Journal of the Korean Society of Physical Medicine
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v.17
no.4
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pp.133-139
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2022
PURPOSE: The purpose of this study was to investigate the effects of a group exercise program with competitive games on balance in chronic stroke patients. METHODS: The subjects were chronic stroke patients living at home after their discharge from the hospital. A total of 32 subjects were divided into two groups. The experimental group performed a group exercise program with competitive games, and the control group performed individual exercises. The exercise program duration was one hour, and it comprised 10 minutes of stretching, 40 minutes of the main exercise, and 10 minutes of stretching at the end. The experimental group was divided into two teams of 8 players each and played competitive games (transfer a gym ball to another person, relay 10 m walking and return, transfer an object to the next person using both arms while sitting). The control group performed an arm/trunk exercise for 15 minutes and gait training for 25 minutes. These exercises were conducted twice a week (4 weeks). The Berg Balance Scale (BBS) and timed up-and-go (TUG) tests were performed to confirm the change in balance. RESULTS: In the experimental group, BBS showed a significant increase (p < .05) and TUG showed a significant decrease (p < .05). In the control group, there was no statistically significant change in the BBS. However, the TUG showed a significant decrease (p < .05). The BBS and TUG both showed statistically significant differences (p < .05) in the between-group comparison of the change in pre-post intervention values. CONCLUSION: A group exercise program with competitive games to improve the balance ability for fall prevention in chronic stroke patients could be used as a good intervention method.
Kim, Jong Un;Kim, Ga Eul;Ji, Yeong Beom;Lee, A Ram;Lee, Hyun Ju;Tae, Ki Sik
Journal of Biomedical Engineering Research
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v.40
no.6
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pp.223-229
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2019
The number of knee-related disease patients and knee joint surgeries is steadily increasing every year, and for knee rehabilitation training for these knee joint patients, it is necessary to strengthen the muscle of vastus medialis and quadriceps femoris. However, because of the cost and time-consuming difficulties of receiving regular hospital treatment in the course of knee rehabilitation, we developed knee exoskeleton using rapid prototype for knee rehabilitation with feedback from the electromyogram (EMG) and inertia motion unit (IMU) sensor. The modules was built on the basis of EMG and an IMU sensor applied complementary filter, measuring muscle activity in the vastus medialis and the range of joint operation of the knee, and then performing the game based on this measurement. The IMU sensor performed up to 97.2% accuracy in experiments with ten subjects. The functional game contents consisted of an exergaming platform based on EMG and IMU for the real-time monitoring and performance assessment of personalized isometric and isotonic exercises. This study combined EMG and IMU-based functional game with knee rehabilitation training to enable voluntary rehabilitation training by providing immediate feedback to patients through biometric information, thereby enhancing muscle strength efficiency of rehabilitation.
Song, Chang Ho;Shin, Won Seob;Lee, Kyoung Jin;Lee, Seung Won
한국노년학
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v.29
no.4
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pp.1261-1275
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2009
Age related decrease of muscle strength, balance, and gait abilities bring about physical inactivity in the elderly. Virtual reality (VR) training has been used successfully to rehabilitate functional balance and mobility in elderly subjects. This study was aimed at determining the effect of VR-based exercise programs by using a video game on the muscle strength, balance, and gait abilities in the elderly. 48 old people were randomly divided into two groups; VR-group (men: 11, women: 14, age: 68.42yrs) and control group (men: 10, women: 13, age: 67.58yrs). VR-group performed an exercise program twice a week for 8 weeks and control group had no intervention. The VR-based exercise program was composed of warm up(10 mins), VR-program(40 mins), and cool down(10mins). It was performed by playstation eyetoy play that provided visual and auditory feedback as well as movements of the upper and lower extremities. Muscle strengths of the knee and ankle were measured using manual muscle tester. Static balance was estimated using computerized posturography. Dynamic balance was measured by Timed up and go test (TUG), Functional reach test (FRT). 10m walk test and 6-min walk test were used to assess gait abilities. After the completion of the VR-exercise program, muscle strength, balance, and gait abilities were improved significantly (p<0.05). In conclusion, the VR-based exercise program showed improvement on the muscle strength, balance, and gait ability in the elderly. This exercise program is both effective and interesting for this age group.
The Journal of the Korea institute of electronic communication sciences
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v.19
no.4
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pp.733-740
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2024
The purpose of this study is to activate rehabilitation exercises to prevent MCI (mild cognitive impairment) in the elderly at home. Through the convergence of AI and rehabilitation exercise, we will be able to provide integrated services of medical care and rehabilitation exercise that enable integrated health management by activating rehabilitation exercise linkage in medically vulnerable communities such as rural areas and establishing exercise data. To this end, as a convergence development plan for AI and rehabilitation exercise, interdisciplinary experts will participate to produce and distribute game and rehabilitation exercise instruction manuals by type to improve cognitive function and musculoskeletal function, and systematize rehabilitation exercise programs needed for the elderly at home. The development, operation, and education of physical fitness assessment manuals can be expanded and will be of great help in early prevention of dementia.
