• Title/Summary/Keyword: 가상환자

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Effect of Virtual Reality Training Focus on ADL on Upper Extremity Function and Activities of Daily Living in Stroke Patients (일상생활에 중점을 둔 가상현실 훈련이 뇌졸중 환자의 상지기능과 일상생활활동에 미치는 효과)

  • Park, In-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.321-329
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    • 2019
  • This study aimed to investigate the effect of virtual reality training focus on ADL on upper extremity function and activities of daily living in stroke patients. 20 patients with chronic stroke were included in this study. The participants were divided into the experimental (n=10) or control (n=10) groups. Both groups received conventional rehabilitation therapy for 30 min a day, 5 times per week for 4 weeks. The experimental group also performed virtual reality training focus on ADL for 30 min a day, and the control group performed general virtual reality training for 30 min a day. The Fugl-Meyer Assessment (FMA) and Functional Independence Measure (FIM) scores were evaluated before and after the intervention, and both groups showed significant improvement (p<.05). Compared to the control group, the experimental group showed significant improvement in the FMA wrist score and the FIM total, self-care, and sphincter control scores (p<.05). These findings suggest that virtual reality training focus on ADL may have a positive effect on wrist function and overall ADLs compared to that using general virtual reality training in stroke patients.

Full-mouth rehabilitation of severely attrited dentition with missing posterior teeth: a case report using digital workflow with jaw motion tracking (심한 교모와 구치부 상실을 보이는 환자의 전악 수복: Jaw motion tracking과 digital workflow를 활용한 증례 보고)

  • Chan Young Park;Younghoo Lee;Seoung-Jin Hong;Janghyun Paek;Kwantae Noh;Ahran Pae;Hyeong-Seob Kim;Kung-Rock Kwon
    • The Journal of Korean Academy of Prosthodontics
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    • v.61 no.4
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    • pp.293-307
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    • 2023
  • Jaw motion tracking, which is introduced in recent case reports, is a method which records the patient's individualized pathway of the mandibular movements along with facebow transfer, and reproduces the information in the virtual space of computer-aided-design/computer-aided-manufacturing (CAD-CAM) software. In this present case, a collapse of the occlusal plane was observed, due the loss of posterior teeth for a long period. Full-mouth rehabilitation with an increase in the occlusal vertical dimension was planned. First, the patient's mandibular movements were recorded on the newly established jaw relation by jaw tracking, and this information was assembled with the patient's intraoral data to create a virtual patient. Implant planning and diagnostic wax-up was done on the virtual patient, leading the fabrication of the provisional prosthesis. On the newly established jaw relation with an increase in the occlusal vertical dimension, canine guidance of the provisional prosthesis was checked. Finally, the provisional prosthesis was carried out to the definitive prosthesis. Using the advantages of the technologies in the digital dentistry, the patient was satisfied with the function and the esthetics after the treatment.

The Effect of Virtual Reality Rehabilitation Program on Upper function, Cognition and Activity of Daily of Living in the with Stroke Patients (가상현실재활프로그램이 뇌졸중 환자의 상지기능, 인지와 일상생활활동에 미치는 효과)

  • Woo Kwon Park;Jung A Boo;Bo Jung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.195-200
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    • 2023
  • The purpose of this study was to investigate the effects of a virtual reality rehabilitation program on upper limb function, cognition, and activities of daily living in stroke patients. Among the 25 participants in the program, it was randomly classified 13 experimental group and 12 control group. Rehabilitation training was applied 3 times a week and general occupational therapy 2 times a week using virtual reality rehabilitation training equipment in the experimental group, and general occupational therapy was performed 5 times a week, 30 minutes per session in the control group. As a result of the virtual reality rehabilitation program, cognitive function increased by 3.39 points in the experiment group, The control group who received only general occupational therapy increased by 1.5 points. As for the upper limb function, the average of the experimental group subjected to the virtual reality rehabilitation program increased by 4.84 points The control group who received only general occupational therapy increased by 1.34 points. As for activities of daily living, the average of the experimental group that conducted the virtual reality rehabilitation program increased by 20.38 points, The control group who received only general occupational therapy increased by 7.61 points. This result show that the virtual reality program has an effect on upper limb function, cognition, and activities of daily living of stroke patients.

