• Title/Summary/Keyword: Digital therapy

Search Result 652, Processing Time 0.026 seconds

디지털 미술치료의 가능성 및 발전방향 (A Study on the Feasibility and Future of Digital Art Therapy)

  • 이상희;원광연;우성주
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2009년도 학술대회
    • /
    • pp.1309-1315
    • /
    • 2009
  • 컴퓨터를 비롯한 디지털 기술의 빠른 발전은 건강과 관련한 분야에도 새로운 변화를 일으키기 시작했다. 각종 사이버 상담을 비롯하여 원격 진료, 게임과 VR을 활용한 치료 등에 이르기까지 그 영역도 다양해지고 있다. 이에 따라 자연스럽게 HCI 분야에서도 각종 Health Technology와 관련한 이슈에 대해 관심을 갖고 점점 많은 연구가 진행되고 있는 상황이다. 이러한 흐름에서 본 연구는 최근 대체의학의 한 분야로 대두되고 있는 미술치료를 화두로 디지털기술과의 다양한 접목의 가능성을 모색해보았다. 1999년 Cathy A Malchiodi는 그의 저서에서 "컴퓨터의 사용증가와 디지털기술의 발전이 다른 헬스 케어 영역에서처럼 미술치료의 영역에도 커다란 변화를 일으킬 수 있다." 라고 언급했지만 디지털 기술을 활용한 미술치료는 여전히 생소하고 낯선 개념이다. 비록 몇 몇 선구적인 연구자들이 각종 디지털기술을 미술치료와 결합하려는 시도를 하고 있긴 하지만, 많은 현장에서는 이에 대해 미술치료의 본질을 해칠지 모른다며 우려감을 표명하고 있다. 그럼에도 미술치료 영역에 디지털 기술을 직간접적으로 활용하고자 하는 시도는 조금씩 증가하고 있는 추세이다. 이런 배경에서 본 연구는 현재까지 관련된 연구에 대한 체계적인 분석과 그 흐름을 분석하였다. 나아가 이 내용을 바탕으로 한국의 미술치료사를 대상으로 앞으로 디지털기술을 활용한 미술치료가 점차 어떤 방향으로 발전해나갈 수 있을 지 심층 인터뷰를 진행하였다. 이러한 이론적, 실제적 연구방법을 통해 디지털미술치료가 향후 전통적 방식의 미술치료가 갖는 한계점을 보완하며 그 가능성을 넓혀 갈 수 있음을 알 수 있었다. 그리고 그 방향은 치료보다는 예방차원에서, 단일미술치료보다는 다양한 매체와 감각을 활용하는 통합적 치료로, 또 언제 어디서든 활용될 수 있는 방식으로, 끝으로 대상의 특성에 맞는 세분화된 형태의 디지털미술치료 서비스로 정리해볼 수 있었다. 즉 디지�� 미술치료, 나아가 디지털 기술을 활용한 예술치료가 현대인의 건강과 웰빙을 위한 새로운 콘텐츠로서 충분히 자리매김할 수 있는 가능성이 있음을 확인해보았다. 본 연구는 새로운 콘텐츠를 위한 기반 연구로서 향후 미술치료를 비롯한 예술치료와 엔지니어 사이의 자연스러운 협업을 위한 기초 자료로서 자리매김 하였다는 데 그 의의를 찾을 수 있겠다.

  • PDF

국내 뇌졸중 환자를 위한 디지털 치료의 효과: 메타분석 (The Effects of Digital Therapy for Stroke Patients in Korea: Meta-analysis)

