• Title/Summary/Keyword: Disabilties

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The Effects of Game Play Activities on the EEG, Social Skills and the Self-control of the Children with Intellectual Disabilities in ICT era (ICT 시대에서 게임놀이활동이 학령기 지적장애아동의 뇌파와 사회적 기술, 자기 통제력에 미치는 영향)

  • Bae, Seon-Young;Cho, Hwa-Young;Choi, Sue-Hee;Oh, Myong-Hwa
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.8
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    • pp.807-816
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    • 2016
  • The purpose of this study was to investigate the effects of game play activities on EEG, social skills and self-control in the children with intellectual disabilities. Subjects with intellectual disabilties were divided by control group(n=3) and the experimental group(n=3). In a period of 6 weeks, they took game play activities for 50 minutes 2 times a week. As a result, in EEG(${\alpha}$-wave, ${\beta}$-wave), social skills and self-control before and after intervention, there were significant difference in experimental group(p<.05). And in ${\alpha}$-wave, social skills and self-control, there were significant difference in between group(p<.05). But, in ${\beta}$-wave there was no significant difference in between group(p>.05). These findings indicate that game play activities on the children with intellectual disabilities could improve EEG, social skills and self-control. Accordingly, game play activities are judged to be used for the children with intellectual disabilities to prevent problem and to intervention.

Research trends in rehabilitation program for disabled applying virtual reality technology in Korea (가상현실기술을 적용한 국내 장애인재활프로그램 연구동향)

  • Kim, Mi-Jung
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.381-391
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    • 2015
  • The purpose of this study was to investigate the trends in research on the effects of virtual reality technology applied to rehabilitation for disabled. I have collected 60 papers published in Korea(2000-2014), and analyzed it by the P.I.C.O. method. As a result, adults and the elderly are most common subjects, and projection type has been used frequently in researches. It were included mostly balance, upper extremity function, and gait that the dependent variables represents the intervention effects. I interpreted it as the ICF factors. So, research topics were the most common mobility, in contrast to educational, vocational, recreational area as dealing with the participation area is very small. In the future, we should focused on social aspects for useful intervention in real life of people with disabilities based on virtual reality technology, and virtual reality technology should be easy to apply in terms of cost and accessibility.