• Title/Summary/Keyword: 가상현실치료

Search Result 161, Processing Time 0.028 seconds

Effect of Virtual Reality Game on Old Patient's Depression, Relationship and Life Satisfaction (가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과)

  • Shin, Kyung-Eun;Oh, Myung-Hwa;Chung, Hyun-Ae;Kim, Hee-Dong
    • 재활복지
    • /
    • v.21 no.4
    • /
    • pp.101-118
    • /
    • 2017
  • This study was conducted to investigate the effect of virtual reality game on old stroke patient's depression, relationship and life satisfaction. The subjects of this study were 40 stroke patients of over 65 years old and each 20 patients were randomly assigned in two groups. The study was conducted for 12 weeks. Nintendo Wii Sports Resort program was applied to the virtual reality game for the experimental group. In order to investigate psychological social factor (depression, relationship) and life satisfaction of the objects, BDI, RCS, LSI-Z were checked three times. The results are as followings. First, the psychological social change (depression, relationship) after the training program showed that depression is significantly decreased (p<.001) along with the intervention period in both 2 groups. Second, change of life satisfaction after the training program showed that significant statistical improvement were found both in control group(p<.05), and experimental group(p<.001). Third, depression, relationship showed the significant statistically correlation with life satisfaction(p<.05). We can conclude from the above that virtual reality games which were played by 2 persons had the significant effect on old stroke patient's psychological social factor(depression, relationship) and life satisfaction.

The Development of the Program Using Virtual Reality Environment to Treat the Stress Disorder after Car Accident (가상현실을 이용한 교통사고 후유장애 치료 프로그램 개발)

  • 김형래;이상호;노주선;김현택;김지혜;고희동
    • Science of Emotion and Sensibility
    • /
    • v.4 no.2
    • /
    • pp.33-38
    • /
    • 2001
  • This analysis has been projected as a preliminary analysis to develop the therapy program for people who is suffering from stress disorder after car accident such as sense of fear or anxiety using virtual reality. The analysis verified the effect of driving scenario which is core technology of stress disorder program and of anxiety reduction training such as relaxation training through clients. The relaxation training has been tested to 8 people; 7 normal and 1 sufferer from car accident presenting them 3 different types of driving scenarios. As a result, relaxation training was effective but, it was not statistically good enough although it showed incensement of uneasiness by each different driving scenario. In spite of normal clients, it is interesting that anxiety lever after relaxation training using VR is lowered, but this result need to verify to client suffering real car accident.

  • PDF

The Effect of Trunk Control Training Using Virtual Reality Game-based Training Program on Balance and Upper Extremity Function of Subacute Stroke Patients (가상현실 게임기반 훈련프로그램을 이용한 체간조절훈련이 아급성기 뇌졸중 환자의 균형 및 상지기능에 미치는 영향)

  • Park, Sam-Ho;Kim, Byeong-Soo;Lee, Myung-Mo
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.5
    • /
    • pp.172-179
    • /
    • 2019
  • The purpose of this study was to investigate the effects of virtual reality game based training on balance and upper limb function in subacute stroke patients. Thirty patients with subacute stroke were randomly assigned to experimental groups(n=15) and control groups(n=15) applying virtual reality game-based training programs. Intervention is applied three times a week for 6 weeks, 30 minutes for 1 time. In the study group, there was a significant improvement in balance ability, upper extremity function, and trunk impairment scale(p<.05), and the difference between the two groups was significant in the BBS, TUG, TIS(p<.05). Based on these results, the virtual reality game based training program is clinically useful exercise program for subacute stroke patients.

The Content Development for Virtual Reality Coloring (VR Coloring 콘텐츠 개발)

  • Song, Eun-Jee;Hwang, Je-Ha;Kim, Yong-Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.10a
    • /
    • pp.404-406
    • /
    • 2018
  • 본 논문에서는 가상현실(VR, Virtual Reality)기술을 활용해 컬러링 콘텐츠를 개발 한다. 최근 ICT 기술의 발전과 콘텐츠 제작 환경의 변화로 가상현실 기술이 급속히 확산되고 있다. 가상현실 기술은 엔터테인먼트 분야는 물론, 교육, 훈련, 가상치료, 등 다상한 산업과 융합되어 신 시장을 창출할 수 있는 미래 지향적 산업으로 발전하고 있다. 가상현실 기술의 몰입감이나 현실감이 컬러링과 결합해 컬러링의 효과가 증가 할 수 있다고 사료된다.

  • PDF

Virtual Home Training - Virtual Reality Small Scale Rehabilitation System (가상 홈 트레이닝 - 가상현실 기반 소근육 재활 시스템)

  • Yu, Gyeongho;Kim, Hae-Ji;Kim, Han-Seob;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.3
    • /
    • pp.93-100
    • /
    • 2018
  • This paper proposes a small-scale rehabilitation system that allows stroke patients to perform daily rehabilitation training in a virtual home. Stroke patients have limited activities of daily living due to paralysis, and there are many rehabilitation exercises for them to reproduce activities that take place in the house, such as turning lights on and off, door opening and closing, gas valve locking. In this paper, we have implemented a virtual home with the above mentioned daily rehabilitation training elements, by using virtual reality technology. We use Leap Motion, a hand motion recognition device, for rehabilitation of hands and fingers. It is expected that stroke patients can rehabilitate small muscles without having to visit the clinic with uncomfortable body, and will be able to get interesting rehabilitation training by avoiding monotony of existing rehabilitation tools.

