• Title/Summary/Keyword: 재활훈련

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A Study on Usability Evaluation for Human Care Contents based Rehabilitation Training Equipment (휴먼 케어 콘텐츠 기반의 재활 훈련 장비의 사용성 평가 연구)

  • Kim, Hansang;Choi, Byung-Jae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.27 no.2
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    • pp.157-163
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    • 2017
  • Due to economic development and advancement of medical science, an aging society where the proportion of the elderly population increases is coming. Korea's aging speed is growing rapidly compared to that of other developed countries. The physical and mental abilities of elderly people with aging are getting worse more and more. They want a kind of auxiliary system in order to mitigate and prevent their weakness. The supplementary system can greatly contribute to improving the quality of life for elderly people. In particular, some devices that include muscle strengthening and cognitive and balance ability enhancement are useful for the most older people. In this paper, we introduce a development of human care contents based rehabilitation equipment to enhance these functions, and present its usability evaluation. The evaluation is conducted for rehabilitation specialists as well as expected users and their results are analyzed.

Effects on Exercise Training in person with Incomplete Hemisection cord injury after Discharge (불완전 척수손상자의 퇴원 후 운동훈련의 효과 사례보고)

  • Park, Mi-Hee
    • Journal of Korean Physical Therapy Science
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    • v.12 no.4
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    • pp.25-31
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    • 2005
  • 이 사례연구는 2002년 10월 15일 칼에 의한 좌상으로 경추 3-4번의 불완전 척수손상을 입은 25세의 남자 환자가 최초 병원에서 2002년 12월 한달 간의 치료를 마친 후, 2003년 1월 3일부터 4월 28일까지 태릉에 위치한 N 재활센터에서 주 5회 2시간의 자세조절 훈련, 심폐지구력 훈련, 웨이트 훈련, 스포츠(축구, 소프트 볼), 여가활동(등산)의 프로그램을 적용하여 척추손상 환자의 사회적응을 돕기위한 재활 프로그램의 다양화를 꾀하기 위한 기초 선행 작업으로 시작되었다. 신체능력을 평가하기 위한 측정도구는 관절가동범위(Range of Motion), 수동근력검사(Muscle Manual Test), 경직(Spasticity), 신체체력(Physical Fitness), 발란스(Balance: one leg stand), 상대적인 등속성 하지근력(Isokinetic Muscle Strength) 그리고 신체조성(Body Composition)로 하였다. 재활기간을 통해 처음 시작 일자에서 45일 간격으로 3차례의 측정을(1월 3일부터 4월 28일까지 실시하였다) 실시하였다. 최초 환자의 상태는 부분적으로 일상생활의 도움을 받아야 하는 상태로 동작을 시작하려 할 때 경직이 발생되어 옷을 입고 벗기, 신발 신고 벗기, 운전, 식사, 보행과 계단보행, 경사보행에서 보조자의 도움이 필요했으며, 작은 물건 잡기와 글씨쓰기, 타이핑 작업은 불가능 한 상태였다. 또한 스포츠 활동과 여가활동 역시 불가능 한 상태였다. 3달 15일간의 기간 동안 환자는 복학을 준비하기 위해 적극적으로 치료에 임했으며, 결과는 다음과 같았다. 신체조성은 재활 훈련을 통해 체중, 체지방율(%), 복부지방율(WHR)의 많은 감소를 가져왔다. 경직을 측정하는 Ashworth Scale은 정상에 가깝게 감소하였다. 관절가동범위는 고관절, 무릎, 발목에서 모두 증가하였다. 수동근력검사(0-9)는 많은 향상을 가져왔다. 신체체력능력 항목에서 근지구력의 윗몸일으키기와 팔굽히기, 악근력, 유연성으로 앉아 체간 숙이기, 민첩성으로 사이드 스텝, 순발력의 서전트는 모두 크게 향상되었다. 환자의 일상능력에서도 옷을 입고 벗기, 신발 신고 벗기, 운전, 식사, 보행과 계단보행, 경사보행에서 보조자의 도움이 필요없었으며, 타이핑 작업은 5손가락을 모두 사용하지는 않았지만, 1분에 80타로 큰 향상을 가져왔다. 또한 축구와 소프트볼, 등산을 달에 1회 정도 실시하여 약간의 도움만으로 가능하게 되었다.

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Multi-player Contents for Upper Limb Rehabilitation based on VR (VR 기반의 상지 재활 훈련용 멀티플레이 콘텐츠)

  • Shin, Sung-Wook;Lee, Hyeok-Min;Moon, Ho-Sang;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.115-120
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    • 2019
  • Hemiplegic patients who suffered from a stroke struggle with a deterioration in upper limb functions, which can both be psychologically and physically discomforting; this can also limit patients' daily tasks involving any upper limb motions. In this study, we developed an assistive device for hemiplegic patients to improve their upper limb functions. It was manufactured to train patients by using their grip strength and the range of motion of the arm. Furthermore, we produced game contents in virtual reality to induce users' immersion and interaction. It was configured as a multi-player game to help ease the mental burden of receiving the training alone, hence allowing the patient and the caregiver to join the rehabilitation training simultaneously. The assistive device and game contents developed in this study enables patients and caregivers to easily check the degree of improvements in upper limb function by viewing quantitative analysis and visualized results.