Kang, Hyo Jeong;Kim, Mi-Hwa;Hwang, Ji Hye;Lee, Wan-Hee
Physical Therapy Rehabilitation Science
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v.9
no.3
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pp.209-214
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2020
Objective: Using biofeedback in instructing pelvic floor muscle (PFM) activation is a great method to provide information on muscle contraction. This study aimed to determine the immediate effectiveness of a mobile game-based instruction with an extracorporeal biofeedback device (EBD) to improve PFM contraction in healthy subjects. Design: Cross-sectional study. Methods: Sixteen healthy subjects (4 men and 12 nulliparous women; age, 31±5 years) were enrolled. The subjects were randomly categorized into two groups, those who were to receive instructions on how to contract the PFM by using the EBD (n=7) and those who were to undergo a transabdominal ultrasonography (TAUS; n=9) with biofeedback. PFM function was measured as the displacement (mm) of PFM elevation by using the TAUS before and after the instructions in each group. Results: The EBD and TAUS groups showed a significant increase in the displacement of PFM elevation after the instructions from 5.93±4.03 mm to 7.62±3.77 mm and from 5.27±3.39 mm to 7.47±2.79 mm, respectively (p<0.05). No significant differences were found between the two groups. Conclusions: The results of this study indicated that instructions for PFM contraction using the EBD and TAUS showed an immediate effect; however, no significant difference in effectiveness was observed between the two instruction methods. Therefore, not only can the TAUS method be used but the EBD method can also be used as a PFM instruction method for noninvasive procedures. However, further studies are needed to demonstrate the effectiveness of training and exercise on larger sample sizes that includes patient populations with PFM dysfunction.
Kim, Kang-Soo;Han, Yong-Hee;Jung, Won-Beom;Lee, Young-Ho;Kang, Jung-Hoon;Choi, Heung-Ho;Mun, Chi-Woong
Journal of Korea Game Society
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v.10
no.5
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pp.65-73
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2010
In this paper, we developed the device for an interactive game interface using bio signals which were able to recognize user's motion intention using EMG signals and it was applied to the games which need the information of the muscle motion directions. The module for acquiring EMG signals consists of 4-Ch, wrist-motions were defined as up, right, down and left state. The user's intent was recognized through thresholding and comparing signals of each channel. The classification result of the motion directions could control the arrow keys on the keyboard of PC and it was applied on the various games. This proposed game device can be expected to induce an effective exercise with an interesting and enjoyment, and it can use both self-developed or commercial games.
The purpose of this study was performed to evaluate the prevalence of overweight and to compare the dietary behaviors, nutrient intake and physical activities of specialized game high school students. Total of 163 subjects participated and their weight, height, waist circumference, hip circumference and bone status by a quantitative ultrasound method were measured. The subjects were surveyed by a self-administered questionnaire about general characteristics, dietary behaviors and physical activities. Nutrient intakes of the subjects were assessed by semi-quantitative food frequency questionnaire. The subjects were divided into four groups on their obesity level by BMI. The prevalence of underweight, normal, overweight and obese group was 6%, 58%, 16%, and 20% respectively. BMI was negatively correlated with bone mineral density (p < 0.01) and positively correlated with WHR (p < 0.01). The dietary guideline compliance score for "Enjoy Korean rice food style" was 2.63, followed by "Prepare food sanitarily"2.48, "Do not skip breakfast"2.29, "Eat a variety of vegetables, fruits, dairy products daily"2.25, "Drink water instead of beverage"2.10, "Choose less fried foods"2.09 and "Maintain healthy weight"1.91. The exercise frequency of walking was not significantly different between groups; however, heavy exercise frequency was significantly lower in underweight group than the other groups (p < 0.05). The energy intake was 2153 kcal, which was 81.2% of the Estimate Energy Requirement, and the intake of calcium and vitamin $B_2$ was 66.7% and 77.8% of KDRIs. Particularly, the intake of iron, vitamin A and vitamin C was about 59.4%, 52.2% and 55.4% of KDRIs and INQ was 0.71, 0.63 and 0.65 respectively, and intake of folic acid fell behind 39.1% of KDRIs and INQ was 0.46. Our study suggests that the systematic and continuous nutrition education will have to be provided at schools to improve dietary and health behaviors and prevent chronic metabolic disease for students of specialized game high school.
