• Title/Summary/Keyword: Digital therapy

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

  • Lee, Sang-Hee;Wohn, Kwang-Yeon;Woo, Sung-Ju
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1309-1315
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    • 2009
  • Rapid growth in computer and digital-based technology has brought about changes in various human services including psychotherapy. This paper will look into one of these changes, focusing on a rising area of mental health therapy : Art therapy. Although development of art therapy is not so fast compared to other branches of psychotherapy, some art therapists are studying how to adopt and use it properly. Both art therapists and mental health experts have concluded that technology is a powerful tool despite its limitations and reservations. While some of them think that patients have benefited from the implementation of technology, others have felt concerns about the replacement of basic professional practices. The use of digital technology in the area of art therapy, however, continues to increase, encouraging patients to benefit from it in various therapeutic processes. This thesis therefore focuses on the analysis of literature related to digital art therapy published up to now. The following field study on Korean art therapists aims to examine the current practice of digital art therapy and discuss its feasibility and future. These two methods will contribute to enhancing the understanding of art therapy not only in theory but in practice and also suggest how digital art therapy may overcome limitations of conventional art therapy by exploiting its advantages. Furthermore, this study will present some clues on a possible new position of digital art therapy in the future. I hope that this analytical examination on digital art therapy will stimulate further discussion on this issue and particularly encourage more interdisciplinary work between art therapy and digital technology.

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

  • Jae-Hun Jung
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.4
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    • pp.1-15
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    • 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.

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.

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
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    • v.11 no.1
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    • pp.332-336
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    • 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.

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

  • Chang, Woo-Nam;Lee, Kyoung-Bo;Yeom, Jun-Woo;Hwang, Byong-Yong
    • The Journal of Korean Physical Therapy
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    • v.25 no.4
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    • pp.210-216
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    • 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.

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

  • Myung-Chul Kim;Ju-Hyung Park;Min-Ji Kwon;Beom-Seok Kim;Min-Kyung Park;Seo-Yoon Park;Sung-Jin Park;;Si-Yeon Park;Jung-Hu Park;Joon-Woo Song;Jong-Hyun Yu;Jung-Hyun Lee;Ji-Hyung Lee;Hae-In Kim
    • Journal of The Korean Society of Integrative Medicine
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    • v.12 no.1
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    • pp.49-62
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    • 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.

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

  • Kim, Jong-Soon;Lee, Hyun-Ok;Ahn, So-Youn;Koo, Bong-Oh;Nam, Kun-Woo;Kim, Ho-Bong;Ryu, Jae-Kwan;Ryu, Jae-Moon
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
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    • v.11 no.2
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    • pp.13-18
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    • 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.

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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) (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))

  • Nam, Sang-Soo;Lee, Kyung-Sub
    • Journal of Oriental Medical Thermology
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    • v.1 no.1
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    • pp.47-51
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    • 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.

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

  • Shon, Chang-Bea;Lee, Ji-Yeon
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.646-658
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    • 2020
  • This study assessed the experience of telehealth digital art therapy with a phenomenological case study method based on the need for a psychotherapeutic intervention of caring for the psychological health of self-quarantined people before confirmed with COVID-19. The research participant was a 17-year-old adolescent (girl) from Canada, who participated in seven sessions in a structured telehealth digital art therapy program for 90~120 minutes per session while she was self-quarantining. The analysis of the data was conducted in the process of assessing significant statements through content analysis and drawing themes based on the researcher's pre-understanding and epoche. As a result, 34 themes were drawn, which were classified into 10 common theme clusters and finally into three theses, including "psychology and emotions during self-quarantine", "limitation of remote digital art therapy', and 'positiveness of remote digital art therapy." This study is the case study of telehealth digital art therapy conducted first with a self-quarantined person before confirmed with COVID-19, and at the center of the crisis of COVID-19, hopefully, this study would provide important implications for "psychological quarantine," active self-care for self-quarantined people's psychological health.

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
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    • v.34 no.4
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    • pp.204-214
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    • 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.