• Title/Summary/Keyword: 균형 훈련

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Water Related Disaster Risk Reduction Education & Training Program for Official Development Assistance (공적개발원조를 위한 물관련 재해위험경감 교육훈련프로그램 연구)

  • Lee, Seungho;Cho, Ye-Eun;Ko, Hyejin
    • Proceedings of the Korea Water Resources Association Conference
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    • 2015.05a
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    • pp.128-128
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    • 2015
  • 본 연구는 공적개발원조 사업 중 하나로 개발도상국의 실무자 및 정책결정자의 물 관련 재해위험경감 역량 강화를 위한 교육 훈련 프로그램을 검토하고 개발하는데 목적이 있다. 특히, 물 관련 재해에 대한 구조적, 비구조적 대응방식을 균형있게 논의하고 지방정부 및 관련기관과의 협력, 지역사회기반의 재해경감정책 등 새로운 대응방식관련 교육 프로그램을 검토한다. 2000년-2006년 기간 Emergency Disasters Database (EM-DAT)에 기록된 전 세계 2,163건의 물 관련 재해는 총 29만 명 이상의 인명피해와 4,220억 달러의 재산피해를 초래하였다. 이런 재해는 개발도상국이나 선진국 모두에게 치명적이지만 특히 재해대응역량이 부족한 개발도상국에 막대한 손실을 초래하여 국가개발과 존망에 큰 위협이 되고 있다. 그럼에도 불구하고 대부분의 개발도상국은 재해관리를 간과하여 빈곤의 악순환에서 벗어나지 못하고 있는 실정이다. 본 연구는 2005년 효고행동강령(Hyogo Framework for Action: HFA)의 기본원칙, 2011년 중간평가 검토, 2015년 이후 제시될 새로운 재해위험경감 정책의 틀 속에서 재해위험경감 교육 프로그램을 연구하고자 한다. 이를 위하여 개발도상국 공무원을 대상으로 공적개발원조 프로그램을 운영한 천안의 중앙민방위방재교육원과 일본 고베시의 JICA 등을 방문하여 물 관련 재해 대응의 실질적 개선방향을 모색하였다. 물 관련 재해대응을 위한 교육 프로그램 대상은 실무자와 정책결정자로 설정하고 예방/대비/대응/복구의 유형에 따른 교육과정을 검토한다. 재해 대응 역량강화를 위하여 댐이나 제방 등 홍수위험관리기술과 같은 구조적 방식뿐만 아니라 근본적인 재해위험경감을 위한 홍수위험도 분석과 관리, 도시홍수위험경감계획, 관련 법규제정, 지역홍수위험경감과 민관협력 등과 같은 비구조적 방식에 대한 교육도 포함한다. 이런 측면에서 한국의 경제발전 경험과 물 관련 재해관리 경험을 정책, 사업, 사례와 연관시켜 교육을 진행하고 장단점 비교를 통하여 개발도상국 현지에 적합한 모델을 모색한다. 또한 재해발생시 피해규모를 최소화하게 하는 초동대응을 위해서 행정뿐만 아니라 지역, 시민, 기업 등 다양한 이해 당사자와 주체가 참여하는 종합대책교육을 포함한다. 사회경제발전의 지속을 위해서는 재해에 대한 관리가 매우 중요하다. 특히 인간의 삶에 너무도 익숙하지만 홍수, 가뭄 등으로 치명적인 피해를 야기하는 물 관련 재해에 대응하기 위해서는 물 관리와 관련 재해에 대한 전반적인 이해가 필수적이다. 따라서 한국의 물 관리 경험에 기초한 재해위험경감 교육과 훈련은 개발도상국의 효과적인 재해관리를 가능하게 할 것이다.

