• 제목/요약/키워드: Reality therapy

검색결과 271건 처리시간 0.036초

알츠하이머병 치매 환자의 인지재활: 현실감각훈련(ROT)의 적용과 효과 (Improving Cognitive Abilities for People with Alzheimer's Disease: Application and Effect of Reality Orientation Therapy (ROT))

  • 김정완
    • 말소리와 음성과학
    • /
    • 제5권1호
    • /
    • pp.27-38
    • /
    • 2013
  • Healthcare providers in Korea are using conservative pharmacological treatment for Alzheimer's disease (AD) to delay the progress of the disease or to mitigate its behavioral and neurological symptoms. However, there is a growing need for interventions using practical non-pharmacologic treatment, as the effects of pharmacological treatments has faced limitations. This research provided a cognitive rehabilitation program to 3 AD patients and used a multiple baseline design across subjects to examine the effects. Performing reality orientation therapy (ROT) for 1 cycle (4 weeks) resulted in a slight increase in accuracy and responsiveness on an orientation task, mainly with patients with mild cases of AD. Also, in the sub-domain of the Korean-Mini Mental Status Examination performed to examine changes in cognitive ability, there were minimal changes in place orientation. In functional communication, however, there were no significant differences before and after the intervention. In conclusion, we found that ROT was an effective intervention for improving accuracy and responsiveness in the orientation of patients with mild cases of AD. In future studies, the effect of non-pharmacological interventions can be evaluated more reliably by examining the interaction effects of sample size, length of the intervention, outcome measurements, and pharmacological intervention.

희망증진 집단 상담치료가 암환자의 불안 우울 및 삶의 질에 미치는 효과 (Effect of Group Psychotherapy for Promotion of Hope on Anxiety, Depression, and Quality of Life in Cancer Patients)

  • 조종관;손창규;조정효;유화승;서경숙
    • 대한한의학회지
    • /
    • 제29권4호
    • /
    • pp.39-46
    • /
    • 2008
  • Objectives: The aim of this study is to develop a program adapted to cancer patients with reality therapy and evaluate the efficacy for anxiety, depression and quality of life in cancer patients. Methods: We developed a group psychotherapy, the promotion of hope program (PHP) adapted reality therapy and evaluated if it is effective on improving anxiety, depression, and quality of life in cancer patients. Results: PHP decreased anxiety (9.54 vs. 5.62, p<0.01) and depression (8.84 vs. 5.84, p<0.01) of cancer patients, and improved quality of life (3.77 vs. 4.13, p<0.01). Qualitative analysis results also showed the same supportive results. Conclusions: PHP can be an effective program for cancer patients to explore inner world and improve their own self-confidence.

  • PDF

가상현실 프로그램이 뇌졸중 환자의 일상생활활동 능력에 미치는 융합적 효과 : 메타분석 (Convergence Effect of Virtual Reality Program on Activities of Daily Living Ability in Stroke Patients : Meta-Analysis)

  • 최기복;조성현
    • 한국융합학회논문지
    • /
    • 제11권8호
    • /
    • pp.63-70
    • /
    • 2020
  • 본 연구는 뇌졸중 환자를 대상으로 가상현실 프로그램에 대한 융복합적 효과를 알아보기 위해 메타분석을 실시하였다. PICOS 기준에 따라 국내 문헌을 검색하여 '뇌졸중', '가상현실 프로그램' 관련하여 최종 9편의 연구를 선정하였다. 개별 연구물의 비뚤림 평가는 각 연구의 설계에 따른 평가 도구를 이용하여 실시하였다. CMA 프로그램을 이용하여 메타분석의 효과크기를 산출하였다. 조절효과분석은 하위그룹분석과 메타회귀분석으로 실시하였다. 가상현실 프로그램의 일상생활활동 능력에 대한 전체 효과크기는 Hedges's g=0.302(95% CI: 0.064~0.540)이었다. 따라서 가상현실 프로그램은 뇌졸중 환자의 일상생활활동 능력을 증가시켜 가상현실 산업과 의료 보건 산업을 융복합한 의료산업에 긍정적인 영향을 제공할 수 있다.

