DOI QR코드

DOI QR Code

장애 아동 및 청소년에게 가상현실(VR) 기반 작업치료 중재가 미치는 영향: 체계적 고찰

Effect of Virtual Reality-based Occupational Therapy Interventions for Disabled Children and Adolescents: A Systematic Review

  • 김만제 (건양대학교 일반대학원 작업치료학과) ;
  • 길영숙 (건양대학교 일반대학원 작업치료학과) ;
  • 강셋별 (건양대학교 일반대학원 작업치료학과) ;
  • 이재신 (건양대학교 의과학대학 작업치료학과)
  • Kim, Man-Je (Dept. of Occupational Therapy, Graduate School, Konyang University) ;
  • Gil, Young-Suk (Dept. of Occupational Therapy, Graduate School, Konyang University) ;
  • Kang, Set-Byul (Dept. of Occupational Therapy, Graduate School, Konyang University) ;
  • Lee, Jae-Shin (Dept. of Occupational Therapy, Konyang University)
  • 투고 : 2023.01.05
  • 심사 : 2023.06.22
  • 발행 : 2023.06.30

초록

목적 : 본 연구의 목적은 장애 아동 및 청소년에게 적용한 가상현실(Virtual Reality; VR) 기반 작업치료 중재의 효과와 적용 방법에 대해서 체계적으로 분석하고자 한다. 연구방법 : 2012년 1월부터 2022년 8월까지 RISS, DBpia, KCI, Science direct, CINAHL MEDLINE에서 문헌을 검색하였다. 주요 검색용어로 '가상현실', '작업치료', '아동', '청소년', 'Virtual Reality', 'Occupational Therapy', 'Child', 'Adolescent'을 사용하였다. PRISMA의 Flowchart 4단계를 거쳐 총 16편의 문헌을 분석 대상으로 선정하였다. 결과 : 선정된 16편의 연구에서 장애 아동 및 청소년에게 사용된 VR 기반 작업치료 중재가 유의미한 효과를 보였다. 중재 대상자는 뇌성마비 유형 중 편마비 아동을 대상으로 한 연구가 가장 많았으며, 효과 측정에 사용된 평가도구는 일상생활활동, 인지, 운동기술, 사회적-상호작용기술, 시-지각 평가이었다. 중재 도구로는 Nintendo Wii와 Microsoft Kinect가 운동기술 및 일상생활 향상을 위하여 가장 많이 사용되었다. 결론 : 본 연구를 바탕으로 향후에는 장애 아동 및 청소년의 진단과 중재목적에 맞는 VR 도구 선택과 구체적인 방법의 제시를 통하여 VR중재가 임상에서 더욱 효과적으로 사용될 수 있을 것이라 기대한다.

Objective : The purpose of this study was to systematically analyze the methods by which virtual reality (VR)-based occupational therapy interventions are applied to disabled children and adolescents and to assess their effectiveness. Methods : The RISS, DBpia, KCI, Science Direct, and CINAHL MEDLINE databases were searched for relevant literature from January 2012 to August 2022. The main search terms used were "virtual reality," "work therapy," "youth," "virtual reality," "occupational therapy," "child," and "adolescent." A total of 16 documents were selected for analysis by the 4th stage of the PRISMA flowchart. Results : In the 16 selected studies, VR-based occupational therapy when used with children and adolescents with disabilities and was shown to have meaningful effects. Among the types of cerebral palsy covered in the studies, the most common was hemiplegia, and the evaluation tools used for measurement of the VR effect were daily activities, cognition, exercise technology, social-interaction technology, and visual-perception evaluation. Nintendo wii and Microsoft Kinect produced the VR tools most commonly used to improve motor skills and daily life. Conclusion : The results of this study indicate that VR interventions can be used effectively in clinical practice. In the future, they may assist in the diagnosis of disabled children and adolescents, in helping to select VR tools that are suitable for the purposes of intervention, and in the presentation of specific methods.

