• 제목/요약/키워드: Reality therapy

검색결과 277건 처리시간 0.024초

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

VR-HMD를 활용한 불안정 지지면 운동이 기능적 발목 불안정성에 미치는 영향 (The Effect of Unstable Supporting Exercise in Young Adults with Functional Ankle Instability when Training with a Virtual Reality-Head Mounted Display System)

  • 백종수;김용준;김형주;박주환;이누리;이보라;임보배;정다송;최지예;김민희
    • PNF and Movement
    • /
    • 제17권1호
    • /
    • pp.81-92
    • /
    • 2019
  • Purpose: This study was an investigation of the effect of unstable supporting exercise in young adults with functional ankle instability. The study tested the use of a jumper and virtual reality (VR) training via a VR-head mounted display (HMD) system to provide functional improvement in proprioception, range of motion (ROM), ankle muscle strength, agility, and balance. Methods: The subjects comprised 61 young adults (in their twenties) with functional ankle instability to decide as less than 24 points using Cumberland ankle instability tool. The subjects were divided into three groups: VUS (VR-HMD and unstable supporting exercise, n = 20), VSS (VR-HMD and stable supporting exercise, n = 19), and NUS (non-VR-HMD and unstable supporting exercise, n = 22). The exercise program was conducted three times per week for three weeks. VR training via a VR-HMD system and a VR application on a smart mobile device were used with the VUS and VSS groups, and unstable supporting exercise was used in the VUS and NUS groups for 30 minutes. Proprioception, ROM, ankle muscle strength, agility, and balance were measured before and after training. Results: The VUS group showed significant differences in most results, including proprioception, ROM, ankle muscle strength, agility, and balance to compare before and after, and the VSS and NUS groups partially. Moreover, the VUS group had significant differences in most results when compared with the other groups. Conclusion: Unstable supporting exercise and VR training via a VR-HMD system improved functional ankle instability in terms of proprioception, ROM, ankle muscle strength, agility, and balance.

The Effects of Virtual Reality Games in Posture Correction Exercise on the Posture and Balance of Patients with Forward Head Posture

  • Son, Ho-Hee
    • 대한물리의학회지
    • /
    • 제15권2호
    • /
    • pp.11-21
    • /
    • 2020
  • PURPOSE: This study examined the effects of posture improvement exercise using virtual reality programs on the posture and balance of patients with forward head postures. METHODS: Thirty men and women in their 20 s, who had a forward head posture, were divided randomly into a group with posture correction exercise and a group with posture correction exercise combined with virtual reality programs. The posture correction exercise was composed of squats, XCO training, and chin-tuck exercise. In contrast, exercise with virtual reality games involved the Hot Squat, Climbey, and Baskhead programs while wearing a headset. Both groups performed the exercises 15 min a day, three times per week, for four weeks. The balance ability, distance between the acromion and earlobe, and neck joint range of motion were assessed before and after the exercises. RESULTS: Both groups showed significant reductions in the distance between the acromion and the earlobe, along with significant improvements in the range of joint motion. The group that performed the virtual reality exercises showed a significant increase in the limit of stability. Both groups showed a significant decrease in the sway length. In contrast, the group given the virtual reality exercises showed a significant reduction in the sway speed while standing with their eyes closed. CONCLUSION: Exercise applying virtual reality programs can be used in clinical and home programs to correct the postures of individuals with a forward head posture because they can trigger interest in inducing active participation.

시지각 훈련이 사이버 멀미에 대한 융복합적 효과 (The Effect of Convergence Vision Therapy on VR Cybersickness)

  • 조형철;노효련;이희제
    • 한국융합학회논문지
    • /
    • 제13권2호
    • /
    • pp.55-65
    • /
    • 2022
  • 본 논문은 사이버 멀미 증상과 시각 기능과의 관련성을 알아보고 시지각훈련이 사이버 멀미의 증상을 감소시키는 효과가 있는지 알아보고자 하였다. 연구 대상자는 건강한 성인 남성으로, 15분 동안 동일한 가상 현실 프로그램을 체험하도록 한 이후, VR 만족도 점수와 사이버 멀미 수준에 따라 편안한 가상현실 프로그램 시청자 그룹(CVR 20명)과 불편한 가상현실 프로그램 시청자 그룹(UVR 20명)으로 분류하였다. 모든 대상자에게 시각기능 검사를 실시하였고 UVR 그룹에게 시지각 훈련 프로그램을 주 1회 40분 12회 적용한 후 시각 기능과 SSQ 설문지를 재평가하였다. 복시를 가진 대상자는 UVR 그룹에서 55%, CVR 그룹에서 5%로 나타나서 UVR 그룹에서 월등히 높았으며, 두 그룹간의 입체시, 외사위, 폭주근점(p<.01) 및 버전스 기능(p<.001)은 차이가 나타났다. 시지각 훈련 후 UVR 사용자 그룹의 SSQ, 입체시, 폭주 근점, 버전스 기능의 변화가 긍정적으로 변화하였다(p<.01). 따라서, 사이버 멀미 증상은 시각기능과 관련이 있으며, 시지각 프로그램은 사이버 멀미 증상을 완화시키는 방법으로 사용될 수 있을 것으로 보인다.