A Preliminary Study of the Effects of Monitor-Based Virtual Reality Games on the Cognition & Activities of Daily Living for Acute Stroke : A Double-blind Randomized Controled Trial (모니터기반 가상현실게임을 이용한 중재가 급성기 뇌졸중 환자의 인지 기능과 일상생활활동에 미치는 영향에 대한 사전연구: 이중 맹검 무작위 대조 시험 연구)

  • Choi, Bong-Geun;Kwon, Jae-Sung
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.9
    • /
    • pp.531-540
    • /
    • 2020
  • Objectives: This study aimed to investigate the effects of a 4-weeks intervention using a monitor-based virtual reality game intervention(VRI) on the cognitive function and activities of daily living of individuals with acute stroke. Methods: For this study, 19 individuals with acute stroke were recruited. To compare the effectiveness of the VRI and the computer based cognitive intervention(CBCI), Each of the two groups were provided different interventions a 30 minutes a day, 5 times per week for 4 weeks, and to measure the effects of the intervention, the TMT A&B, DST, RKMT and K-MBI were performed before and after interventions. Results: Both the VRI and the CBCI were found to have significantly improved the cognitive function and activities of daily living, and the difference in change compared between groups showed that the effectiveness of the VRI was significantly higher. Conclusion: Based on the findings of this study, the monitor-based VRI is anticipated to prove useful as an effective intervention for the cognitive function and activities of daily living of stroke patients. Furthermore, the utility of monitor-based VRI is likely to be high in clinical occupational therapy.

Trend Analysis on Treatment of Psychological Disorders Using Virtual Reality (가상현실을 이용한 심리치료 기술 동향과 전망)

  • Yoon, Hyun Joong;Chung, Seong Youb
    • Journal of Institute of Convergence Technology
    • /
    • v.2 no.2
    • /
    • pp.5-12
    • /
    • 2012
  • Recently, peoples are suffering from various psychological disorders such as addiction, phobia, depression, and bipolar disorder. Moreover, children with ADD/ADHD and autism are increasing. Korean tends to regard the psychological disorders as taboo. Therefore, it is unusual case that the mental patient gets the psychological therapy. Virtual reality has come to the spotlight as a useful tool for the therapy due to its anonymity and easy accessibility. The therapy in the virtual reality is called cyber-therapy. Emotion of the patient is important for the treating process. The objective of this paper is to review the researches on the treatment of psychological disorders using the virtual reality and prospect the affective interaction technology for the cyber-therapy.

  • PDF

The Developement of Telemedicine System for Treatment of Acrophobia Using Virtual Reality (가상현실을 이용한 고소공포증 원격진료 시스템 개발)

  • Kim, Young-Chun;Cho, Moon-Taek;Lee, Chung-Sik;Joo, Hae-Jong;Yoo, Jong-Hyun;Song, Ho-Bin
    • Proceedings of the KAIS Fall Conference
    • /
    • 2010.05a
    • /
    • pp.366-369
    • /
    • 2010
  • 본 논문에서는 가상현실 고소공포증 치료를 위한 원격진료 시스템을 제안하였다. 제작된 가상현실 시뮬레이터를 원격진료시스템에 연결시켜 원격지에서 PC를 통하여 작동시킴으로써 고소공포증 치료를 시도할 수 있도록 하였으며, 전문의가 환자 상태를 체크할 수 있도록 생체 신호를 전문의에게 전송하고 질문지를 온라인상으로 답변할 수 있는 시스템을 적용하였다.

  • PDF

Analysis on Characteristics of Therapeutic Factors of VRAT(Virtual Reality Art Therapy) Contents (가상현실 미술치료 (VRAT) 콘텐츠의 치료적 요인 특성에 대한 분석)

  • Rim, Sung-Ryun
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.4
    • /
    • pp.1-12
    • /
    • 2022
  • Since the early 20th century, along with the interest and development of alternative psychotherapy, the field of art therapy has also been developed and expanded. In particular, the recent development of technology and the untact era brought about by the COVID-19 Pandemic is accelerating the development of new digital art therapy contents. Among them, the hot interest in virtual reality is raising expectations and questions about the effectiveness of psychotherapy given by new media beyond traditional art therapy. In this study, the characteristics of VRAT (Virtual Reality Art Therapy) content therapeutic factors were investigated through qualitative literature analysis based on the conceptual framework and therapeutic components of ETC (Expressive Therapies Continumm), an integrated art therapy theory. As a result of the study, VRAT contents showed mostly therapeutic factors in the left hemisphere that triggered the user's dynamic, perceptual, and cognitive factors, and the therapeutic factors in the right hemisphere, which focused on sensory, emotional, and symbolic factors, were relatively few. The reason seems to be due to the nature of the experimental stage, the absence of active intervention by the therapist and long-term session composition, and the fear, clumsiness, and unfamiliarity of users about VRAT in addition to the characteristics and technical limitations of the VRAT medium. The limitations of the study include the small number of documents to be analyzed and the insufficient form of current VRAT to be called art therapy. It is expected that the characteristics of the therapeutic factors of VRAT content media and environment derived as a result of this study will be usefully used for the appropriate development of VRAT content in the future.