• 제목/요약/키워드: Virtual Reality Therapy

검색결과 201건 처리시간 0.025초

노인의 균형증진을 위한 가상현실 기반 훈련의 몰입도에 따른 균형능력 비교 (Comparison of Balance Ability according to the Immersion Level of Virtual Reality-based Training for the Balance Enhancement of the Elderly)

  • 김영성;박민철
    • PNF and Movement
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    • 제16권2호
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    • pp.259-266
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    • 2018
  • Purpose: This study aimed to compare balance ability according to the immersion level of virtual reality-based training for the balance enhancement of the elderly. Methods: This study included 48 elderly people aged 65 years and older (male 16, female 32). According to the immersion level of applied virtual reality training, 16, 17, and 15 persons were randomly assigned to full immersion, semi-immersion, and control groups. The subjects who were assigned to the full immersion group and semi-immersion group received virtual reality training for 6 weeks at 20 min at a time, 3 times per week. The control group received no intervention. Balance ability was evaluated by measuring the stability limit and the tandem walking test before and after the intervention. Results: Results showed significant differences among the three groups in the limit of stability of all directions and the tandem walking test after the intervention. The results of the limit of stability showed a significantly higher value in the full-immersion group than in the control group, and the results of the tandem walking test showed a significantly lower value in the full-immersion and semi-immersion groups than in the control group. Conclusion: The results indicate that the head-mounted display equipment for applying full-immersion virtual training is the most effective in enhancing the balance ability of the elderly.

가상현실기반 인지재활훈련과 컴퓨터기반 인지재활훈련이 회복기 뇌졸중 환자의 기능과 전전두엽 피질에 미치는 영향에 대한 사전연구 (Preliminary Study on the Effects of Virtual Reality-based Cognitive Rehabilitation and Computer-based Cognitive Rehabilitation on Function and Prefrontal Cortex in Convalescent Stroke Patients)

  • 이현민;김수산
    • 대한물리의학회지
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    • 제18권2호
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    • pp.103-114
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    • 2023
  • PURPOSE: This study compared the effects of computer-based and virtual reality-based cognitive rehabilitation programs on the cognitive function, upper limb function, activities of daily living, and their impact on the prefrontal cortex in convalescent stroke patients. METHODS: Ten recovering stroke patients were assessed for their cognitive function, upper limb function, and daily living activities using the Neurobehavioral Cognitive Status Examination, the Korean version of the Fugl-Meyer Assessment, and the Korean version of the Modified Barthel Index. The prefrontal cortex activity was measured with functional Near Infrared Spectroscopy. The virtual reality-based cognitive rehabilitation group utilized a program of daily living activities delivered via a laptop and Oculus Rift. The computer-based cognitive rehabilitation group performed various cognitive tasks on an all-in-one PC. Both groups underwent cognitive rehabilitation training for 30 minutes per day, three times a week, for six weeks, with identical conventional rehabilitation therapies in the hospital. RESULTS: Both programs positively impacted the cognitive and physical functions. On the other hand, the virtual reality-based cognitive rehabilitation program had a larger influence on improving the cognitive and physical functions of convalescing stroke patients. CONCLUSION: The virtual reality program suggests its potential to enhance cognitive and physical functions in convalescent stroke patients through increased engagement, focus, real-time feedback, and game elements, making it a promising rehabilitation approach.

A Case Study on the Effectiveness of tDCS to Reduce Cyber-Sickness in Subjects with Dizziness

  • Chang Ju Kim;Yoon Tae Hwang;Yu Min Ko;Seong Ho Yun;Sang Seok Yeo
    • The Journal of Korean Physical Therapy
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    • 제36권1호
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    • pp.39-44
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    • 2024
  • Purpose: Cybersickness is a type of motion sickness induced by virtual reality (VR) or augmented reality (AR) environments that presents symptoms including nausea, dizziness, and headaches. This study aimed to investigate how cathodal transcranial direct current stimulation (tDCS) alleviates motion sickness symptoms and modulates brain activity in individuals experiencing cybersickness after exposure to a VR environment. Methods: This study was performed on two groups of healthy adults with cybersickness symptoms. Subjects were randomly assigned to receive either cathodal tDCS intervention or sham tDCS intervention. Brain activity during VR stimulation was measured by 38-channel functional near-infrared spectroscopy (fNIRS). tDCS was administered to the right temporoparietal junction (TPJ) for 20 minutes at an intensity of 2mA, and the severity of cybersickness was assessed pre- and post-intervention using a simulator sickness questionnaire (SSQ). Result: Following the experiment, cybersickness symptoms in subjects who received cathodal tDCS intervention were reduced based on SSQ scores, whereas those who received sham tDCS showed no significant change. fNIRS analysis revealed that tDCS significantly diminished cortical activity in subjects with high activity in temporal and parietal lobes, whereas high cortical activity was maintained in these regions after intervention in subjects who received sham tDCS. Conclusion: These findings suggest that cathodal tDCS applied to the right TPJ region in young adults experiencing cybersickness effectively reduces motion sickness induced by VR environments.

