• 제목/요약/키워드: VR exercise

검색결과 50건 처리시간 0.036초

가상현실에서 연속적 느린 운동이 노인의 낙상 요인에 미치는 영향 (The Effects of Virtual Reality-based Continuous Slow Exercise on Factors for Falls in the Elderly)

  • 김정진;구슬;이진주;김유신;윤범철
    • The Journal of Korean Physical Therapy
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    • 제24권2호
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    • pp.90-97
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    • 2012
  • Purpose: The purpose of this study was to assess the effects of virtual reality-based continuous slow exercise on muscle strength and dynamic balance capacity, in older adults over 65 years of age. Methods: Twenty-six volunteers were randomly divided into two groups; a Virtual Reality (VR) exercise-group ($67.8{\pm}4.1$ yrs) and a Control group ($65.5{\pm}5.2$ yrs). The VR group participated in eight weeks of virtual reality exercise, utilizing modified Tai-Chi provided by a motion capture system, and the Control group had no intervention. The hip muscle strength and dynamic balance of the members of both the VR group and the Control group were measured at pre- and post-intervention, using a multimodal dynamometer, and backward stepping test, respectively. Results: 1. After the 8-week VR-based exercise, the VR group showed significant improvement of hip strength, compared to the control group: hip extension (p=0.00), flexion (p=0.00), abduction (p=0.00), and adduction (p=0.00). 2. After the 8-week VR-based exercise, the VR group showed significant improvement of dynamic balance capacity as ground reaction force, compared to the control group. Eyes opened backward stepping test: Fx (+) (p=0.00), Fy (-) (p=0.02), Ver (+) (p=0.02) direction. Eyes closed backward stepping test: Fx (+) (p=0.04), Fy (-) (p=0.04), Ver (+) (p=0.03) direction. Conclusion: The VR group showed improvement of their hip muscle strength, and dynamic balance capacity. Therefore VR-based continuous slow exercise would contribute to reducing the risk of falls in the elderly.

보상작용 억제와 피드백을 제공한 가상현실 치료가 만성 뇌졸중 편마비 환자의 상지기능에 미치는 영향 (The Effects of Virtual Reality Therapy With Compensation Inhibition and Feedback on Upper Extremity Function in Hemiplegic Patients With Chronic Stroke)

  • 천승철;장기연
    • 한국전문물리치료학회지
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    • 제18권2호
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    • pp.67-75
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    • 2011
  • The purpose of this study was to investigate the effects of virtual reality (VR) therapy with compensation inhibition and feedback (CIF) on upper extremity function in chronic stroke patients. Seven chronic stroke patients participated in this study, which was a randomized controlled trial with a crossover design. Self upper extremity exercise, conservative VR therapy, and VR therapy with CIF were performed for one hour per session, 5 times per week, over a 3 week period. The main outcome measures involved range of motion (ROM) including shoulder, elbow, and wrist joints, a Manual Function Test (MFT), and a Motor Activity Log (MAL). Data were calculated as posttest and pretest changes in every session and were analyzed using Friedman and Wilcoxon signed-rank tests at p<.05. The results were as follows: 1) Statistically significant increase in ROM measurements of shoulder and elbow joints were seen with VR therapy with CIF compared to VR therapy and self upper extremity exercise (p<.05), whereas no significant increasing was noted for the wrist joint (p>.05). 2) Statistically significant increase in the MFT was seen with VR therapy with CIF compared with VR therapy and self upper extremity exercise (p<.05). 3) VR therapy with CIF also resulted in statistically significant increase in both activity of use (AOU) (p<.05) and quality of movement (QOM) (p<.05) on the MAL test when compared with VR therapy and self upper extremity exercise, respectively. In conclusion, VR therapy with CIF was more effective than conservative VR therapy and self upper extremity exercise in improving the upper extremity function in hemiplegic patients with chronic stroke.

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
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    • 제17권1호
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    • pp.81-92
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    • 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.

전정기능저하 어지럼 환자를 위한 자기효능증진 전정재활운동 교육의 효과 (Effectiveness of Self-efficacy Promoting Vestibular Rehabilitation Program for Patients with Vestibular Hypofunction)

  • 이현정;최스미
    • 대한간호학회지
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    • 제46권5호
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    • pp.710-719
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    • 2016
  • Purpose: In this study an examination was done of the effect of self-efficacy promoting vestibular rehabilitation (S-VR) on dizziness, exercise self-efficacy, adherence to vestibular rehabilitation (VR), subjective and objective vestibular function, vestibular compensation and the recurrence of dizziness in patients with vestibular hypofunction. Methods: This was a randomized controlled study. Data were collected 3 times at baseline, 4 and 8 weeks after beginning the intervention. Outcome measures were level of dizziness, exercise self-efficacy, and level of adherence to VR. Subjective and objective vestibular function, vestibular compensation and the recurrence of dizziness were also obtained. Data were analyzed using Windows SPSS 21.0 program. Results: After 4 weeks of S-VR, there was no difference between the groups for dizziness, subjective and objective vestibular functions. However, exercise self-efficacy and adherence to VR were higher in the experimental group than in the control group. After 8 weeks of S-VR, dizziness (p =.018) exercise self-efficacy (p <.001), adherence to VR (p <.001), total-dizziness handicap inventory (DHI) (p =.012), vision analysis ratio (p =.046) in the experimental group differ significantly from that of the control group. The number of patients with recurring dizziness were higher in the control group than in the experimental group (p <.001). Conclusion: The results indicate that continuous 8 weeks of S-VR is effective in reducing dizziness, and improving exercise self-efficacy, subjective vestibular function and adherence to VR. Objective vestibular function and vestibular compensation were also improved in the experimental group at the end of 8 weeks of S-VR.