  • 정재훈
    • 대한통합의학회지
    • /
    • 제11권4호
    • /
    • pp.1-15
    • /
    • 2023
  • Purpose : This study investigates the effectiveness of digital therapy for stroke patients in Korea. Methods : A comprehensive database search was performed using KCI, Science on, e-article, RISS, KISS and Korea OpenMed databases for randomized controlled trials (RCTs) that studied the effects of digital therapy on patients who had a stroke. This study includes RCTs published from January 2000 to July 15, 2022, which fulfilled the inclusion and exclusion criteria. A total 697 studies were screened and 30 studies were included in the final analysis. Methodological quality was assessed with the Cochrane's RoB (risk of bias) tool. Meta-analysis was performed using CMA 4.0 software. Results : A total of 56 effect sizes were calculated from the 30 selected studies. As a result of the analysis, the overall effect size of digital therapy was .59 (95 % CI=.43-.74). When classified according to type of intervention, VR (virtual reality) (g=.58, 95 % CI=.40-.75), and CACR (computer assisted cognitive rehabilitation) (g=.62, 95 % CI=.30-.95) were statistically significant. VR showed medium to large effect sizes in cognitive function (g=.78, 95 % CI=.20-1.37), psychosocial function (g=.63, 95 % CI=.20-1.07), and physical function (g=.61, 95 % CI=.38-.83). In the CACR, there was a large effect size in cognitive function (g=.84, 95 % CI=.52-1.15), but there was no significant difference in psychosocial function. Also, there was no significant difference between the two interventions in activities of daily living and no significant difference in the effect size of both interventions according to the intervention session. Furthermore, medium to large effect sizes were found for subacute and chronic stroke patients according to the duration of disease. Conclusion : This study presents evidence that digital therapy has a positive effect on various functions of stroke patients in Korea. The researchers expect to actively accept the new paradigm of digital therapy and continue to apply digital therapy in clinical practice.

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

  • 김정현
    • 대한물리치료과학회지
    • /
    • 제30권4호
    • /
    • pp.92-110
    • /
    • 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.

Design and Implementation of VR-ADHD Digital Therapy Using VR Games

  • Dae-Won Park;Han-Byul Kang;Sang-Hyun Lee
    • International Journal of Advanced Culture Technology
    • /
    • 제11권1호
    • /
    • pp.332-336
    • /
    • 2023
  • In this paper, we design and implement an ADHD diagnostic rating scale algorithm and virtual reality- based digital treatment by combining virtual reality technology that enables multiple access based on specialized medical data. The VR ADHD digital treatment to be implemented is intended to be applied directly to diagnosis and treatment of child/adolescent ADHD by applying various psychiatric treatment technologies. In order to evaluate the usability of the digital therapeutic agent developed in this paper, an expert group consisting of 2 males and 12 females "targeted counseling psychology majors at the Asian Dementia Center once a day for 3 weeks, ADHD VR-based digital therapeutics for children Experienced and usability evaluation conducted. As a final result of this thesis, it was possible to develop attentional concentration ability, working memory improvement ability, and impulsive control ability in four games of digital therapy, and it was possible to confirm significant results that can be expected to have ADHD therapeutic effects.

디지털경사계를 사용한 체간재위치오류 검사의 신뢰도 분석 (Analysis of Intrarater and Interrater Reliability of Trunk Repositioning Error Test using a Portable Digital Inclinometer)

  • 장우남;이경보;염준우;황병용
    • The Journal of Korean Physical Therapy
    • /
    • 제25권4호
    • /
    • pp.210-216
    • /
    • 2013
  • Purpose: A cost effective tool for the clinical measurement of trunk reposition sense is clearly needed. This study was to analyze intrarater and interrater Reliability of trunk repositioning error (TRE) test which assesses trunk position sense using a portable digital inclinometer. Methods: Twenty four normal healthy subjects were recruited. TRE was measured using a portable digital inclinometer. A digital inclinometer (Acumar-ACU360; Lafayetter Instrument) with precision to $1^{\circ}$ was placed on skin over the spinous process from first to second thoracic vertebra (T1-T2) and secured with double-sided tape. TRE test during sitting forward and lateral flexion movement was assessed. When they reached a point approximately 50% of full trunk flexion range, the examiner instructed the subjects to stop and told them. This was the target position that they should try to reproduce exactly. Each subject performed six trials. Results: ICC (2,1) for intrarater reliability (with-day and between-day) of TRE test in sagittal and frontal plane of movement was 0.75 and 0.78 (excellent reliability). Interrater reliability was 0.66 in sagittal and 0.64, frontal plane (fair to good reliability). However, there were poor correlations between an average of TRE test in sagittal and frontal plane. Conclusion: TRE test using a portable digital inclinometer demonstrated good to excellent reliability. The device may be a cost effective clinical measurement for trunk reposition sense measurement.

