• Title/Summary/Keyword: Digital Therapeutic Intervention

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Development of Digital Contents for ADHD Treatment Specialized for VR-based Children

  • Dae-Won Park;Chun-Ok Jang
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.302-309
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    • 2023
  • This study aimed to develop a VR-based digital therapeutic intervention for the diagnosis and treatment of ADHD. The research combined medical data with virtual reality technology to develop an algorithm for ADHD diagnostic scales and implemented a VR-based digital therapeutic platform using a head-mounted display (HMD). This platform can be used for the diagnosis and treatment of ADHD in children and adolescents. Additionally, we four VR games were developed, including archery timing, Antarctic exploration, grocery shopping, and rhythm-based drumming(RBD), incorporating various psychiatric treatment techniques based on cognitive-behavioral therapy(CBT). To evaluate the usability of this digital therapeutic intervention, a group of experts specialized in counseling psychology participated in the study. The evaluations received highly positive feedback regarding the ability to access the system menu while wearing the HMD, the consistency of terminology used in menus and icons, the usage of actual size for 3D graphic elements, and the support for shortcut key functionality. The assessments also indicated that the games could improve attention, working memory, and impulse control, suggesting potential therapeutic effects for ADHD. This intervention could provide a daily treatment method for families experiencing financial constraints that limit hospital-based therapies, thereby reducing the burden.

Effects of Digital Exercise Intervention Using Artificial Intelligence (AI) on the Physical Abilities of Adults (인공지능(AI)을 이용한 디지털 운동중재가 성인의 신체능력에 미치는 영향)

  • So-Ra Moon;Sang-Ui Choi;Hoo-Man Lee;Kwang-Sub Song;Seung-Min Choi
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.2
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    • pp.1-13
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    • 2023
  • Purpose : Along with the rapid development of digital technology, the application of digital healthcare in the medical field is also increasing. According to many experts, increasing the amount of exercise and physical activity is a helpful way to prevent and manage physical problems in modern society. However, a lack of exercise, which is of the lifestyle of modern people, leads to the development of various diseases. This study aimed to examine the effects of digital exercise intervention using artificial intelligence (AI) on the physical abilities of adults whether digital exercise intervention can be a reliable and effective therapeutic option for musculoskeletal disorders in real-world clinical settings. Methods : In this study, exercise was conducted using a digital application to investigate the effects of an AI-based digital exercise intervention on the physical abilities of adults. A total of 13 adults were evaluated, and their physical abilities before and after the exercise intervention were compared. Hand-grip strength, functional leg muscle strength, dynamic balance, and quadriceps muscle strength were assessed. Exercise was performed using a digital application and in a non-face-to-face manner. AI identified the exercise status of each participant and adjusted the exercise difficulty level accordingly. The exercised daily for 4 weeks. Results : A total of 12 participants were analyzed for the final results. Significant improvements were observed in hand-grip strength, functional leg muscle strength (evaluated using the stand-up test), dynamic balance, and straight-gait ability (p<.05), indicating an increase in the overall muscular strength and physical function of the participants. Conclusions : Digital exercise intervention using AI is effective in improving physical abilities related to musculoskeletal function. It can be useful in clinical practice as an effective treatment option for patients with musculoskeletal disorders or muscle weakness.

Do Therapeutic Interventions Exist in Online Games? Effects of Therapeutic Catharsis, Online Game Self-Efficacy, and Life Self-Efficacy on Depression, Loneliness, and Aggression

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.14 no.1
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    • pp.12-17
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    • 2018
  • This study explored potential therapeutic mechanisms of playing preferred online games as predictors of therapeutic interventions for players' psychosocial factors (i.e., aggression, depression, and loneliness). Based on theories of catharsis, the generic model of psychotherapy, we took a therapeutic approach to integrate these perspectives. We created a path model describing how therapeutic catharsis-seeking, online game self-efficacy, and life self-efficacy were associated with psychosocial factors of aggression, depression, and loneliness, including generalized sub-constructs of each factor as multi-dimensional sources. We analyzed the path model using data of 1,227 online game players in Korea. Our results indicated that therapeutic catharsis-seeking could alleviate aggression via favorite game playing. Life self-efficacy was a primary predictor for alleviating depression and loneliness. However, online game self-efficacy was positively associated with depression and loneliness. Implications of these findings are discussed.

A Study on Therapeutic Recreation Program Development for Reinforcement of Family Function for Family Supporting Senior with Dementia (치매노인 부양 가족기능 강화를 위한 치료레크리에이션 프로그램 개발 연구)

  • Lee, Moon-Sook;Kim, Jung-Dong;Han, Gun-Soo
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.495-506
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    • 2019
  • The purpose of this study was to provide the customized-service program for the family of dementia patients as an family-function reinforcement program. This study was designed to develop the therapeutic recreation program for the family supporting senior with dementia. The therapeutic program consisted of assessment, planning, implementation, evaluation. This study found the followings. First, this study shows the possibility of implication of the therapeutic recreation for the family supporting senior with dementia. Second, the therapeutic recreation program has a strong theoretical background. Third, the therapeutic recreation program has the clear goal, performing activity, intervention strategy. The therapeutic recreation program for the family supporting senior with dementia that this study provides would be valuable basic data for future studies.

