• Title/Summary/Keyword: Virtual Reality Intervention

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The Effects of Immersive Virtual Reality-Based Simulation Learning Program on the Communication Competence and Learning Attitude of Students with Intellectual Disabilities: Focusing on a Convenience Store Situation (몰입형 가상현실 기반 모의학습 프로그램이 지적장애학생의 의사소통 능력과 학습태도에 미치는 효과: 편의점을 중심으로)

  • Kim, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.553-561
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    • 2020
  • The purpose of this study was to identify the effects of an immersive virtual reality-based simulation learning program(IVR-SLP) on the communication competence and learning attitude of students with intellectual disabilities. To do this, 23 participants with intellectual disabilities were selected from 2 special schools. 11 students were placed in an experimental group and 12 students in a control group. An IVR-SLP, focusing on possible situations in a convenience store, was implemented within the experimental group and a traditional intervention program was implemented within the control group. The programs were conducted 5 times per week for 4 weeks and each session lasted approximately 40 minutes. Evaluations were carried out by using a pre- and post- test, and the results of the evaluation were analyzed using the independent t-test. The results of this study indicated that the communication competence of the experimental group showed greater improvement than that of the control group. In addition, the learning attitude of the experimental group became more positive than that of the control group. This implies that the immersive virtual reality-based simulation learning program can be a very effective tool for teaching language and communication skills to students with intellectual disabilities.

The Effects of Simulation Education using Virtual Reality based Core Nursing Skills Training Program on Knowledge, Nursing Practice, Self-Confidence in Performance, Self-Efficacy, and Problem Solving Ability in Nursing Students (가상현실(Virtual Reality)을 활용한 핵심간호술 훈련이 지식, 수행, 수행자신감, 자기효능감, 문제해결능력에 미치는 효과)

  • Kyungmi Lee;Miran Jung;Soyeon Im;yungmi Ryu;Shinhong Min
    • Journal of Industrial Convergence
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    • v.22 no.5
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    • pp.97-105
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    • 2024
  • The purpose of this study was to investigate the effect of HMD-based virtual reality core nursing skills training on nursing students' knowledge, performance, self-confidence, self-efficacy, and problem-s olving ability. The study participants were 45 fourth-year nursing students from a university in A city. The participants were assigned to either the experimental group (n = 21) who received VR core nursing skills related to blood transfusion training or the control group (n = 24) who received traditional training using mannequins. After completing core nursing skill training, the experimental group and the control group performed simulations including blood transfusion. Data was collected from October 3 to October 28, 2022. The collected data were analyzed using descriptive statistics and t-tests. The results showed that after the intervention, the experimental group had significantly higher knowledge scores than the control group (t=-2.13, p=.039). The control group had significantly higher self-confidence in performance than the experimental group (t=2.63, p=.012). There were no significant differences in performance, self-efficacy, or problem-solving ability between the two groups. Therefore, VR-based core nursing skills training can be usefully utilized for nursing students to learn the knowledge and procedures before performing them in real life, and traditional core nursing skills training using mannequins can lead to an increase in nursing students' confidence in performing the skills.

Occupational Therapy for Community Mobility in Stroke Patients : Systematic review (뇌졸중 환자의 지역사회이동을 위한 작업치료 중재: 체계적 고찰)

  • Jo, Eun-Ju;Kam, Kyung-Yoon;Chang, Moon-Young
    • The Journal of Korean society of community based occupational therapy
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    • v.8 no.3
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    • pp.77-89
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    • 2018
  • Objective : The purpose of this study was to analyze occupational therapy intervention on the community mobility for stroke patients, and to provide evidence of intervention in the clinical fields. Methods : A systematic review was executed according to the PRISMA checklist. The accessed database was PubMed, EMBASE, Cochrane Library (CENTRAL), ProQuest Dissertations & thesis (PQDT), RISS, and KoreaMed. We included the articles published from 2005 to September 2018. RoBANS checklist was used to evaluate the quality of the articles. Included articles, totally eight, were categorized according to the type of intervention. Results : The study design of the literature was varied from two-group randomized trial, quasi-experimental study, case-control trial, one group pre-post comparison study, and cross-sectional study. In the evidence level, 6 articles were included in level II (75%). The percentage of low risk of bias in each article ranged from 52.5%~87.5%. Four studies (50%) provided intervention based on virtual reality or virtual environment. The three (37.5%) provided intervention based on the protocol, and the other (12.5%) did wheelchair training. All studies reported significant effects of the intervention. Conclusion : This systematic review provided evidences to use proper intervention in the clinical fields. Various type of studies should be conducted to prove the effect of occupational therapy intervention for community mobility.