비대면 중재 방법에 따른 노인성 근감소증의 개선에 대한 연구 (A Study on the Improvement of Geriatric Sarcopenia by Non-face-to-face Intervention Method)

  • 김명철;박주형;권민지;김범석;박민경;박서윤;박성진;박세진;박시연;박정후;송준우;유종현;이정현;이지형;김해인
    • 대한통합의학회지
    • /
    • 제12권1호
    • /
    • pp.49-62
    • /
    • 2024
  • Purpose : This study was conducted to compare two non-face-to-face exercise interventions depending on whether mobile applications and wearable exercise aids are used to find out which interventions are more effective in improving senile sarcopenia. Ultimately, it was conducted to provide basic data for developing non-face-to-face intervention methods to improve sarcopenia. Method : In this study, 18 elderly sarcopenia and possible sarcopenia aged 65 or older were randomly assigned to the digital and self-exercise intervention groups. The digital exercise intervention group performed eight exercise programs with mobile applications and wearable exercise aids to record and manage the elderly performing the programs in real time. And the self-exercise intervention group performed the same program on its own as implemented in the digital exercise group. The intervention was applied for 8 weeks, and before and after the intervention, sarcopenia evaluation and physical function evaluation were performed. Results : In the digital exercise intervention group, arm muscle mass, skeletal muscle index, SPPB, 5TSTS, and BBS were improved, and in the self-exercise intervention group, grip strength, SPPB, 5TSTS, and BBS were improved. Conclusion : It was confirmed that both groups are effective in improving physical performance and physical function, the digital exercise intervention is effective in improving muscle mass and self-exercise intervention is effective in improving muscle strength. Therefore, this study proposes to apply intervention methods separately according to the indicators to improve and prevent sarcopenia, and also simplify the instructions of applications used to improve sarcopenia and to create an environment where users can be trained regularly on how to use it. And, In the future, studies for the development of devices to be designed to help non-face-to-face exercise interventions or studies on the differences between face-to-face and non-face-to-face exercise interventions should be conducted in terms of the effect of improving sarcopenia.

척골 지단 신경의 전기생리학적 연구 (An Electrophysiologic Study on the Ulnar Digital Nerves)

  • 김종순;이현옥;안소윤;구봉오;남건우;김호봉;류재관;류재문
    • 대한정형도수물리치료학회지
    • /
    • 제11권2호
    • /
    • pp.13-18
    • /
    • 2005
  • The ulnar nerve extends down the arm, across the elbow, and into the hand. It provides sensation to the little and ring fingers and activates many of the small muscles in the hand. The determination of peripheral nerve conduction velocity is an important part of ulnar nerve evaluation. The electrodiagnostic value as neurophysiologic investigative procedure has been known for many years but normal value of digital nerve was not reported in Korea. The purpose of this investigation was to measure the digital nerve conduction velocity of ulnar nerve for obtain clinically useful reference value and compare difference in each fingers and then compare with the other countries. 71 normal Korean volunteers (age, 19-65 years; 142 hands) examined who has no history of peripheral neuropathy, diabetic mellitus, chronic renal failure, endocrine disorders, anti-cancer medicine, anti-tubercle medicine, alcoholism, trauma, radiculopathy. Nicolet Viking II (EMG machine) was use for detected conduction velocity and amplitude of digital nerves in ulnar nerve. Data analysis was performed using SPSS. Descriptive analysis was used for obtain mean and standard deviation and independent t-test was used to compare with ring and little finger. Conduction velocity of the right ring finger was 57.44m/sec and little finger was 55.32msec. The left ring finger was 55.55msec and little finger was 54.11msec. Amplitude of the right ring finger was $30.28{\mu}V$ and little finger was $48.36{\mu}V$. The left ring finger was $30.67{\mu}V$ and little finger was $52.76{\mu}V$. There were significantly difference between ring and little in amplitude (p<.05) but there were no statistically difference between conduction velocity of ring and little finger (p>.05). The amplitude of little finger are greater than ring finger. The present results revealed that electodiagnosis can easily perform in little finger for digital nerve of ulnar nerve study.

