• Title/Summary/Keyword: 가상현실치료

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The Correlation between Static and Dynamic Balance Index according to the Virtual Reality-Based Squat and Conventional Squat Exercise (가상현실기반과 고전적 스쿼트 운동 방법에 따른 정적, 동적 균형지수 간 상관분석)

  • Yoon, Junggyu
    • Journal of The Korean Society of Integrative Medicine
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    • v.7 no.1
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    • pp.1-8
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    • 2019
  • Purpose : The purpose of this study was to examine the correlation between static and dynamic balance according to the virtual reality-based squat and conventional squat exercise. Methods : Twenty four participants were randomly assigned to the virtual reality-based squat (VRS) group (n=12) or conventional squat (CS) group (n=12). The static balance (C90 area, C90 angle, trace length, sway average velocity) and dynamic balance (forward, rearward, leftward, rightward) were measured using a force plate by BT4. The VRS group used the virtual reality system during 4 weeks, while the CS group underwent classical squat training. Independent t-test was used to test the homogeneity of the general characteristics of the subjects. The collected data was analyzed using the paired t-test for static and dynamic balance comparisons before and after exercise in both groups and Pearson's test for the correlation between static and dynamic balance according to the measured time. The significance level was set to 0.05. Results : There was no significant correlation between group and static and dynamic balance related variables (p>.05). There was a significant correlation between measurement time and static and dynamic balance related variables (p<.05). According to the measurement time, the static balance parameter C90 area in the VRS group after exercise was significantly decreased (p<.05). The values of forward, leftward and rightward in the VRS group were significantly increased after exercise (p<.05). Conclusion : It is suggested that 20 normal healthy adult men and women who have normal balance ability can improve their ability to control their posture by improving the balance ability when applying virtual reality-based squat exercise.

Effect of Virtual Reality Based Ring Fit Adventure Core Exercise on the Thickness of the Transverse Abdominis, Internal Oblique and External Oblique Muscle (가상현실 기반의 링 피트 어드벤처 코어 운동이 배가로근, 배속빗근, 배바깥빗근의 두께에 미치는 영향)

  • Yoon, Sam-Won;Yoon, Sung-Young;Park, Han-Kyu
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.4
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    • pp.93-102
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    • 2022
  • Purpose : The purpose of this study was to analyze the change in thickness of transvers abdominis, internal oblique, and external oblique when virtual reality based ring fit adventure is applied to young adults in order to investigate the effect of ring fit adventure on core stabilization. Methods : 30 subjects participated in the experiment. Subjects were randomly assigned to two groups. 15 subjects performed ring fit adventure core exercise (experimental group) and 15 subjects bridge and dead bug exercise (control group). The ring fit adventure core exercise program consists of 6 types, 1) bow pull, 2) overhead lunge twist, 3) pendulum bend, 4) seated ring raise, 5) plank, 6) warrior III pose. Each exercise was performed for 5 minutes, for a total of 30 minutes. The bridege and dead bug exercise were performed for 15 minutes each for a total of 30 minutes. All interventions were performed 3 times a week for 4 weeks. Thickness of the abdominal muscles was measured with a ultrasound. The paired t-test was used to compare the thickness of the transverse abdominis, internal oblique, and external oblique before and after intervention, and the comparison between groups was analyzed using the independent t-test. Results : As a result, in the experimental group, thickness of transverse abdominis and internal oblique increased significantly (p<.05), but external oblique decreased significantly (p<.05), and in the control group, thickness of transverse abdominis, internal oblique, and external oblique increased significantly (p<.05). There was a significant difference in external oblique in the difference between groups (p<.05). Conclusion : These study results showed that core exercise using ring fit adventure can reduce external oblique and increased selective muscle activity of transverse abdominis and internal oblique of the deep abdominal muscles, so it is meaningful as an effective intervention for core stabilization.