키워드

참고문헌

  1. Ahn, S. N. (2021). Combined effects of virtual reality and computer game-based cognitive therapy on the development of visual-motor integration in children with intellectual disabilities: A pilot study. Occupational Therapy International, 2021, 6696779. doi:10.1155/2021/6696779
  2. Aran, O. T., Sahin, S., Kose, B., Agce, Z. B., & Kayihan, H. (2020). Effectiveness of the virtual reality on cognitive function of children with hemiplegic cerebral palsy: A single-blind randomized controlled trial. International Journal of Rehabilitation Research, 43(1), 12-19. doi:10.1097/MRR.0000000000000378
  3. Bendixen, R. M., & Kreider, C. M. (2011). Review of occupational therapy research in the practice area of children and youth. American Journal of Occupational Therapy, 65(3), 351-359. doi:10.5014/ajot.2011.000976
  4. Cherniack, E. P. (2011). Not just fun and games: Applications of virtual reality in the identification and rehabilitation of cognitive disorders of the elderly. Disability and Rehabilitation: Assistive Technology, 6(4), 283-289. https://doi.org/10.3109/17483107.2010.542570
  5. Chiang, V. C. L., Lo, K. H., & Choi, K. S. (2017). Rehabilitation of activities of daily living in virtual environments with intuitive user interface and force feedback. Disability and Rehabilitation: Assistive Technology, 12(7), 672-680. doi:10.1080/17483107.2016.1218554
  6. Cho, M. S. (2015). Influence of virtual reality games on eye-hand coordination in children with developmental disordered. Journal of Korean Society of Community Based Occupational Therapy, 5(1), 63-69. doi:10.18598/kcbot.2015.05.01.07
  7. Choi, I. G. (2021). A Case study of early intervention for developmental changes in children with developmental delay: Integrative play therapy intervention. Journal of Play Therapy, 25(3), 15-33.
  8. Choi, J. Y., Yi, S. H., Ao, L., Tang, X., Xu, X., Shim, D., ... Rha, D. (2021). Virtual reality rehabilitation in children with brain injury: A randomized controlled trial. Developmental Medicine & Child Neurology, 63(4), 480-487. doi:10.1111/dmcn.14762
  9. Choi, Y. W., & Kim, K. M. (2022). Research trends in occupational therapy intervention for children in Korea. Journal of Korean Academy of Sensory Integration, 20(1), 55-72.
  10. D'Cunha, N. M., Nguyen, D., Naumovski, N., McKune, A. J., Kellett, J., Georgousopoulou, E. N., ... Isbel, S. (2019). A mini-review of virtual reality-based interventions to promote well-being for people living with dementia and mild cognitive impairment. Gerontology, 65(4), 430-440. doi:10.1159/000500040
  11. Do, J. H., Yoo, E. Y., Jung, M. Y., & Park, H. Y. (2016). The effects of virtual reality-based bilateral arm training on hemiplegic children's upper limb motor skills. NeuroRehabilitation, 38(2), 115-127. doi:10.3233/NRE-161302
  12. Ha, Y. N., & Yoo, E. Y. (2021). A systematic literature review on cognitive rehabilitation using VR and AR: Focusing on occupational therapy. Korean Journal of Occupational Therapy, 29(4), 1-22.
  13. Hammond, J., Jones, V., Hill, E. L., Green, D., & Male, I. (2014). An investigation of the impact of regular use of the Wii Fit to improve motor and psychosocial outcomes in children with movement difficulties: A pilot study. Child: Care, Health and Development, 40(2), 165-175. doi:10.1111/cch.12029
  14. Han, S., & Yoo, E. Y. (2018). The effects of occupational therapy intervention using fully immersive virtual reality device on upper extremity function of patients with chronic stoke: Case study. Therapeutic Science for Rehabilitation, 7(2), 17-27.
  15. Harris, K., & Reid, D. (2005). The influence of virtual reality play on children's motivation. Canadian Journal of Occupational Therapy, 72(1), 21-29. doi:10.1177/000841740507200107
  16. Hashemi, A., Khodaverdi, Z., & Zamani, M. H. (2022). Effect of Wii Fit training on visual perception and executive function in boys with developmental coordination disorders: A randomized controlled trial. Research in Developmental Disabilities, 124, 104196. doi:10.1016/j.ridd.2022.104196
