• Title/Summary/Keyword: Reality Therapy

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Effects of Virtual Reality-based Exercise on Static Balance and Gait Abilities in Chronic Stroke (가상현실을 이용한 재활 운동이 뇌졸중 환자의 정적 균형 및 보행에 미치는 효과)

  • Shin, Won-Seob;Song, Chang-Ho
    • The Journal of Korean Physical Therapy
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    • v.21 no.3
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    • pp.33-40
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    • 2009
  • Purpose: This study examined the effects of a virtual reality-based exercise program on the functional recovery of balance and gait in chronic stroke subjects. Methods: A total of 42 chronic stroke patients were enrolled in this study. The participants were allocated randomly to 2 groups: a VR (n=22) and control group (n=20). Both groups received treadmill training for 3 sessions (10 minutes each), 30 minutes per week over a 6 week period. The VR group practiced additional virtual reality programs consisting of 3 programs for 10 minutes each. The data was analyzed using a paired t-test and independent t-test to determine the statistical significance. Results: The virtual reality-based exercise group showed significant increases in gait velocity, cadence and stride length compared to the control group (p<0.05). However, there were no significant differences in static balance. Conclusion: These results support the perceived benefits of exercise programs that incorporate virtual reality to augment the balance and ambulation of stroke patients. Therefore, virtual reality is feasible and suitable for stroke patients

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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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    • v.34 no.4
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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.

A Study on the Effect of the Group Counseling Program Developed by Applying Reality Therapy on the Body Image and Depression of Adolescent Women (현실요법을 적용한 집단상담프로그램이 사춘기 여성의 신체상과 우울에 미치는 효과)

  • Jung Young-Nam
    • Child Health Nursing Research
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    • v.7 no.3
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    • pp.342-358
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    • 2001
  • The purpose of the study is both to develope the group counseling program applying Reality Therapy, by which positive body image could be conceived by adolescent women, by helping them identify their bodies as what they are, and then admit their real bodies, and also find out some practical methodologies of self-esteem, and to verify the program to show how effectively this program can be applied to them. Data were collected by self-reported questionnaires(body image and depression) from 59 high school girls in Seoul who were selected by criteria of this study, from the 1st of September to 10th of November, 2000. The experimental group participated in the group counseling by applying Reality Therapy with 8 sessions for 4 weeks. Descriptive statistics, homogeneity test, hypothesis testing, reliability were performed statistically by utilizing SAS pc program, and additionally the reaction due to the change of body image by adolescent women was also analyzed. The results drawn through the present study are as follows: 1. A hypothesis that 'adolescent women who participated in the group counseling program by applying Reality Therapy may get higher points on body image than adolescent women who did not participated' has been adopted (t=6.73, p=.000). 2. A hypothesis that 'adolescent women who participated in the group counseling program by applying Reality Therapy may get lower points on depression than adolescent women who did not participated' has been adopted (t=5.28, p=.000). 3. After applying the group counseling program, the degree of depression for upper group who obtained higher preliminary points on depression has decreased rather meaningfully more than that for lower group who obtained higher preliminary points(t=5.58, p=.000). 4. Reactions associated with positive change in body image of adolescent women who participated in the group counseling program by applying Reality Therapy has been shown to be body acceptance, enhancement of self-esteem, and change of value judgment of beauty. 5. The difference in the motivation and attitude of each group has been observed, by analyzing the reactions obtained from those who show the highest change of body image and those who show the lowest change of body image through the group counseling program by applying Reality Therapy. According to the present studies, it can be concluded that the group counseling program by applying Reality Therapy has turned out as an effective strategy for nursing intervention for adolescent women, by helping them form positive body images and reducing depression.

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Feasibility of Virtual Reality for Enhancement of Upper Extremity Function Post Stroke (작업치료 임상에서 뇌졸중 환자의 상지기능 향상을 위한 가상현실 치료의 유용성에 관한 고찰)

  • Kwon, Jae-Sung;Yang, No-Yul
    • Therapeutic Science for Rehabilitation
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    • v.1 no.2
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    • pp.35-40
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    • 2012
  • The purpose of this review was to investigate feasibility of intensive virtual reality training to improve upper extremity function with brain plasticity of individuals with stroke through the literature. The recovery of the paretic upper extremity depends on regularity and intensity of training as use-dependent plasticity. In resent, virtual reality program has been widely used in the occupational therapy field of augmented stroke rehabilitation. There is a growing body of evidence that virtual reality training of the paretic extremity induces brain plasticity associated with motor improvement. In terms of therapeutic feasibility to improve paretic upper extremity, recent research has explored several important factors of virtual reality training for recovery of upper extremity motor function. These factors include high repetition intensity, high motivation like type of game, enhanced multisensory feedback regarding performance, and interactive task-oriented training. Therefore, occupational therapy combined with intensive and repetitive virtual reality training will enhance recovery of upper extremity motor function after stroke.