Effectiveness of virtual reality-based oral muscle strength training on oral function in older adults (노인 대상 가상현실 기반 구강 근력 강화 훈련의 구강 기능 개선 효과)

  • Yoon-Young Choi;Eun-Seo Jung;Kyeong-Jin Lee;Hyun-Young Moon;Mi-Sook Yoon;Kyeong-Hee Lee
    • Journal of Korean society of Dental Hygiene
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    • v.24 no.2
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    • pp.121-130
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    • 2024
  • Objectives: This study aimed to develop a virtual reality (VR)-based oral strength training program and apply it to older adults to assess improvements in oral function. Methods: The oral strength training was conducted 12 times over 6 weeks, from late August to early October 2023, at the participants' institution. Each session lasted approximately 60 minutes. Forty-one participants aged 65 and older were randomly assigned to either the intervention or control group. Results: Following the VR-based oral muscle strength training, the O'Leary index decreased by 0.42 (p<0.01), and the Löe & Silness index decreased by 1.11 (p<0.01). Additionally, there was a 1.24 reduction in tongue tie (p<0.01) and a 0.55 increase in salivation (p<0.05). Post hoc comparisons revealed significant differences between the two groups in gingival bacterial film (p<0.001), gingivitis (p<0.001), and tongue plaque (p<0.01). Conclusions: The study found that VR-based oral muscle strength training can improve oral health among older adults. Therefore, the VR-based oral muscle strength training program developed in this study could be beneficial in health promotion programs for the elderly.

The Effect of a Virtual Reality Program on Static Balance Control and Fall Efficacy of Elderly People (가상현실 프로그램이 노인의 정적균형 조절과 낙상효능감에 미치는 효과)

  • Kim, Eun Ja;Hwang, Byong Yong;Kim, Mi Sun
    • 한국노년학
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    • v.30 no.4
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    • pp.1107-1116
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    • 2010
  • The elderly people with advancing years have many problems such as the decline of the proprioceptive, visual & vestibular function and muscle weakness. Furthermore the decrease of the reflex which influences the balance ability in sudden change of the movement could cause the falls. The difficulty of the balance caused by the fear releated to the fall aggravates the Falls Efficacy and causes a lot of the disability of the independent activities of daily living. The purpose of this study was the effect of a Virtual Reality Program on Static Balance control and Fall efficacy of Elderly people. 14 elderly people(subjects) who were ≥65years of age partiripated in this study and they were divided into VR(Virtual Reality) group(n=7) and Control group (n=7). VR group took the general physical therapy & IREX and only the general physical therapy was carried out in the control group. VR group of intervention was carried out for 30min. total 8times. They were evaluated by BIO-Rescue, Fall Efficacy Scale before and after treatment. The Static Balance control and Fall efficacy were assessed by Bio-Rescue & Falls Efficacy Scale. The analysis of the resulf was assessed by Wilcoxon signed test & Mann-Whitney U test. The result showed that the static balance of VR group with the open eyes was improved in a static balance test and range of the movement was increased in limited of stability. And Falls Efficacy was also efficacious. IREX was effective to static balance control and Falls Efficacy of the elderly When we think about these effects, various treatments and objective assessments using VR program will be needed for the elderly

Effects of Kinect-Based Mixed Reality Device on Physical Function and Quality of Life in Breast Cancer Survivors : A randomized controlled trial

  • Byung-Gul Lim;Xinxing Li;Yun-Ho Sung;Si-Woo LEE;Hyun-Jun Kim;Wook Song
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.2
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    • pp.49-60
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    • 2023
  • Purpose : We aimed to evaluate the impact of a exercise with kinect-based mixed reality device (KMR) on physical function, upper extremity disability, fatigue, and quality of life in breast cancer survivors. We hypothesized that this exercise program would improve physical function, physical activity, fatigue, and quality of life. Methods : Thirty-nine breast cancer survivors were randomized to either the KMR exercise group (KE) or the home stretch group (HS). The KE participated in 8 weeks of exercise, exercising 3 times per week, while the HS performed 8 weeks of stretching exercises, also 3 times per week. Before and after the intervention period, participants underwent assessments of physical function, including body composition, chester step test (CST), and hand grip strength (HGS). Additionally, participants completed questionnaires including the international physical activity questionnaire (IPAQ), disabilities of the arm, shoulder and hand (DASH) questionnaire, and functional assessment of cancer therapy-breast (FACT-B) questionnaire to measure their physical activity levels, upper extremity disability, and quality of life, respectively. Results : Overall, significant improvements were observed in several shoulder movements, body weight, and physical activity, with no significant interaction effects between groups and time. Furthermore, there was a significant group by time interaction for body weight, left flexion, right flexion, right abduction, and left adduction, as well as for upper extremity disability (K-DASH) and quality of life (FACT-B). Conclusion : In conclusion, the KMR exercise program was found to be effective at improving physical function, upper extremity disability, quality of life, and overall well-being in breast cancer survivors. The significant improvements observed in multiple measures and the significant group by time interactions for various outcomes highlight the potential benefits of this KMR exercise program in promoting a better quality of life for breast cancer survivors.

