• Title/Summary/Keyword: Reality therapy

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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
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    • v.13 no.7
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    • pp.531-537
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    • 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
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    • v.18 no.4
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    • pp.155-162
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    • 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
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    • v.4 no.1
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    • pp.1-6
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    • 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
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    • v.42 no.4
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    • pp.186-192
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    • 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
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    • v.14 no.3
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    • pp.101-107
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    • 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
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    • v.11 no.4
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    • pp.1-15
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    • 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
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    • v.35 no.5
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    • pp.911-914
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    • 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.

A Case Report on Short-term Psychotherapy of the Woman Patient with Nausea and Vomiting (오심과 구토를 호소하는 한 여자환자에 대한 단기정신치료 증례보고)

  • Lee, Jae-Kwang
    • Korean Journal of Psychosomatic Medicine
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    • v.3 no.2
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    • pp.222-231
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    • 1995
  • The author reported a case of short-term dynamic psychotherapy in which relatively good therapeutic results were obtained. And I reviewed several therapeutic factors thought to be important in shot-term dynamic psychotherapy from various literatures. In this case, the frequency of session was limited due to her current reality situations. She had suffered from some adjustmental problems and marital conflict before the onset of the illness. The author could grasp the cental theme of her problems early in treatment period and discussed over it including it's influence on current situation and early childhood with th patient. We also discussed about the relationship between the past and current reality so that she could realize her real problem. At the same time, therapeutic effect was enhanced by family therapy and temporary use of medication.

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The Development of Virtual Reality Therapy(VRT) System for the Treatment of Acrophobia and Therapeutic Case (가상현실을 이용한 고소공포증 치료 시스템의 개발 및 치료 예)

  • 신민보;장동표;구정훈;조항준;안희범;이재민;최영희;서병설;김인영
    • Journal of Biomedical Engineering Research
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    • v.22 no.1
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    • pp.119-126
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    • 2001
  • 가상현실은 인간과 컴퓨터가 서로 커뮤니케이션할 수 있도록 하는 새로운 테크놀로지이다. 이는 사용자로 하여금 컴퓨터로 만들어진 가상의 삼차원 환경 속에서 보고, 듣고, 느끼며 그리고 가상환경과 상호 작용할 수 있도록 한다. 본 논문에서, 우리는 정신치료 분야에 가상현실을 도입하고 이를 이용한 고소공포증 노출치료 시스템을 개발하였다. 이러한 가상현실을 이용한 정신치료는 과거의 전통적인 방법보다 더 안전하고 시간적, 경제적으로 효율적이라는 장점을 지니고 있다. 본 시스템은 개인용 컴퓨터를 기반으로 하여 도심 한 가운데에 있는 번지 점프대를 배경으로 가상장면을 구성하였다. 그리고 철 구조물 옆에 사방이 개방된 난간이 있는 리프트를 만들어 가상환경 속에서 피험자가 높이감을 경험할 수 있게 하였다. 또한 이러한 가상현실 정신치료를 이용하여 높이에 대한 두려움을 지니고 있는 환자에게 임상실험을 실시하여 그 주관적 치료효과를 입증하였다.

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A Study on the Music Therapy Management Model Based on Text Mining (텍스트 마이닝 기반의 음악치료 관리 모델에 관한 연구)

  • Park, Seong-Hyun;Kim, Jae-Woong;Kim, Dong-Hyun;Cho, Han-Jin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.15-20
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    • 2019
  • Music therapy has shown many benefits in the treatment of disabled children and the mind. Today's music therapy system is a situation where no specific treatment system has been built. In order for the music therapist to make an accurate treatment, various music therapy cases and treatment history data must be analyzed. Although the most appropriate treatment is given to the client or patient, in reality a number of difficulties are followed due to several factors. In this paper, we propose a music therapy knowledge management model which convergence the existing therapy data and text mining technology. By using the proposed model, similar cases can be searched and accurate and effective treatment can be made for the patient or the client based on specific and reliable data related to the patient. This can be expected to bring out the original purpose of the music therapy and its effect to the maximum, and is expected to be useful for treating more patients.