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http://dx.doi.org/10.5103/KJSB.2021.31.4.249

Utilization Exercise Rehabilitation Using Metaverse (VR·AR·MR·XR)  

Yang, Jeong Ok (Department of Kinesiology, Silla University)
Lee, Jook Sook (Department of Kinesiology, Silla University)
Publication Information
Korean Journal of Applied Biomechanics / v.31, no.4, 2021 , pp. 249-258 More about this Journal
Abstract
Objective: The aim of this study was to analyze domestic and foreign studies using virtual reality or metaverse for exercise rehabilitation in order to help the disabled or elderly patients with exercise rehabilitation, and suggest a method for using metaverse for exercise rehabilitation. Method: In this study, after analyzing and discussing various information related to the metaverse and exercise rehabilitation through electronic search of recently published papers, academic journals, books, and internet websites, the exercise rehabilitation plan using the metaverse was proposed. Results: In the case of domestic research, the diversity of virtual reality application technology for the rehabilitation of disabled and elderly patients was not secured, but recently, virtual reality or metaverse-related technologies were developed and specialized in a form suitable for exercise rehabilitation. In the case of overseas studies, it was analyzed that exercise rehabilitation using virtual reality and metaverse games for the rehabilitation of disabled and elderly patients can help improve brain, physical ability, and anti-aging by activating the body and mind. Conclusion: Smart metaverse health care is actively introduced to exercise rehabilitation, metaverse telemedicine business is applied to exercise rehabilitation programs, and digital twin games and exercise rehabilitation programs developed by metaverse related companies take into account the characteristics of disabled and elderly patients. If customized smart metaverse healthcare is used for exercise rehabilitation, it is analyzed that it can lead this field.
Keywords
Metaverse; Exercise rehabilitation; Health care; Virtual reality; Digital twin games;
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