• Title/Summary/Keyword: Reality Program

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Effect of a Dual-task Virtual Reality Program for Seniors with Mild Cognitive Impairment (경도인지장애 노인에게 적용한 이중과제 병합 가상현실 프로그램의 효과)

  • Hwang, Jung-Ha;Park, Mi-Suk
    • Korean Journal of Clinical Laboratory Science
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    • v.50 no.4
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    • pp.492-500
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    • 2018
  • This study examined the effects of a dual-task virtual reality program on the cognitive function and EEG for patients with mild cognitive impairment. A dual-task virtual reality program was performed in the experimental groups while conventional occupational therapy was carried out in the control group for 30 minutes per session, which was done five days per week for 6 weeks. The results were as follows. First, the memory of the cognitive function and balance was improved significantly in the experimental group with the dual-task virtual reality program compared to the control group with the traditional occupational therapy. Second, EEG was also increased significantly in the experimental group compared to the control group. The results of this study suggest that the dual-task virtual reality program was an effective treatment method for the elderly with mild cognitive impairment and would be a cornerstone of basic data that will be helpful to those suffering from a range of diseases.

The Effect of Virtual Reality Program Combining Transcranial Direct Current Stimulation on Depression, Hand Function, Cognition, and Daily Life Activities of Patients with Mild Cognitive Disorders (경두개직류전류자극을 결합한 가상현실프로그램이 경도인지장애환자의 우울, 손기능, 인지와 일상생활활동에 미치는 영향)

  • Ko-Un Kim;Bo-Ra Kim;Tae-Gyu An
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.1
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    • pp.53-62
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    • 2023
  • Purpose : This study evaluated the effects of transcranial direct current stimulation and a virtual reality program on the depression, hand functions, cognitive function, and activities of daily living of patients with mild cognitive impairment by dividing 20 patients with mild cognitive impairment and depression. The 20 patients were divided into a treatment group (transcranial direct current stimulation + a virtual reality program) and a control group (placebo transcranial direct current stimulation + a placebo virtual reality program). Methods : This study allocated ten subjects to the treatment group and ten subjects to the control group. The treatment was given five times per week for six weeks (30 sessions), and each session was 30 minutes. This study screened depression by using SGDS-K, a short geriatric depression scale, to examine depression before and after treatment intervention. This study also used the box and block test, NCSE, and FIM to evaluate hand functions, cognitive function, and activities of daily living, respectively. Results : The results showed that depression significantly decreased, hand functions significantly increased, cognitive function significantly improved, and activities of daily living significantly increased after intervention in the treatment and control groups. The magnitude of changes in depression, hand functions, cognitive function, and activities of daily living was significantly different between the two groups after intervention (p>.05). Conclusion : The results showed that the application of transcranial direct current stimulation and a virtual reality program could improve cognitive function, hand functions, and activities of daily living by decreasing depression. Therefore, it can be concluded that the simultaneous application of transcranial direct current stimulation and a virtual reality program is an intervention method, which can be applied for decreasing depression, enhancing hand functions, improving cognitive function, and increasing activities of daily living in patients with mild cognitive impairment.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

The Effect of Virtual Reality Rehabilitation Program on Upper function, Cognition and Activity of Daily of Living in the with Stroke Patients (가상현실재활프로그램이 뇌졸중 환자의 상지기능, 인지와 일상생활활동에 미치는 효과)

  • Woo Kwon Park;Jung A Boo;Bo Jung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.195-200
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    • 2023
  • The purpose of this study was to investigate the effects of a virtual reality rehabilitation program on upper limb function, cognition, and activities of daily living in stroke patients. Among the 25 participants in the program, it was randomly classified 13 experimental group and 12 control group. Rehabilitation training was applied 3 times a week and general occupational therapy 2 times a week using virtual reality rehabilitation training equipment in the experimental group, and general occupational therapy was performed 5 times a week, 30 minutes per session in the control group. As a result of the virtual reality rehabilitation program, cognitive function increased by 3.39 points in the experiment group, The control group who received only general occupational therapy increased by 1.5 points. As for the upper limb function, the average of the experimental group subjected to the virtual reality rehabilitation program increased by 4.84 points The control group who received only general occupational therapy increased by 1.34 points. As for activities of daily living, the average of the experimental group that conducted the virtual reality rehabilitation program increased by 20.38 points, The control group who received only general occupational therapy increased by 7.61 points. This result show that the virtual reality program has an effect on upper limb function, cognition, and activities of daily living of stroke patients.