Knee Joint Replacement Virtual Surgery Based on CAD System (CAD기반의 슬관절 전치환술에 대한 가상 수술 구현)

  • Yoon, Young-Soo;Park, Se-Hyung;Lee, Soo-Hong;Kim, Lae-Hyun;Choi, Kui-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.75-81
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    • 2006
  • 슬관절 전치환술은 관절염이나 사고로 인해 일상적인 활동의 제약을 받는 환자의 슬관절을 인공 관절로 대체함으로써 본래의 기능을 복원하고자 하는 수술이다. 이 수술은 인공 관절의 위치 및 정렬에 매우 민감하게 영향을 받기 때문에 수술이 잘못되는 경우 정렬 이상으로 인한 해리, 삽입물의 파손, 인공 슬관절 주위 골절, 슬개골 탈구, 굴곡 각도의 제한 등의 증상이 발생할 수 있다. 현재의 인공 관절은 임상에 적용되는 다양한 인공 관절 중에서 적당한 형상의 관절을 선택하여 시술되고 있지만 환자의 골 형상에 정확히 일치하는 인공 관절 선택의 어려움 때문에 종종 시술 후 부작용이 발생한다든지 심지어는 재수술을 해야 될 경우도 발생하게 된다. 본 논문은 Mechanical CAD 소프트웨어인 CATIA에서 제공하는 절단, Assembly, Analysis, Kinematic Simulation 기능 등을 이용하여 가상 수술을 수행하는 과정을 보여준다. 슬관절 전치환술 과정을 그대로 재현하여 절단량과 절단각을 결정하고 환자의 골격 형상에 적합한 최적의 인공 관절을 실제 수술 전에 미리 선정할 수 있다. CAD 시스템을 이용함으로써 외과의들이 실제 수술 시에 시행착오법을 통해 인공 관절을 선택하는 과정을 줄이고 수술의 정확도를 높일 수 있다. 향후 ADAMS나 ANSYS와 연계하여 수술 후 동작이나 하중을 분석할 수 있으며, 수술 과정에 대한 교육용으로 활용될 수 있다.

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A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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Postural Control in Brain Damage Patients According to Moving Surround (뇌기능 장애 환자의 가상영상(Moving Sorround) 자극에 따른 자세 균형 제어)

  • 김연희;최종덕;이성범;김종윤;이석준;박찬희;김남균
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.233-244
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    • 2002
  • The purpose of this study is to assess the ability of balance control in moving surround using head mount device and force platform and to examine the clinical usefulness of COP parameters. Fifteen patients with stroke and healthy persons were participated. COP parameters were obtained as total path distance, frequency of anterior-posterior and medial-lateral component by FFT analysis, weight-spectrum analysis in the two different conditions; (1) in comfortable standing with opened or closed eyes, (2) in virtual moving surround delivered using HMD to four different moving pattern. In virtual moving surround setting, moving pattern was composed of close-far, superior-inferior tilting(pitch), right-left tilting(roll) and horizontal rotation(yaw) movement. In all parameters, the reliebility of COP analysis system was significantly high. Also, the construct validity compared between fifteen patients with stroke and normal persons was excellent in virtual moving surround condition(p

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Effects of Visual Feedback Treadmill Gait Training Program Combined with Virtual Reality Technology and a Force Plate Measurement System on Gait Ability and Quality of Life in Stroke Patients (가상현실과 힘판을 통한 시각적 되먹임 트레드밀 보행훈련이 뇌졸중 환자의 보행능력과 삶의 질에 미치는 영향)