Effects of virtual reality-based core stabilization exercise on upper extremity function, postural control, and depression in persons with stroke

  • Kim, Jee-Won;Kim, Jung-Hee;Lee, Byoung-Hee
    • Physical Therapy Rehabilitation Science
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    • 제9권3호
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    • pp.131-139
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    • 2020
  • Objective: The purpose of this study was to evaluate the effect of virtual reality (VR)-based core stabilization exercise on upper extremity function, postural control, and depression among persons with stroke with hemiplegia. Design: Randomized controlled trial. Methods: This study was conducted with the inclusion of 24 participants and were randomly assigned to either the VR-based trunk stability exercise group (n=12) or control group (n=12). The VR-based trunk stability exercise group performed core stabilization exercises in a VR environment for 30 minutes. Meanwhile, the control group conducted general core stabilization exercises for 30 minutes. The participants trained 3 times a week for 4 weeks. The manual functional test (MFT), Box and Block Test (BBT), Berg Balance Scale (BBS), Trunk Impairment Scale (TIS), the Geriatric Depression Scale (GDS) were used to assess all participants before and after the intervention. Results: The VR-based core stabilization exercise group had a significant improvement in upper extremity function (MFT, BBT) and postural control (BBS) compared with the control group (p<0.05). The VR-based core stabilization exercise showed a significant difference after intervention in the TIS and GDS scores (p<0.05), but they did not significantly differ between the two groups. Conclusions: The result showed that VR-based core stabilization exercise can be effective in improving upper extremity function and postural control among patients with stroke more than the sole application of general physical therapy.

자기주도 가상현실 운동프로그램이 혈액투석환자의 심박변이도, 삶의 질에 미치는 효과 (Effects of Self-motivated Virtual Reality Exercise Program on Heart Rate Variability and Quality of Life in the Hemodialysis Patients)

  • 조혜영
    • 한국산학기술학회논문지
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    • 제15권9호
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    • pp.5578-5584
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    • 2014
  • 본 연구에서는 혈액투석환자와 같은 만성질환자 대한 운동수행율을 높이기 위해서 접근성과 동기유발이 용이하고 환자들의 자발적 참여에 효과가 있다고 알려진 가상현실 운동프로그램을 적용하여 그 효과를 확인하고자 하였다. 지역 인공신장실에서 혈액 투석을 받는 환자 46명을 대상으로 대조군과 운동군에 각 23명씩 배정하였다. 가상현실 운동프로그램을 위한 기기로는 닌텐도 위 발란스 보드(Wii Balance Board)를 사용하였다. 투석 전 대기시간을 이용하여 40분간, 주 3회씩, 8주 동안 운동군에게 가상현실 운동프로그램을 시행하였고. 실험처치의 효과는 심박변이도와 삶의 질(SF-36)로 평가하였다. 8주간의 가상현실 운동프로그램 적용 후 운동군에서 심박변이도는 SDNN이 유의하게 상승하였고(p<.001) 삶의 질 점수는 신체적 요소에서 유의하게 상승하였고(p=.003) 정신적 요소에서 유의하게 상승하였다(p=.001). 이상의 결과로 가상현실 운동프로그램은 혈액투석환자의 심박변이도 및 삶의 질 개선에 효과가 있는 것으로 나타났다. 이는 자기주도 VREP가 간호중재의 새로운 시도로서 혈액투석환자뿐만 아니라 다양한 만성질환자의 신체적, 정서적인 효과를 기대하는 간호중재로 활용할 수 있을 것으로 기대한다.

비디오 게임을 이용한 가상현실 운동 프로그램이 노인의 근력, 균형 및 보행에 미치는 영향 (The Effect of a Virtual Reality-based Exercise Program Using a Video Game on the Muscle Strength, Balance and Gait Abilities in the Elderly)

