Purpose: Gait and cognitive impairment in stroke patients exacerbate fall risk and mobility difficulties during multi-task walking. Virtual reality can provide interesting and challenging training in a community setting. This study evaluated the effect of community-based virtual reality gait training (VRGT) using a 360-degree image on the gait ability of chronic stroke patients. Methods: Forty-five chronic stroke patients who were admitted to a rehabilitation hospital participated in this study. Patients meeting the selection criteria were randomly divided into a VRGT group (n=23) and a control group (n=22). Both these groups received general rehabilitation. The VRGT group was evaluated using a 360-degree image that was recorded for 50 minutes a day, 5 days per week for a total of 6 weeks after their training. The control group received general treadmill training for the same amount of time as that of the VRGT group. The improvement in the spatiotemporal parameters of gait was evaluated using a gait analyzer system before and after training. Results: The spatiotemporal gait parameters showed significant improvements in both groups compare with the baseline measurements (p<0.05), and the VRGT group showed more improvement than the control group (p<0.05). Conclusion: Community-based VRGT has been shown to improve the walking ability of chronic stroke patients and is expected to be used in rehabilitation of stroke patients in the future.
Purpose: This study investigated the effect of virtual reality and Schroth breathing exercises on the lung function characteristics of normal adults in their 20s. Methods: The subjects were randomly divided into groups with ten people each in the experimental groups, namely the virtual reality breathing exercise group (BBEG) and the Schroth breathing exercise group (SBEG), and the control group. The experimental groups performed each breathing exercise for 4 weeks. Subsequently, pulmonary function test indicators such as the forced vital capacity (FVC) and the forced expiratory volume (FEV1) were measured. Results: In the within-group comparison of the subjects before and after the exercises, there was a significant difference in the FVC and FEV1 (p<0.05), but there was no significant difference in FEV1/FVC. The result of the difference test between groups showed that there was a significant difference in FEV1/FVC after exercise (p<0.05). However, there were no significant differences in the remaining items (p>0.05). Conclusion: Improvement in lung function was seen in both exercise groups, and the changes in FEV1/FVC indicated significant improvement in the lung function of the experimental groups compared to the control group.
Journal of The Korean Society of Integrative Medicine
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v.7
no.2
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pp.69-76
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2019
Purpose : This study examined the effects of a virtual reality rehabilitation program on stroke patients' upper extremity functions and activities of daily living (ADL). Methods : The subjects were equally and randomly divided into an experimental group (n=16) to whom a virtual reality rehabilitation program was applied and a control group (n=16) who received traditional occupational therapy. The intervention was applied five times per week, 30 minutes per each time, for six weeks. Jebsen-Taylor hand function test was conducted and the subjects' Manual Function Test was measured to examine their upper extremity functions before and after the treatment intervention, and a Korean version of modified Barthel index was calculated to look at their activities of daily living. Results : After the intervention, the upper extremity functions and activities of daily living of the participants in both groups significantly improved (p<.05). However, the improvements in these parameters among the participants in the virtual reality rehabilitation program were significantly greater than those in the control group (p>.05). Conclusion : The virtual reality rehabilitation program is a stable and reliable intervention method for enhancing the upper limb functions and activities of daily living of stroke patients.
Hyun-min Moon;Ho-dong Gwak;Jang-hoon Shin;Na-eun Byeon;Wan-hee Lee
Physical Therapy Rehabilitation Science
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v.13
no.2
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pp.250-260
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2024
Objective: This study aimed to explore the effects of balance training using fully immersive VR devices on the balance and walking abilities of stroke patients. Design: Randomized controlled trial Methods: This study involved 54 stroke patients divided into three groups: VRT(VR and traditional physical therapy), VR(VR only), and TPT(traditional physical therapy only). Interventions were administered twice daily for 30 minutes over eight weeks. Outcome measures included the Berg Balance Scale, Timed Up and Go Test, 10-meter walk test, gait analysis, and Activities-specific Balance Confidence Scale. Results: The VRT and VR groups showed significant effects on spatiotemporal variables and confidence compared to the TPT group (p<0.05). Specifically, the VR group demonstrated superior effects in TUG, 10MWT, velocity, stride length, single-leg support, and ABC compared to the other two groups (p<0.05). Conclusions: Fully immersive VR balance training had a positive impact on balance, walking, and confidence in chronic stroke patients. Traditional physical therapy alone showed limited effectiveness, highlighting the potential of VR-based interventions in stroke rehabilitation. These findings underscore the importance of integrating VR technology into clinical practice to enhance outcomes for stroke survivors.