가상현실(Virtual Reality) 콘텐츠를 활용한 인지재활프로그램이 노인의 인지기능, 우울감, 상지기능 및 일상생활능력에 미치는 영향 (The Effect of Cognitive Rehabilitation Program Using Virtual Reality (VR) Contents on Cognitive function, Depression, Upper Extremity Function and Activities of Daily Living in the Elderly)

  • 김영준;박진홍;조영석;김금숙
    • 융합정보논문지
    • /
    • 제10권8호
    • /
    • pp.203-212
    • /
    • 2020
  • 본 연구는 가상현실(Virtual Reality, VR) 콘텐츠를 활용한 인지재활 프로그램이 노인의 인지기능, 우울감, 상지기능 및 일상생활활동능력에 미치는 영향을 알아보고자 하였다. 연구 집단은 가상현실 인지재활 적용군인 실험군과 보편적 인지자극프로그램 적용군인 대조군으로 나누어 효과성을 분석하였다. 연구결과 MMSE-K 점수가 실험군 13.0%, 대조군 2.3% 향상되었다. 실험군의 영역별 향상도는 MBI 3.1%, MFT(Rt.) 7.1%, MFT(Lt.) 3.5%, K-GDS -25.4%를 나타냈다. 각 집단 간 사전-사후 점수 변화를 비교해 본 결과 일상생활활동능력(p<.001)과 MFT(Rt.)(p<.01)에서 집단 간 유의미한 차이가 있었다. 또한 뇌파를 통해 우울감의 정도를 확인하기 위해 절대 알파파의 변화량을 비교해 본 결과 통계적으로 유의한 차이는 없었지만, 실험군에서 평균값이 양의 값으로 증가하는 결과를 확인할 수 있었다. 이번 연구는 가상현실 콘텐츠를 활용한 인지재활프로그램의 효과성을 검증한 실험으로 노인의 일상생활활동능력, 인지기능, 우울감 및 상지기능을 유지 및 개선하기 위한 새로운 중재방법을 제시한 것에 그 의미가 있겠다.

Clinical Application of AR System in Early Rehabilitation Program After Stroke: 2 Case Study

  • An, Chang Man;Kim, Dae Hyun
    • The Journal of Korean Physical Therapy
    • /
    • 제31권3호
    • /
    • pp.141-146
    • /
    • 2019
  • Purpose: To investigate the effect of an augmented reality (AR) system on muscle strength and function level of the paretic lower limb and the balance ability in the early rehabilitation program of acute stroke patients. Methods: The participants (30 or fewer days after stroke) were randomly assigned to receive intervention with an early rehabilitation program using an AR system (n=1) or an early rehabilitation program consisting of functional electrical stimulation and tilt table use (n=1). Patients in both subjects received interventions 4-5 times a week for 3 weeks. Results: In the paretic limb muscle strength, AR subject was increased from 15 to 39.6 Nm and Control subject was increased from 5 to 30.2 Nm. The paretic limb function of AR subject motor function was increased from 8 to 28 score and Control subject motor function was increased from 6 to 14 score. But sensory function was very little difference between the two subjects (AR subject: from 4 to 10 score, Control subject: from 3 to 10 score). In the balance ability, AR subject had more difference after intervention than control subject (AR subject: 33 score, Control subject: 22 score). Conclusion: The early rehabilitation program using the AR system showed a slightly higher improvement in the motor function of the paretic lower limb and balance ability measurement than the general early rehabilitation program. The AR system, which can provide more active, task-oriented, and motivational environment, may provide a meaningful environment for the initial rehabilitation process after stroke.