Effects of Virtual Reality-Based Activities of Daily Living Training on Activities of Daily Living and Rehabilitative Motivation in Patients With Traumatic Brain Injury: A Pilot Study (가상현실 기반의 일상생활활동 훈련이 외상성 뇌손상 환자의 일상생활활동 및 재활동기에 미치는 효과 : 예비연구)

  • Moon, Jong-Hoon;Jeon, Min-Jae
    • Therapeutic Science for Rehabilitation
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    • v.8 no.4
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    • pp.41-51
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    • 2019
  • Objective : The purpose of this study was to investigate the effects of virtual reality-based activities of daily living (ADL) training on ADL and rehabilitative motivation in patients with traumatic brain injury. Methods : This study was performed using a pre-post design with seven traumatically brain injured patients. Subjects were subjected to virtual reality-based ADL training for 30 minutes a day, 2 to 3 times a week for 4 weeks. Evaluation was conducted before and after the intervention using the Korean Modified Barthel Index (K-MBI), Cognitive Functional Independence Measure (C-FIM), and Volitional Questionnaire (VQ). Changes before and after intervention were analyzed by Wilcoxon signed-rank test, and correlations were analyzed using Spearman's coefficient. Results : After intervention, patients with traumatic brain injury showed significant improvements in K-MBI (p<.05). There was no significant change in total C-FIM score and VQ score (p>.05). Total C-FIM score correlated significantly with VQ score (p<.05, r=.755). The social cognition domain of C-FIM had a significant correlation with VQ score (p<.05, r=826). Conclusions : Virtual reality-based ADL training can improve ADL performance, but further research is needed to determine whether improvements in social cognition and rehabilitative motivation are possible.

Development of virtual reality vestibular rehabilitation contents using HMD (HMD를 활용한 가상현실 전정재활 콘텐츠 개발)

  • Lee, Sungjin;Sung, Nak-Jun;Hong, Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.678-681
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    • 2019
  • 어지럼증은 모든 사람들이 일상생활에서 겪는 가장 흔한 질병 중 하나이다. 이러한 어지럼증은 주로 전정 기관의 약화 및 충격으로 인한 다양한 원인에 의해 유발되며 전정 재활을 통해 회복 될 수 있다. 전정 재활은 다양한 형태로 존재하지만 모든 사람을 위해 수행 할 수 있는 보편적 인 방법으로 훈련의 목적은 눈, 머리 및 균형 운동을 통해 전정 기관을 반복적으로 운동하는 것이다. 그러나 이러한 재활은 지루하고 흥미가 없으므로 환자가 계속 훈련을 하고 제대로 수행하고 있는지 확인하는 것이 어렵다. 이러한 문제점을 해결하기 위해 본 연구에서는 Unity3D 및 FOVE HMD를 사용하여 재미있고 평가 가능한 가상 현실 전정 재활의 내용을 구현했다.

User Interface Design and Rehabilitation Training Methods in Hand or Arm Rehabilitation Support System (손과 팔 재활 훈련 지원 시스템에서의 사용자 인터페이스 설계와 재활 훈련 방법)

  • Ha, Jin-Young;Lee, Jun-Ho;Choi, Sun-Hwa
    • Journal of Industrial Technology
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    • v.31 no.A
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    • pp.63-69
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    • 2011
  • A home-based rehabilitation system for patients with uncomfortable hands or arms was developed. By using this system, patients can save time and money of going to the hospital. The system's interface is easy to manipulate. In this paper, we discuss a rehabilitation system using video recognition; the focus is on designing a convenient user interface and rehabilitation training methods. The system consists of two screens: one for recording user's information and the other for training. A first-time user inputs his/her information. The system chooses the training method based on the information and records the training process automatically using video recognition. On the training screen, video clips of the training method and help messages are displayed for the user.

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Wearable Elbow Rehabilitation Robot Capable of Mirror Therapy (거울치료가 가능한 착용형 팔꿈치 재활로봇)

  • Yang, J.H.;Baek, J.S.;Moon, I.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.2
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    • pp.73-78
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    • 2014
  • In this paper we propose a wearable elbow rehabilitation robot applied the mirror therapy for elbow rehabilitation. To implement the mirror therapy, a data suit for measuring healthy elbow motion is developed. A powered elbow exoskeleton wearing in paralyzed arm is controlled by the measured data from the healthy elbow motion. In experiments, the elbow rehabilitation exercise by the mirror therapy is performed. From the experimental results we show the wearable exercise robot including the data suit is applicable to the mirror therapy for elbow rehabilitation.

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EMG Signal Analysis of Upper Extremity Motor Function using Balance-handle Device (밸런스 핸들 장치를 이용한 상지 운동 기능의 근전도 신호 분석)

  • Lee, Choong-Keun;Song, Ki-Ho;An, Jae-Yong;Shin, Sung-Wook;Chung, Sung-Taek
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.10 no.4
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    • pp.295-303
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    • 2016
  • Rehabilitation of upper limb motor function of hemiplegic patient must maintain interest and demand a device for a quantitative evaluation of rehabilitation training. In this paper, we developed the device that is composed of arm cradle, handle, and balance ball for rehabilitation exercise. We have performed experiment for validity as to whether to use the rehabilitation device when tilting the upper extremity training device developed to measure changes in the EMG signal to the main upper limb muscles for 7 healthy volunteers. We have analyzed muscle activation signals on agonist and antagonist as a reference in the muscle contraction and relaxation in the upper limb extension and flexion when the balance-handle device is tilted to front-rear and left-right. The experimental results showed that a tendency of muscle activation of biceps, triceps, and deltoid used in upper limb motor function of hemiplegic patients from extension and flexion evaluation items of Fugl-Meyer Assessment(FMA). These results may be helpful for rehabilitation training for upper limb motor function of hemiplegic patients by utilizing a developed unit.