• Title/Summary/Keyword: Virtual Reality Therapy

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A Narrative Review of Home Modification Using Virtual Reality (가상현실 기반 가정환경 수정에 관한 내러티브 문헌 고찰)

  • Hwang, Na-Kyoung;Shim, Sun-Hwa
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.495-504
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    • 2021
  • This review aims to identify the virtual reality (VR)-based home modification programs and provide basic data for the future development and application of domestic VR-based home modification programs. We collected the studies of academic publication or conference, symposium addressed VR-based home modification from January 2011 to June 2021 using hand searching and databases such as Medline, Embase, and Scopus. A total of 7 studies were selected through selection criteria, and the studies were quantitative and qualitative studies on the development of VR prototype for home modification and the acceptability and usability of the programs. VR-based home modification have been developed and applied for various purposes for stakeholders involved in home modification. It can be used as the tools for fostering experts in home modification, evaluating the home environment remotely, and facilitating communication and collaboration with the stakeholders in the modification process. In the future, studies on development and feasibility of VR-based home modification program reflecting the characteristics of domestic housing should be conducted, and it is expected to be utilized as a tool to support the home modification process.

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.

Experimental Analysis of the Healing Effect of Visual Forest Stimulation in Digital Environment (디지털 환경에서 시각적 산림자극의 치유효과에 대한 실험적 분석)

  • Il-Doo Kim;Won-Soep Shin
    • Korean Journal of Environment and Ecology
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    • v.37 no.6
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    • pp.473-483
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    • 2023
  • This study was conducted to find out the psychological or physiological healing effects of real natural forests and virtual forest experiences using virtual reality (VR) in an artificially-controlled digital environment. To find out this, 81 healthy undergraduate students from C University were experimented on visual forest stimulation effects in the digital environment from September 5 to December 9 in 2022. The experiment evaluated the psychological and physiological healing effects of visual forest stimulation in the digital forest environment (2D, 3D). The SRI (stress response inventory) experiment for analyzing psychological effect showed statistically significant differences among groups. As for the SRI experiment for measuring psychological stress, except Control group, 2D group in the digital environment showed little difference before and after the experiment. But 3D group showed less stress than before. As a result, it was proved that visual forest stimulation in a forest-based digital environment (2D, 3D) reduces psychological stress significantly. And when analyzing how visual forest stimulation changes EEG (electroencephalogram) in the digital environment, alpha waves (RA), which are activated during relaxation or stabilization, were more active than beta waves (RB), which are activated during tension or awakening. This study is expected to be used to create a psychological and physiological healing environment for those who cannot go to a natural forest due to mobility difficulties by providing them visual forest stimulation experiences in a digital environment. It is also expected that the results will be the basis for forest healing in the digital environment and virtual reality programs will help forest healing activities.

Review of Psychological Treatment for Post-Traumatic Stress Disorder : Focus on Survivors of Disaster (외상후 스트레스 장애에 대한 심리치료 효과 개관 : 재난 생존자를 중심으로)

  • Jang, Eun-Young;Lee, Hyunji;Kim, Daeho
    • Anxiety and mood
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    • v.12 no.2
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    • pp.69-78
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    • 2016
  • Objective : Disaster causes psychological distress to a large number of people in a short period of time, by both direct and indirect exposure to traumatic events embedded in various realms of disaster experience. Optimal, well-planned treatment interventions should follow from the early acute period to recovery phase, extending up to several months later. In this context, there is an increasing need for systemic review to gain comprehensive insights for disaster interventions. These need to be added to public policy, and for the prevention and treatment of disaster-related psychopathology. Here, we review the published studies on psychological interventions for disaster-related posttraumatic stress disorder. Methods : Specific psychological interventions regarded as effective treatments for have been selected for this review, such as CBT (Cognitive-Behavior Therapy), Exposure Therapy, EMDR (Eye Movement Desensitization & Reprocessing), SIT (Stress Inoculation Therapy) and Psychoeducation. In addition, natural disasters, industrial disasters, and accidents involving aircraft and ships were also categorized as disasters, along with war and combat trauma. Results : Cognitive behavior therapy and exposure therapy had the strongest research support for effectiveness, and could be considered as the first-choice treatment for disaster-related PTSD. The second line of treatment is EMDR, although this treatment modality has the advantage of reaching certain treatment improvements in fewer sessions. However, the effects of SIT and psychoeducation to the survivors of disasters, remains unclear at this point. Additionally, we propose the possibilities of using virtual reality component and imagery rescripting as modified forms of traditional cognitive behavior therapy and exposure therapy. Conclusion : Cognitive behavior therapy and exposure therapy, deemed effective treatments for various trauma, are considered to be effective for survivors from disasters. However, the efficacy of other interventions has not yet been examined methodologically in well-designed studies, such as randomized controlled trials. In particular, future empirical studies are needed, since it is difficult to conclude that psychological interventions have similar effects on different types of disasters.

