Many people question why we don't just have subjects perform motor tasks in the real world. The answer to this question is that VR offers us the opportunity to bring the complexity of the physical world into the controlled environment of the laboratory. VR gives us the potential to move away from reductionism in science and towards the measurement of natural movement within natural complex environments. In general, VR allows us to create a synthetic environment with precise control over a large number of physical variables that influence behavior while recording physiological and kinematic responses [10]. To this topic relate the papers by Sveistrup and Viau et al. also published on JNER this month. Viau et al. compare the kinematic strategies of reach, grasp, and place movements performed with physical and virtual objects by healthy adults and those with hemiparesis. Sveistrup presents current work on motor rehabilitation using virtual environments and virtual reality and, where possible, compares outcomes with those achieved in controlled real-world applications.
There are numerous strengths underlying the use of VR with rehabilitation [11, 12]. Among these are that VR provides the opportunity for ecological validity, stimulus control and consistency, real-time performance feedback, independent practice, stimulus and response modifications that are contingent on a user's physical abilities, a safe testing and training environment, the opportunity for graduated exposure to stimuli, the ability to distract or augment the performer's attention, and perhaps most important to therapeutic intervention, motivation for the performer. In the group of papers that I guest-edited for JNER, the application of Fish Tank VR as a rehabilitation tool for patients with spinal cord injury is explored by Weiss et al.
Another question that has arisen at meetings and in the review of the papers for JNER is under what circumstances a computer generated environment should be considered virtual reality? Factors that differ among many of the laboratories claiming to use virtual reality and that also emerge amongst this group of papers include field of view, the presence of stereo vision, and real-time feedback of head position so that the scene can be updated to reflect natural movement of the visual world. There is evidence demonstrating that a transfer of training from the virtual to the physical environment is greater if the learner is immersed in the training environment [13]. Perhaps then the most important and defining factor for VR is the sense of presence of the performer in the environment. Thus, the first paper by Riva et al. that appears on JNER this month focuses on the meaning of presence and its importance to the use of VR for rehabilitation.