  • PDF

기공체조(氣功體操)가 DITI로 촬영한 상(上), 중(中), 하단전(下丹田)의 체표온도(體表溫度)에 미치는 영향(影響) (Effects of Qigong therapy on the thermal changes of upper, middle, lower $Danj{\breve{o}}n$(Ex-HN3, CV17, CV4) examined by Digital Infrared Thermographic Imaging(DITI))

  • 남상수;이경섭
    • 대한한방체열의학회지
    • /
    • 제1권1호
    • /
    • pp.47-51
    • /
    • 2002
  • Objectives : It is the object of Qigong therapy to promote the circulation of Qi and blood, and to relieve mentality by way of warming lower Danjon. In this study, to prove that Qigong therapy could actually subside heat on upper or middle Danjon and warm the temperature on lower Danjon, we observed the thermal changes of upper, middle, lower Danjon before and after Qigong therapy and compared them. Methods : We selected 16 patients, treated Qigong therapy and examined by D.I.T.I.(Digital Infrared Thermographic Imaging) before and after Qigong therapy, among patients who visited. Qigong clinic, Kangnam Korean hospital, Kyunghee University(Daechi-2dong, Kangnam-Gu) from april to october, 1999. We watched the difference of temperature among upper, middle, lower Danjon before and after Qigong therapy, and used student T-test(paired type, 2 tail) for proving effects of Qigong therapy statistically. Conclusions 1. The difference of temperature$({\Delta}T)$ between upper(Ex-HN3) and lower Danjon(CV4) significantly decreased about $0.55^{\circ}C$ after Qigong therapy(p<0.01). 2. The difference of temperature${\Delta}T$ between middle(CV17) and lower Danjon(CV4) significantly decreased about $0.39^{\circ}C$ after Qigong therapy(p<0.05). 3. The difference of temperature${\Delta}T$ between upper(Ex-HN3) and middle Danjon(CV17) decreased about $0.25^{\circ}C$ after Qigong therapy, but it was not statistically significant.

  • PDF

코로나19 자가격리자의 원격 디지털 미술치료 체험에 대한 현상학적 사례연구 (Phenomenological Case Study of the Experience of Telehealth Digital Art Therapy in a Self-quarantined Person before Confirmed with COVID-19)

  • 손창배;이지연
    • 한국콘텐츠학회논문지
    • /
    • 제20권12호
    • /
    • pp.646-658
    • /
    • 2020
  • 본 연구는 코로나19 자가격리자의 심리적 건강을 돌보는 심리치료 개입의 필요성을 바탕으로 원격 디지털 미술치료 체험을 현상학적 사례연구 방법으로 파악하였다. 연구 참여자는 캐나다에서 입국한 17세 청소년(여)으로, 자가격리를 하는 동안 7회기, 회기당 90~120분의 원격 디지털 미술치료 프로그램에 참여하였다. 자료분석은 내용분석을 통한 유의미한 진술을 파악하고, 연구자의 선이해와 판단중지를 바탕으로 주제를 도출하는 과정으로 진행되었다. 연구 결과 34개의 주제가 도출되었으며, 이는 공통된 10개의 주제묶음과 최종적으로 '자가격리 심리·정서', '원격 디지털 미술치료의 제한성', '원격 디지털 미술치료의 긍정성'이라는 3개의 대주제로 파악되었다. 본 연구는 코로나19 자가격리자에게 최초로 실시된 원격 디지털 미술치료 실천 사례연구로서, 코로나19라는 위기의 중심에서 자가격리자의 심리적 건강을 위한 적극적인 자기돌봄인 '심리방역'의 중요한 시사점을 제공할 것이라고 기대한다.

Systematic Review of Extended Reality Digital Therapy for Enhancing Mental Health Among South Korean Adolescents and Young Adults

  • Serim Lee;Jiyoung Yoon;Yeonjee Cho;JongSerl Chun
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • 제34권4호
    • /
    • pp.204-214
    • /
    • 2023
  • Digital therapy using extended reality (XR) holds great promise for addressing the mental health needs of adolescents and young adults. This study addresses a notable research gap in South Korea by systematically reviewing XR-based digital therapy for the mental health of South Korean adolescents and young adults. We analyzed 26 studies encompassing various aspects, including study type, publication date, research field, research methodology, data sources, program types, program content, sample characteristics, target population, assessment tools, and program effectiveness. Notably, 46.15% of the studies employed an experimental design, whereas over 53% utilized non-experimental approaches. Experimental studies lacked a genuine design, standardized questionnaires, and control variables. Similarly, non-experimental studies failed to report specific literature selection criteria. Consequently, future studies should adopt rigorous methodologies to enhance reliability and validity. Moreover, over 85% of the 26 studies focused solely on virtual reality and did not incorporate augmented or mixed reality. This study identifies the limitations of the previous research. These findings emphasize the need for structured investigations to advance the development of XR-based digital therapy to promote mental health in adolescents and young adults in South Korea.