The Effect of Gait Exercise Using a Mirror on Gait for Normal Adult in Virtual Reality Environment: Gait Characteristics Analysis (가상현실환경에서 정상성인의 거울보행이 보행특성에 미치는 영향)

  • Lee, Jae-Ho
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.3
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    • pp.233-246
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    • 2022
  • Purpose : The study aims to determine the effects of virtual and non-virtual realities in a normal person's mirror walk on gait characteristics. Methods : Twenty male adults (Age: 27.8 ± 5.8 years) participated in the study. Reflection markers were attached to the subjects for motion analysis, and they walked in virtual reality environments with mirrors by wearing goggles that showed them the virtual environments. After walking in virtual environments, the subjects walked in non-virtual environments with mirrors a certain distance away after taking a 5 min break. To prevent the order effect caused by the experiential difference of gait order, the subjects were randomly classified into groups of 10 and the order was differentiated. During each walk, an infrared camera was used to detect motion and the marker positions were saved in real time. Results : Comparison between the virtual and non-virtual reality mirror walks showed that the movable range of the leg joints (ankle, knee, and hip joints), body joints (sacroiliac and atlantoaxial joints), and arm joints (shoulder and wrist joints) significantly differed. Temporal characteristics showed that compared to non-virtual gaits, the virtual gaits were slower and the cycle time and double limb support time of virtual gaits were longer. Furthermore, spacial characteristics showed that compared to non-virtual gaits, virtual gaits had shorter steps and stride lengths and longer stride width and horizontally longer center of movement. Conclusion : The reduction in the joint movement in virtual reality compared to that in non-virtual reality is due to adverse effects on balance and efficiency during walking. Moreover, the spatiotemporal characteristics change based on the gait mechanisms for balance, exhibiting that virtual walks are more demanding than non-virtual walks. However, note that the subject group is a normal group with no abnormalities in gait and balance and it is unclear whether the decrease in performance is due to the environment or fear. Therefore, the effects of the subject group's improvement and fear on the results need to be analyzed in future studies.

The Effect of Multimodal Intervention through Virtual Reality-Based Immersion Program on Cognitive Function and Brain activity in Patients with Mild Cognitive Impairment (가상현실 기반 몰입형 복합중재프로그램이 경도인지장애 환자의 인지기능 및 두뇌 활성에 미치는 영향)

  • Ye-Rim Im;Sun-Min Lee
    • Journal of the Korean Society of Physical Medicine
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    • v.18 no.1
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    • pp.87-97
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    • 2023
  • PURPOSE: The purpose of this study was to investigate the effect of multimodal intervention through VR (virtual reality)-based immersion program on the cognitive function and brain activity of patients with mild cognitive impairment. METHODS: The subjects of the study were 10 people in the experimental group who applied a complex intervention that performed cognitive tasks using the movement of the upper extremities through the VR program, and 10 people in the control group who received traditional occupational therapy. After the study intervention was applied 5 times a week, 30 minutes a day for a total of 8 weeks, LOTCA-G(Lowenstein Occupational Therapy Cognitive Assessment for Geriatric Population) and NIRSIT LITE were used to compare. RESULTS: Significant differences in cognitive function and brain activity were noted between the pre- test and post-test in the experimental group. Brain activity showed statistically significant differences in four channels of the working memory domain and one channel of the metacognitive domain (p < . 05). Comparative analysis of the difference between the two groups revealed statistically significant differences in cognitive function and brain activity. The brain activity showed statistically significant differences in three channels of the working memory domain and one channel of the metacognitive domain (p < .05). CONCLUSION: Through the results of this study, it was found that the complex intervention of performing cognitive tasks using upper extremity movements through the VR program had a positive effect on the cognitive function of patients with mild cognitive.

The Physically Handicapped Person's Convergence Plan of e-Sports and Rehabilitation Activities, using AI-Based Metaverse. (AI기반 메타버스를 활용한 지체장애인의 e스포츠와 재활운동 융합방안)

  • Myung-Mi Kim;Ki-Young Jang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.4
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    • pp.715-722
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    • 2023
  • The purpose of this study is to revitalize rehabilitation treatment for people with physical disabilities by presenting a convergence plan between e-sports and rehabilitation exercises using AI-based metaverse. Metaverse-based e-sportscan be useful in providing sports experiences to people with physical disabilities who are unable to participate in society, and this also allows individuals with disabilities to experience sports that are difficult to actually experience. The use of metaverse will enable effective rehabilitation exercise links in vulnerable communities such as hospitals and farming and fishing villages, and provide integrated services of medical and rehabilitation movements that allow exercise data to be managed in an integrated manner. To this end, interdisciplinary experts should participate in the convergence development of e-sports and rehabilitation exercise.

