• 제목/요약/키워드: Virtual Reality Exercise

Search Result 98, Processing Time 0.027 seconds

Biomechanical Validation about Dumbbell Curl Exercise Effects of Virtual Environment (가상환경 변화에 따른 덤벨 컬 운동효과에 관한 운동역학적 검증)

  • Hong, Ah Reum;Kim, Jai Jung;So, Jae Moo
    • Korean Journal of Applied Biomechanics
    • /
    • v.30 no.1
    • /
    • pp.111-119
    • /
    • 2020
  • Objective: The purpose of this study is to apply exercise learning effect to various subjects through training effect and information accumulation based on verification of the effect on dumbbell curl exercises applied with virtual reality. Method: To analyze the effect on the dumbbell curl exercise in the virtual environment, a total of 20 persons with 10 males and 10 females who does not have orthopedics diseases were selected. The dumbbell weight of the subjects was set to a weight of 70% strength of 1RM. At this time, the virtual environment situation was set to four types; presence/absence of virtual environment, preferred colors, and unfavorable colors to perform dumbbell curl exercise. The anaysis of muscle activity was conducted by adhering four surface electrodes (Biceps Brachii, Triceps Brachii, Brachioradialis Muscle, Extensor Carpi Radialis Longus Muscle) on the right upper limbs. Independent sample t-test using SPSS (24.0) program was carried out to analyze average values and standard deviations for each variable depending on the presence/absence of virtual environments and changes in color (preferred colors, unfavorable colors) and the level of significance was set to a=.05. Results: In the eccentric contraction, males showed high muscle activity in the Biceps Brachii under virtual reality. On the other hand, females had high muscle activity in the Biceps Brachii in the absence of virtual reality. Also, in case of a change of colors in the virtual environment, females had the high muscle activity in the unfavorable color in the eccentric contraction. Conclusion: During the dumbbell curl exercise, results of different exercises present depending on gender. When males put VR on and performs a basic dumbbell curl exercise, the effect of Biceps presents Brachii for them while exercising in unfavorable colors. However, since it is the basic research data of muscle exercise using virtual reality, it is necessary to verify whether or not it is effective for myopachynsis through long-term training rather than unity.

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

  • Cho, Gyeong-Hee;Shin, Hyung-Soo
    • Journal of the Korean Society of Physical Medicine
    • /
    • v.9 no.1
    • /
    • 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.

Effects of Breathing Exercises Using Virtual Reality and Schroth Breathing Exercises on the Lung Function of Adults in Their 20s

  • Byung-Kon Kim;Wook-Jin Lee
    • The Journal of Korean Physical Therapy
    • /
    • v.36 no.2
    • /
    • pp.67-70
    • /
    • 2024
  • Purpose: This study investigated the effect of virtual reality and Schroth breathing exercises on the lung function characteristics of normal adults in their 20s. Methods: The subjects were randomly divided into groups with ten people each in the experimental groups, namely the virtual reality breathing exercise group (BBEG) and the Schroth breathing exercise group (SBEG), and the control group. The experimental groups performed each breathing exercise for 4 weeks. Subsequently, pulmonary function test indicators such as the forced vital capacity (FVC) and the forced expiratory volume (FEV1) were measured. Results: In the within-group comparison of the subjects before and after the exercises, there was a significant difference in the FVC and FEV1 (p<0.05), but there was no significant difference in FEV1/FVC. The result of the difference test between groups showed that there was a significant difference in FEV1/FVC after exercise (p<0.05). However, there were no significant differences in the remaining items (p>0.05). Conclusion: Improvement in lung function was seen in both exercise groups, and the changes in FEV1/FVC indicated significant improvement in the lung function of the experimental groups compared to the control group.

The Correlation between Static and Dynamic Balance Index according to the Virtual Reality-Based Squat and Conventional Squat Exercise (가상현실기반과 고전적 스쿼트 운동 방법에 따른 정적, 동적 균형지수 간 상관분석)

  • Yoon, Junggyu
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.7 no.1
    • /
    • pp.1-8
    • /
    • 2019
  • Purpose : The purpose of this study was to examine the correlation between static and dynamic balance according to the virtual reality-based squat and conventional squat exercise. Methods : Twenty four participants were randomly assigned to the virtual reality-based squat (VRS) group (n=12) or conventional squat (CS) group (n=12). The static balance (C90 area, C90 angle, trace length, sway average velocity) and dynamic balance (forward, rearward, leftward, rightward) were measured using a force plate by BT4. The VRS group used the virtual reality system during 4 weeks, while the CS group underwent classical squat training. Independent t-test was used to test the homogeneity of the general characteristics of the subjects. The collected data was analyzed using the paired t-test for static and dynamic balance comparisons before and after exercise in both groups and Pearson's test for the correlation between static and dynamic balance according to the measured time. The significance level was set to 0.05. Results : There was no significant correlation between group and static and dynamic balance related variables (p>.05). There was a significant correlation between measurement time and static and dynamic balance related variables (p<.05). According to the measurement time, the static balance parameter C90 area in the VRS group after exercise was significantly decreased (p<.05). The values of forward, leftward and rightward in the VRS group were significantly increased after exercise (p<.05). Conclusion : It is suggested that 20 normal healthy adult men and women who have normal balance ability can improve their ability to control their posture by improving the balance ability when applying virtual reality-based squat exercise.

