• Title/Summary/Keyword: 가상환자

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Virtual Reality-based Training Program Using Computer-human Interface for Recovery of Upper Extremity Use in Stroke Patients (뇌졸중 환자에서 상지 회복을 위해 컴퓨터-인간 연동을 이용한 가상현실 기반 훈련 프로그램)

  • Lee, Kyoung-Hee;Hwang, Ki-Chul
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.285-290
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    • 2016
  • To identify virtual reality (VR) interventions used for upper extremity rehabilitation in stroke patients. The Medline database was searched up to February 11, 2015. Randomized controlled and clinical trials that included a VR intervention for upper extremity rehabilitation in stroke patients were included. The Physiotherapy Evidence Database (PEDro) scale was used to assess the quality of the included studies. In total, 8 studies were included. PEDro scores varied from 5 to 8/10. All studies showed significant improvement in outcomes in favor of the VR group. This review suggests that VR applications used for upper extremity rehabilitation in stroke patients predominantly mediate learning through providing task-oriented and graduated learning with variable and unpredictable practice.

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
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    • v.20 no.9
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    • pp.531-540
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    • 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.

Construction of Virtual Public Speaking Simulator for Treatment of Social Phobia (대인공포증의 치료를 위한 가상 연설 시뮬레이터의 실험적 제작)

  • 구정훈;장동표;신민보;조항준;안희범;조백환;김인영;김선일
    • Journal of Biomedical Engineering Research
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    • v.21 no.6
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    • pp.615-621
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    • 2000
  • A social phobia is an anxiety disorder characterized by extreme fear and phobic avoidance of social and performance situations. Medications or cognitive-behavior methods have been mainly used in treating it. These methods have some shortcomings such as being inefficient and difficult to apply to treatment. Lately the virtual rcality technology has been applied to dcal with the anxiety disorders in order to compcnsate for these defects. A virtual environment provides a patient with stimuli which cvokes a phobia. and the patient's exposure to the virtual phobic situation make him be able to overcome it. In this study, we suggested the public speaking simulator based on a personal computer for the treatment of social phobia. The public speaking simulator was composed of a position sensor. head mount display and audio system. And a virtual environment for the treatment was suggested to be a seminar room where 8 avatars are sitting. The virtual environment includes a tracking system the trace a participant's head-movement using a HMD with position sensor and 3D sound is added to the virtual environment so that he might fcel it realistic. We also made avatars' motion and facial expression change in reaction to a participant's speech. The goal of developing public speaking simulator is to apply to treat fear of public speaking efficiently and economically. In a future study. we should get more information about immergence and treatment efficiency by clinical test and apply it to this simulator.

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Using dental virtual patients with dynamic occlusion in esthetic restoration of anterior teeth: case reports (동적 교합을 나타내는 가상 환자의 형성을 통한 심미적인 전치부 보철 수복 증례)

  • Phil-Joon Koo;Yu-Sung Choi;Jong-Hyuk Lee;Seung-Ryong Ha
    • The Journal of Korean Academy of Prosthodontics
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    • v.61 no.4
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    • pp.328-343
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    • 2023
  • Recently, a method of fabricating an esthetic anterior fixed prosthesis by integrating data such as three-dimensional facial scan and jaw motion to form a virtual patient with dynamic occlusion has been introduced. This enables smooth communication with patients during the diagnosis process, improves the predictability of esthetic prosthetic treatment, and lowers the possibility of occlusal adjustment. In this case report, a virtual patient with dynamic occlusion was created in which the results of the treatment were simulated, and esthetic maxillary anterior fixed prosthesis was fabricated. With the aid of the virtual patient, the final restorations were satisfactory both in terms of esthetic and function.

A Study on the Phobia Treatment Using 3D Virtual Reality System (3D 가상환경시스템 이용한 공포증 치료에 대한 연구)

  • Paek Seung-Eun
    • The Journal of Information Technology
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    • v.5 no.4
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    • pp.45-55
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    • 2002
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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The Effect of The Virtual Reality Rehabilitation System on Activities of daily living, cognitive function, self-esteem in Stroke (가상현실재활시스템 적용에 따른 뇌졸중 환자의 일상생활활동, 인지기능, 자아존중감의 개선효과)

  • Kim, Young-Geun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5476-5484
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    • 2015
  • The purpose of this study was to verify the clinical usefulness of the virtual reality rehabilitation system which Academic-Industrial cooperation develop through clinical experiment for recovering the functional abilities in stroke. For this purpose, 24 Stroke(hemorrhage13, infarction11)participated in a clinical experiment. They were randomly assigned to the virtual reality rehabilitation system group(n=13) and conventional rehabilitation training(Activities of daily living, cognition training, motor control) group(n=11). All participant were evaluated with three standardized assessment tools(Functional Independent Measure; FIM, Mini-Mental State Examination for Korean; MMSE-K, Self-esteem scale) before and after the planned intervention sessions. All participant were intensively carried out for 8weeks, 3times a week. The results were as follows. The experimental group showed significant improvements for Activities of daily living, basic cognitive abilities and self-esteem related with life satisfaction after the interventions(p<.05). There were no significant differences between two groups for all assessment tool after interventions. Because of this experimental results, the virtual reality rehabilitation system showed the clinical utility for recovering the function in stroke. Further studies are needed to verify the clinical usefulness on the improvement of various functions in brain injury and dementia.