The goal of this study was to find out the effective diet prescription for the exercises. To accomplish this purpose, we investigated the effect of free-fatty acid diet (FFAD) on two groups of the K technical high school soccer players; one group with 7 members for normal diet (NORD) and another group with 7 members for high-fat diet (HFD). HFD group was fed far three days before the game. Results were as follows: i) Blood glucose level was increased with statistical significance in HFD group (P<.01) compared to the NORD group. After plying game, the glucose level was increased in the both groups ii) The contents of free-fatty acid (FFA) was significantly increased in HFD group (P<.0001) compared to the NORD group. After playing game, the FFA level was also increased in both groups iii) The levels of T-C, HDL-C and LDL-C were slightly increased in both NORD and HFD groups after playing game, while the TG level was slightly decreased. However, the differences were not significant. These results imply that HFD may not affect the level of seam lipids. Overall, the level of glucose and FFA were increased, but other types of lpids were not changed. From these studies, we observed the increase in the level of glucose and FFA but not other sew lipid. These results indicate that HFD may induce the body energy-utilizing system during long-lasting exercise such as playing soccer game.
The purpose of this study was to examine the effect of game-centered empathy training on the prosocial behaviors of elementary schoolers in a bid to suggest how their prosocial behaviors could be boosted. The research questions were posed as below: 1. Does game-based empathy training improve the overall empathy of school children? 2. Does game-based empathy training have a better effect on the cognitive empathy of school children or their emotional empathy? 3. Does game-based empathy training enhance the prosocial behaviors of school children? The subjects in this study were 62 children in their fourth year of D elementary school in Eumseong-gun, north Chungcheong province. They were divided into an experimental group and a control group, and a survey was conducted before and after the experimental group under-went empathy training for about six weeks. The instrument used in this study was David(1980)'s Interpersonal Reactivity Index adopted by Park Sung-hee(1996) to suit school children. Another instrument was Park Sung-hee (1997)'s inventory to assess the prosocial behaviors of children. The collected data were analyzed by SPSS 10.0 for Windows program, and reliability analysis and t-test were employed. The findings of the study were as follows: First, as for the effects of the game-based empathy training on the overall empathy of the elementary school youngsters that included both emotional and cognitive empathy, both groups got lower scores in posttest than in pretest. The experiment produced unexpected results, as the experimental group got significantly lower scores. This fact indicated that the game-based empathy training was ineffective. Second, the game-centered empathy training didn't exercise any influences on their cognitive and emotional empathy. The experiment had a reverse impact on the cognitive and emotional empathy of the experimental group, which implied that the training served as a factor to deteriorate the two types of empathy, and the hypothesis posed in this study was rejected. Therefore, which type of empathy could make a better progress by being exposed to the training couldn't definitely be determined. Third, the game-based empathy training didn't serve to Improve the prosocial behaviors of the elementary schoolers. There was no change in the experimental group, and this fact signified that there's something wrong with the attempt to develop school children's empathy to step up their prosocial behaviors. Based on the above-mentioned findings, the following conclusion was reached: First, the game-centered empathy training had no effects on boosting the overall empathy of the school children. Second, the game-centered empathy training couldn't be said to be effective in improving either cognitive empathy or emotional one. From a viewpoint of relativity, that could be said to affect emotional empathy more than cognitive one. Third, the game-based empathy training wasn't effective in improving prosocial behaviors. Rather, that resulted in interrupting the promotion of prosocial behaviors.
This study aimed to assess the effects of progressive lumbar stability exercises and lumbar stability exercises on changes in the transversus abdominis muscle thickness and lower extremity muscle fatigue index in soccer players. Ten subjects were assigned to undergo training in each of the 2 groups, namely, the progressive lumbar stability exercise group and lumbar stability exercise group. Each intervention session lasted for 30 min, and 4 sessions were conducted in a week for 6 weeks for soccer players of S. University in Jeonnam, Korea. Changes in the transversus abdominis muscle thickness and lower extremity muscle fatigue index were measured using ultrasound and surface electromyogram. The results of the ultrasound measurement for the transversus abdominis muscle thickness indicated that progressive lumbar stability exercises were more effective than lumbar stability exercises. The results of the lower extremity muscle fatigue index measurements using surface electromyogram indicated that the fatigue index decreased in the progressive lumbar stability exercise group. Progressive lumbar stability exercise is believed to have put more workload during the shaking of the limbs, leading to increased stability and increased efficiency of the lower extremity muscle, thereby decreasing the fatigue index. Therefore, progressive lumbar stability exercises can be an effective measure for preventing injuries and improving the game performance of sports players by increasing the transversus abdominis muscle thickness and decreasing the lower extremity muscle fatigue index.
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