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.

척수장애인 신체활동 증가를 위한 피트니스 아바타 모형 개발 (Development of Fitness Avatar Model for Increasing Physical Activity in Individual with Spinal Cord Injury)

  • 강선영
    • 융합보안논문지
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    • 제14권3_1호
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    • pp.65-70
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    • 2014
  • 본 연구에서는 척수장애인의 신체활동 증가를 위한 피트니스 아바타 모형을 개발하고자 하였다. 해마다 장애인구의 비율은 증가하고 있으며, 이 중 지체장애인에 포함되는 척수장애인의 비율도 증가하고 있는 추세이다. 하지 마비로 인해 체육시설로의 접근이 용이하지 않은 척수장애인들의 신체활동 필요성이 더욱 절실한 상황에서 이들이 용이하게 접근할 수 있는 신체활동 방법으로 가상현실에 기반을 둔 신체활동량 증가 방법은 가장 혁신적이고 미래지향적인 방식으로 떠오르고 있다. 본 연구를 통해 다음과 같은 결과를 도출하였다. 첫째, 척수장애인의 다양한 신체활동을 활성화하고 보급하기 위하여 신체활동 전후로 용이한 방법을 통한 건강 및 체력 검사를 진단받을 수 있는 시스템 구축과 지속적인 신체활동 수행을 위한 지원체제의 확립이 필수적이며, 둘째, 지속적 신체활동을 유지하기 위해서는 동기부여가 매우 중요한 것으로 인식되고 있으므로 이를 위하여 신체활동 변화단계를 고려하고 단계별 수준에 적합한 피드백(feedback)을 제공하며 중재 효과를 검증하는 과정이 반드시 포함되어야 할 것이다.

가상현실기술을 적용한 국내 장애인재활프로그램 연구동향 (Research trends in rehabilitation program for disabled applying virtual reality technology in Korea)

  • 김미정
    • 디지털융복합연구
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    • 제13권2호
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    • pp.381-391
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    • 2015
  • 본 연구는 장애인 재활을 위해 최신 공학기술과 재활프로그램을 융합한 가상현실 기술의 효과에 관련된 연구동향을 분석한 문헌연구이다. 2000~2014년에 발표된 국내 논문 60편을 대상으로 P.I.C.O방법을 준용하여 분석한 결과, 주로 성인 노인 뇌졸중 환자를 대상으로 가상현실을 적용한 장애인 재활 프로그램 관련 연구가 많았으며, 가상현실 구현을 위해 투사형 시스템이 자주 사용되었다. 중재효과 확인을 위한 종속변수로는 균형, 상지기능, 보행이 주로 사용되었고 이를 ICF의 구성요소로 재해석하여 도출한 연구주제로는 이동이 가장 많았다. 반면 교육, 직업, 여가 등 참여영역을 다룬 연구는 매우 적었다. 향후 장애인의 실생활에 유용한 가상현실 중재를 위해서는 사회적 관점에 초점을 두어야하며, 동시에 가상현실 기술의 개발 시에도 적용방법과 비용 측면에서 용이한 접근을 염두에 두고 공학기술과 재활서비스가 융합되어야 할 것이다.

스마트 글러브를 이용한 가상현실기반 과제 훈련이 뇌졸중 환자의 상지 기능과 일상생활 수행에 미치는 영향 (The Effects of Virtual Reality-Based Task Training Using a Smart Glove on Upper Extremity Function and Activity of Daily Living in Stroke Patients)

  • 고근범;문상현
    • PNF and Movement
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    • 제17권3호
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    • pp.369-378
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    • 2019
  • Purpose: This study investigated the effects of virtual reality-based task training (VRBTT) using a smart glove on upper extremity function and activity of daily living in stroke patients. Methods: Twenty-nine patients with chronic stroke disease were randomly allocated to two groups: the VRBTT group (n=14) and the control group (n=15). All patients received 30 minutes of standard occupational therapy, 5 times a week, for 8 weeks. The VRBTT group performed an additional 30 minutes of virtual reality-based rehabilitation training, 5 times a week, for 8 weeks. Results: Both groups showed significant improvements in upper extremity function, yielding an increase in FMA and K-WMFT (p<0.05). There was a more significant increase in the VRBTT group before and after interventions (p<0.05). There was no significant difference in MAS for the control group (p>0.05); however, there was a significant increase for the VRBTT group (p<0.05). In the activities of daily living, there was a significant difference in the values for K-MBI (p<0.05). In addition, both groups showed a significant increase for K-MBI and K-RNLI (p<0.05). Conclusion: This study showed that VRBTT using smart gloves can have a more positive effect on upper extremity function and activities of daily living in stroke patients than conventional intervention methods. A variety of virtual reality-based contents and glove-shaped wearable devices will help stroke patients in rehabilitation clinics recover and return to society.