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Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Erythrocyte Manganese Superoxide Dismutase Activity Indicates Training Intensity for Racing Horses (적혈구의 Manganese Superoxide Dismutase 활성은 경주마의 훈련강도를 나타낸다)

  • Choi, Jun-Young;Park, In-Kyung;Im, Jin-Taek;Koh, Tae-Song
    • Journal of Animal Science and Technology
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    • v.50 no.4
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    • pp.573-580
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    • 2008
  • This study was aimed to investigate that training of horses is related with the activity of superoxide dismutase(SOD) in erythrocyte of racing horses. The SOD activity was assayed from erythrocyte of six Thoroubred horses having final stage of training, about 21 month-old, 474~509 kg body weight for race trainig. During 7 weeks of training period from 24th Sep. to 6th Nov, horses were bled very carefully 4 times at 1st Oct, 16th Oct, 30th Oct. and 6th Nov. As the training period passed, erythrocyte of the horses have gradually increased the MnSOD activity(p<0.05) and lowered the CuZnSOD activity. The plasma ceruloplasmin and peroxidase activities, and lactate levels were reduced gradually while peroxide and glucose levels gradually increased. The calculated oxygen consumption(Eaton, 1995) for training of horses were linearly related with the MnSOD activity(r=0.650, n=32) but negatively with CuZnSOD activity in erythrocyte and lactate levels(r=-349, n=32) in plasma. Also, peroxide levels in plasma of horses had positive relation with the MnSOD activity in erythrocyte(r=0.616, n=48). In conclusions, as the training is progressed, the raised MnSOD activity in erythrocytes and peroxide levels in plasma indicated balances between oxidant and antioxidants for the protection from ROS during race of horses. The results showed that the MnSOD activity in erythrocyte and peroxide levels in plasma may be used as marker for the intensity of training racing horses.

Comparison of Balance Ability according to the Immersion Level of Virtual Reality-based Training for the Balance Enhancement of the Elderly (노인의 균형증진을 위한 가상현실 기반 훈련의 몰입도에 따른 균형능력 비교)

  • Kim, Yeoung-Sung;Park, Min-Chull
    • PNF and Movement
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    • v.16 no.2
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    • pp.259-266
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    • 2018
  • Purpose: This study aimed to compare balance ability according to the immersion level of virtual reality-based training for the balance enhancement of the elderly. Methods: This study included 48 elderly people aged 65 years and older (male 16, female 32). According to the immersion level of applied virtual reality training, 16, 17, and 15 persons were randomly assigned to full immersion, semi-immersion, and control groups. The subjects who were assigned to the full immersion group and semi-immersion group received virtual reality training for 6 weeks at 20 min at a time, 3 times per week. The control group received no intervention. Balance ability was evaluated by measuring the stability limit and the tandem walking test before and after the intervention. Results: Results showed significant differences among the three groups in the limit of stability of all directions and the tandem walking test after the intervention. The results of the limit of stability showed a significantly higher value in the full-immersion group than in the control group, and the results of the tandem walking test showed a significantly lower value in the full-immersion and semi-immersion groups than in the control group. Conclusion: The results indicate that the head-mounted display equipment for applying full-immersion virtual training is the most effective in enhancing the balance ability of the elderly.

The Effect of Ankle Balance Traning on Unstable and Stable Surface on Proprioception, Balance and Muscle Strength in Obese Middle-Aged Woman (불안정 지지면과 안정 지지면에서의 발목균형훈련이 비만중년여성의 고유수용성감각, 균형 및 근력에 미치는 영향)

  • Han, Junho;Lee, Hyojeong
    • Journal of The Korean Society of Integrative Medicine
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    • v.6 no.3
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    • pp.59-71
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    • 2018
  • Purpose : The purpose of this study was to compare the effects of ankle balance training on unstable and stable surfaces to discover on which surface the proprioception, balance and muscle strength of obese middle aged women improves more. Method : Thirty obese middle-aged women were randomly recruited and divided into two groups (training on an unstable surface, training on a stable surface). The subjects in each group participated in the training for six weeks, three times per week for 30 minutes each session. Proprioception was measured using Dualer IQ digital inclinometer; sway length (SL) and sway area (SA) of center of pressure, and limit of stability (LOS) were measured for balance; muscle strength before and after the training was measured using manual muscle testing. Results : There were significant improvements in the subscales of the proprioception, balance and muscle strength in those who participated in ankle balance training on the unstable surface, and in those who participated on the stable surface. However, before and after the intervention, there were no differences between those who had the balance traning on the unstable surface and those who had the balance traning on the stable surface. Conclusion : Unstable and stable surface ankle balance training are both effective in improving the proprioception, balance and muscle strength of obese middle-aged woman.

