• Title/Summary/Keyword: 가상현실치료

Search Result 161, Processing Time 0.022 seconds

Basic Experiment on Rehabilitation of Upper-Limb Motor Function Using Haptic-Device System (햅틱 장치를 이용한 상지 운동기능 장애인의 재활치료에 관한 기초 실험)

  • Lee, Ho-Kyoo;Kim, Young-Tark;Takahashi, Yoshiyuki;Miyoshi, Tasuku;Suzuki, Keisuke;Komeda, Takashi
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.35 no.5
    • /
    • pp.459-467
    • /
    • 2011
  • Rehabilitation exercises must maintain a patient's interest and permit a quantitative evaluation of the rehabilitation. We have developed a haptic-device system. When users move a grip, the haptic device provides a virtual force that either assists the movement of their arm or working against it. To investigate the functional effect of this system in a rehabilitation program, we used for five subjects with motor-function disorders and measured the grip position, velocity, force exerted on the grip, and EMG activities during a reaching task of one subject. The accuracy of the grip position, velocity and trajectories patterns were similar for all the subjects. The results suggested that the EMG activities were improved by applying the virtual force to the grip. These results can be used for the development of rehabilitation programs and evaluation methods.

Trend Analysis of Affective Computing Technology for Diagnosis and Therapy of Autistic Spectrum Disorder (자폐스펙트럼장애 진단 및 치료를 위한 감성 컴퓨팅 기술 동향 분석)

  • Yoon, Hyun-Joong;Chung, Seong-Youb
    • Science of Emotion and Sensibility
    • /
    • v.13 no.3
    • /
    • pp.429-440
    • /
    • 2010
  • It is known that as many as 1 in 91 children are diagnosed with an autistic spectrum disorder, and the incidence rate of the autistic spectrum disorder is much higher than that of cancer in Korea. It is necessary to develop a novel technology to sense their emotional status and give proper psychological diagnosis and therapy, since the children with autistic spectrum disorder usually do not express their own emotional status. This article presents the state-of-the-arts on the affective computing technologies that include recognition of emotional status through bio-sensing and virtual affective agent modeling, and then proposes a novel system architecture for diagnosis and therapy of autistic spectrum disorder. The diagnosis and therapy system of autistic spectrum disorder is composed of bio-sensing module, virtual environment module with affective agents, and haptic interface module. The architecture proposed in this paper will enhance the objectivity to diagnose autism spectrum disorders, and enable continuous treatment in daily life.

  • PDF

The Research of the Psychoanalytical Implications and Therapeutic Elements of Game Addiction (게임 중독의 정신분석적 함의와 치료 요인에 대한 고찰)

  • Han, Joo-Yeun
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.33-46
    • /
    • 2020
  • As the part of a research project, we examined the causes of game addiction. Traumatized infants may project into virtual space a variety of mental symptoms such as aggression and delusion, division and depression, lack of integrated ego, low emotional awareness, compulsive obsession with objects, rebellion against social norms, and low reality awareness. Game space plays various roles in exhibiting presence of self, omnipotence and hopelessness, division of the self-image, emotional duality, immersion, and motility. This roles have both functional and dysfunctional effects.

The Effects of 4 Weeks Training using Virtual Reality Game on Balance and Gait Ability, Depression of Elderly People (가상현실 게임을 이용한 4주간 훈련이 노인의 균형 및 보행 능력과 우울증에 미치는 효과)

  • Lee, Sang-Yeol;Lee, Su-Kyung;Kim, Young-Hoon;Chae, Jung-Byung
    • PNF and Movement
    • /
    • v.10 no.2
    • /
    • pp.41-46
    • /
    • 2012
  • Purpose : This study investigated the effect of 4 weeks training of virtual reality game on balance and gait ability, depression of elderly people. Methods : The subjects of this study were 12 elderly people over 65 age. The subjects were treated by training using virtual reality gam (during 60 minutes, 3 times a week for 4 weeks). The results of the experiment were analyzed using paired T-test along with averages and standard deviations as the statistical methods for data analyses. Results : In comparison of depression, gait and balance ability between pre-test and post-test, there were statistically significant differences. Conclusion : Our study finding indicate that training using virtual reality game could improve balance and gait ability, depression in elderly people. According to our study, training using virtual reality game is judged to be used for elderly people with gait and balance problems, depression to prevent fall down.

Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
    • /
    • v.13 no.4
    • /
    • pp.777-788
    • /
    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

  • PDF

Occupational Therapy for Community Mobility in Stroke Patients : Systematic review (뇌졸중 환자의 지역사회이동을 위한 작업치료 중재: 체계적 고찰)

  • Jo, Eun-Ju;Kam, Kyung-Yoon;Chang, Moon-Young
    • The Journal of Korean society of community based occupational therapy
    • /
    • v.8 no.3
    • /
    • pp.77-89
    • /
    • 2018
  • Objective : The purpose of this study was to analyze occupational therapy intervention on the community mobility for stroke patients, and to provide evidence of intervention in the clinical fields. Methods : A systematic review was executed according to the PRISMA checklist. The accessed database was PubMed, EMBASE, Cochrane Library (CENTRAL), ProQuest Dissertations & thesis (PQDT), RISS, and KoreaMed. We included the articles published from 2005 to September 2018. RoBANS checklist was used to evaluate the quality of the articles. Included articles, totally eight, were categorized according to the type of intervention. Results : The study design of the literature was varied from two-group randomized trial, quasi-experimental study, case-control trial, one group pre-post comparison study, and cross-sectional study. In the evidence level, 6 articles were included in level II (75%). The percentage of low risk of bias in each article ranged from 52.5%~87.5%. Four studies (50%) provided intervention based on virtual reality or virtual environment. The three (37.5%) provided intervention based on the protocol, and the other (12.5%) did wheelchair training. All studies reported significant effects of the intervention. Conclusion : This systematic review provided evidences to use proper intervention in the clinical fields. Various type of studies should be conducted to prove the effect of occupational therapy intervention for community mobility.

