• Title/Summary/Keyword: Reality Therapy

Search Result 276, Processing Time 0.025 seconds

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
    • /
    • v.13 no.2
    • /
    • pp.381-391
    • /
    • 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.

The Effects of Virtual Reality-Based Task Training Using a Smart Glove on Upper Extremity Function and Activity of Daily Living in Stroke Patients (스마트 글러브를 이용한 가상현실기반 과제 훈련이 뇌졸중 환자의 상지 기능과 일상생활 수행에 미치는 영향)

  • Ko, Keun-Bum;Moon, Sang-Hyun
    • PNF and Movement
    • /
    • v.17 no.3
    • /
    • pp.369-378
    • /
    • 2019
  • Purpose: This study investigated the effects of virtual reality-based task training (VRBTT) using a smart glove on upper extremity function and activity of daily living in stroke patients. Methods: Twenty-nine patients with chronic stroke disease were randomly allocated to two groups: the VRBTT group (n=14) and the control group (n=15). All patients received 30 minutes of standard occupational therapy, 5 times a week, for 8 weeks. The VRBTT group performed an additional 30 minutes of virtual reality-based rehabilitation training, 5 times a week, for 8 weeks. Results: Both groups showed significant improvements in upper extremity function, yielding an increase in FMA and K-WMFT (p<0.05). There was a more significant increase in the VRBTT group before and after interventions (p<0.05). There was no significant difference in MAS for the control group (p>0.05); however, there was a significant increase for the VRBTT group (p<0.05). In the activities of daily living, there was a significant difference in the values for K-MBI (p<0.05). In addition, both groups showed a significant increase for K-MBI and K-RNLI (p<0.05). Conclusion: This study showed that VRBTT using smart gloves can have a more positive effect on upper extremity function and activities of daily living in stroke patients than conventional intervention methods. A variety of virtual reality-based contents and glove-shaped wearable devices will help stroke patients in rehabilitation clinics recover and return to society.

Preliminary Study on the Effects of Virtual Reality-based Cognitive Rehabilitation and Computer-based Cognitive Rehabilitation on Function and Prefrontal Cortex in Convalescent Stroke Patients (가상현실기반 인지재활훈련과 컴퓨터기반 인지재활훈련이 회복기 뇌졸중 환자의 기능과 전전두엽 피질에 미치는 영향에 대한 사전연구)

  • Hyun-Min Lee;Soo-San Kim
    • Journal of the Korean Society of Physical Medicine
    • /
    • v.18 no.2
    • /
    • pp.103-114
    • /
    • 2023
  • PURPOSE: This study compared the effects of computer-based and virtual reality-based cognitive rehabilitation programs on the cognitive function, upper limb function, activities of daily living, and their impact on the prefrontal cortex in convalescent stroke patients. METHODS: Ten recovering stroke patients were assessed for their cognitive function, upper limb function, and daily living activities using the Neurobehavioral Cognitive Status Examination, the Korean version of the Fugl-Meyer Assessment, and the Korean version of the Modified Barthel Index. The prefrontal cortex activity was measured with functional Near Infrared Spectroscopy. The virtual reality-based cognitive rehabilitation group utilized a program of daily living activities delivered via a laptop and Oculus Rift. The computer-based cognitive rehabilitation group performed various cognitive tasks on an all-in-one PC. Both groups underwent cognitive rehabilitation training for 30 minutes per day, three times a week, for six weeks, with identical conventional rehabilitation therapies in the hospital. RESULTS: Both programs positively impacted the cognitive and physical functions. On the other hand, the virtual reality-based cognitive rehabilitation program had a larger influence on improving the cognitive and physical functions of convalescing stroke patients. CONCLUSION: The virtual reality program suggests its potential to enhance cognitive and physical functions in convalescent stroke patients through increased engagement, focus, real-time feedback, and game elements, making it a promising rehabilitation approach.

A Study on the Satisfaction of Basic Medical Class Applying Virtual Reality(VR) (가상현실(VR)을 적용한 기초의학 수업의 만족도 연구)

  • Lee, Mun-Young
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.7
    • /
    • pp.531-537
    • /
    • 2019
  • Education using Virtual Reality(VR) has attracted a great deal of attention in recent years because it does not require expensive equipments and a large space in the field, and it enables effective education at a relatively low cost. The basic medical science curriculum(functional anatomy) is very important in the health sciences, but the students have many difficulties in understanding. The purpose of this study is to apply VR to basic medical science curriculum and to understand students' perception. The students were asked to directly experience the anatomy virtual reality program(3D Organon®) and to investigate the differences from other learning materials, such as understanding, concentration and interest. Overall, learning using VR showed high significance than other learning materials such as textbooks, models, and 3D application. Therefore, this study suggests the use of virtual reality in medical subjects such as anatomy classes.

Development and Usability Evaluation of A Virtual Reality-Based Vestibular Rehabilitation System for Balance Enhancement (균형감각 증진용 가상현실 기반 전정재활 시스템 개발 및 사용성 평가 )

  • Geun-Hong Park;Hyun-Min Lee
    • Journal of the Korean Society of Physical Medicine
    • /
    • v.18 no.4
    • /
    • pp.155-162
    • /
    • 2023
  • PURPOSE: The primary objective of this study was to develop a virtual reality-based vestibular rehabilitation system to enhance balance perception, target rehabilitation specialists, and evaluate its usability. A key goal was establishing a system refinement strategy based on the collected data. METHODS: We conducted a study involving ten adults aged 10 to 29 in Gwangju Metropolitan City to evaluate the usability of a virtual reality-based vestibular rehabilitation system to enhance balance perception. After introducing the product and explaining its use to the participants, balance assessments and training were conducted using computerized dynamic posturography (CDP) (also called the test of balance [TOB]). Subsequently, participants were given a questionnaire to evaluate subjective stability, operability, and satisfaction. Frequency analysis was utilized to determine the frequency of the variable values of the measurement items in the survey for descriptive statistics. RESULTS: We found that the average usability score was 2.587. When broken down by category, stability received an average rating of 2.725, operability scored an average of 2.783, and satisfaction averaged 2.454. These findings suggest that most participants experienced positive sentiments and considerable satisfaction. CONCLUSION: The study successfully developed a virtual reality-based vestibular rehabilitation system, which was an improvement over the previous model and addressed its shortcomings. The results show that users with vestibular impairments are satisfied and more engaged with this system, indicating that additional studies are warranted.