가상현실(VR)을 적용한 기초의학 수업의 만족도 연구 (A Study on the Satisfaction of Basic Medical Class Applying Virtual Reality(VR))

  • 이문영
    • 한국엔터테인먼트산업학회논문지
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    • 제13권7호
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    • pp.531-537
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    • 2019
  • 가상현실(VR)을 이용한 교육은 고가의 장비나 넓은 공간이 필요하지 않기 때문에 최근 많은 관심을 받고 있으며 효과적으로 교육에 활용할 수 있다. 한편 기초의학과목(기능해부학)은 보건관련 전공에서 매우 중요하지만 학생들은 이해하는데 많은 어려움을 겪고 있다. 이 연구의 목적은 가상현실을 기초의 학수업에 적용하고 학생들의 만족도를 조사하는 것이다. 학생들은 해부학 가상현실 프로그램(3D Organon®)을 직접 경험하고 이해도, 집중도 및 흥미도의 부분에 있어서 만족도를 다른 학습 자료와 함께 설문하였다. 전반적으로 가상현실을 사용한 학습이 교과서, 모델 및 3D 응용 프로그램과 같은 다른 학습 자료보다 더 높은 만도도의 결과를 나타냈다. 그러므로 본 연구는 해부학 수업 등 의학계열 과목에 가상현실의 활용할 것을 제안한다.

균형감각 증진용 가상현실 기반 전정재활 시스템 개발 및 사용성 평가 (Development and Usability Evaluation of A Virtual Reality-Based Vestibular Rehabilitation System for Balance Enhancement)

  • 박근홍;이현민
    • 대한물리의학회지
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    • 제18권4호
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    • pp.155-162
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    • 2023
  • PURPOSE: The primary objective of this study was to develop a virtual reality-based vestibular rehabilitation system to enhance balance perception, target rehabilitation specialists, and evaluate its usability. A key goal was establishing a system refinement strategy based on the collected data. METHODS: We conducted a study involving ten adults aged 10 to 29 in Gwangju Metropolitan City to evaluate the usability of a virtual reality-based vestibular rehabilitation system to enhance balance perception. After introducing the product and explaining its use to the participants, balance assessments and training were conducted using computerized dynamic posturography (CDP) (also called the test of balance [TOB]). Subsequently, participants were given a questionnaire to evaluate subjective stability, operability, and satisfaction. Frequency analysis was utilized to determine the frequency of the variable values of the measurement items in the survey for descriptive statistics. RESULTS: We found that the average usability score was 2.587. When broken down by category, stability received an average rating of 2.725, operability scored an average of 2.783, and satisfaction averaged 2.454. These findings suggest that most participants experienced positive sentiments and considerable satisfaction. CONCLUSION: The study successfully developed a virtual reality-based vestibular rehabilitation system, which was an improvement over the previous model and addressed its shortcomings. The results show that users with vestibular impairments are satisfied and more engaged with this system, indicating that additional studies are warranted.

가상현실 기반의 링 피트 어드벤처 코어 운동이 배가로근, 배속빗근, 배바깥빗근의 두께에 미치는 영향 (Effect of Virtual Reality Based Ring Fit Adventure Core Exercise on the Thickness of the Transverse Abdominis, Internal Oblique and External Oblique Muscle)

  • 윤삼원;윤성영;박한규
    • 대한통합의학회지
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    • 제10권4호
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    • pp.93-102
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    • 2022
  • Purpose : The purpose of this study was to analyze the change in thickness of transvers abdominis, internal oblique, and external oblique when virtual reality based ring fit adventure is applied to young adults in order to investigate the effect of ring fit adventure on core stabilization. Methods : 30 subjects participated in the experiment. Subjects were randomly assigned to two groups. 15 subjects performed ring fit adventure core exercise (experimental group) and 15 subjects bridge and dead bug exercise (control group). The ring fit adventure core exercise program consists of 6 types, 1) bow pull, 2) overhead lunge twist, 3) pendulum bend, 4) seated ring raise, 5) plank, 6) warrior III pose. Each exercise was performed for 5 minutes, for a total of 30 minutes. The bridege and dead bug exercise were performed for 15 minutes each for a total of 30 minutes. All interventions were performed 3 times a week for 4 weeks. Thickness of the abdominal muscles was measured with a ultrasound. The paired t-test was used to compare the thickness of the transverse abdominis, internal oblique, and external oblique before and after intervention, and the comparison between groups was analyzed using the independent t-test. Results : As a result, in the experimental group, thickness of transverse abdominis and internal oblique increased significantly (p<.05), but external oblique decreased significantly (p<.05), and in the control group, thickness of transverse abdominis, internal oblique, and external oblique increased significantly (p<.05). There was a significant difference in external oblique in the difference between groups (p<.05). Conclusion : These study results showed that core exercise using ring fit adventure can reduce external oblique and increased selective muscle activity of transverse abdominis and internal oblique of the deep abdominal muscles, so it is meaningful as an effective intervention for core stabilization.