Understanding the Left Right Judgement Test: A Literature Review

  • Kim, Asall;Yi, Chung-hwi
    • Physical Therapy Korea
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    • v.28 no.4
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    • pp.235-244
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    • 2021
  • Background: The body schema, which is constantly updated using somatosensory information, enables accurate movement. Since pain is reported as a possible source to alter the body schema, the left right judgement test (LRJT) has been widely used in the pain rehabilitation. However, there was a lack of consistency in the effect of the pain on the LRJT results, and for the effect of the LRJT as a part of intervention programs for pain patients. The deeper understand of the LRJT is necessary for better reproducibility, and to expand the therapeutic applications of the LRJT in the pain and musculoskeletal rehabilitation. Objects: This literature review aimed to understand the LRJT and to study the potential of the LRJT for therapeutic applications. Methods: The PubMed database was searched for studies relevant to LRJT. To establish the query set, the term was regarded from various perspectives. Results: The selected studies were classified into three categories: LRJT development, factors influencing LRJT, and therapeutic applications. Conclusion: Left right judgement test is the evaluation tool for the integrity of body schema as well as a tool for implicit motor imagery. Pain, proprioception, and other factors influence the performance of the LRJT.

Review of Non-invasive Interventions for Drooling Problems in Children With Cerebral Palsy: Trends and Analysis of Interventions for Drooling (신경발달장애 아동의 침흘림치료를 위한 비침습적 중재방법에 관한 고찰: 경향 및 중재방법 분석)

  • Jeon, Joo young;Park, Hae Yean
    • Therapeutic Science for Rehabilitation
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    • v.10 no.2
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    • pp.37-51
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    • 2021
  • Objective : The purpose of this study was to analyze non-invasive treatments and drooling assessment methods in children with cerebral palsy and developmental disabilities, who drool. Methods : This study searched two hundred papers published in 2005-2019. Forty-four papers were selected based on their abstract and title, and ten papers were finally selected following a secondary search. Results : The PEDro Scale of the selected papers was high with an average of seven points. As a result of analyzing the overall trends, the study participants were primarily patients with cerebral palsy, and recently, the therapeutic intervention of oral sensory exercise was more actively studied than behavioral modification. Studies of behavioral modification and oral sensory exercise intervention methods were found to have differences in participant age and, cognitive level, number of participants, research design, treatment time, and duration. Studies to confirming the frequency and severity of the drooling measurement method were found to be the main factor. Conclusion : This study analyzed typical behavioral modification and oral sensory exercise interventions as examples of non-invasive therapeutic interventions for children with cerebral palsy and developmental disabilities and provided information to help select appropriate therapeutic intervention methods when planning non-invasive therapy using behavioral modification and oral sensory exercise therapy.

Effect of digital therapies on balance and gait in children with cerebral palsy: A systematic review (디지털 치료제가 뇌성마비 아동의 균형 및 보행에 미치는 효과: 체계적 고찰)

  • Jung-Hyun Kim
    • Journal of Korean Physical Therapy Science
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    • v.30 no.4
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    • pp.92-110
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    • 2023
  • Background: Digital therapeutics are software medical devices that provide evidence-based treatments to prevent, manage, and treat disease. Digital therapies have recently been shown to be effective in motivating children with cerebral palsy as a tool in neuropsychological therapy. Digital therapies improve postural control, balance and gait in children with cerebral palsy. Therefore, this study aims to investigate the effects of digital therapies on balance and gait in children with cerebral palsy and to provide guidelines for prescribing digital therapies for children with cerebral palsy. Design: A Systematic Review Methods: This study searched for English-language articles published in medical journals from January 2000 to July 2023 using PubMed and MEDLINE based on the year of initiation of the digital therapy. The search terms used in the study were 'digital technology' OR 'digital therapeutic' OR 'mobile application' OR 'mobile health' OR 'virtual reality' OR 'game' AND 'cerebral palsy', 'balance' 'gait' as the main keywords. The final article was assigned an evidence level and a Physiotherapy Evidence Database (PEDro) score to assess the quality of clinical trials studies. Results: The digital therapies applied to improve balance and gait in children with cerebral palsy are game-based virtual reality training and the Nintendo Wii Fit program. Both digital therapy interventions had a significant effect on improving balance in children with cerebral palsy, and virtual reality training significantly improved balance and gait. However, there were no significant improvements in balance and gait within two weeks of treatment, regardless of the type of digital intervention. Conclusion: The study suggests that this data will be important in building the evidence base for the effectiveness of digital therapies on balance and gait in children with cerebral palsy and in advancing clinical protocols.