Transplantation Immunology from the Historical Perspective (이식면역학의 역사적 고찰)

  • Park, Chung-Gyu
    • IMMUNE NETWORK
    • /
    • v.4 no.1
    • /
    • pp.1-6
    • /
    • 2004
  • Transplantation would be the only way to cure the end-stage organ failure involving heart, lung, liver, kidney and pancreas. The replacement of the parts of the body damaged to lose its function or lost to trauma must be a dream of human-being. Human history is replete with chimeras, from sphinxes to mermaids, making one wonder if the ancients might actually have dreamed of what now is called 'xenotransplantation'. In the 20th century, the transplantation of organs and tissues to cure disease has become a clinical reality. The development in the fields of surgical techniques, physiology and immunology attributed to the successful transplantation in human. In the center of the successful transplantation lies the progress in understanding the cellular and molecular biology of immune system which led to the development of immunosuppressive drugs and the invention of the concept of immunological tolerance. The mandatory side effects of immunosuppressive drugs including infection and cancer forced us to search alternative approaches along with the development of new immunosuppressive agents. Among the alternative approaches, the induction of a state of immunologic tolerance would be the most promising and the most generic applicability as a future therapy. Recent reports documenting long-term graft survival without immunosuppression suggest that tolerance-based therapies may become a clinical reality. Last year, we saw the epoch making success of overcoming hyperacute rejection in porcine to primate xenotransplantation which will lead porcine to human xenotransplantation to clinical reality. In this review, I dare to summarize the development of transplantation immunology from the perspective of history.

Hand Gesture Recognition with Convolution Neural Networks for Augmented Reality Cognitive Rehabilitation System Based on Leap Motion Controller (립모션 센서 기반 증강현실 인지재활 훈련시스템을 위한 합성곱신경망 손동작 인식)

  • Song, Keun San;Lee, Hyun Ju;Tae, Ki Sik
    • Journal of Biomedical Engineering Research
    • /
    • v.42 no.4
    • /
    • pp.186-192
    • /
    • 2021
  • In this paper, we evaluated prediction accuracy of Euler angle spectrograph classification method using a convolutional neural networks (CNN) for hand gesture recognition in augmented reality (AR) cognitive rehabilitation system based on Leap Motion Controller (LMC). Hand gesture recognition methods using a conventional support vector machine (SVM) show 91.3% accuracy in multiple motions. In this paper, five hand gestures ("Promise", "Bunny", "Close", "Victory", and "Thumb") are selected and measured 100 times for testing the utility of spectral classification techniques. Validation results for the five hand gestures were able to be correctly predicted 100% of the time, indicating superior recognition accuracy than those of conventional SVM methods. The hand motion recognition using CNN meant to be applied more useful to AR cognitive rehabilitation training systems based on LMC than sign language recognition using SVM.

A Case Study of Video See-Through HMD in Military Counseling Service

  • Lee, Yoon Soo;Lee, Joong Ho
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.3
    • /
    • pp.101-107
    • /
    • 2022
  • In Korea, the military has been conducting counseling forthe preemptive detection of psychologically unstable soldiers to prevent unexpected accidents and to help them adapt to military life. However, several soldiers feel anxious about face-to-face counseling with military officers and they have difficulty expressing themselves. Video See-Through HMD is a state-of-the-art mixed reality device that converts the user's real view into a digital view, which leads users to feel the actual situation as the virtual. To validate its usefulness as a new psychological counseling aid, we investigated 11 army soldiers who are under the counseling program in barracks. During the counseling conversation, participants were asked to wear or take off the Video See-Through HMD repeatedly. All conversations were recorded for behavioral observation. As a result, 80% of the soldiers showed a relatively stable state of mind when wearing the Video See-Through HMD, which leads them to be innocent and frank about their concerns. This method could improve the effectiveness of counseling to prevent unexpected accidents caused by unnoticeable psychological instabilities of the clients.

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
    • /
    • v.11 no.4
    • /
    • pp.1-15
    • /
    • 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.

Progression-Preserving Dimension Reduction for High-Dimensional Sensor Data Visualization

  • Yoon, Hyunjin;Shahabi, Cyrus;Winstein, Carolee J.;Jang, Jong-Hyun
    • ETRI Journal
    • /
    • v.35 no.5
    • /
    • pp.911-914
    • /
    • 2013
  • This letter presents Progression-Preserving Projection, a dimension reduction technique that finds a linear projection that maps a high-dimensional sensor dataset into a two- or three-dimensional subspace with a particularly useful property for visual exploration. As a demonstration of its effectiveness as a visual exploration and diagnostic means, we empirically evaluate the proposed technique over a dataset acquired from our own virtual-reality-enhanced ball-intercepting training system designed to promote the upper extremity movement skills of individuals recovering from stroke-related hemiparesis.