  • 송창호;신원섭;이경진;이승원
    • 한국노년학
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    • 제29권4호
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    • pp.1261-1275
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    • 2009
  • 노화로 인한 근력, 균형 및 보행능력의 감소가 노인의 신체활동 저하를 일으킨다. 가상현실운동은 노인의 기능적 균형과 움직임을 회복하는데 사용되고 있다. 본 연구의 목적은 비디오게임을 이용한 가상현실운동프로그램(VR)이 노인의 근력, 균형 및 보행능력에 미치는 영향을 알아보는 것이다. 48명의 노인을 대상으로 VR군(남자 11명, 여자 14명, 나이 68.4세)과 대조군(남자 10명, 여자 13명, 나이 67.6세)으로 무작위 추출하였다. VR군은 가상현실 운동을 8주 동안 주 2회 실시하였으며 대조군은 특별한 운동을 실시하지 않았다. 가상현실운동프로그램은 준비운동(10분), 가상현실프로그램(40분), 정리운동(10분)으로 구성되었으며 가상현실프로그램은 상하지의 움직임뿐만 아니라 시청각피드백을 제공하는 플레이스테이션 아이토이플레이로 수행되었다. 운동 전·후의 변화를 비교하기 위하여 하지의 근력, 힘판을 이용한 정적균형능력, 기능적 팔 뻗기와 일어나 걸어가기 검사로 구성된 동적균형능력과 10m 보행검사와 6분 보행검사로 이루어진 보행능력을 사전, 사후로 측정하였다. VR군은 하지 근력과 정적균형능력, 동적균형능력, 보행능력에서 모두 유의하게 향상되었다(p<.05). 결론적으로 가상현실운동프로그램이 노인의 근력, 균형 및 보행능력의 개선에 효과가 있는 것으로 나타났다.

VR스포츠를 활용한 사용자 피트니스 관리시스템의 개발 방법 (An Approach to Develop Fitness Management System Using VR Sports)

  • 이유정;문미경
    • 전기전자학회논문지
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    • 제22권4호
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    • pp.978-984
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    • 2018
  • 현재 가상현실 기술은 오락이나 게임 분야 등에서 활발하게 적용되고 있으며, 인터넷 및 웹 기술의 비약적인 발전으로 인하여 전문용 프로그램의 개발이 점차적으로 증가하고 있는 실정이다. 현재 헬스케어에 대한 패러다임이 치료에서 예방으로 바뀌면서 미리 잘 관리를 하여 아프지 않게 하는 것이 더 중요하다. 본 논문에서는 VR스포츠 게임을 활용하여 운동을 진행한 후 사용자가 운동량을 직접 모니터링 할 수 있는 시스템의 개발내용에 대해 기술한다. 본 시스템을 사용함으로써 사용자는 좀 더 재미있게 운동을 하게 되고, 분석된 운동량을 제시받음으로써 스스로 피트니스 관리를 할 수 있도록 해준다.

가상현실을 이용한 재활운동이 뇌졸중 환자의 보행시 에너지 소모에 미치는 효과 (The Effects of Virtual Reality-based Exercise on Energy Expenditure during Gait in Chronic Stroke Patients)

  • 이동엽;신원섭
    • 한국산학기술학회논문지
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    • 제11권10호
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    • pp.3826-3832
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    • 2010
  • 본 연구는 가상현실을 이용한 재활운동을 적용하여 뇌졸중 환자의 보행시 에너지 소모의 효율성에 효과가 있는가를 알아보고자 하였다. 뇌졸중으로 6개월 이상 장애를 가진 32명이 연구에 참여하였고 가상현실군 16명과 대조군 16명으로 나누었다. 가상현실군은 가상현실을 이용한 게임장치를 이용하여 1시간씩 주 3회를 6주간 실시하였다. 대조군은 운동의 적용없이 평상시 생활을 유지하도록 하였다. 운동 전과 후에 심박동수와 보행속도를 측정하여 에너지소모지수를 산출하여 효과를 비교하였다. 통계처리 방법으로 운동 전후 차이를 검증하기 위하여 대응표본 t 검정을 실시하였고 그룹간 차이 검증을 위하여 독립표본 t 검정을 실시하였다. 모든 통계적 유의수준은 0.05로 하였다. 연구결과 대조군과 비교하여 가상현실군에서 보행시 에너지소모지수가 유의하게 감소하였다(p<.05). 결론적으로 가상현실을 이용한 재활운동이 뇌졸중 환자의 보행시 에너지 소모에 있어 효과적이며 보행능력의 향상에 효과적인 방법임을 확인하였다.

Effects of Virtual Reality Programs on Proprioception and Instability of Functional Ankle Instability

  • Kim, Ki Jong;Jun, Hyun ju
    • 국제물리치료학회지
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    • 제6권2호
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    • pp.891-895
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    • 2015
  • We investigated the effects of a Virtual reality(VR) program on the proprioception and instability of functional ankle instability(FAI) patients. Among the 20s old individuals who lived in Republic of Korea; 20 people were selected through a public participation process. The 20 participants were then randomly divided into two groups, one of strength exercise(n=10) and one of balance exercise(n=10). Of the patients who had experienced an ankle sprain in the past and currently felt ankle instability, those who recorded 24 points or less on the Cumberland ankle instability tool(CAIT) were determined to have FAI. We selected the strength exercise and balance exercise in the Nintendo Wii Fit Plus as a VR program. The subjects used the program on the Wii Balance Board three times per week for 20 minutes and total 10-minute warm-up and down for four weeks. Proprioception and CAIT of the balance exercise group were improved significantly after the exercise compared to before the exercise(p<.05). Authors recommend that the balance exercise in the VR program be used as an aid for physical therapeutic intervention.