  17. Hilton, C. L., & Smith, D. L. (2012). Research focused on children and youth. American Journal of Occupational Therapy, 66(3), 39-51.
  18. Hong, E. K., & Kim, K. M. (2010). Occupational therapy strategies for visual motor skills of children: A systematic review. Journal of Korean Academy of Sensory Integration, 8(1), 61-72.
  19. Jang, Y. S., Baek, J. Y., Jeong, G. U., Kim, H. D., & Ko, H. E. (2013). Clinical effectiveness of body function on virtual reality training for post stroke hemiplegia: Literature research. Journal of Special Education & Rehabilitation Science, 52(3), 419-436.
  20. Kamel, F. A. H., & Basha, M. A. (2021). Effects of virtual reality and task-oriented training on hand function and activity performance in pediatric hand burns: A randomized controlled trial. Archives of Physical Medicine and Rehabilitation, 102(6), 1059-1066. doi:10.1016/j.apmr.2021.01.087
  21. Kang, S. H., Kim, Y. J., Son, S. H., Oh, H. I., Lee, J. Y., & Park, Y. Y. (2012). The effectiveness of virtual reality game on attention and motor skill problems in children. Journal of Korean Society of Occupational Therapy for Child and School, 3, 1-13.
  22. Kim, K. U., & Oh, H. W. (2021). The effects of virtual reality-based occupational therapy program on the physical function and learning capacity of school-age intellectual disability children. Journal of the Korean Society of Integrative Medicine, 9(1), 13-22. doi:10.15268/ksim.2021.9.1.013
  23. Kim, S. H., Kim, H. G., & Lee, J. H. (2013). Effect of virtual reality based exercise program on the upper extremity function and activities of daily living in stroke patients. Journal of Rehabilitation Research, 17(2), 373-391.
  24. Kim, S. Y., & Min, Y. S. (2016). Literature review of Korean occupational therapy research for children and youth regarding the international classification of functioning: Focusing on the Korean society of occupational therapy. Journal of Korean Society of Occupational Therapy, 24(4), 161-174. https://doi.org/10.14519/jksot.2016.24.4.12
  25. Kim, W. R., & Ok, M. W. (2019). A review of research on using augmented reality and virtual reality for learning achievement and attitude of students with disabilities. Korea Journal of Learning Disabilities, 16(3), 51-72.
  26. Kim. H. G., Lee, M. Y., & Yang, Y. A. (2018). Literature research on the clinical effect of the virtual reality-based rehabilitation program. Journal of Occupational Therapy for the Aged and Dementia, 12(1), 1-11.
  27. Kwon, H. J., & Yang, H. N. (2020). Physical activity intervention using virtual reality technology for individuals with developmental disabilities: A literature review. Korean Journal of Adapted Physical Activity, 28(4), 129-140.
  28. Lee, T. S. (2021). Development and applied effects of VR-based cooking serious game for students with intellectual disabilities. Journal of Korea Game Society, 21(1), 67-79. doi:10.7583/JKGS.2021.21.1.67
  29. Lee, T. S. (2021). Effects of VR based intervention on daily living skills and class attitudes of students with intellectual disabilities. Korea Convergence Society, 12(2), 155-162. doi:10.15207/JKCS.2021.12.2.155
  30. Lee, T. S., & Kim, M. J. (2022). The effects of intervention using VR-based serious game on coffee making skills and class interest of students with developmental Disabilities. Journal of Korea Game Society, 22(2), 3-14. doi:10.7583/JKGS.2022.22.2.3
  31. Lin, H. C., & Wuang, Y. P. (2012). Strength and agility training in adolescents with Down syndrome: A randomized controlled trial. Research in Developmental Disabilities, 33(6), 2236-2244. doi:10.1016/j.ridd.2012.06.017
  32. Ministry of Health and Welfare. (2022. 4. 25). Statistics on results of disabled registration status. 25 Apri l, 2022. Retrieved from https://www.index.go.kr