The Reality Therapy Program Effect on Occupational Stress in Company Employee (현실요법 집단상담 프로그램이 직장인의 직무스트레스에 미치는 효과)

  • Kim, Se-Bong;Byun, Sang-Hae
    • 한국벤처창업학회:학술대회논문집
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    • 2009.08a
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    • pp.27-41
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    • 2009
  • This study research the effect that the reality therapy program reduces the occupational stress in company employee. The subjects of this research were company employees of the A area in 30-40's. They were divided into two groups: an experimental group of 10 company employees, and a control groups of 10 company employees. And the reality therapy program was executed to the experiment group. A measurement tool was used a standard occupational stress scale for korean employee that developed by The Korean Society of Occupational Stress. For the purpose of the study, it was t-test to analyze collected data. The result of the study was that the occupational stress in an experiment group which take part in the reality therapy program was meaning statistically reduced than the control group.

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Effects of a Happiness Choice Program Based on Reality Therapy on Subjective Well-being and Interpersonal Relations in Nursing Students (현실치료를 적용한 행복선택 프로그램이 간호대학생의 주관적 안녕감과 대인관계능력에 미치는 효과)

  • Lee, Eun Sook
    • Journal of Korean Public Health Nursing
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    • v.29 no.3
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    • pp.503-514
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    • 2015
  • Purpose: The purpose of this study was to determine the effects of a happiness choice program based on reality therapy on subjective well-being and interpersonal relations in nursing students. Methods: A nonequivalent control group pre-posttest design was used. The participants were 45 nursing students, 22 in the experimental group, and 23 in the control group. They were from 2 different colleges of nursing located in 2 regions. The happiness choice program based on reality therapy was held 6 times over 6 weeks, taking 120 minutes per session. Nursing students' subjective well-being and interpersonal relations were measured. SPSS 18.0 using the ${\chi}^2$-test, t-test, and paired t-test were used in data analysis. Results: Nursing students in the experimental group showed significantly higher life satisfaction (t=3.81, p<.001), positive emotion (t=2.09, p=.042), and interpersonal relations (t=4.11, p<.001), while significantly lower negative emotion (t=-2.59, p=.013). Conclusion: The findings of this study suggest that a happiness choice program based on reality therapy could be a useful intervention for improving subjective well-being and interpersonal relations of nursing students.

The Effect of Virtual Reality-Based Anatomy Education Program on Learning Presence, Technology Acceptance, Learning Motivation, and Knowledge for Nursing Students (가상현실(Virtual Reality) 기반 해부학 교육 프로그램이 간호대학생의 학습실재감, 기술수용성, 학습동기 및 해부학 지식에 미치는 효과)

  • Kim, Minkyeong;Song, Young A;Son, Dong Min
    • Journal of East-West Nursing Research
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    • v.29 no.2
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    • pp.141-149
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    • 2023
  • Purpose: The purpose of this study was to verify the effects of virtual reality (VR) based anatomy education program on nursing students' learning presence, technology acceptance, learning motivation, and knowledge. Methods: A nonequivalent control group pre-test and post-test design was employed. The study participants included 113 nursing students (56 in the experimental group and 57 in the control group) from Ansan City. Data collection was conducted from June 1 through 23. Data were analyzed using χ2-test, Fisher's exact test, and t-test using SPSS 23.0 program. Results: The experimental group had a significant increase in learning presence, technology acceptance, and knowledge before and after the intervention compared to the control group. Conclusion: Virtual reality based anatomy education is an effective learner-centered educational program. From an educational perspective, VR anatomy education programs can improve anatomy knowledge by increasing students' acceptance of VR technology and increase their motivation to learn by increasing their sense of presence.