Social Welfare Education and ICT(Information and Communication Technology) Utilization: Contents Analysis (사회복지교육과 ICT(Information and Communication Technology) 활용: 콘텐츠분석)

  • Jee-Sook Lee;Young Lim Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.669-678
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    • 2023
  • The aim of this study is to explore 'how is ICT being used in social work education and are they effective?' In order to answer the questions, a content analysis was conducted. Three academic databases, DBPIA, Kiss, EBSCO were searched to look for the articles that investigated ICT and social work education between Jan. 2016 and July, 2022. No study was found from DBPIA and Kiss. Based on inclusion criteria, thirteen articles were selected from EBSCO. Those articles were analyzed following 9 analytic themes: Country, Undergraduate or Graduate Student, Pedagogical Theory, Course Goal, Course Content, Evaluation Method, Outcome, Applied Software or Program. As results of the study, the platforms primarily used for social work education were VR, Second Life, PeopleSIM, course-tailored Applications. In addition, the following was illustrated as effectiveness of ICT in social work education; immersiveness, course satisfaction, improved knowledge, etc. Study limitations and recommendations of future applications were also discussed.

Effects of Robot Assisted Gait Training Combined Virtual Reality on Balance and Respiratory Function in Chronic Stroke Patients (가상현실을 접목한 로봇보행훈련이 만성 뇌졸중 환자의 균형과 호흡기능에 미치는 영향)

  • Wook Hwang
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.2
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    • pp.221-230
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    • 2023
  • Purpose : This study was performed to evaluate the effects of virtual reality combined robot assist gait training (VRG) on improvement of balance and respiratory function in chronic stroke patients. Methods : A single-blind, randomized controlled trial (RCT) was conducted with 35 chronic stroke patients. They were randomly allocated 2 groups; VRG group (n=18) and conservative treatment group (CG; n=17). The VRG group received 30 minutes robot assisted gait training combined virtual reality training, robot assisted gait training was conducted in parallel using a virtual reality device (2 sessions of 15 minutes in a 3D-recorded walking environment and 15 minutes in a downtown walking environment). In the conservative treatment group, neurodevelopmental therapy and exercise therapy were performed according to the function of stroke patients. Each group performed 30 minutes a day 3 times a week for 8 weeks. The primary outcome balance and respiratory function were measured by a balance measurement system (BioRescue, Marseille, France), Berg balance scale, functional reach test for balance, Spirometry (Cosmed Micro Quark, Cosmed, Italy) for respiratory function Forced vital capacity (FVC), forced expiratory volume in 1 second (FEV1), and maximum expiratory volume (PEF) were measured according to the protocol. The measurement were performed before and after the 8 weeks intervention period. Results : Both groups demonstrated significant improvement of outcome in balance and respiratory function during intervention period. VRG revealed significant differences in balance and respiratory function as compared to the CG groups (p<.05). Our results showed that VRG was more effective on balance and respiratory function in patients with chronic stroke. Conclusion : Our findings indicate that VRG can improve balance and respiratory function, highlight the benefits of VRG. This study will be able to be used as an intervention data for recovering balance and respiratory function in chronic stroke patients.

Preliminary Study on the Effects of Virtual Reality-based Cognitive Rehabilitation and Computer-based Cognitive Rehabilitation on Function and Prefrontal Cortex in Convalescent Stroke Patients (가상현실기반 인지재활훈련과 컴퓨터기반 인지재활훈련이 회복기 뇌졸중 환자의 기능과 전전두엽 피질에 미치는 영향에 대한 사전연구)

  • Hyun-Min Lee;Soo-San Kim
    • Journal of the Korean Society of Physical Medicine
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    • v.18 no.2
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    • pp.103-114
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    • 2023
  • PURPOSE: This study compared the effects of computer-based and virtual reality-based cognitive rehabilitation programs on the cognitive function, upper limb function, activities of daily living, and their impact on the prefrontal cortex in convalescent stroke patients. METHODS: Ten recovering stroke patients were assessed for their cognitive function, upper limb function, and daily living activities using the Neurobehavioral Cognitive Status Examination, the Korean version of the Fugl-Meyer Assessment, and the Korean version of the Modified Barthel Index. The prefrontal cortex activity was measured with functional Near Infrared Spectroscopy. The virtual reality-based cognitive rehabilitation group utilized a program of daily living activities delivered via a laptop and Oculus Rift. The computer-based cognitive rehabilitation group performed various cognitive tasks on an all-in-one PC. Both groups underwent cognitive rehabilitation training for 30 minutes per day, three times a week, for six weeks, with identical conventional rehabilitation therapies in the hospital. RESULTS: Both programs positively impacted the cognitive and physical functions. On the other hand, the virtual reality-based cognitive rehabilitation program had a larger influence on improving the cognitive and physical functions of convalescing stroke patients. CONCLUSION: The virtual reality program suggests its potential to enhance cognitive and physical functions in convalescent stroke patients through increased engagement, focus, real-time feedback, and game elements, making it a promising rehabilitation approach.

