• 제목/요약/키워드: Reality Program

검색결과 684건 처리시간 0.031초

Effects of Virtual Reality Exercise Program on Balance, Emotion and Quality of Life in Patients with Cognitive Decline

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
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    • 제28권6호
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    • pp.355-363
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    • 2016
  • Purpose: In this study, we investigated the effectiveness of a 12-week virtual reality exercise program using the Nintendo Wii console (Wii) in improving balance, emotion, and quality of life among patients with cognitive decline. Methods: The study included 30 patients with cognitive decline (12 female, 18 male) who were randomly assigned to an experimental (n=15) and control groups (n=15). All subjects performed a traditional cognitive rehabilitation program and the experimental group performed additional three 40-minute virtual reality based video game (Wii) sessions per week for 12 weeks. The berg balance scale (BBS) was used to assess balance abilities. The short form geriatric depression scale-Korean (GDS-K) and the Korean version of quality of life-Alzheimer's disease (KQOL-AD) scale were both used to assess life quality in patients. Statistical significance was tested within and between groups before and after treatment, using Wilcoxon signed rank and Mann-Whitney u-tests. Results: After 36 training sessions, there were significant beneficial effects of the virtual reality game exercise on balance (BBS), GDS-K, and KQOL-AD in the experimental group when compared to the control group. No significant difference was observed within the control group. Conclusion: These findings demonstrate that a virtual reality-training program could improve the outcomes in terms of balance, depression, and quality of life in patients with cognitive decline. Long-term follow-ups and further studies of more efficient virtual reality training programs are needed.

가상현실 운동프로그램이 파킨슨병 환자의 균형 및 하지 근력에 미치는 효과 (Effects of a Virtual Reality Training Program on Balance and Lower Muscular Strength of Parkinson's Disease Patients)

  • 이동규;김은경;김용남;김용성;황태연
    • The Journal of Korean Physical Therapy
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    • 제25권2호
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    • pp.96-102
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    • 2013
  • Purpose: The purpose of the study was to investigate the effect of a training program using virtual reality on the balance and lower muscular strength of Parkinson's disease patients. Methods: The study included 22 patients with Parkinson's disease who were arbitrarily classified into 2 groups: 11 patients in the experimental group and 11 patients in the control group. Balance was measured with the Berg balance scale (BBS), the functional reach test (FRT), one-leg stance test (OLST), and the timed up and go test (TUG); whereas, lower muscular strength was measured with the sit-to-stand test (STS). Ping-Pong, bowling, and tennis were selected for virtual reality training for the experimental group, and were performed for 30 minutes 3 times a week for 8 weeks. The control group did not undergo any of the virtual reality training programs. Results: A significant difference was observed in the BBS, FRT, OLST, TUG, and STS results within the experimental group that underwent the virtual reality training program. On the other hand, no significant difference was observed in the BBS, FRT, OLST, TUG, and STS values within the control groups. Conclusion: In conclusion, the virtual reality training program positively affects the balance and lower muscular strength in Parkinson's disease patients. This result indicates the possibility of application of the virtual reality training program to the management for Parkinson's disease patients, and highlights the need for the development and application of more efficient virtual reality training programs in the future.

가상현실 기반 작업치료프로그램이 학령기 지적장애 아동의 신체기능 및 학습능력에 미치는 영향 (The Effects of Virtual Reality-Based Occupational Therapy Program on the Physical Function and Learning Capacity of School-Age Intellectual Disability Children)

  • 김고운;오혜원
    • 대한통합의학회지
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    • 제9권1호
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    • pp.13-22
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    • 2021
  • Purpose : The purpose of this study was to investigate the effects of a virtual reality-based occupational therapy program on the physical function and learning ability of intellectually disabled school-aged children. Methods : In this study, 20 intellectually disabled children of school age were randomly and evenly divided into experimental and control groups with children in the experimental group receiving a virtual reality-based occupational therapy intervention. The study adopted a pretest-posttest design. The intervention was conducted for a total of 12 sessions for six weeks, twice a week, and 50 minutes per session. As measurement tools, BOT-2 and grooved pegboard tests were used to compare physical function before and after the intervention program, and K-ABC was used to check changes in learning ability. Results : The occupational therapy program produced a significant improvement in both physical function and learning ability of the experimental group. A significant difference was observed between the experimental and control groups. Conclusion : This study confirmed the value and usefulness of virtual reality-based occupational therapy as a tool for enhancing the physical function and learning ability of intellectually disabled school-aged children. Based on the results, a variety of future studies are encouraged that would further test the effects of the occupational therapy program used here.

