• Title/Summary/Keyword: Virtual Reality Therapy

Search Result 201, Processing Time 0.025 seconds

Effect of Virtual Reality Game on Old Patient's Depression, Relationship and Life Satisfaction (가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과)

  • Shin, Kyung-Eun;Oh, Myung-Hwa;Chung, Hyun-Ae;Kim, Hee-Dong
    • 재활복지
    • /
    • v.21 no.4
    • /
    • pp.101-118
    • /
    • 2017
  • This study was conducted to investigate the effect of virtual reality game on old stroke patient's depression, relationship and life satisfaction. The subjects of this study were 40 stroke patients of over 65 years old and each 20 patients were randomly assigned in two groups. The study was conducted for 12 weeks. Nintendo Wii Sports Resort program was applied to the virtual reality game for the experimental group. In order to investigate psychological social factor (depression, relationship) and life satisfaction of the objects, BDI, RCS, LSI-Z were checked three times. The results are as followings. First, the psychological social change (depression, relationship) after the training program showed that depression is significantly decreased (p<.001) along with the intervention period in both 2 groups. Second, change of life satisfaction after the training program showed that significant statistical improvement were found both in control group(p<.05), and experimental group(p<.001). Third, depression, relationship showed the significant statistically correlation with life satisfaction(p<.05). We can conclude from the above that virtual reality games which were played by 2 persons had the significant effect on old stroke patient's psychological social factor(depression, relationship) and life satisfaction.

Demand Analysis of Agro-Healing Virtual Reality Therapy System Factors Considering the Characteristics of Respondents (응답자 특성을 고려한 가상 치유농장 시스템 개발요인 수요분석)

  • Koo, Hee-Dong;Kim, Soo-Jin;Bae, Seung-Jong;Kim, Dae-Sik
    • Journal of Korean Society of Rural Planning
    • /
    • v.28 no.1
    • /
    • pp.1-15
    • /
    • 2022
  • A Care farm is known to have positive effects on various people in psychological, physical, and social aspects. However, care farm services for the disabled, transportation disadvantaged, and socially disadvantaged are limited. This study conducted a demand survey in order to provide basic data for development of the Agro-Healing Virtual Reality Therapy(AVRT) system. The respondents were the ordinary person(n=127) and the disabled person(n=72), and the survey items consisted of 4 categories and 20 items, including intention to use AVRT, requirements for use, factors to be considered when developing the system, and content and program preferences. The intention to use a AVRT was found to be at a high level of 80% or more by respondent characteristics. In addition, similar results were shown in all items such as virtual reality experience, willingness to use, appropriate use time, and willingness to pay by respondent characteristics, and correlation by item was determined through correlation analysis. As for the conditions of use, both sides preferred rural types and were found to have the purpose of healing. However, there were concerns about dizziness in common between system use, and in the case of the disabled person, there were difficulties in purchasing expensive equipment. In the development of the AVRT system, the part of sensory priority, important technology level, and color preference were evaluated, and the preference of content and programs to be developed in the system was identified. Fruit, vegetables, flowers, and animals preferred mandarin, tomato, tulips, and dogs first, horticultural healing preferred harvest management for the ordinary person, plant cultivation for the disabled person, and forest healing and animal education preferred walking and dog-related programs. However, agricultural work was found to be a program with high preference for making processed foods for the ordinary person and creating an animal breeding environment for the disabled person. The result of this study is expected to provide reference data that can be suggested for the development of Agro-healing Virtual Reality Therapy system.

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.

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.

Design of Virtual Reality Contents for Upper-limbs Rehabilitation Using Kinect Sensor

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kang, Hyun-Syug
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.10
    • /
    • pp.85-90
    • /
    • 2015
  • The purpose of this study is to establish the contents of virtual reality for a patient who suffers from various diseases and needs Upper-limbs Rehabilitation. First, the system provides the movement content to remote patient. Then system is tracking information in the joints by using Kinect Sensor. And similarity comparison of a given content to diagnose the movement of the patient. The tracked movement information is stored in the database with similarity and is delivered to the rehabilitation therapist. The result of this study will enhance the effectiveness and concentration of the rehabilitation therapy and be used as basic data evaluating the function of the Upper-limbs Rehabilitation.

The Effect of Convergence Vision Therapy on VR Cybersickness (시지각 훈련이 사이버 멀미에 대한 융복합적 효과)

  • Cho, Hyung-Chel;Ro, Hyo-Lyun;Lee, HeeJae
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.2
    • /
    • pp.55-65
    • /
    • 2022
  • The purpose of this paper was to investigate the relationship between cybersickness symptoms and visual function and to determine whether visual perception training is effective in reducing symptoms of cybersickness. The study subjects were healthy adult males who experienced the same virtual reality program for 15 minutes. Afterwards, the VR satisfaction score and cybersickness level were measured and classified into a comfortable virtual reality program viewer group (CVR group, 20 people) and an uncomfortable virtual reality program viewer group (UVR group, 20 people). Visual function test was performed on all subjects, and the vision therapy training program was applied to the UVR group once a week for 40 minutes 12 times, and then the visual function and SSQ questionnaire were re-evaluated. Subjects with diplopia were 55% in the UVR group and 5% in the CVR group, which was significantly higher in the UVR group, there were differences in stereopsis, exophoria, near point convergence(p<.01) and vergence function(p<.001) between the two groups. After vision therapy, changes in SSQ, stereopsis, near point convergence, and vergence function of UVR user group were positively changed(p<.01). Therefore, cybersickness symptoms are related to visual function, it seems that the vision therapy can be used as a way to alleviate the symptoms of cybersickness.