Development and Usability Evaluation of A Virtual Reality-Based Vestibular Rehabilitation System for Balance Enhancement (균형감각 증진용 가상현실 기반 전정재활 시스템 개발 및 사용성 평가 )

  • Geun-Hong Park;Hyun-Min Lee
    • Journal of the Korean Society of Physical Medicine
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    • v.18 no.4
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    • pp.155-162
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    • 2023
  • PURPOSE: The primary objective of this study was to develop a virtual reality-based vestibular rehabilitation system to enhance balance perception, target rehabilitation specialists, and evaluate its usability. A key goal was establishing a system refinement strategy based on the collected data. METHODS: We conducted a study involving ten adults aged 10 to 29 in Gwangju Metropolitan City to evaluate the usability of a virtual reality-based vestibular rehabilitation system to enhance balance perception. After introducing the product and explaining its use to the participants, balance assessments and training were conducted using computerized dynamic posturography (CDP) (also called the test of balance [TOB]). Subsequently, participants were given a questionnaire to evaluate subjective stability, operability, and satisfaction. Frequency analysis was utilized to determine the frequency of the variable values of the measurement items in the survey for descriptive statistics. RESULTS: We found that the average usability score was 2.587. When broken down by category, stability received an average rating of 2.725, operability scored an average of 2.783, and satisfaction averaged 2.454. These findings suggest that most participants experienced positive sentiments and considerable satisfaction. CONCLUSION: The study successfully developed a virtual reality-based vestibular rehabilitation system, which was an improvement over the previous model and addressed its shortcomings. The results show that users with vestibular impairments are satisfied and more engaged with this system, indicating that additional studies are warranted.

The Effect of Virtual Reality-Based Complex Cognitive Training Program on Cognitive Function, Depression, Digital Divide Reduction in the Elderly: An exploratory study (가상현실(Virtual Reality) 기반 복합인지중재 프로그램이 노인의 인지기능, 우울, 디지털 격차 해소에 미치는 영향: 탐색적 연구)

  • Bit-Na Cho;Pumsoo Kim;Dong-Gi Hong;Min-Jung Kwak
    • Journal of The Korean Society of Integrative Medicine
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    • v.12 no.1
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    • pp.109-124
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    • 2024
  • Purpose : The purpose of this study was to examine the effects of a virtual reality-based complex cognitive training program for depression, cognitive function, and digital divide reduction in the elderly who have not been diagnosed with dementia or MCI. Methods : We enrolled 16 participants who were over 65 years old and not been diagnosed with dementia or MCI. We randomly divided into three groups (A, B, C). Participants underwent an 8-week virtual reality-based complex cognitive training program (60 minutes each session, twice per week). At a baseline, all participants completed questionnaires on general features, depression and cognitive function. After four weeks, all participants completed questionnaires on depression and cognitive function. After the end of the last program, participants conducted questionnaires on depression, cognitive function, and usability evaluation. Results : At the 8-week follow-up, 16 participants completed the program. Compared to the baseline, the average score of cognitive function was increased (from 26.5 to 28.5), although it was not statistically significant (p<.061). There were no significant differences between baseline and post-training evaluations on depression scores. The average score of usability evaluation was 75.56, which corresponds to good. Conclusion : Even though the results showed no statistically significant findings in cognitive function and depression after the virtual reality-based complex cognitive training intervention, this pilot study proposed the possibility of utilizing the virtual reality program as a tool that provides active learning opportunities for the elderly and helps improve their cognitive function through multi-sensory components. Also, the findings of this study suggested a positive reevaluation of the elderly's digital access capabilities while reducing the digital divide. A virtual reality-based complex cognitive training program improved the social network of the elderly. We expect that it will expand in size and help with their social participation of the elderly.