뇌졸중 환자 대상의 가상현실 운동프로그램이 기능회복에 미치는 효과: 체계적 문헌고찰 및 메타분석 (Effects of Virtual Reality Program on Recovery of Functional in individuals Stroke: A Systematic Review and Meta Analysis)

  • 박서아;김혜영
    • 디지털융복합연구
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    • 제17권5호
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    • pp.235-247
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    • 2019
  • 본 연구는 뇌졸중 환자의 기능회복에 대한 가상현실 운동프로그램의 효과를 검증하기 위해 수행된 체계적 문헌고찰 및 메타분석 연구이다. 데이터베이스는 학술연구정보서비스(RISS), 한국학술정보(Korean studies Information Service System, KISS), 한국 의학논문데이터베이스(KMbase)를 활용하여 '뇌졸중', '뇌경색', '상지기능', '균형', '일상생활능력', '운동훈련', '운동중재' '재활' '가상현실', '가상현실 교육', '가상현실 프로그램'을 검색어로 최근 10년(2009년~2018년)간 문헌을 검토하였다. 분석은 R을 이용한 임의효과모형을 적용하여 상지기능, 균형과 일상생활능력의 효과 크기를 각각 산출하였다. 최종적으로는 RCT 9편을 분석하였다. 개별문헌은 Cochrane Collaboration의 RoB (Risk of Bias) 도구를 통해 비뚤림 위험을 평가하였으며, 전반적인 비뚤림 위험은 낮았다. 본 연구결과 균형에 대한 효과크기(g=.77), 일상생활 활동에 대한 효과크기(g=.80)로 "큰 효과크기"를 나타내었다. 따라서, 뇌졸중 환자의 균형과 일상생활능력 향상을 위한 가상현실 운동프로그램이 효과적임을 확인하게 되었다. 향후 가상현실 운동프로그램 이용한 보다 효과적인 프로그램 개발과 적용에 대한 연구가 필요하다고 생각된다.

우울증 노인을 위한 현실치료 프로그램의 효과 (The Effects of a Reality Therapy Program for the Elderly with Depressive Disorder)

  • 김진주;현명선
    • 동서간호학연구지
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    • 제22권2호
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    • pp.96-103
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    • 2016
  • Purpose: The purpose of this study is to develop a Reality Therapy program for the elderly with depressive disorder, and then examine the effects of the developed program. Methods: This study used 'non-equivalence control group pretest-posttest design'. The participants were forty-eight elderly who were on medication treatment with depressive disorder. Twenty-two participants were assigned to the experimental group and twenty-six ones were assigned to the control group. A 10-session Reality Therapy program was provided to the experimental group. The data were collected from September to December in 2012. Dependent variables were self-esteem, internal control, and depression. Results: The scores of self-esteem for the experimental group were significantly increased compared to the control group (t=-4.87, p<.001). The scores of depression for the experimental group were significantly decreased compared to the control group (t=3.61, p=.001). However, there was no significant change on the scores of internal control between the two groups. Conclusion: The results of this study indicate that the Reality Therapy program is effective in increasing self-esteem and decreasing depression for the elderly with depressive disorder.

기능적 전기 자극이 뇌졸중 환자의 균형과 보행에 미치는 영향 (The Effects of FES on Balance and Gait Ability in Patients of Stroke Patients)

  • 홍종윤;이효정
    • 대한통합의학회지
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    • 제7권2호
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    • pp.95-109
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    • 2019
  • Purpose : This study was conducted to evaluate the effects of FES with abdominal muscle contraction before virtual reality training on balance and gait ability in patients of stroke patients. Methods : The subjects were 30 stroke patients who satisfied the selection criteria. They were randomly assigned to a group receiving functional electrical stimulation with a virtual reality training program (the experiment group, n=15) and placebo functional electrical stimulation with a virtual reality training program (the control group, n=15). The program consisted of three 30-min sessions per week for six weeks. The timed up and go test (TUG), the BT4, the G-WALK were used to estimate subjects' balance, gait before and after the program. For the experiment group, the functional electrical stimulation was applied to the external oblique and the rectus abdominis, For the control group, the same program and the placebo functional electrical stimulation were applied. Results : There were significant improvements in the subscales of the balance and gait ability test of those who participated in the functional electrical stimulation, while the control group showed no significant changes. Conclusion : Therefore, functional electrical stimulation with virtual reality effectively improved the balance and gait ability in patients with chronic stroke.