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

  • Kim, Jung-Jin;Gu, Seul;Lee, Jin-Ju;Kim, Yu-Shin;Yoon, Bum-Chul
    • The Journal of Korean Physical Therapy
    • /
    • v.24 no.2
    • /
    • pp.90-97
    • /
    • 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.

Application plan for radiological exposure model using virtual reality-based radiological exercise system

  • Lee, Dewhey;Lee, Byung Il;Park, Younwon;Kim, Dohyung
    • Nuclear Engineering and Technology
    • /
    • v.50 no.5
    • /
    • pp.745-750
    • /
    • 2018
  • New exercise technology such as the virtual reality (VR)-based exercise system is required to meet soaring demand for target participants in exercises and to alleviate the difficulties in personnel mobilization through an alternative approach to the exercise system. In a previous study, event tree methodologies were introduced in setting up an exercise scenario of a VR-based radiological exercise system. In the scenario, the locations at which major events occur are rephrased as nodes, routes as paths, and public response actions as protective actions or contents of an exercise at individual locations. In the study, a model for estimating effective doses to the participants is proposed to evaluate the exercise system, using the effective dose rates at particular times and locations derived from a computer program. The effective dose received by a student when she/he follows a successful route is about a half of the dose received when she/he does not follow the exercise guide directions. In addition, elapsed time to finish an exercise when following a successful route is less than one-third of the time spent to finish an exercise when following the guide's directions.

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

  • Lee, Dong-Yeop;Shin, Won-Seob
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.11 no.10
    • /
    • pp.3826-3832
    • /
    • 2010
  • This study was aimed at determining the effect of virtual reality(VR) based exercise programs on energy expenditure during gait in chronic stroke patients. Thirty-two stroke patients were participated for this study. They underwent stroke for more than 6 months and were assigned to a VR-exercise group (n=16) or a control group (n=16). The VR-exercise group executed a rehabilitation exercise three times a week during 6 weeks. The VR-exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Energy expenditure index(EEI) during gait was calculated from heart rate and gait velocity. After the completion of the VR-exercise, the EEI was decreased significantly (p<0.05). These results showed that the rehabilitation exercise using a virtual reality is effective in the improvement of energy efficiency during gait in chronic stroke patients.

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

  • Kim, Ki Jong;Jun, Hyun ju
    • Journal of International Academy of Physical Therapy Research
    • /
    • v.6 no.2
    • /
    • pp.891-895
    • /
    • 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.

Effects of Virtual Reality Based Exercise Program on Gross Motor Function and Balance of Children with Spastic Cerebral Palsy (가상현실 프로그램이 경직성 뇌성마비 아동의 대동작 기능 및 균형에 미치는 영향)

  • Lee, Hyojeong;Go, Jieun
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.4 no.4
    • /
    • pp.53-65
    • /
    • 2016
  • Purpose : The purpose of this study is to evaluate the effects of virtual reality based exercise program on gross motor function and balance of children with spastic cerebral palsy. Method : Subjects of this study, among the children who received the diagnosis spastic cerebral palsy, for children total of 8 people have agreed to research. Experimental group 4 people, control group 4 people, was a total of 8 people. Group-specific arbitration method, was applied to Nintendo Wii Fit game (experimental group) and exercise program (control group). Each training courses 30 minutes for 4 weeks, examined the changes in Gross Motor Function Measure(GMFM) and Pediatrics Balance Scale(PBS) ability to examine a total of 4-week course effectively. The intervention were compared by measuring before and after. Result : There were significant improvements in the subscales of the gross motor function and balance test of those who practiced with the Nintendo Wii Fit game, while the control group showed no significant changes. Conclusion : Therefore, the virtual based on exercise is effective in improvement of to improve the gross motor function and balance in children with spastic cerebral palsy.

The digital literacy, awareness, and educational needs of virtual reality among nursing students (간호대학생의 디지털 리터러시, 가상현실에 대한 인식 및 가상현실을 적용한 간호 교육 요구도)

  • Kim, Hye-Won
    • The Journal of Korean Academic Society of Nursing Education
    • /
    • v.29 no.1
    • /
    • pp.17-26
    • /
    • 2023
  • Purpose: This study's aim was to investigate digital literacy, awareness of virtual reality, and educational needs of virtual reality-based nursing education among nursing students. Methods: Structured self-reported questionnaires were used to measure the nursing students' digital literacy, awareness, and educational needs of virtual reality. This study was conducted on 162 nursing students in Seoul between December 13 and December 24, 2021. The data were analyzed using descriptive statistics, t-test, and one-way ANOVA with SPSS/WIN 24.0. Results: The mean scores on digital literacy, awareness, and educational needs of virtual reality were 4.38±0.42, 4.71±0.64, and 4.08±0.61, respectively. Concerning the educational needs of the subjects, the need for safety education was the highest, followed by the need for oxygenation education, elimination education, and activity and exercise education. Significant relationships were found between digital literacy and the awareness of virtual reality (r=.34, p<.001), between digital literacy and the educational needs of virtual reality (r=.17, p=.028), and between awareness and the educational needs of virtual reality (r=.51, p<.001). Conclusion: This study suggests that it is necessary to develop a virtual reality-based nursing educational program that reflects the educational needs of nursing students.