The Effects of Transcranial Direct Current Stimulation on Balance, Fall Efficacy, and Fall-Related Fitness in Stroke Patient's through a Virtual Reality Rehabilitation Program (경두개 직류전류자극과 가상현실재활프로그램을 적용한 뇌졸중환자의 균형과 낙상관련 체력 및 낙상효능감에 미치는 영향)

  • An, Taegyu;Kwon, Hyukchul;Lee, Sunmin;Kim, Hwan
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.7 no.1
    • /
    • pp.9-17
    • /
    • 2019
  • Purpose : This study assessed the effects of transcranial direct current stimulation (tDCS) on balance, fall efficacy, and fall-related fitness in stroke patients, using a cohort of 30 stroke patients divided into two groups. Methods : The experimental group (was given transcranial direct current stimulation in a virtual reality program) and the control group was given false tDCS in virtual reality. there were 15 patients in each group, receiving appropriate treatment over 30 sessions (30 minutes per session per week over a six-week period). In order to assess the change in balance before and after the intervention, the Berg Balance scale was utilized. Fall efficacy was evaluated using the Korean Falls Efficacy Scale for the Elderly (FES-K), The following exercises were performed by patients to assess fall-related fitness : sitting down in a chair and standing up : walking a 244 cm round= trip, and standing on one foot. Results : After the intervention, the experimental group exhibited significantly increased fall efficacy and fall-related fitness, while the control group exhibited no change. These findings suggest that tDCS has positive effects on balance, fall efficacy, and fall-related fitness in stroke patients. Conclusion : Using tDCS as an intervention would bring positive effects on balance, fall efficacy, and fall-related fitness in stroke patients undergoing rehabilitation.

The Effect of Multimodal Intervention through Virtual Reality-Based Immersion Program on Cognitive Function and Brain activity in Patients with Mild Cognitive Impairment (가상현실 기반 몰입형 복합중재프로그램이 경도인지장애 환자의 인지기능 및 두뇌 활성에 미치는 영향)

  • Ye-Rim Im;Sun-Min Lee
    • Journal of the Korean Society of Physical Medicine
    • /
    • v.18 no.1
    • /
    • pp.87-97
    • /
    • 2023
  • PURPOSE: The purpose of this study was to investigate the effect of multimodal intervention through VR (virtual reality)-based immersion program on the cognitive function and brain activity of patients with mild cognitive impairment. METHODS: The subjects of the study were 10 people in the experimental group who applied a complex intervention that performed cognitive tasks using the movement of the upper extremities through the VR program, and 10 people in the control group who received traditional occupational therapy. After the study intervention was applied 5 times a week, 30 minutes a day for a total of 8 weeks, LOTCA-G(Lowenstein Occupational Therapy Cognitive Assessment for Geriatric Population) and NIRSIT LITE were used to compare. RESULTS: Significant differences in cognitive function and brain activity were noted between the pre- test and post-test in the experimental group. Brain activity showed statistically significant differences in four channels of the working memory domain and one channel of the metacognitive domain (p < . 05). Comparative analysis of the difference between the two groups revealed statistically significant differences in cognitive function and brain activity. The brain activity showed statistically significant differences in three channels of the working memory domain and one channel of the metacognitive domain (p < .05). CONCLUSION: Through the results of this study, it was found that the complex intervention of performing cognitive tasks using upper extremity movements through the VR program had a positive effect on the cognitive function of patients with mild cognitive.

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.

Changes in Young Adults' Static Balance Ability Following Immersive Virtual Reality Balance Training (젊은 성인에서 몰입형 가상현실 균형 훈련에 따른 정적 균형 변화)

  • Seo, Jeong-Pyo;Yeo, Sang-Seok
    • PNF and Movement
    • /
    • v.18 no.2
    • /
    • pp.265-273
    • /
    • 2020
  • Purpose: The purpose of the study was to investigate the effects of HMD (head mounted display)-based virtual reality balance training on static balance in young adults, and whether appropriate balance training can help healthy adults to improve balance ability in daily living. Methods: The study subjects were 14 healthy adults. Subjects received 20 minutes of HMD-based virtual reality balance training 3 times per week for 4 weeks. Static balance was measured before, during, and after training and after one month. Static balance was measured in a total of 8 conditions, and the results were classified as visual (F1), somatosensory (F5-6), vestibular (F2-4), and central nervous system (F7-8). Results: The test results showed no significant difference in pre-training, post-training, and follow-up results under all conditions at Fourier index F1, F5-6, and F7-8 frequencies. For the F2-4 frequency, there was a significant difference before and after training under NC (neutral head position, eyes closed, firm surface) and PC (neutral head position, eyes closed, elastic surface) conditions. The NC condition returned a significant decrease of F2-4 frequency in post-training testing as compared to pre-training, and the PC condition showed a significant decrease of F2-4 frequency between the pre-training and mid-training tests, and between the pre-training and post-training tests. Conclusion: These results indicate that HMD-based balance training can improve balance ability, even in normal adults, and seems especially effective for vestibular function training.