• Title/Summary/Keyword: Virtual Reality Exercise

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Meta-analysis of the Effects of Untact Convergence Exercise Programs on Balance, Gait, and Falls Efficacy of Parkinson's Disease Patients (비대면 방식을 융합한 운동 프로그램이 파킨슨 환자의 균형, 보행, 낙상 효능감에 미치는 효과에 관한 메타분석)

  • Roh, Hyo-Lyun;Jang, Se-Hyun
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.39-50
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    • 2021
  • In this study, a meta-analysis was conducted to find out the effects of convergent "untact" exercise programs on the balance, gait, and falls efficacy of Parkinson's patients. In this study, the PICO were Parkinson's disease, virtual reality program and an e-exercise program intervention, a comparative intervention with the contact interventions applied, and without any interventions applied, outcomes were balance, gait, and fall efficacy. The survey period was between January and February 2021, and five papers were selected and subjected to meta-analysis. Risk of bias, a tool commonly used for randomized control trial studies, was used. Furthermore, RevMan program was used to investigate effect size of untact exercise programs. The result of the meta-analysis showed that the effect size of balance of the untact exercise program group was 1.27 (SMD=1.27; 95% CI 0.72 to 1.83) (Z=4.51, p<0.001), the effect size of fall efficacy was 0.52 (SMD=0.52; 95% CI -0.000 to 1.03) (Z=1.96, p=0.05), and the effect size of gait was -0.40 (SMD=-0.40; 95% CI -1.00 to 0.10)(Z=1.32, p>0.05). A total of 5 literature analysis showed that untact exercise program is more effective in improving balance and falls efficacy than contact exercise program, but no difference in effectiveness was shown on gait.

Review on the Articles of the Effect of Image Training Program with 3D Virtual Reality and Use for Physical Activity of Older Adults: Based on the Embodied Cognition (3D 가상현실 심상운동 프로그램 효과 및 노인체육 적용가능성에 대한 문헌고찰연구: 체화된 인지접근)

  • Moon, Kyung-Ji;Han, Kyung-Hun
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.886-904
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    • 2018
  • The 3D(dimension) vritual reality(VR) has already been used in various sports fields, especially in the training of elite athletes. It is mainly used to maximize the effectiveness of image training, and the use of VR-based image training has received special attention as evidence-based pratices for its feasibility, practicality, and appropriateness. However, in recent years, the use of VR is no longer used only for the training of elite athletes, but is widely used in social sports. This is because, the advantage of exercise in VR is that it is highly stable and has fewer restrictions from the external environment. Considering these advantages, it can be used for the elderly physical activity. This study identifies and reviews studies applying VR-based image training. Several recommendations for the future study on VR-based image training for the older such as interdisciplinary approach to VR-based image training, support needs regarding characteristics of the older, and generalization and maintenance of acquired technology were discussed.

Virtual Reality-Based Exercise Games for Finger Rehabilitation Following Chronic Stroke (만성 뇌졸중 환자의 손가락 재활을 위한 가상현실 기반의 운동 게임)

  • Park, Hee-Woo;Kim, Young;Seo, Jung-Yeon;Lee, Hwa-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1100-1102
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    • 2017
  • 손가락 운동은 뇌에 가장 큰 영향을 미친다고 알려져 있으며, 손의 기능은 운동과 감각의 복합 기능을 가지고 있기 때문에 식사하기, 옷 입기 등 일상생활을 하는데 있어 반드시 필요하다. 본 연구는 만성 뇌졸중 환자를 대상으로 손가락 재활치료를 위해 환자의 손동작 인식을 위한 'Real Sense'와 게임 개발 엔진인 'Unity3D'를 연동하여 게임을 개발하는 것을 목적으로 한다. 제안하는 게임은 활동성을 부가함으로써 손가락 재활이라는 특정 목적을 달성하는 기능성 게임이며, 주어진 과제를 단계별로 나누어 진행하도록 하여 난이도를 설정하였다. 우리는 환자들의 게임 참여도를 높이기 위해 딱딱한 화면이 아닌 친숙한 게임형식으로 구성하여 환자들이 지루함 없이 자발적으로 재활치료를 할 수 있도록 도움을 주며, 환자들은 우리의 게임을 이용하며 손가락을 균형 있게 사용함으로써 뇌 활동을 향상시킬 수 있다. 기존의 재활치료는 환자가 직접 병원을 가야하는 불편함과 가격이 비싼 재활 치료 기계를 사야하는 반면에 본 연구에서는 비교적 저렴하고 가벼운 'Real Sense'를 이용하여 시간과 공간에 얽매이지 않고 재활치료를 할 수 있도록 하였다.