The Effects of Virtual Reality Training on Improving Hand Function and Activities of Daily Living in Patients Living Post-Stroke: A Pilot Study (뇌졸중 후 환자의 일상생활활동 및 손 기능 개선에 대한 가상현실 훈련의 효과 : 예비 연구)

  • Moon, Jong-Hoon;Jeon, Min-Jae
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.349-355
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    • 2019
  • The virtual reality training has been suggested as an intervention to improve physical function. But, the effects of virtual reality training focused on improving ADL in patients with acute stroke are unclear. Purpose of this study was to examine the effect of virtual reality training on hand function and activities of daily living (ADL) in patients with acute stroke. Sixteen patients with acute stroke were included in this study. The experimental group (VRA group) received 30 minutes of virtual reality training focused on ADL for each session, while the control group received 30 minutes of conventional virtual reality training. To examine the hand function and ADL of the subjects, the study used Jebsen-Tylor Hand Function Test (JTHFT) and Korean Modified Barthel Index (K-MBI), respectively. Both groups showed significant improvements in hand function of affected and unaffected sides, and in K-MBI total score before and after the intervention. The experimental group showed significantly greater improvements in the self-care domain of K-MBI after intervention than the control group. These findings suggest that the virtual reality training focused on ADL may have a better effect on self-care than conventional virtual reality training in patients with acute stroke.

Navigation Learning Ability and Visuospatial Functioning of Mild Cognitive Impairment Patients in Virtual Environments (경도인지장애환자의 가상환경 내 길찾기 학습능력과 시공간 기능에 관한 연구)

  • Park, Su-Mi;Lee, Jang-Han
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.507-512
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    • 2008
  • This study investigated the navigation ability of patients with MCI in Virtual Environments(VE) and on the visual functioning. The participants consisted of elderly adults with/without MCI. Neuropsychological tests(RCFT, BVRT, TMT, and Digit Span), the Groton Maze Learning Test(12trials), and the VE navigation learning task(6 trials) were performed. As a result, there were significant group differences for the RCFT and BVRT, but not for the GMLT. For the VE task, there was a significant difference between the MCI and normal group and no interactions between the groups and trials were found. The VE task was correlated with The RCFT, the BVRT, and the GMLT and omnibus the RCFT and the BVRT accounted for 45% of VE performances. Thus, we concluded that patients with MCI are inferior to VE navigation and visual retention/memory play a role in navigation abilities.

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Effects of Virtual Reality Based Video game and Rehabilitation Exercise on the Balance and Activities of Daily Living of Chronic Stroke Patients (가상현실기반 비디오게임과 재활운동이 만성기 뇌졸중 환자의 균형 및 일상생활동작에 미치는 영향)

  • Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.8 no.2
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    • pp.201-207
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    • 2013
  • 연구목적: 닌텐도 위를 이용한 가상현실기반 비디오게임 프로그램을 만성기 뇌졸중 환자에게 적용하여 균형능력 및 일상생활동작에 어떠한 영향을 미치는지 알아보고, 뇌졸중 환자의 재활프로그램으로서 적용 가능성이 있는지 알아보고자 한다. 연구방법: 만성기 뇌졸중 환자를 무작위로 가상현실기반 비디오게임 프로그램을 적용한 실험군(n=7)과 적용하지 않은 대조군(n=10)으로 구분하여 연구를 진행하였다. 연구에 참여한 모든 대상자에게 30분의 Bobath therapy와 15분간의 FES 치료를 기본적으로 실시하였다. 이에 더하여 실험군은 가상현실기반 비디오게임 프로그램을 1일 30분이내, 주 5회, 3주간 실시하였다. 대조군은 자전거 운동과 보행훈련으로 30분간 시행하였다. 실험 전 후 눈뜨고 외발서기(OLST; open leg standing test), Timed Up and Go(TUG) 검사, 10m 걷기 검사, Functional Independence Measure(FIM)를 측정하였다. 실험 전과 실험 후 측정값의 차이를 비교하기 위해 Wilcoxon Signed Ranks Test를 실시하였다. 그리고 각 측정값의 변화량에 대한 실험군과 대조군 사이의 차이를 알아보기 위해 Mann-Whitney U Test를 실시하였다. 연구결과: 실험결과는 다음과 같다. 1) 실험군에서는 FIM의 유의한 증가와 TUG, 10m 걷기 검사의 유의한 감소를(p<.05) 보였다. 대조군에서는 OLST의 증가와 TUG, 10m walking test의 감소가 나타났지만 통계적으로 유의하지 않았다. 오직 FIM에서만 유의한 증가가 나타났다(p<.05). 2) 실험 전 후의 실험군과 대조군의 각 측정값들의 평균차를 비교한 결과 실험군은 대조군보다 실험 전 후 OLST, TUG, 10m walking test 차이의 평균은 컸지만 통계적으로 유의하지 않았다. 결론: 이상의 결과로부터 가상현실기반 비디오게임이 만성기 뇌졸중 환자의 동적균형능력 및 일상생활동작 향상에 효과가 있음을 알 수 있었다.

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
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    • v.24 no.3
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    • pp.93-100
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    • 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.