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.
The Journal of the Convergence on Culture Technology
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v.8
no.6
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pp.479-486
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2022
Midlife is a critical time when people look back on their life and evaluate it from current state. In middle age, there is a satisfaction with achievement and a sense of crisis between reality and expectation. Research on pastoral counseling in the middle age to minimize problems and conflicts that occur in the transition period of crisis or opportunity is meaningful. Based on biblical principles, pastoral counseling should be able to help the client's needs and development tasks to be reproduced into a meaningful life on the basic premise of a realistic meeting with God. Therefore, through a literature review, the developmental views of Jung, Ericsson, Levinson, and the pioneers of middle-aged research, were examined. From this realistic point of view, the integration of pastoral counseling and reality therapy is considered to be very useful by allowing the harmony of internal dialogue and behavior to start together through the feasible realistic behavior and responsibility of one's choice. Insights on oneself and specific counseling methods of realistic therapy will present a new type of counseling through integration with pastoral counseling. Therefore after examining the theoretical background and characteristics of reality therapy, we intend to help overcome the middle-aged crisis through the meeting pastoral counseling and reality therapy.
Objective: Dual-task walking deficits impact functional daily life, which often requires walking while performing simultaneous tasks such as talking, thinking or carrying an object. This study is to find out the latest trend of dual-task training's influence on ambulatory abilities of a stroke patient. Design: Systematic review of randomized controlled trials. Methods: This literature review was conducted in Pubmed and Sciencedirect with the follwing key words:stroke, cerebro-vascular accident, hemiplegia, gait, rehabilitation, exercise. 7 studies were chosen in findings by search tool. 3 studies were case study, 3 studies were cross sectional observational study and 1 study was randomized controlled trial. Results: It was found that stroke patients have difficulties in doing 2 motor tasks simultaneously and when they do 2 tasks, one is done in a naturally preferred activity areas. Moreover, when simply applying dual-tasks, the walking speed decreased. Meanwhile, when applying them through training, the speed increased. This showed the improvement of effective task-implementation abilities after dual-task training using task-integration models. Conclusions: In the beginning of the 2000s, dual-tasks were implemented by simply combining walking and cognition or exercise task, and the results of this study suggest that subjects with stroke have difficulty performing dual task. However, the latest trend is to let patients do the dual-task training by combining it with virtual reality. Therefore, dual task training could be performed in a safe in the environment such as virtual reality or augment reality.
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.
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.
Journal of the Korean Society of Physical Medicine
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v.19
no.2
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pp.55-64
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2024
PURPOSE: This study evaluated the effects of robot-assisted gait training combined with virtual reality training on balance and gait ability in stroke patients. METHODS: Thirty-one stroke patients were allocated randomly into one of two groups: robot-assisted gait training combined virtual reality training group (RGVR group; n = 16) and control group (n = 15). The RGVR group received 30 minutes of robot-assisted gait training combined with virtual reality training. Robot-assisted gait training was conducted in parallel using a virtual reality device. In the Control group, neurodevelopmental therapy was performed according to the function of chronic stroke patients. Both groups underwent training for 30 minutes, three times per week for eight weeks. The balance assessment system (BioRescue, Marseille, France), BBS, and TUG were used to evaluate the balance ability. The OptoGait (Microgate Srl, Bolzano, Italy) and 10 mWT were measured to evaluate the gait ability. The measurements were performed before and after the eight-week intervention period. RESULTS: Both groups showed significant improvement in their balance and gait ability during the intervention. RGVR showed significant differences in balance and gait ability compared to the control group groups (p < .05). These results showed that RGVR was more effective on balance and gait ability in patients with chronic stroke. CONCLUSION: RGVR can improve balance and gait ability, highlighting the benefits of RGVR. This study provides intervention data for recovering the balance and gait ability of chronic stroke patients.
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