Development of Model for Video Media Music Therapy Program Using Body Expression -Based on Color, Harmony and Dynamics- (신체표현을 활용한 영상미디어 음악치료프로그램모형 개발 -색깔과 화음 및 다이나믹을 중심으로-)

  • Shin, Yeon-Sook;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.8
    • /
    • pp.429-437
    • /
    • 2012
  • The purpose of this research aims to find the changes resulted from the collaboration of colors, harmonies, and dynamics within a music. Through this research model, psychologically change of color and harmony, dynamics have explored to collect the resources for the research of the visual media music therapy program. In video media, music is utilized as non-verbal communication in many areas. The connection between melodies and colors, especially, is one of the most effective instrument to reduce the gap between realities and imagination, thus leading emotional inspiration. Gim's(Guided Imagery and Music) model of musical therapy strives to understand inner-side of human nature, and gives an insight into self-understanding. We would like to promote active, and physical model of musical therapy aside from passive existing mode, and apply it as the base resource for our ever-changing society, and teenage education.

Upper Limb Motion Detection Including Fingers Using Flex Sensors and Inertial Sensors (휘어짐센서와 관성센서를 이용한 손가락을 포함한 상지 운동 검출)

  • Kim, Yeon-Jun;Yoo, Jae-Ha;Kim, Dong-Yon;Kim, Soo-Chan
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.21 no.3
    • /
    • pp.101-106
    • /
    • 2020
  • The utilization of virtual reality is increasing not only in games but also in medical care such as rehabilitation. Due to the convenience, the motion of the upper limb is detected using a non-contact method using video or a handheld type mouse, etc. In this paper, we implemented a glove which can measure finger movements and upper limb movements by using flex sensors whose resistance value changes according to the degree of folding and inertial sensors which can obtain direction information in space. We showed the upper arm movements including finger movements with signals obtained from the implemented glove on the open software platform, Processing. The sensitivity of each finger movement was 0.5deg, and the sensitivity of the upper limb motion was 0.6deg.

The Effect of Preoperative Guidance and Operating Room Environment Experience Using Virtual Reality on Satisfaction with Preoperative Information and Anxiety Reduction (가상현실을 이용한 수술 전 안내 및 수술실 환경 체험이 수술 전 정보만족도와 불안 감소에 미치는 효과)

  • Oh, In Ohg;Baek, Eunjeong;Jeong, Jiyun;Choi, Eunyoung;Kim, Jong-Hee;Kim, Chihyang
    • Journal of East-West Nursing Research
    • /
    • v.30 no.1
    • /
    • pp.51-59
    • /
    • 2024
  • Purpose: The purpose of this study was to determine the effect of preoperative guidance and operating room environment experience using virtual reality on increasing satisfaction with information and reducing anxiety in preoperative patients undergoing general anesthesia and local anesthesia. Methods: A non-equivalent control group quasi-experimental design was employed. The participants were 80 surgical patients from 4 wards (40 experimental group and 40 control group) of the general hospital located in Gyeonggi-do. Data collection was conducted from June to November 2023 after completing the control group survey in January 2023. Data were analyzed using Chi-square, t-test, and Mann-Whitney U test using SPSS 23.0 program. Results: Satisfaction with preoperative information was higher in the experimental group than that of the control group. Additionally, anxiety related to surgery in the experimental group was significantly lower than that of the control group. The preoperative state anxiety score in the experimental group was not significantly lower than that of the control group. Conclusions: These results suggest that providing patient education and information using virtual reality technology can not only alleviate patients' anxiety related to surgery, but also have the potential to be used as an effective intervention to improve positive patient experiences.

Physical Functions of Industrial Workers with Chronic Low Back Pain and Changes in Health-related Quality of Life according to Virtual Reality Exercise Program (가상현실 운동프로그램에 따른 산업체 만성요통환자의 신체기능과 건강관련 삶의 질의 변화)

  • Ko, Dae-Sik;Jung, Dae-In;Lee, Sang-Heon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.10
    • /
    • pp.4564-4571
    • /
    • 2012
  • This study performed a virtual reality exercise program for self-back pain control of industrial workers with chronic back pain and analysed their physical function and health-related quality of life relating to industrial chronic back pain. The subjects of the study were thirty chronic back pain patients working for K company and were divided into Nintendo Wii Sports Group made of 15 subjects and Physical Therapy Group made of 15. As variables for physical functions, back strength, flexibility, balance and pain were measured and for the health-related quality of life, SF-36 of each group was measured before and after the exercise program. To compare differences before and after the program, a paired t-test was used and to compare differences between both groups, an independent samples t-test was used. As a result of the test, it was discovered that balance and pain of the both groups were improved statistically significantly. Physical functions of the Nintendo Wii Sports Group were improved statistically significantly in comparison with those of the Physical Therapy Group. The health-related quality of life was improved statistically significantly only for the Nintendo Wii Sports Group. In conclusion, it is suggested that as the virtual reality exercise program had a positive influence on chronic back pain of industrial workers, it should be considered as a home exercise program for back pain control.