Effect of Sensory Feedback Balance Training using Pressure Sensor on the Static Balance of the Elderly (압력센서를 이용한 감각피드백 균형 훈련이 노인의 정적 균형에 미치는 효과)

  • Kwon, Il-Ho;Kim, Ho;Shin, Won-Seob
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.129-136
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    • 2020
  • PURPOSE: This study aimed to determine the most effective feedback condition for static balance in elderly subjects. METHODS: Thirty-eight elderly subjects (12 men and 26 women with a mean age of 77.21 years) participated in this study. They each completed a questionnaire on their general characteristics, excluding personal identification codes. The static balance ability of the participants was evaluated using a Wii Balance Board and the Balancia program (version 2.0). The following three feedback conditions were considered: condition 1 (tactile feedback), condition 2 (visual feedback), and condition 3 (no feedback). One-way repeated-measures analysis of variance was used for the comparisons according to sway length and sway velocity. The statistical significance level was set to α = .05 for all variables. RESULTS: Significant differences in the sway length and sway velocity were observed between the three conditions (p < .05). Significant differences in the sway length were noted in the order of conditions 1, 2, and 3 (p < .05), and significant differences in the sway velocity in the order of conditions 3, 2, and 1 (p < .05). CONCLUSION: Significant differences in static balance ability were observed between the three conditions. In this study, tactile feedback was found to be the most effective feedback for balance training. Owing to aging and impairment of the senses, such as that observed in the tactile receptors, visual receptors, and proprioceptors, it is recommended that elderly subjects participate in balance training.

Effect of Traditional Balance Training on Balance in Older Adults (전통적 균형훈련이 노인의 균형능력에 미치는 영향)

  • Lee, Seung-Eun;Bae, Sung-Soo;Kim, Soo-Min;Kim, Chul-Yong;Song, Joo-Young
    • Journal of the Korean Society of Physical Medicine
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    • v.1 no.1
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    • pp.77-92
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    • 2006
  • Purpose : This study was to evaluate the effect of traditional balance training on balance in older adults. Methods : The subjects of this study were thirty elderly over 65 years old. Thirty subjects ranging aged from 66 to 85($74.0{\pm}5.83$) completed the study and participated three times a week for 5weeks. Subjects were assessed by utilizing two different balance measure : Static standing balance was measured by balance performance monitor(BPM). Dynamic balance was measured by timed up and go test(TUG). The scale for static standing balance was measured by using frequence(Hz), sway area($mm^2$), sway path(mm), max sway velocity(mm/s), ant/post sway angle($^{\circ}$), left/right sway angle($^{\circ}$), and sway number. Results : The change in frequency were statistically significant on pre-test and post-test(P<.05), 2. The change in sway area were statistically significant on pre-test and post-test (P<.05), 3. The change in sway path were statistically significant on pre-test and post-test(P<.05), 4. The change in max sway velocity were statistically significant on pre-test and post-test (P<.05), 5. The change in ant/post sway angle were statistically significant on pre-test and post-test (P<.05), 6. The change in left/right sway angle were statistically significant on pre-test and post-test(P<.05), 7. The change in sway number were statistically significant on pre-test and post-test(P<.05), 8. The score on timed up and go test shows statistically significant increase on pre-test and post-test (P<.05). Conclusion : This study suggest that traditional balance training have an effect on balance performance ability for elderly people. Therefore, the traditional balance training is recommended for older adults to improve balance performance ability.

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The Effects of Virtual Reality Training and Traditional Balance Training on Balance in Patients with Functional Ankle Instability (가상현실과 전통적 균형훈련이 기능적 발목 불안정성 환자의 균형에 미치는 효과)

  • Kim, Su-Hyeon;Park, So-Hee;Kim, Da-Jung;Gwak, Yu-Jin;Shin, Yeon-Jin;Kim, Su-Jin
    • PNF and Movement
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    • v.18 no.2
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    • pp.183-194
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    • 2020
  • Purpose: Functional ankle instability (FAI) causes tension in the joints, ligaments, and tendons, and the impact on visual and vestibular organs leads to imbalance. This study compared the effects of a traditional balance training program to virtual reality training to improve FAI. Methods: Twenty-four participants with FAI (CAIT score < 24) were assigned to a virtual reality training group (n = 13) and a traditional balance training group (n = 11). Both groups pursued their respective training program for four weeks. After a ten-minute warm-up, participants completed a 30-minute training session, three times per week. The traditional balance training group underwent static and dynamic training using a balance board and a stability trainer pad while the virtual reality group underwent balance training using a virtual reality program. Biorescue was used to measure changes in the speed and length of center of pressure (COP) for single-leg stance pre- and post-training. Results: The speed and length of COP improved significantly in both groups after training as compared to before (p < 0.05). However, there were no significant differences in these outcomes between the virtual reality training group and the traditional balance training group (p>0.05). Conclusion: The study findings confirm the effectiveness of both virtual reality training and traditional balance training in reducing ankle instability, with no difference in treatment effects.