가상현실 운동프로그램이 여성노인의 근활성도와 균형능력에 미치는 영향 (Effects of Virtual Reality Exercise Program on Muscle Activity and Balance Abilities in Elderly Women)

  • 이준희;박성웅;강정일;양대중;박승규
    • The Journal of Korean Physical Therapy
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    • 제23권4호
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    • pp.37-44
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    • 2011
  • Purpose: The aim of this study was to investigate the effects of an exercise program using a virtual reality game and a gait exercise program using a treadmill on % maximum voluntary isometric contraction (%MVIC) and static and dynamic balancing capabilities. Methods: A total of 26 elderly women were included in the study. 13 women were assigned to an exercise program using a virtual reality game, and 13 to a gait exercise program using a treadmill. The subjects performed the exercise for 40 min per session, three sessions per week, for eight weeks. Results: The %MVIC of the vastus medialis was significantly increased from $28.91{\pm}2.03%$ to $32.98{\pm}2.6%$ in the virtual reality game exercise group (p<0.00). The %MVIC of the vastus lateralis was significantly increased from $27.17{\pm}1.93%$ to $31.50{\pm}2.18%$ (p<0.00) in the gait exercise program group. The whole path length with both feet on the floor and eyes open was significantly decreased from $1570.92{\pm}820.6mm$ to $1343.62{\pm}242.41mm$ (p<0.00). The whole path length with both feet on the floor and eyes closed was significantly decreased from $1819.85{\pm}361.14mm$ to $1581.05{\pm}285.11mm$ (p<0.00). The length of a functional reach was significantly increased from $25.2{\pm}4.23cm$ to $27.68{\pm}4.04cm$ (p<0.00). Conclusion: The exercise program using a virtual reality game is effective for improving the %MVIC and static and dynamic balancing capabilities in elderly women aged 65 years and more.

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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    • 제34권4호
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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.

가상현실기반 재활프로그램이 뇌졸중환자의 균형에 미치는 영향 : 국내연구에 대한 메타분석 (The Effect of Virtual Reality Based Rehabilitation Program on Balance of Patient with Stroke: A Meta-analysis of Studies in Korea)

  • 노정석
    • 대한물리치료과학회지
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    • 제24권1호
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    • pp.59-68
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    • 2017
  • Purpose : The aims of this study was to conduct a systematic literature review with meta-analysis to investigate the effect of virtual reality based rehabilitation program on balance of patient with stroke in Korean studies. Method : The studies for analysis were searched in electronic databases(Research Information Sharing Service; RISS, Korean Studies Information Service; KISS, DBpia, e-articles, National Assembly Library). The key words for search were 'virtual reality', 'stroke', and 'balance' and only randomized controlled trials and clinical controlled trials were included. Of 40 studies identified in the search, 20 studies met the criteria of this study and included in this meta-analysis. Result : The results were as follows: 1) The overall effect size of virtual reality based rehabilitation program was 0.557(95% critical interval; 0.340~0.774). 2) In the analysis of sub-categorical variables, effect size was as follows; the commercial game type(0.621) > virtual environment type(0.335); the dynamic balance measurement(0.750) > static balance measurement(0.226); randomized controlled trial(0.653) > clinical controlled trial(0.275); and thesis type(0.706) > article of journal type(0.339). 3) In the analysis of sub-continuous variables, as time of program(per session) increased, the balance increased(p<0.05). Conclusion : The results of this study showed that virtual reality based rehabilitation program moderately improves the balance of stroke patient. Further studies are recommended to investigate the effect of sub-variables related to virtual reality programs on motor functions of patient with stroke.

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다문화청소년의 트라우마 중재를 위한 가상현실 프로그램 모형 (Virtual Reality Program Model for Trauma Intervention in Multi-cultural Adolescents)

  • 김경숙;송은지;김민경;주세진;김민정
    • 한국정보통신학회논문지
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    • 제21권2호
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    • pp.361-366
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    • 2017
  • 최근 가상현실의 기술이 발달함에 따라 게임중독, 알코올 중독 등에 대한 가상현실 치료 프로그램이 개발되고 있다. 본 연구는 다문화 청소년의 트라우마 중재를 하기 위하여 가상현실에 기반한 인지행동치료 프로그램을 구현하는 개발과정의 모형을 제시하고자 한다. 인지행동치료의 가상현실 프로그램개발은 크게 3단계로 나누어진다. 제1단계에서는 다문화청소년이 트라우마로 인하여 경험한 주요 감정과 표출된 문제를 포함한 트라우마의 특성들을 파악하고 제2단계에서는 트라우마에 대한 인지행동치료를 목표로 한 시나리오를 구성의 전개과정과 범위의 내용을 제시되어야 한다. 최종 제3단계서는 시나리오 콘텐츠의 가상현실프로그램 구현에 대한 타당성 검토를 통해 다문화청소년의 긍정적 변화를 이끌 수 있는 중재 프로그램 개발의 가능성을 제안하였다.