  33. Park, D. S., Shin, G. I., Woo, Y. S., & Park, H. Y. (2018). A study on the effectiveness of rehabilitation by virtual reality program: Systematic review. Journal of Rehabilitation Research, 22(3), 209-224. doi:10.16884/JRR.2018.22.3.209
  34. Park, K. T., Jo, G. R., & Lee, Y. H. (2015). The effects of bilateral training using virtual reality program on children with cerebral palsy. Korean Journal of Adapted Physical Activity, 23(3), 103-117.
  35. Park, Y. J. (2018). Effects of therapeutic interventions on upper extremity function among children with cerebral palsy in domestic: A systematic review. Journal of Korean Academy of Sensory Integration, 16(2), 64-74. doi:10.18064/JKASI.2018.16.2.064
  36. Ravi, D. K., Kumar, N., & Singhi, P. (2017). Effectiveness of virtual reality rehabilitation for children and adolescents with cerebral palsy: An updated evidence-based systematic review. Physiotherapy, 103(3), 245-258. doi:10.1016/j.physio.2016.08.004
  37. Roberts, H., Shierk, A., Clegg, N. J., Baldwin, D., Smith, L., Yeatts, P., ... Delgado, M. R. (2020). Constraint induced movement therapy camp for children with hemiplegic cerebral palsy augmented by use of an exoskeleton to play games in virtual reality. Physical & Occupational Therapy in Pediatrics, 41(2), 150-165. doi:10.1080/01942638.2020.1812790
  38. Roh, J. S. (2017). The effect of virtual reality based rehabilitation program on balance of patient with stroke: A meta-analysis of studies in Korea. Journal of Korean Physical Therapy Science, 24(1), 59-68.
  39. Rosenberg, D., Depp, C. A., Vahia, I. V., Reichstadt, J., Palmer, B. W., Kerr, J., ... Jeste, D. V. (2010). Exergames for subsyndromal depression in older adults: A pilot study of a novel intervention. American Journal of Geriatric Psychiatry, 18(3), 221-226. https://doi.org/10.1097/JGP.0b013e3181c534b5
  40. Rostami, H. R., Arastoo, A. A., Nejad, S. J., Mahany, M. K., Malamiri, R. A., & Goharpey, S. (2012). Effects of modified constraint-induced movement therapy in virtual environment on upper-limb function in children with spastic hemiparetic cerebral palsy: A randomised controlled trial. NeuroRehabilitation, 31(4), 357-365. doi:10.3233/NRE-2012-00804
  41. Sahin, S., Kose, B., Aran, O. T., Bahadir Agce, Z., & Kayihan, H. (2020). The effects of virtual reality on motor functions and daily life activities in unilateral spastic cerebral palsy: A single-blind randomized controlled trial. Games for Health Journal, 9(1), 45-52. doi:10.1089/g4h.2019.0020
  42. Salem, Y., Gropack, S. J., Coffin, D., & Godwin, E. M. (2012). Effectiveness of a low-cost virtual reality system for children with developmental delay: A preliminary randomised single-blind controlled trial. Physiotherapy, 98(3), 189-195. doi:10.1016/j.physio.2012.06.003
  43. Shin, W. S., Lee, D. Y., & Lee, S. W. (2010). The effects of rehabilitation exercise using a home video game (PS2) on gait ability of chronic stroke patients. Journal of the Korea Academia-Industrial cooperation Society, 11(1), 368-374. doi:10.5762/KAIS.2010.11.1.368
  44. Son, J. Y. (2018). A review of the domestic literature on virtual reality based educations for students with disabilities. Journal of Special Education: Theory and Practice, 19(1), 233-260. doi:10.19049/JSPED.2018.19.1.11
  45. Wade, E., & Winstein, C. J. (2011). Virtual reality and robotics for stroke rehabilitation: Where do we go from here. Topics in Stroke Rehabilitation, 18(6), 685-700. doi:10.1310/tsr1806-685
  46. Yang, N. Y., Park, H. S., Yoon, T. H., & Moon, J. H. (2018). Effectiveness of motion-based virtual reality training (Joystim) on cognitive function and activities of daily living in patients with stroke. Journal of Rehabilitation Welfare Engineering & Assistive Technology, 12(1), 10-19. doi:10.21288/resko.2018.12.1.10
  47. Yang, Y., Lee, S. H., & Suh, M. K. (2017). Review of research trends on virtual reality-based intervention for students with autism spectrum disorders and intervention characteristics. Journal of the Korea Contents Association, 17(2), 623-636. doi:10.5392/JKCA.2017.17.02.623