Analysis on Characteristics of Therapeutic Factors of VRAT(Virtual Reality Art Therapy) Contents (가상현실 미술치료 (VRAT) 콘텐츠의 치료적 요인 특성에 대한 분석)

  • Rim, Sung-Ryun
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.1-12
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    • 2022
  • Since the early 20th century, along with the interest and development of alternative psychotherapy, the field of art therapy has also been developed and expanded. In particular, the recent development of technology and the untact era brought about by the COVID-19 Pandemic is accelerating the development of new digital art therapy contents. Among them, the hot interest in virtual reality is raising expectations and questions about the effectiveness of psychotherapy given by new media beyond traditional art therapy. In this study, the characteristics of VRAT (Virtual Reality Art Therapy) content therapeutic factors were investigated through qualitative literature analysis based on the conceptual framework and therapeutic components of ETC (Expressive Therapies Continumm), an integrated art therapy theory. As a result of the study, VRAT contents showed mostly therapeutic factors in the left hemisphere that triggered the user's dynamic, perceptual, and cognitive factors, and the therapeutic factors in the right hemisphere, which focused on sensory, emotional, and symbolic factors, were relatively few. The reason seems to be due to the nature of the experimental stage, the absence of active intervention by the therapist and long-term session composition, and the fear, clumsiness, and unfamiliarity of users about VRAT in addition to the characteristics and technical limitations of the VRAT medium. The limitations of the study include the small number of documents to be analyzed and the insufficient form of current VRAT to be called art therapy. It is expected that the characteristics of the therapeutic factors of VRAT content media and environment derived as a result of this study will be usefully used for the appropriate development of VRAT content in the future.

Effects of a Digital Pegboard Training Program With Visual and Auditory Feedback on Hand Function and Visual Perception in Patients With Stroke (시각, 청각 피드백을 이용한 디지털 페그보드 훈련 작업치료 프로그램이 뇌졸중 환자의 손 기능 및 시·지각에 미치는 영향)

  • Hong, Jang-Woo;Yoo, Chan-Uk;Gang, Mi-Yeong;Chang, Ki-Yeon
    • Therapeutic Science for Rehabilitation
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    • v.11 no.4
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    • pp.85-97
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    • 2022
  • Purpose : This study aimed to investigate the effects of a digital pegboard training program with visual and auditory feedback on hand function and visual perception in stroke patients. Methods : Twenty two participants were randomly assigned to an experimental or control group. The experimental group received training using a digital pegboard training program with visual and auditory feedback (n=11), while traditional occupational therapy was administered to the control group (n=11). Hand function was assessed before and after the intervention using the Nine-Hole Peg Test and manual function test (MFT), while visual perception was assessed using the Motor-Free Visual Perception Test-3rd edition (MVPT-3). Results : Following the intervention, both the experimental and control groups showed significant improvements in performance in the Nine-Hole Peg Test and MVPT-3 (p<.05). The improvement on both tests was significantly greater in the experimental group than in the control group (p<.05). Conclusion : The results suggest that digital pegboard training with visual and auditory feedback may improve hand function and visual perception in stroke patients. Therefore, this intervention can be effective in occupational therapy to aid the recovery of stroke patients.

A Systematic Review on the Present Condition of the Internal Robot Therapy (국내 로봇치료 연구 현황에 대한 체계적 고찰)

  • Song, Ji-Hyeon;Sim, Eun-Ji;Yom, Ji-Yun;Oh, Min-Kyeong;Yi, Hu-Shin;Yoo, Doo-Han
    • The Journal of Korean society of community based occupational therapy
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    • v.6 no.1
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    • pp.49-60
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    • 2016
  • Objective : By organizing systematically the study case that use Robot Therapy as intervention tool according to PICO (Patient, Intervention, Comparison, Outcome), This study aims to investigate the domestic Robot Therapy's present condition. Methods : We searched 710 pieces of domestic scientific journal and master's thesis during the past nine years in 'Research Information Sharing Service' and 'National Digital Science Library' database using the keyword 'Robot therapy'. We finally chose 15 pieces of domestic scientific journal and master's thesis among the domestic studies that based on the full text which is affordable and used robot by therapeutic intervention tool. Chosen studies were layed out by PICO that could organize the resources systematically. Results : The quality of study tool was used to the method of evidence-based study level of 5 step classification. More than three stages of quality level study was 13. Result of dividing the studies using robot therapy by intervention field, language, lower extremity(gait), cognition, development and study for the region of the upper extremity of five is advancing. Conclusion : Nationally, the robot therapy has been used in various area that include the upper extremity and lower extremity's intervention of language, cognition, growth and others. We hope that this study for baseline data will be utilized in various area engaging to domestic robot therapy.