Review Article

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

Table 4

Analysis of studies based on Motor Learning Theory.

CitationFocus of attention Order and predictability of practice Augmented feedback (KP and KR)KP and KR Feedback fading

: external focus of attention: random/unpredictable and variable intervention: KP and KR were provided: feedback fading was present

Jaffe et al., 2004 [28]
VR directed subject’s attention externally.
x
Unpredictable but invariable. Subjects stepped over 10 identical obstacles in each trial for 12 times. The speed of the treadmill remained unchanged.

KP: A tonal sound was provided by the gaming system when subject's foot collided with the obstacle. KR: the computer provided total number of steps and collisions at the end of each trial.
x
No feedback fading.

You et al., 2005 [29]
VR directed subject’s attention externally.

Unpredictable and variable. Three games were practiced. The nature of the games (capturing stars while avoiding eels and sharks) and snowboarding games seem to provide learning in an unpredictable, random VE.

A high frequency (>90%) auditory and visual KP and KR were provided by the gaming system.

Frequency of KP and KR was gradually decreased as the performance improved.

Yang, et al., 2008 [30]
VR directed subject’s attention externally.

Unpredictable and variable. Subjects had to avoid contact with obstacles of different heights, walk with different speeds on surfaces with different slopes. Various unpredictable typical community scenarios: lane walking, street crossing, and obstacles striding.
x
Unclear if KP and KR were provided by the gaming system.
x
No feedback fading.

Kim et al., 2009 [31]
VR directed subject’s attention externally.

Unpredictable and variable. Three games were practiced. The nature of the games (capturing stars while avoiding eels and sharks) and snowboarding games seem to provide learning in an unpredictable, random VE.

A high frequency (>90%) auditory and visual KP and KR were provided by the gaming system.

Frequency of KP and KR gradually decreased as the performance improved.

Mirelman et al., 2009 [32]
VR directed subject’s attention externally.

Unpredictable and variable. The position and timing of the targets were altered in an unpredictable, random manner.

KP and KR were provided by the gaming system.
x
No feedback fading.

Mirelman et al., 2010 [33]
VR directed subject’s attention externally.

Unpredictable and variable. The position and timing of the targets were altered in an unpredictable, random manner.

KP and KR were provided by the gaming system.
x
No feedback fading.

Yang et al., 2011 [34]
VR directed subject’s attention externally.

Unpredictable and variable. The park scenery had 16 turns (right and left turns) and home activities (such as opening the door and turning the light).
x
Unclear if KP and KR were provided by the gaming system.
x
No feedback fading.

Cho et al., 2012 [35]

VR directed subject’s attention externally.

Unpredictable and variable. Six different games with unpredictable nature were used.

KP and KR were provided by the gaming system.
x
No feedback fading.

Jung et al., 2012 [36]
VR directed subject’s attention externally.
x
Predictable and invariable. The virtual scenario involved walking in a park with no changes to the VE.
x
Unclear if KP and KR were provided by the gaming system.
x
No feedback fading.

Cho and Lee, 2013 [37]
VR directed subject’s attention externally.

Unpredictable and variable. Six virtual scenarios used a sunny or rainy walking track, a walking track with obstacles, daytime or nighttime walking tracks, and walking on trails.
x
Unclear if KP and KR were provided by the gaming system.
x
No feedback fading.

Fritz et al., 2013 [38]
VR directed subject’s attention externally.

Unpredictable and variable. Different games were used from Wii Fit, Wii Sport, and EyeToy play 2 and Kinect.

KP and KR were provided by the gaming system.
x
No feedback fading.

Total number of 11972