The Development and the Effects of Group Counseling Program Based on Reality Therapy for the Decrease of Elementary School Students' Academic stress (초등학생의 학업스트레스 감소를 위한 현실요법 집단상담 프로그램의 개발 및 그 효과)

  • Woo, Hyun-Ju
    • 한국초등상담교육학회:학술대회논문집
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    • 2004.01a
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    • pp.137-168
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    • 2004
  • The purpose of this study is to find the effect of group counseling program based on reality therapy that is developed by researcher and to investigate whether the program can decrease the academic stress of elementary school students. For this study, firstly a framework for academic stress decrease programs is established and a program is developed in accordance with the framework. Secondly, in order to verify the effect of the program, both quantitative and qualitative methods were applied to 6th grade students through a academic stress test. Experimental group and control group is composed of 18 students, each. During a two month-experimental period, group counseling program based on reality therapy was implemented to the experimental group for 10 sessions but not to the control group. The program included nicknaming, recreation activities to promote friendliness among participants and other various activities to decrease the academic stress. The results of the quantitative and statistical research are as follows: First, group counseling program based on reality therapy is effective to decrease of elementary school students' academic stress. Second, sub factor(such as perceptions of academic stress cause, symptoms of academic stress)of academic stress is significantly decreased in experimental group. But no significant difference is found in control group. Third, for some sub factor(career, friend-relationship, house-environment, behavior-symptom), an independent-sample test and a paired-sample test showed different results: the paired-sample test showed no significant differences in experimental group while the independent-sample test showed significant decrease of academic stress. The results of the qualitative research based on student commentaries on the program is as follows: First, experimental group students report that the program based on reality therapy was effective to decrease of academic stress. Second, experimental group students' commentaries shows that students could remember the WDEP, 'act' factor and acquire the solution of academic stress. Third, for a group counseling, students reported the interest about positive feedback, searching on themselves, growth of human-relationship. This means that the program developed on this study is suitable for group counseling program. In conclusion, this study proves that group counseling program based on reality therapy is effective to decrease of elementary school students' academic stress by increasing individual internal-control. Therefore, it is necessary that we should develop and apply similar program to elementary school students in other to decrease students' academic stress. school students in other to decrease students' academic stress.

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Research Trends in Medical Simulation Education Based on Virtual Reality (VR) and Augmented Reality (AR) (가상현실 (VR) 및 증강현실 (AR) 기반 의료 시뮬레이션 교육에 관한 연구 동향)

  • Sung Hyun Kyung;Shin Na Min
    • The Journal of Pediatrics of Korean Medicine
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    • v.38 no.1
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    • pp.78-87
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    • 2024
  • Purpose To develop an educational program using virtual reality (VR) and augmented reality (AR) in oriental medicine education, this study investigated the status of programs currently being used mainly in the fields of medicine, nursing, and dentistry, and was the basis for developing an oriental medicine education program. We plan to use this for future research purposes. Methods To investigate medical simulation education using VR and AR technologies, 72 studies were searched using the ProQuest Central Database (period 1.1.2000 to 10.10.2023.) Of these, 22 were selected for analysis. Results Among the selected studies, the educational fields of the program were 59% (13 studies) in medicine, 32% (7 studies) in nursing, 9% (2 studies) in dentistry, 73% (16 studies) were VR in terms of applied technology, and 27% (6 studies) in AR. Conclusions Recently, research on VRand AR has increased in the medical field. As patient rights and medical environments change, clinical practice education programs using new technologies are needed, in addition to traditional face-to-face practice. Related research is expected to be active in the field of Oriental medicine in the future.

Effect of Virtual Reality Program on Balance for the Elderly in Korea: Systematic Review (한국 노인을 대상으로 한 가상현실 프로그램이 균형에 미치는 효과: 체계적 문헌고찰)

  • Lee, Eun-A;Jung, Jae-Hun
    • Journal of Industrial Convergence
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    • v.18 no.5
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    • pp.42-53
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    • 2020
  • This study approached the elderly in Korea with a systematic review to find out the effect of virtual reality program arbitration on balance, which the evidence for the virtual reality program is provided. Total of 94 papers were searched through the database Nuri Media (DBpia), Scholarship (earticle), Korean Studies Information (KISS), National Digital Science Library (NDSL), the Korea Educational Research and Information Service (RISS), Kyobo Book Scholar (RISS), and Hakjisa New Thesis on Literature Selection using PRISMA flow-chart from January 2005 to May 2020 based on the final literature selection process and analysis. The quality level of the literature was found to be three volumes (50.0%) of the base level I, one (16.7%) of the II, and two of the III (33.3%). The most common type of virtual reality program was Wii-fit balance of 4 (66.7%), and the effect of virtual reality program arbitration was significant overall through evaluation tools for balance and walking ability. This is expected to effectively apply the virtual reality program to the elderly. In addition, since clinical application basis has been provided, further studies applying various virtual reality program interventions need to be addressed.