**11. Conclusion**

Results show that all the patients improved on their range of motion in the ankle joint due to the use of the virtual environment intervention program. These results buttressed the literature (Liepert et al., 2000; Merians et al., 2002; Taub, Uswatte & Pidikiti, 1999) that supported the usefulness of virtual reality technology in therapeutic rehabilitation. The transfer-of-skill analysis supported the argument that skills gained in virtual environments transfer to real-world conditions.

It is interesting that patient (EO2) with the highest improvement on the computer task was not the one with the highest improvement in the clinical measurement. Patient LP3, with the highest clinical gains had to struggle more than the other patients to complete the VR task. Patient EO2 was completing the exercise faster than LP3. This means that patient LP3 spent more time exercising his hemiplegic leg on the intervention program than the others who were completing the task faster than him, hence his high clinical improvements. This result suggests that the more difficult the virtual environment task is, the more beneficial it will be to therapeutic rehabilitation.

The results obtained from this research study have confirmed the usefulness of virtual environment technology in rehabilitation medicine, especially its efficacy in therapeutic intervention directed towards functional recovery or improvements of the lower extremities in post-acute stroke patients. It has also buttressed the argument that skills gained in the virtual environment transfer to real-world conditions. These results may be of particular benefit to professionals in the fields of physical therapy, physiology, sport physicians, and those involved in the study of human movement, who would want to train their clients to learn motor acts in a spatial environment for subsequent performance in the real world. The study has contributed to the current effort to provide wider access to therapeutic intervention technique using computer technology and should an asset to professionals in the field of physical therapy, physiology, bio-engineering, and all those involved in the study of human movement.

According to O'Sullivan (2001) the most pressing deficiency in rehabilitation feedback literature is the lack of controlled studies involving patients. She observed that most of the works so far have been based on normal subjects or small sample patients. Future research effort could be conducted that employ 'pure' statistical research methods using control and experimental groups with more research participants (like 40 patients) using the virtual environment. This design might likely appeal to the quantitative analysts.

Researchers are currently looking into the subject of what has been termed as Virtual Cocoon, a technology that aims to add the sense of smell into virtual environments. The quest continues.

## **12. Acknowledgement**

The author acknowledge the support of the clinical community drawn for the study mainly from the Sir John Golding Rehabilitation Centre (Mona Rehab), Jamaica and the University Hospital of the West Indies (UHWI), Kingston, Jamaica

#### **13. References**

18 Virtual Reality and Environments

involving their hips. Synergy, according to the therapist, lost some of its control over the patients' motor acts during the clinical trial, and they were able to transfer these skills into the natural environment. Patient MR4, the third patient whose data was not presented here, had a smoother transition of her leg from the gas pedal to the brake during driving. This skill was similar to the movement of the leg during the painting exercise on the VR therapy. The therapy program induced increased brain activity; hence her increased reflex movement in the limb, as sensory activity from the brain was now more specific. She effectively transferred this skill to the real world condition. The transfer-of-skill analysis observed in this study supported the argument (Wilson, Foreman & Tlauka, 1996) that skills gained in

Results show that all the patients improved on their range of motion in the ankle joint due to the use of the virtual environment intervention program. These results buttressed the literature (Liepert et al., 2000; Merians et al., 2002; Taub, Uswatte & Pidikiti, 1999) that supported the usefulness of virtual reality technology in therapeutic rehabilitation. The transfer-of-skill analysis supported the argument that skills gained in virtual environments

It is interesting that patient (EO2) with the highest improvement on the computer task was not the one with the highest improvement in the clinical measurement. Patient LP3, with the highest clinical gains had to struggle more than the other patients to complete the VR task. Patient EO2 was completing the exercise faster than LP3. This means that patient LP3 spent more time exercising his hemiplegic leg on the intervention program than the others who were completing the task faster than him, hence his high clinical improvements. This result suggests that the more difficult the virtual environment task is, the more beneficial it will be

The results obtained from this research study have confirmed the usefulness of virtual environment technology in rehabilitation medicine, especially its efficacy in therapeutic intervention directed towards functional recovery or improvements of the lower extremities in post-acute stroke patients. It has also buttressed the argument that skills gained in the virtual environment transfer to real-world conditions. These results may be of particular benefit to professionals in the fields of physical therapy, physiology, sport physicians, and those involved in the study of human movement, who would want to train their clients to learn motor acts in a spatial environment for subsequent performance in the real world. The study has contributed to the current effort to provide wider access to therapeutic intervention technique using computer technology and should an asset to professionals in the field of physical therapy, physiology, bio-engineering, and all those involved in the

According to O'Sullivan (2001) the most pressing deficiency in rehabilitation feedback literature is the lack of controlled studies involving patients. She observed that most of the works so far have been based on normal subjects or small sample patients. Future research effort could be conducted that employ 'pure' statistical research methods using control and experimental groups with more research participants (like 40 patients) using the virtual

Researchers are currently looking into the subject of what has been termed as Virtual Cocoon, a technology that aims to add the sense of smell into virtual environments. The quest continues.

environment. This design might likely appeal to the quantitative analysts.

virtual environments transfer to real-world conditions.

**11. Conclusion** 

transfer to real-world conditions.

to therapeutic rehabilitation.

study of human movement.


**2** 

*Nigeria* 

**A Survey of Some Virtual Reality** 

Ignatius Ezeani and Obikwelu Raphael Okonkwo

Virtual Reality (VR) technology enables users to interact with three-dimensional data, providing a potentially powerful interface to both static and dynamic information (Ausburn & Ausburn, 2003; Ausburn & Ausburn, 2004; Baieier, 1993; Onyesolu, 2011; Onyesolu & Eze, 2011). VR has existed in various forms since its inception. It has been known by names such as synthetic environment, cyberspace, artificial reality, simulator technology and so on and so forth before VR was eventually adopted (Onyesolu, 2006; Onyesolu & Eze, 2011). Though VR has existed from the late 1960s, its latest manifestation, desktop screen-based semiimmersive type which made its first appearance in entertainment industry, has made it come within the realm of possibility for general creation and use. As a result of proliferation of desktop VR, the technology has continued to develop applications that are less than fully immersive. These non-immersive VR applications are far less expensive and technically

There have been a lot of advances in VR and VR is being applied in all areas of human endeavor (Onyesolu, 2009a; Onyesolu, 2009b; Onyesolu & Eze, 2011; Onyesolu, 2006). Many VR applications have been developed for manufacturing, training in a variety of areas (military, medical, equipment operation, etc.), education, simulation, design evaluation, architectural walk-through, ergonomic studies, simulation of assembly sequences and maintenance tasks, assistance for the handicapped, study and treatment of phobias, entertainment, rapid prototyping and much more (Onyesolu & Akpado, 2009). VR has had impact in heritage and archeology, mass-media, fiction books, television, motion pictures, music videos, games, fine art, marketing, health care, real estate etc. Today, VR is being used as powerful tool in education to simulate learning environments. Such VR environments have been very valuable instructional and practice alternative (Onyesolu & Eze, 2011).

The question is what are the available tools and resources needed for building VR systems be it non-immersive VR systems, semi-immersive VR systems or immersive VR systems. There are a lot of companies that offer services in the field of VR and related areas. While some companies specialize in VR hardware, some specialize in VR software, be it 3D tools, 2D tools, or VR simulation tools. Some of these companies and software tools are provided

daunting and have made inroads into industry training and development.

**1. Introduction** 

in section 3 and section 5.

*Nnamdi Azikiwe University, Awka, Anambra State* 

**Tools and Resources** 

Moses Okechukwu Onyesolu,