  • Lee, Dong-Ryul
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.363-373
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    • 2020
  • The purpose of this study was to improve the gait ability and quality of life of stroke patients by combining virtual reality technology and a visual feedback gait training program with entertainment elements. Ten stroke patients with circumduction gait were selected. The visual feedback treadmill gait training program using virtual reality technology and a force plate measurement system was conducted 30 minutes a day, 5 days a week, with 25 sessions in 5 weeks. To investigate the effects of this gait training program, evaluations using the joint range-of-motion test, muscle activity tests, Berg balance scale (BBS), gait analysis, and stroke-specific quality-of-life scale (SS-QOL) were performed before and after intervention. Statistically significant differences were found in the joint range of motion and muscle activity of the affected side from the initial swing phase to the mid-swing phase of the gait cycle, dynamic balance, gait function, and quality of life (p <0.05). The results of this study indicate that the gait training program improved the foot drop, muscle activity, dynamic balance, and gait ability of stroke patients with circumduction gait, thereby improving the quality of life of the patients. Therefore, we recommend the application of the visual feedback treadmill gait training program using virtual reality technology and a force plate measurement system to improve gait ability and quality of life of stroke patients with circumduction gait.

U-Healthcare user's privacy protection protocol with Implantable medical Device of State Information (상태정보에 따른 체내삽입형 장치를 부착한 유-헬스케어 환자의 프라이버시 보호 프로토콜)

  • Jeong, Yoon-Su;Lee, Sang-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.4C
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    • pp.297-306
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    • 2012
  • IT technology of U-healthcare system is being grafted onto medical services and the use of U-healthcare system are extending steadily. However, in case of patients using Implantable Medical Device (IMD) in U-healthcare system, patients' privacy protection and safe access to system recently has emerged as a major issue. This paper proposes a patients' privacy protection protocol to prevent any illegal accesses from third parties as state value and action value are synchronized after patients' information virtualization. The proposed protocol can limit the access range of patients' information according to authentication information of hospitals, doctors, nurses, and pharmacies registered in the U-healthcare server. Additionally, this protocol can increase management efficiency for patients' privacy by synchronizing state values and action values only for approved information and, by instituting this process, third parties cannot easily access patients' information.

Evaluation of Virtual Reality Simulation of Dental Caries through Student Questionnaire (학생 설문을 통한 가상현실 치아우식 시뮬레이션의 평가)

  • Kim, Byunggee;Ryu, Jeeheon;Kim, Jaehwan;Kim, Seonmi;Choi, Namki
    • Journal of the korean academy of Pediatric Dentistry
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    • v.47 no.3
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    • pp.293-302
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    • 2020
  • The purpose of this study was to evaluate the applicability of virtual reality simulation after experience of dental caries diagnosis for dental students before exposing to clinical pediatric practice. A pediatric patient model of a five-year-old child with primary dentition was developed and a caries model that is amenable to VR(virtual reality) diagnosis was organized and set-up. The dental student's were allowed to use the simulated model for fifteen minutes and their experiences were evaluated using a self-reported questionnaire to evaluate presence and usability of this application. Overall, virtual presence and appearance area of the simulation were highly scored. The result indicates that the VR model has no significant difference from the actual clinical caries regardless of grade of students, gender and VR experience. If the prototype is continuously advanced, its applicability in dental education will increase.

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

  • 김형래;이상호;노주선;김현택;김지혜;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.11a
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    • pp.202-207
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    • 2001
  • 본 연구는 가상현실을 이용하여 교통사고 후 경험하게 되는 불안감 및 공포감과 같은 심리적인 후유 장애에 대한 치료 프로그램을 개발하기 위한 예비 연구로 수행되었다. 가상현실을 통한 교통사고 후유장애 프로그램의 핵심내용이 되는 운전 주행 시나리오의 효과를 검증하고 이완훈련 등의 불안감소훈련의 효과를 피험자를 통해 검증해보았다. 총 8명 피험자(정상인 7명, 교통사고 환자1명)를 대상으로 세 가지 주행상황 시나리오를 제시하고 이후 이완훈련을 실시하였다. 그 결과 이완훈련 후 유의미한 불안감소 효과가 나타났다. 하지만 각각의 주행상황에 따라서 불안이 증가되는 경향성은 나타났으나 통계적으로 유의미한 수준에 이르지는 못하였다. 이를 종합하여 볼 때, 주로 정상인을 대상으로 한 연구임에도 불안유발경향성이 나타난 점들은 고무적이나 교통사고자를 대상으로 한 경험적인 증명이 필요하며, 가상현실을 이용한 이완훈련은 효과적인 것으로 판명되었다.

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