어지럼증 재활을 위한 증강현실 기반 보행훈련 콘텐츠 (Walking training contents based on Augmented Reality for dizziness rehabilitation)

  • 마준;이성진;성낙준;민세동;홍민
    • 인터넷정보학회논문지
    • /
    • 제20권4호
    • /
    • pp.47-53
    • /
    • 2019
  • 일반적으로 어지럼증은 여러 가지 복합적인 원인에 의해서 발생하지만 그 중에서 신경계에 속하는 전정계통의 기능 장애에 의한 증상이 가장 환자에게 심한 증상으로 다가오며, 구역질과 구토를 동반하게 된다. 이러한 어지럼증에 대한 치료는 약물요법, 수술요법, 재활치료 등이 있으며, 약물요법이나 수술요법은 대체적으로 후유증의 위험 때문에 재활치료요법인 전정재활훈련을 많이 시행하고 있다. 전정재활훈련은 안구훈련, 자세안정훈련, 보행훈련 등이 있는데 그 중 보행훈련은 의사 또는 전문치료사의 감독하에 일정한 공간에서 진행되므로 시간적, 공간적 부담이 가중되어 환자들이 훈련을 진행기 불편한 단점을 가진다. 이를 해결하고자 본 논문에서는 증강현실 기술을 활용해 사용자가 직접 보행재활훈련을 진행 할 수 있는 보행훈련 콘텐츠를 구현하였다. 추후 어지럼증 환자를 대상으로 한 임상시험을 통해 의료 환경에서 사용 가능한 어지럼증 재활 콘텐츠로 활용 가능할 것으로 기대한다.

경두개 직류전류자극과 가상현실재활프로그램을 적용한 뇌졸중환자의 균형과 낙상관련 체력 및 낙상효능감에 미치는 영향 (The Effects of Transcranial Direct Current Stimulation on Balance, Fall Efficacy, and Fall-Related Fitness in Stroke Patient's through a Virtual Reality Rehabilitation Program)

  • 안태규;권혁철;이선민;김환
    • 대한통합의학회지
    • /
    • 제7권1호
    • /
    • pp.9-17
    • /
    • 2019
  • Purpose : This study assessed the effects of transcranial direct current stimulation (tDCS) on balance, fall efficacy, and fall-related fitness in stroke patients, using a cohort of 30 stroke patients divided into two groups. Methods : The experimental group (was given transcranial direct current stimulation in a virtual reality program) and the control group was given false tDCS in virtual reality. there were 15 patients in each group, receiving appropriate treatment over 30 sessions (30 minutes per session per week over a six-week period). In order to assess the change in balance before and after the intervention, the Berg Balance scale was utilized. Fall efficacy was evaluated using the Korean Falls Efficacy Scale for the Elderly (FES-K), The following exercises were performed by patients to assess fall-related fitness : sitting down in a chair and standing up : walking a 244 cm round= trip, and standing on one foot. Results : After the intervention, the experimental group exhibited significantly increased fall efficacy and fall-related fitness, while the control group exhibited no change. These findings suggest that tDCS has positive effects on balance, fall efficacy, and fall-related fitness in stroke patients. Conclusion : Using tDCS as an intervention would bring positive effects on balance, fall efficacy, and fall-related fitness in stroke patients undergoing rehabilitation.

증강현실 기반의 단기간 무릎운동이 관절가동범위와 균형에 미치는 영향 - 예비연구 (The Influence of Augmented Reality based Knee Exercise in Short Period on Range of Motion and Balance - Pilot study)

  • 임종훈;유재호
    • 정형스포츠물리치료학회지
    • /
    • 제14권2호
    • /
    • pp.1-8
    • /
    • 2018
  • Purpose: This study investigated the effect of the augmented reality (AR)-based knee joint short period exercise program and used a motion analyzer with a 3D camera to determine the range of motion and dynamic balance and further investigate the effects of therapeutic exercise on patients. Methods: This study used AR-based motion analysis and a Y-balance test to measure the range of motion (ROM) of each joint: the hip joint and the knee joint. After the measurements, an exercise program was applied to the subjects, using the knee motion program function, and the muscles of the quadriceps femoris and the hamstring were stretched or strengthened. Results: Our results showed knee joint extension at the dominant hip joint flexion position. While there was no significant difference (p>.05) at this position, there were significant differences in the non-dominant hips, unbalanced knee joint flexion, and superior knee joint flexion (p<.05). The Y-balance test using the non-dominant leg supported by the dominant legs showed that the absolute reach was $69.70{\pm}7.06cm$ before the exercise, and the absolute reach after the exercise was $77.56{\pm}6.09cm$ (p<.05). Conclusions: There was a significant difference when the movement of the lower limbs supported the superior limbs, and a significant difference was found in the ROM when the non-dominant side supported the dominant side. Therefore, the AR-based exercise program improves the balance of the human body and the range of motion of the joints, and research that aims to improve patients abilities should continue.