Nursing Home Environment with Positive Distraction for Reduction of Chronic Pain and Healing (만성통증의 경감과 치유를 위한 노인요양시설의 긍정적 관심 전환 환경)

  • Chung, Miryum
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.206-216
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    • 2015
  • Majority of the seniors living in nursing homes suffer from persistent chronic pain, which may cause depression and compromised quality of life if untreated. The environment should support them to lift their focus from current pain and worries to the positive feelings and the delight of life. The purpose of this research is to classify the healing environment elements for positive distraction, and analyze 6 international cases to see the current situation. The elements were categorized as follows, based on literature review from both healing spaces and elderly care field: spatial elements(view, natural elements, artificial elements, exercise space, garden), psychological elements(grooming area, space for privacy, meal/drink area, elements for recollection, religious space), social elements(common living area, activity/hoppy room, family/visitor area, information area, local community program space). Analysis on 6 facilities showed that each elements were reflected to designed relatively well. New inventions from workers who think distraction is important were also introduced. Healing environment for positive distraction requires delicate touch, derived from understanding characteristics and situation of the residing elderly individuals. Technology update is also significant, from audio books to virtual reality devices, since cultural life of nursing home is far behind from what the others enjoy now.

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

Analysis of Display Fatigue induced by HMD-based Virtual Reality Bicycle (HMD 기반 가상현실 자전거의 영상피로 분석)

  • Kim, Sun-Uk;Han, Seung Jo;Koo, Kyo-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.692-699
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    • 2017
  • The purpose of this study is to investigate the display fatigue quantitatively when operating 2D and HMD-based 3D VR bicycles. Though it is generally accepted that the display fatigue induced by 3D VR is greater than that induced by 2D VR, there have been few studies which attempted to measure the display fatigue scientifically. The subjective degree of cybersickness and quantitative flicker fusion frequency (FFF) were measured in twenty subjects (Male 10, Female 10) before and after they operated 2D and 3D VR bicycles for 5 min. Two dependent variables affected by the 2D and 3D VR displays were analyzed and compared statistically based on scientific evidence and research. This study showed that 3D VR resulted in a significantly higher cybersickness rate and a significant lower FFF rate than 2D VR. Given the current propensity to couple VR techniques with exercise equipment, it seems appropriate to verify the general beliefs through scientific methods and experimental measures such as the FFF and cybersickness questionnaires.

Effects of Virtual Reality Based Video game and Rehabilitation Exercise on the Balance and Activities of Daily Living of Chronic Stroke Patients (가상현실기반 비디오게임과 재활운동이 만성기 뇌졸중 환자의 균형 및 일상생활동작에 미치는 영향)

  • Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.8 no.2
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    • pp.201-207
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    • 2013
  • 연구목적: 닌텐도 위를 이용한 가상현실기반 비디오게임 프로그램을 만성기 뇌졸중 환자에게 적용하여 균형능력 및 일상생활동작에 어떠한 영향을 미치는지 알아보고, 뇌졸중 환자의 재활프로그램으로서 적용 가능성이 있는지 알아보고자 한다. 연구방법: 만성기 뇌졸중 환자를 무작위로 가상현실기반 비디오게임 프로그램을 적용한 실험군(n=7)과 적용하지 않은 대조군(n=10)으로 구분하여 연구를 진행하였다. 연구에 참여한 모든 대상자에게 30분의 Bobath therapy와 15분간의 FES 치료를 기본적으로 실시하였다. 이에 더하여 실험군은 가상현실기반 비디오게임 프로그램을 1일 30분이내, 주 5회, 3주간 실시하였다. 대조군은 자전거 운동과 보행훈련으로 30분간 시행하였다. 실험 전 후 눈뜨고 외발서기(OLST; open leg standing test), Timed Up and Go(TUG) 검사, 10m 걷기 검사, Functional Independence Measure(FIM)를 측정하였다. 실험 전과 실험 후 측정값의 차이를 비교하기 위해 Wilcoxon Signed Ranks Test를 실시하였다. 그리고 각 측정값의 변화량에 대한 실험군과 대조군 사이의 차이를 알아보기 위해 Mann-Whitney U Test를 실시하였다. 연구결과: 실험결과는 다음과 같다. 1) 실험군에서는 FIM의 유의한 증가와 TUG, 10m 걷기 검사의 유의한 감소를(p<.05) 보였다. 대조군에서는 OLST의 증가와 TUG, 10m walking test의 감소가 나타났지만 통계적으로 유의하지 않았다. 오직 FIM에서만 유의한 증가가 나타났다(p<.05). 2) 실험 전 후의 실험군과 대조군의 각 측정값들의 평균차를 비교한 결과 실험군은 대조군보다 실험 전 후 OLST, TUG, 10m walking test 차이의 평균은 컸지만 통계적으로 유의하지 않았다. 결론: 이상의 결과로부터 가상현실기반 비디오게임이 만성기 뇌졸중 환자의 동적균형능력 및 일상생활동작 향상에 효과가 있음을 알 수 있었다.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.

A Study on the Invention of Synthetic Visual Analysis Model for Joseon Royal Tombs (조선 왕릉의 경관관리를 위한 통합적 시각구조분석모델 모색방안)

  • Hong, Youn-Soon;Lee, Ai-Ran;Paek, Chong-Chul
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.33 no.2
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    • pp.49-57
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    • 2015
  • The purpose of this study is to provide the visual landscape modelling on Josun royal tombs and surrounding. The visual landscape of traditional heritage is illustrated by the main view points of analysis. This analysis examines limited view points and cannot reflect a reality of environments. Nowadays various equipments and methodologies are developed for the visual landscape research. This study used new tools for analysis which are Sketch up (3D simulation) and mini helicopter (UAV). With those tools, this research examines not only view points of the analysis but also axis views and disincentive environments as a complex analysis. First of all, the research examined 3D modelling for the virtual simulation and drew coordinates and routes for the UAV operating. Secondly, UAV followed this routes and took linear and continuous views that are real scenes. As a result, it drew 3D simulation could illustrate and control the changing of environments such as the forest density and seasonal variations. Thus, comparing both of them shows efficiently landscape analysis. Thirdly, the study compared virtual and real landscape. Using this 3D modelling, this paper able to elaborate heritage environment and surrounding which omitted by view point analysis. Although this study has limitation practice and exercise on the field, the results and suggestions contribute to the various historic heritage managements and conservations. Moreover, it helps to explain the complex and dimensional landscape analysis.

A Conceptual Design on Training Simulator of the Special Railway Vehicle for Multiple Tie Tamper (궤도보수 특수철도차량 탬퍼 모의훈련연습기의 개념설계)

  • Ahn, Seung-Ho;Kang, Jeong Hyung;Kim, Chul Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.430-436
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    • 2018
  • Special railway vehicles for track maintenance are equipped with a tamping device that adjusts various track trajectories to reduce the vibration of rolling stock and improve ride quality during trains passing over a track. The development of a simulator that can confirm the error of the actual tamping work is important for reducing human error in the linearization of the track misalignment. In this study, to improve the reality and training effect of conventional 2D simulator, 3D simulator modeling was implemented for tamping work of special railway vehicles in virtual space. The problem of buffering during high screen quality of tamping work was solved using the Unwrap UVW mapping technique of a low polygon extracted from high quality polygon modeling. The human error in the training of the tamping work was detected by the principle of circle and square collision when the tamping tyne and the sleeper collided. In addition, vibration of the driving chair was generated at the same time as the collision, and the number of the sleeper strikes is displayed on the simulator exercise screen. Owing to the scattering of railway ballast protruding from the sleepers, which had a serious effect on the safety of the vehicle, the gravel bouncing effect of the tamping unit was applied.