완전몰입형 가상현실(FIVR) 프로그램이 심박변이도에 의한 연령별 자율신경계의 변화 (Fully Immersive Virtual Reality Program Changes in the Autonomic Nervous System by Age According to Heart Rate Variability)

  • 빈유민;박민철
    • PNF and Movement
    • /
    • 제16권2호
    • /
    • pp.207-216
    • /
    • 2018
  • Purpose: This study aimed to investigate the fully immersive virtual reality (FIVR) program changes in the autonomic nervous system (ANS) by age according to heart rate variability (HRV). Methods: A total of 44 subjects were classified into group 1(aged 20-30), group 2(aged 40-60), and group 3(aged 70 and above). The study analyzed the HRV using a pulse wave analyzer and compared the ANS changes before and after applying the FIVR of the group. The LF, HF, RMSSD, and SDNN were measured. Fifteen minutes of virtual reality applications were applied to all subjects, and 1 min of rest was given in the middle of the session. A was used for anteroposterior comparisons of the ANS. Results: The HF, LF, RMSSD, and SDNN values were not statistically significant in all groups, but they all increased. The RMSSD value was statistically significant because it increased in group 3 (p<0.05). Those of the other two groups were not statistically significant (p<0.05). Conclusion: An FIVR program does not have a negative effect on the ANS response.

두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획 (Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement)

  • 진화수;송은지
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2021년도 춘계학술대회
    • /
    • pp.323-325
    • /
    • 2021
  • 최근 가상현실 및 게임 산업이 활성화되면서, 의료 목적인 디지털 치료제가 떠오르고 있다. 디지털 치료제란 약물이 아닌 질병을 예방·관리·치료하는 효과가 있는 가상현실 콘텐츠 및 게임과 같은 소프트웨어기반 치료제를 말한다. 본 연구를 통해 치료목적의 디지털치료제로서 가상현실 기술을 이용한 힐링 및 두뇌 증진을 위해 다양한 스토리텔링의 콘텐츠를 기획 한다. 이를 통해 디지털 시대에 전자기기에 의존하며 좀처럼 두뇌를 사용하지 않는 어린이들의 두뇌 증진에 도움이 될 수 있도록 한다.

  • PDF

A pilot study of augmented reality-based postural control training in stroke rehabilitation

  • Park, Yu Hyung;Lee, Chi Ho;Kim, Hang Jin
    • Physical Therapy Rehabilitation Science
    • /
    • 제3권1호
    • /
    • pp.13-19
    • /
    • 2014
  • Objective: The purpose of this study was to determine the effects of Augmented Reality-based Postural Control (ARPC) training on balance and gait function in patients with stroke. Design: Single-blind randomized controlled trial. Methods: Twenty participants who experienced a stroke were enrolled in the study and randomly assigned to the ARPC (n=10) or control group (n=10). Subjects in both groups received conventional physical therapy for 60 min per session, 5 days per week, for 4 weeks. In addition, subjects in the ARPC group received ARPC training for 30 min per day, 3 days per week, for 4 weeks. The participants watched established normal postural control patterns on a head-mounted display and repeated the movements in ARPC training. Outcome measurements were assessed using the Berg Balance Scale (BBS) and 10-Meter Walk Test (10MWT) before and after 4 weeks of training. Results: Of the 20 randomized participants, only 18 completed the 4-week training program. The ARPC group showed significant improvement in the BBS and 10MWT after training (p<0.05). Meanwhile, the control group did not exhibit improvement in either variable. In addition, the ARPC group showed significantly greater improvement than the control group in the 10MWT (p<0.05), whereas no significant difference was observed between the groups for the BBS. Conclusions: The results of this study confirmed the benefits of ARPC training on dynamic balance and functional gait ability. Additionally, this study may provide evidence supporting the use of an ARPC training program for improving balance and gait ability in patients after a chronic stroke.

