• Title/Summary/Keyword: 현실생활에 대한 영향

Search Result 130, Processing Time 0.033 seconds

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

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
    • /
    • v.8 no.2
    • /
    • pp.201-207
    • /
    • 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.

The Effects of Virtual Reality Program on Fall Efficacy and Activities of Daily Living for Patients with Stroke (가상현실 프로그램이 뇌졸중 환자의 낙상 효능감과 일상생활활동에 미치는 영향)

  • Lee, Jong-Min;Kim, Dong-Hee;Song, Seung-Il
    • The Journal of Korean society of community based occupational therapy
    • /
    • v.2 no.2
    • /
    • pp.25-35
    • /
    • 2012
  • Objective : The purpose of this study was to investigate the effect of virtual reality program on fall efficacy and activities of daily living(ADL) for patients with stroke. Method : Twenty stroke patients were participated voluntarily and were assigned randomly into the control and the experimental groups. Both control and experimental groups were given same basic rehabilitation treatment while only the experimental group was given virtual reality program. The fall efficacy of both groups was assessed using fall efficacy scale(FES) and ADL performance ability was assessed by functional independence measure(FIM). Result : Fall efficacy and ADL performance ability showed a statistically meaningful difference for both experimental and control groups(p< .05), the fall efficacy and ADL performance ability of the experimental group improved meaningfully in a statistical way than that of the control group(p<. 05). Conclusion : It was found that carrying out virtual reality program with occupational therapy has an effect on fall efficacy and ADL performance ability of patients with stroke. Therefore, virtual reality program can be a way of treatment for patients with stroke to improve their fall efficacy and ADL performance ability, and the program can also be applied in clinics as well as occupational therapy.

  • PDF

Effects of North Korea Defectors' Living Experiences in South Korea on Their Self-perceptions and Perceptions of South Korea (남한사회에서의 생활경험이 탈북자에게 미치는 영향: 남한과 자신에 대한 인식을 중심으로)

  • Taeyun Jung ;Young-man Kim
    • Korean Journal of Culture and Social Issue
    • /
    • v.10 no.3
    • /
    • pp.61-81
    • /
    • 2004
  • The purpose of this study was to investigate effects of North Korea defectors' living experiences in South Korea on their self-perceptions and perceptions of South Korea. For this purpose, a questionnaire was distributed to 66 defectors with no living experiences at all and 99 defectors with living experiences of an average of 2.7 years in South Korea. They were asked to rate their own as well as South Koreans' values, personality, attitudes toward sexual misbehavior, gender stereotypes. Also, they evaluated the society of South Korea and its political control. The results indicated that those defectors with living experiences tended to perceive more negatively their own and South Koreans as well, and yet that they were less negative for sexual misbehavior and weaker for gender stereotypes. Also, results suggested that living experiences led defectors to perceive South Korea in a more negative way. Those findings were discussed in terms of changes in culture.

  • PDF

Convergence Effect of Virtual Reality Program on Activities of Daily Living Ability in Stroke Patients : Meta-Analysis (가상현실 프로그램이 뇌졸중 환자의 일상생활활동 능력에 미치는 융합적 효과 : 메타분석)

  • Choi, Ki-Bok;Cho, Sung-Hyoun
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.8
    • /
    • pp.63-70
    • /
    • 2020
  • This study was designed to test the convergence effectiveness of virtual reality programs for patients with stroke by using meta-analysis. Based on the PICOS criteria, we searched domestic literature and selected the final 9 studies in relation to 'stroke' and 'virtual reality programs'. Evaluation of the risk of bias in individual studies was conducted using evaluation tools according to the design of each study. The effect size of the meta-analysis was calculated using CMA program. The mediating effect analysis was conducted by sub-group analysis and meta-regression analysis. The overall effect size of the virtual reality program on the activities of daily living ability was Hedges's g=0.302(95% CI: 0.064~0.540), Therefore, virtual reality programs can increase the activities of daily living in stroke patients and have a positive impact on the medical industry that the convergence of virtual reality industry and healthcare industry.