Changes in Young Adults' Static Balance Ability Following Immersive Virtual Reality Balance Training (젊은 성인에서 몰입형 가상현실 균형 훈련에 따른 정적 균형 변화)

  • Seo, Jeong-Pyo;Yeo, Sang-Seok
    • PNF and Movement
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    • v.18 no.2
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    • pp.265-273
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    • 2020
  • Purpose: The purpose of the study was to investigate the effects of HMD (head mounted display)-based virtual reality balance training on static balance in young adults, and whether appropriate balance training can help healthy adults to improve balance ability in daily living. Methods: The study subjects were 14 healthy adults. Subjects received 20 minutes of HMD-based virtual reality balance training 3 times per week for 4 weeks. Static balance was measured before, during, and after training and after one month. Static balance was measured in a total of 8 conditions, and the results were classified as visual (F1), somatosensory (F5-6), vestibular (F2-4), and central nervous system (F7-8). Results: The test results showed no significant difference in pre-training, post-training, and follow-up results under all conditions at Fourier index F1, F5-6, and F7-8 frequencies. For the F2-4 frequency, there was a significant difference before and after training under NC (neutral head position, eyes closed, firm surface) and PC (neutral head position, eyes closed, elastic surface) conditions. The NC condition returned a significant decrease of F2-4 frequency in post-training testing as compared to pre-training, and the PC condition showed a significant decrease of F2-4 frequency between the pre-training and mid-training tests, and between the pre-training and post-training tests. Conclusion: These results indicate that HMD-based balance training can improve balance ability, even in normal adults, and seems especially effective for vestibular function training.

The Effects of Task-Oriented Circuit Training Using Unstable Surface on Balance, Walking and Balance Confidence in Subacute Stroke Patients (불안정한 지지면에서의 과제지향 순환훈련이 아급성기 뇌졸중 환자의 균형, 보행 및 균형자신감에 미치는 영향)

  • Kim, Sun-Min;Kang, Soon-Hee
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.4
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    • pp.211-223
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    • 2021
  • Purpose : The purpose of this study was to examine the effect of task-oriented circuit training using unstable support surface on balance, gait ability, and balance confidence in subacute stroke patients. Methods : Forty-five patients with subacute stroke were randomly divided into the three following groups of 15: 1) TOCT-US group; task-oriented circuit training using unstable surface (experimental group 1), 2) TOCT-SS group; task-oriented circuit training using stable surface (experimental group 2), and 3) CON group; conventional physical therapy (control group). All patients participated in one of the three training programs for 6 weeks, 30 minutes per session, 3 times per week. Patients' balance ability was assessed using the BT-4, BBS (berg balance scale), TUG (time up and go test), and LOS (limit of stability). Gait speed was measured to examine gait ability. K-ABC (activities-specific balance confidence scale) was also used to assess the level of patients' confidence in daily activities. Results : After the intervention, the sway area in experimental groups 1 and 2 decreased, but that in the control group increased. Experimental group 1 showed significant improvement compared with experimental group 2 and the control group. BBS, TUG, and LOS scores of experimental group 1 were significantly improved compared with those of experimental group 2 and the control group. Also, gait speed significantly improved in experimental group 1 compared with experimental group 2 and the control group. Experimental groups 1 and 2 showed significant improvement in K-ABC scores after training. Conclusion : Patients with subacute stroke had significantly improved balance, gait, and level of confidence in performing activities of daily living following task-oriented circuit training using the unstable surface. This indicates that task-oriented circuit training using unstable surfaces can be an effective treatment method for the recovery of balance and gait in subacute stroke patients.