인지재활 영역에서 가상현실 (Virtual Reality in Cognitive Rehabilitation)

  • 박인지;박흥석;김태훈
    • 재활치료과학
    • /
    • 제1권1호
    • /
    • pp.29-38
    • /
    • 2012
  • 서론 : 본 연구는 인지재활의 주요영역인 실행 장애, 기억력 장애, 지각 장애, 주의력 장애, 일상생활활동 영역에서의 가상현실의 적용 사례를 문헌고찰 함으로써, 작업치료 적용을 위한 기초자료로 활용하고자 한다. 본론 : 가상현실을 바탕으로 한 인지프로그램은 평가 뿐 만이 아니라 전반적인 인지 요소의 훈련용으로 사용되어지고 있다. 가상현실을 이용한 인지 프로그램은 실제 환경에서의 평가이자 훈련이기에 기존 컴퓨터에 기초한 평가 및 훈련과 비교하여 실제 환경으로 전이효과가 큰 것으로 밝혀지고 있다. 가상현실의 재활 프로그램에 적용은 최신 기술의 발전과 더불어 보다 큰 발전을 가져올 것으로 예상되며, 이는 곧 혁신적인 치료 기술의 발전을 가져 올 수 있다. 이 과정에 가상현실은 미래에 보다 많이 연구 되어질 것으로 예상되며, 특히 인지영역에서 가상현실은 기존의 평가들 보다 향상된 실제 환경으로의 전이효과에 주목할 필요가 있다. 결론 : 인지영역에서 가상현실의 적용은 무한한 잠재력을 가지고 있으며, 평가 뿐 만 아니라 훈련이 통합된 재활 프로그램으로 활용도가 광범위 할 것으로 기대된다.

가상현실 훈련이 노인의 하지 근활성도에 미치는 영향 (The Effect of Virtual Reality Training on Lower Extremity Muscle Activation in Elderly)

  • 조경희;신형수
    • 대한물리의학회지
    • /
    • 제9권1호
    • /
    • pp.55-62
    • /
    • 2014
  • PURPOSE: The objective of this study was to determine the effects of virtual reality training on muscle activation in the elderly. METHODS: The subjects were 32 healthy elderly people aged between 65 and 80, who were divided into the VR(virtual reality) training group(n=17) and the control group(n=15). The Virtual reality training group engaged in a 30-minute exercise session using Wii Fit three times a week for eight weeks. Virtual reality training group used the Ski Slalom, Table tile, Balance bubble programs. low-extremity muscle activation of the two groups were measured before and after the intervention. RESULTS: To investigate the effects of the training on lower-extremity muscle activation, biceps femoris, gastrocnemius, tibialis anterior, vastus lateralis were measured. The results revealed that the activation of gastrocnemius and tibialis anterior significantly increased(p<.05), which indicates virtual reality training is effective in improving the activation of the muscles involved in the movement of the ankle joint. CONCLUSION: Virtual reality training is effective in improving the healthy elderly's activation of the muscles involved in the movement of the ankle joint. Thus, virtual reality training can be proposed as a form of fall prevention exercise for the elderly.

경두개직류전류자극을 결합한 가상현실프로그램이 경도인지장애환자의 우울, 손기능, 인지와 일상생활활동에 미치는 영향 (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)

  • 김고운;김보라;안태규
    • 대한통합의학회지
    • /
    • 제11권1호
    • /
    • pp.53-62
    • /
    • 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.

고소공포증의 치료를 위한 가상 현실 시뮬레이터의 제작 (The Development of Virtual Reality Therapy(VRT) System for the Treatment of Acrophobia)

  • 백승은;류종현;백승화
    • 대한전기학회논문지:시스템및제어부문D
    • /
    • 제50권10호
    • /
    • pp.486-493
    • /
    • 2001
  • Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training and in a real building elevator. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

  • PDF