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
    • /
    • v.16 no.8
    • /
    • pp.5476-5484
    • /
    • 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.

고학력 기혼여성의 취업여부에 따른 식생활 및 신체활동 평가와 건강증진생활양식 예측모형 구축

  • 최지현;정영진
    • Proceedings of the KSCN Conference
    • /
    • 2004.05a
    • /
    • pp.399.2-400
    • /
    • 2004
  • 여성의 고학력화와 기혼여성의 경제활동 참여율이 날로 증가되는 현실에서 기혼여성의 건강관리 대책 마련을 위한 기초 자료로 활용하고자, 건강증진생활양식의 핵심 요소인 식생활과 신체활동 상태를 평가하고, 기혼여성의 건강증진생활 양식에 영향을 미치는 요인들 간의 상호관계와 각 요인들의 영향력을 파악하여 취업 여부별로 건강증진생활양식 예측모형 구축을 시도하였다. 이를 위해 대졸 이상의 기혼여성을 대상으로 인구 사회학적 특성과, 가정과 사회에서 맡고 있는 역할의 수, 각 역할에 대한 중요성 인식도 및 부담도, 가족 및 기타 가사관리자의 조력, 스트레스ㆍ우울ㆍ피로와 같은 심리적ㆍ신체적 증상과, 자아효능감, 그리고 건강증진생활양식에 대한 자료를 수집하였다.(중략)

  • PDF

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
    • /
    • v.8 no.4
    • /
    • pp.41-51
    • /
    • 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.

A Study on the Communication Method Using Metaverse (메타버스를 활용한 커뮤니케이션 방법 연구)

  • Lee, Dong-Hoo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.01a
    • /
    • pp.57-58
    • /
    • 2022
  • 메타버스는 가상, 초월을 의미하는 '메타'(meta)와 세계, 우주를 의미하는 '유니버스'(universe)를 합성한 신조어이다. 메타버스는 기본적으로 가상의 세계이다. 그러나 향후 현실과 메타버스가 공존한 세상에서 태어나 성장할 아이들에겐 메타버스 자체가 현실의 일부이고 메타버스를 통한 소통과 사회활동이 일상이 될 것이다. 메타버스 안에서 학습, 놀이, 휴식, 경제활동 등 일상의 모든 현실과 연속성을 띠고 소통하면서 가상세계의 나와 현실의 내가 직접적인 영향을 주는 세상이 될 것이다. 이 기술들을 인간 생활에서 가장 중요한 부분일 수 있는 커뮤니케이션 활성화에 활용하기 위해서는 기술과 인간에 대한 많은 고민과 연구가 필요할 것으로 보인다.

  • PDF

Design of Mixed Reality System for Weather forecast (혼합현실 기상가시화 시스템 설계)

  • Lee, Young-Ho;Ahn, Dong-Sun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2010.07a
    • /
    • pp.165-167
    • /
    • 2010
  • 최근 지구 온난화 효과에 의한 기상이변으로 기상정보에 대한 관심이 급증하고 있다. 날씨 예보가 일반인들의 일상생활에 영향을 미칠 뿐만 아니라 산업과 경제 전반에 미치는 영향이 크기 때문이다. 기상분야의 의사결정은 직간접적으로 많은 양의 자료를 필요로 한다. 기상자료로부터 공간에 관련된 지도 자료, 각종 측정 및 계측자료 등이 그것들이다. 따라서 기상분야에서의 의사결정이 앞에 나열한 자료를 처리하고 계산과정을 거쳐 그 결과를 바탕으로 이루어질 때 적절하고 합리적인 의사결정이라고 할 수 있을 것이다. 이러한 의사결정 시스템은 사용자가 직관적이고 종합적으로 의사를 결정할 수 있도록 여러 가지 복잡한 자료를 표출할 수 있어야 한다. 본 논문에서는 의사결정을 위한 기상가시화 시스템의 요구조건을 분석하고 설계를 제안한다.

  • PDF