• Title/Summary/Keyword: 재활 콘텐츠

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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.

A developed Serious Game for Rehabilitation Training (Wiimote를 이용한 재활환자용 기능성 게임 콘텐츠 설계)

  • Ok, Soo-Yol;Kam, Dal-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.709-710
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    • 2009
  • Current Serious games for medical treatment and rehabilitation are not usually suitable for actual patients because of the inconvenient user interfaces. The disabled or rehabilitants have limited ability to control the game contents. Therefore, it is very important to develop proper interfaces for such serious games. In this paper, we propose a serious game that utilizes the Nintendo wiimote controller and pattern recognition techniques. We also show the possibility of such contents for the future application to actual rehabilitation.

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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.

A Study of Practical Training Anxiety, Career Decision-Making Self-Efficacy, and Career Decision Level of Students Majoring in Language Rehabilitation in College (전문대학교 언어재활과 학생들의 실습 불안과 진로 결정 자기 효능감 및 진로결정 수준 인식에 대한 연구)

  • Lee, Myung-Soon;Park, Hyun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.169-179
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    • 2016
  • This study used three types of survey, an anxiety for practice, a career decision making self-efficacy, and a career decision level for students majoring in language rehabilitation in college in order to provide an effective guide for practice and career decision. By using 18.0 SPSS statistic package, the data has examined with Mann-Whitney test, Kruskal-Wallis test and Bonferroni test based on student's grade, academic record and practice duration. The result of study is as follows. First, based on grade, students showed significant differences on several subfactors of the anxiety for practice and the level of career decision-making. Second, based on an academic point and practice duration, there were significantly different in several subfactors of the anxiety for practice, the career decision-making self efficacy, the career decision level. Consequently grade, academic record and practice duration influenced student's conception for practice and career.

The Importance of Video Fluoroscopy Swallowing Study for Nasogastric Tube Removal of Rehabilitation Patient (재활치료환자의 비위관(nasogastric tube)제거에 따른 비디오투시연하검사(VFSS)의 중요성 평가)

  • Jung, Myo-Young;Choi, Nam-Gil;Han, Jae-Bok
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.189-190
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    • 2014
  • 뇌경색, 뇌 신경장애 및 뇌졸중환자 중 급성기 환자는 의식이 없어 연하기능장애로 인한 흡인성 폐렴을 유발하기 때문에 비위관(nasogastric tube)을 삽입하고 영양공급을 한다. 재활훈련 후 회복기에 침상선별검사를 시행하지만 임상적 검사를 통해서는 무증상흡인은 발견할 수 없다. 그래서 연하장애로 비위관을 삽입한 연하재활치료 중인 환자 10명을 대상으로 VFSS를 시행하여 식이재료에 따른 삼킴 정도, 자세에 따른 삼킴을 재활의학과전문의가 평가 후, 흡인이 있거나 삼킴 곤란 등이 있으면 연하재활치료를 시행하여 환자의 상태에 따라 약 30일 ~ 50일후에 재평가를 시행한 후 흡인이 없을 시 비위관을 제거 하였다. 이때 VFSS 영상을 기능적 연하곤란척도를 이용, 분석하여 부여된 점수를 통계 산출 하였는데 비위관 유지군은 $49.79{\pm}9.431$을 보여 흡인의 위험을 나타내며, 비위관 제거군은 $11.20{\pm}1.932$로 흡인의 위험성이 낮아 비위관 제거관련 의미 있게 낮은 점수를 보였다. 두 군의 유의성을 평가하기 위해 Mann-Whitney test를 시행한 결과 p<0.001로 통계적으로 유의하다고 평가하였다. 결론적으로 VFSS는 구강, 인두, 식도의 구조적 이상과 움직임을 가장 효과적으로 평가, 기도흡인여부를 즉시 확인 및 환자에게 적합한 식이나 연하자세를 결정할 수 있어 비위관 제거를 위한 연하평가에 가장 확실한 표준검사로 제안할 수 있다.

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A Study on the Experiences of Community Case Managers in COVID-19 Situations (코로나-19 상황 속 일 지역사회 사례관리자의 경험 연구)

  • Baik, Hyung-ui;Kim, Ji-Won;Seong, So-Yeong;Choi, Ye-Sol;Hong, Soo-Bin
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.721-733
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    • 2022
  • This study aimed to explore the experiences of community case managers in COVID-19 situations. For this study, the qualitative research was carried out for six social workers who are in charge of case-management in social welfare agencies. From results of research, the three themes were derived, such as 'a field of crises and opportunities'. Anxiety and efforts to resolve the problem caused by the introduction of new and unfamiliar methods' and 'responding to the clients' situations changes'. Case managers have endeavored to indirectly provide services with new, but unaccustomed ways even in the situations with keeping non-contact and being given limited resources and actively explored the ways to utilize public services to respond to the clients' needs according to the changes of conditions. Therefore, the meaning of this research was concluded to be 'A breathtaking battle to the continuous challenge'. Based on the results of research, the competences equipped by case managers and the direction of their practices were suggested to improve the community welfare currently in the middle of dealing with With-Corona-Era.

Effects on Recovery Oriented Integrated Rehabilitation Program for Chronic Schizophrenic Patients (만성정신분열병 환자를 위한 회복지향의 통합재활프로그램의 효과)

  • Bong, Eun-Ju;Si, Youn-Hwa;Park, Myung-Sook;Bae, Kyung-Hee;Jung, Mi-Jin;Yang, Mi-Hwa;Kim, Song-Ja
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.416-429
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    • 2012
  • This study was to assess the effects of a recovery oriented integrated rehabilitation program on cognitive social function, rehabilitation motivation, and mental health recovery. This program is involved motivation enhancement program with 4 subprograms composed of cognitive rehabilitation, emotion management, vocational rehabilitation, family education program. The subjects were 34 patirents with schizophrenia who had been hospitalized at National Mental Hospital on local area. The study was a non-equivalent control group non-synchronized design with two groups, an experimental group(18 patients) and a control group(16 patients). The collected data were analyzed using SPSS 12. 0. The results of the data show that there was not a significant increase in the symptom, cognitive and social function. But there was a significant increase in readiness of rehabilitation(maintenance, p=.027) and mental health recovery (p=.039). Short term recovery oriented integrated rehabilitation programs in inpatient settings are more available for motivation of rehabilitation and mental health recovery than symptom reduction or functional improvement. Therefore there should be more efforts to create more recovery oriented service provision in clinical settings.

The Comparative evaluation of cultural contents preference for active seniors' enjoyment (액티브시니어의 문화향유 콘텐츠 선호도 비교평가)

  • Kim, Woo-Seop;Shin, Young-Seok;Shin, I-Su;Kim, Kyu-Ho;Jung, Duk-Young
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.12 no.1
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    • pp.20-28
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    • 2018
  • In this research, for the smooth cultural life of seniors, we recruit 92 smart seniors (male: 22, female: 70) and survey their preferred content sub-genre. The survey is mainly based on the two devices (PC, Smartphone) to be used. As a result of the study, there was a little difference in preference on the web pages between both devices, the video contents showed the similar preference, regardless of the device. Also, sub-genres surveyed show higher correlations with similar sub-genres in other content genres. So, If the result of this study is reflected in the development of cultural contents and the composition of content pages, it will be helpful for senior to enjoy the improved cultural life by lowering entry barriers accessing digital media contents.