Development and Applied Effects of VR-based Cooking Serious Game for Students with Intellectual Disabilities (지적장애 학생을 위한 VR 기반 요리하기 기능성 게임 개발 및 적용 효과)

  • Lee, Tae-Su
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.67-80
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    • 2021
  • The purpose of this study were to develop VR-based cooking serious game(VR-Cook) for students with intellectual disabilities and to validate effectiveness. The VR-Cook was developed using the ASSURE model. Twenty students with intellectual disabilities were participated to verify effectiveness. Ten students were assigned to the experimental group and the others to the control group. The control group received traditional interventions, and the experimental group participated in the intervention combining traditional intervention with VR-Cook. Evaluations were made at three times, and evaluation data were analyzed with repeated two-way ANOVA. The experimental group has improved more than control group in cooking activities and class attitudes.

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

  • Song, Chang Ho;Shin, Won Seob;Lee, Kyoung Jin;Lee, Seung Won
    • 한국노년학
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    • v.29 no.4
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    • pp.1261-1275
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    • 2009
  • Age related decrease of muscle strength, balance, and gait abilities bring about physical inactivity in the elderly. Virtual reality (VR) training has been used successfully to rehabilitate functional balance and mobility in elderly subjects. This study was aimed at determining the effect of VR-based exercise programs by using a video game on the muscle strength, balance, and gait abilities in the elderly. 48 old people were randomly divided into two groups; VR-group (men: 11, women: 14, age: 68.42yrs) and control group (men: 10, women: 13, age: 67.58yrs). VR-group performed an exercise program twice a week for 8 weeks and control group had no intervention. The VR-based exercise program was composed of warm up(10 mins), VR-program(40 mins), and cool down(10mins). It was performed by playstation eyetoy play that provided visual and auditory feedback as well as movements of the upper and lower extremities. Muscle strengths of the knee and ankle were measured using manual muscle tester. Static balance was estimated using computerized posturography. Dynamic balance was measured by Timed up and go test (TUG), Functional reach test (FRT). 10m walk test and 6-min walk test were used to assess gait abilities. After the completion of the VR-exercise program, muscle strength, balance, and gait abilities were improved significantly (p<0.05). In conclusion, the VR-based exercise program showed improvement on the muscle strength, balance, and gait ability in the elderly. This exercise program is both effective and interesting for this age group.

Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.163-171
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    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

Effect of early robot-assisted training using virtual reality program in patient with stroke (가상현실을 이용한 조기 로봇보조 보행 훈련이 뇌졸중 환자에 미치는 영향)

  • Lee, Dong-Soon;Lee, Kyung-Hwa;Kang, Tae-Woo;Cho, Sung-Tae
    • The Journal of Korean Physical Therapy
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    • v.25 no.4
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    • pp.195-203
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    • 2013
  • Purpose: The purpose of this study was to determine the effect of early Robot-assisted training on gait ability, function and ADL in patients with stroke. Methods: 26 patients with stroke were recruited for this study. The subjects were randomly assigned to either the experimental group (EG) or the control group (CG), with 13 patients in each group. All subjects received a routine physical therapy. The robot-assisted training was for 30 min in the case of the EG subjects. The assessment tools of this study involved the gait ability, balance ability, function and ADL. The measurements were recorded before the intervention and after the intervention. Results: EG subjects and CG subjects, the variables measured after the intervention significantly differed from gait ability, balance ability, function and ADL without the FMA (p<0.05). The FMA was only effective experimental group after intervention. Also, there were significant differences in gait ability, balance ability, function and ADL without the FMA at post-test between the 2 groups (p<0.05). Conclusion: The findings indicate that early robot-assisted training exerts a positive effect on gait ability, balance ability, function and ADL in patients with stroke. This result indicates the possibility of application of the early Robot-assisted training to the management for stroke patients. Further studies are required to generalize the result for this study.