was successfully navigated.

Mirelman et al., 2010 [33]Rutgers Ankle Rehabilitation System: subjects navigated a boat/plane and avoided making contact with a series of targets by moving their foot in different directions.x
No self-representation or avatar or virtual teacher

Training intensity was based on and progressed according to subject's performance.

Encouragement was given after each target was successfully navigated.

Yang et al., 2011 [34]VR treadmill training: virtual walking in a park along a pathway with right/left turns and home activities (turning a light on/off and opening the door). x
No self-representation or avatar or virtual teacher
x
Unclear whether graduated learning was involved.
x
Unclear if gaming system provided any feedback.

Cho et al., 2012 [35]Nintendo Wii Fit: subjects stood on a balance board and participated in VEs.
Subject’s avatar

Subjects were encouraged to increase the difficulty of the games as they improved.

Encouragement was provided by the VR system after successful score.

Jung et al., 2012 [36]VR treadmill which immersed subjects in a virtual park stroll.x
Unclear if self-representation or avatar or virtual teacher

Difficulty gradually increased (increasing the speed of treadmill) as subjects improved.
x
Unclear if gaming system provided any feedback.

Cho and Lee, 2013 [37]VR treadmill using real-world video recording.x
Unclear if self-representation or avatar or virtual teacher

Difficulty gradually increased (increasing the speed of treadmill) as subjects improved.

Auditory feedback was provided. Unclear if encouragement was given.

Fritz et al., 2013 [38]Nintendo Wii Sports and Wii Fit and EyeToy Play 2 and Kinect.
Subject’s avatar and virtual teacher

Difficulty gradually increased (increasing the speed of treadmill) as subjects improved.

Encouragements and instructions were provided by the VR system.

Total number of 5105