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

  • Kim, Jinju;Hyun, Myung Sun
    • Journal of East-West Nursing Research
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    • v.22 no.2
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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.

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 Virtual Reality Program on Standing Balance in Chronic Stroke Patients (가상현실 프로그램이 만성 뇌졸중 환자의 선자세 균형에 미치는 영향)

  • Kim, Joong-Hwi;Kim, Chung-Sun
    • The Journal of Korean Physical Therapy
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    • v.17 no.3
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    • pp.351-367
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    • 2005
  • The purpose of this study was to identity effects of virtual reality(VR) program related to standing postural control on balance, gait and brain activation patterns in chronic hemiplegic stroke patients. Subjects were assigned randomly to either VR group (n=12) or the control group (n=12) when the study began. Both groups received conventional physical therapy for 2 to 3 times per week. In addition to conventional physical therapies, VR group trained 3 types of virtual reality programs using IREX for standing postural control during 4 weeks (4 times/week, 30 minutes/time). Subjects were assessed for static and dynamic balance parameters using BPM, functional balance using Berg Balance Scale related to movement of paretic lower limb before and after 4 weeks of virtual reality training. The results of this study were as follows. 1. Following VR training, VR group demonstrated the marked improvement on dynamic mean balance, anteroposterior limits of stability (AP angle) and mediolateral limits of stability (ML angle). 2. Following VR training, both groups scored higher on Berg Balance Scale. However, a comparison of mean change revealed differences between groups. In conclusion, these data suggest that the postural control training using VR programs improve dynamic and functional balance performance in chronic hemiplegic stroke patients.

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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.

Effects of Virtual Reality-Based Closed Kinetic Chain Exercise on Lower Extremity Muscle Activity in Chronic Stroke Patients (가상현실을 이용한 닫힌 사슬 운동이 뇌졸중 환자의 하지 근활성도에 미치는 영향)

  • Yang, Dae-Jung;Park, Sam-Heon;Lee, Min-Ki;Park, Seung-Kyu
    • Journal of the Korean Academy of Clinical Electrophysiology
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    • v.11 no.1
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    • pp.7-12
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    • 2013
  • Purpose : The purpose of this study was to identify effects of virtual reality-based closed kinetic chain (CKC) exercise on lower extremity muscle activity in chronic stroke patients Methods : Subjects were assigned randomly either to VR+CKC exercise group (n=15) or the CKC exercise group (n=15). When the study began, both groups received conventional physical therapy five times per week. The VR+CKC exercise group received virtual reality programs and the CKC exercise group received close kinetic chain exercises. Each exercise program was performed for six weeks (5 times per weeks; 20 minutes per time). Participants were measured on lower extremity muscle activity using EMG. Results : There was a significant increase of muscle activity (%RVC) in vastus lateralis and vastus medialis. Conclusion : In this study, the virtual reality-based closed kinetic chain exercise program was an effective exercise for improving lower extremity muscle activity in chronic stroke patients.

Effects of Virtual Reality Horse Riding Simulator Training Using a Head-Mounted Display on Balance and Gait Functions in Children with Cerebral Palsy: A Preliminary Pilot Study

  • Kim, Hae Won;Nam, Ki Seok;Son, Sung Min
    • The Journal of Korean Physical Therapy
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    • v.31 no.5
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    • pp.273-278
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    • 2019
  • Purpose: The purpose of this study was to investigate the effects of three-dimensional virtual reality horse riding simulator training using a head-mounted display on gait and balance in children with cerebral palsy. Methods: Ten children with cerebral palsy were randomly assigned to the horse riding simulator (HRS) group (n=5) or the horse riding simulator with virtual reality (HRSVR) group (n=5). To evaluate balance, center of gravity (COG) sway velocity and total sway distance of each group were assessed using the Wii balance board, and gait speed and stride length of each group were assessed using a gait analysis system. Results: Intra-group comparisons between pre- and post-intervention measures revealed that there were significant changes in all gait and balance variables such as stride length, gait velocity, COG sway velocity and COG sway distance in the HRSVR group (p<0.05). In the HRS group, there were significant changes in all variables except stride length (p<0.05). In addition, inter-group comparisons showed significant differences between the two groups in stride length, gait velocity and COG sway distance except COG sway velocity (p<0.05). Conclusion: The findings of this study suggest that horse riding simulator training combined with 3D virtual reality can be a new positive therapeutic approach for improving functional performance in children with cerebral palsy.