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Proposal for a Sensory Integration Self-system based on an Artificial Intelligence Speaker for Children with Developmental Disabilities: Pilot Study

  • YeJin Wee;OnSeok Lee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.4
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    • pp.1216-1233
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    • 2023
  • Conventional occupational therapy (OT) is conducted under the observation of an occupational therapist, and there are limitations in measuring and analyzing details such as degree of hand tremor and movement tendency, so this important information may be lost. It is therefore difficult to identify quantitative performance indicators, and the presence of observers during performance sometimes makes the subjects feel that they have to achieve good results. In this study, by using the Unity3D and artificial intelligence (AI) speaker, we propose a system that allows the subjects to steadily use it by themselves and helps the occupational therapist objectively evaluate through quantitative data. This system is based on the OT of the sensory integration approach. And the purpose of this system is to improve children's activities of daily living by providing various feedback to induce sensory integration, which allows them to develop the ability to effectively use their bodies. A dynamic OT cognitive assessment tool for children used in clinical practice was implemented in Unity3D to create an OT environment of virtual space. The Leap Motion Controller allows users to track and record hand motion data in real time. Occupational therapists can control the user's performance environment remotely by connecting Unity3D and AI speaker. The experiment with the conventional OT tool and the system we proposed was conducted. As a result, it was found that when the system was performed without an observer, users can perform spontaneously and several times feeling ease and active mind.

The Effects of Digital Therapy for Stroke Patients in Korea: Meta-analysis (국내 뇌졸중 환자를 위한 디지털 치료의 효과: 메타분석)

  • Jae-Hun Jung
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.4
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    • pp.1-15
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    • 2023
  • Purpose : This study investigates the effectiveness of digital therapy for stroke patients in Korea. Methods : A comprehensive database search was performed using KCI, Science on, e-article, RISS, KISS and Korea OpenMed databases for randomized controlled trials (RCTs) that studied the effects of digital therapy on patients who had a stroke. This study includes RCTs published from January 2000 to July 15, 2022, which fulfilled the inclusion and exclusion criteria. A total 697 studies were screened and 30 studies were included in the final analysis. Methodological quality was assessed with the Cochrane's RoB (risk of bias) tool. Meta-analysis was performed using CMA 4.0 software. Results : A total of 56 effect sizes were calculated from the 30 selected studies. As a result of the analysis, the overall effect size of digital therapy was .59 (95 % CI=.43-.74). When classified according to type of intervention, VR (virtual reality) (g=.58, 95 % CI=.40-.75), and CACR (computer assisted cognitive rehabilitation) (g=.62, 95 % CI=.30-.95) were statistically significant. VR showed medium to large effect sizes in cognitive function (g=.78, 95 % CI=.20-1.37), psychosocial function (g=.63, 95 % CI=.20-1.07), and physical function (g=.61, 95 % CI=.38-.83). In the CACR, there was a large effect size in cognitive function (g=.84, 95 % CI=.52-1.15), but there was no significant difference in psychosocial function. Also, there was no significant difference between the two interventions in activities of daily living and no significant difference in the effect size of both interventions according to the intervention session. Furthermore, medium to large effect sizes were found for subacute and chronic stroke patients according to the duration of disease. Conclusion : This study presents evidence that digital therapy has a positive effect on various functions of stroke patients in Korea. The researchers expect to actively accept the new paradigm of digital therapy and continue to apply digital therapy in clinical practice.

Effects of Various Sensory Stimulation on Surface Area and Velocity of Center of Pressure During One Leg Standing in Healthy Adults (건강인의 한발 서기 시 다양한 감각 자극이 압력 중심점 이동 면적과 속도에 미치는 영향)

  • Kim, Ga-hyun;Tak, Ji-yeon;Lim, Hak-hyun;Jeong, Hee-seon;Woo, Young-keun
    • Physical Therapy Korea
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    • v.22 no.3
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    • pp.41-49
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    • 2015
  • This study aimed to evaluate the surface area and velocity of center of pressure (COP) during one leg standing by stimulating the sensory system in normal adults. Thirty subjects were enrolled in this study. Subjects were asked to stand on one leg during testing conditions. Testing conditions included 6 different sensory stimulations as follows: eyes opened, eyes closed, eyes opened with vibrator, eyes opened with head-mounted display (HMD), eyes opened with vibrator and HMD, and eyes closed with vibrator. During each testing condition, the surface area and velocity of center of pressure were measured. There were significant differences in the mean surface area and the mean velocity of COP between the "eyes opened" condition and the other five testing conditions (p<.05). However, in the comparison between the "eyes closed" and "eyes opened with HMD" conditions, there were no significant differences in the tested parameters. This study shows that closing eyes or keeping eyes opened while using HMD to experience virtual reality has the same effect on one leg standing balance. This finding should be considered in the evaluation or intervention of balance, especially one leg standing balance and balance while standing with a small base of support.

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.

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.

The Influence of VR Color Image for Color Psychotherapy (색채심리치료를 위한 VR색채영상의 영향)

  • Hong, Gee Yun;Lee, OnSeok
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.376-384
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    • 2017
  • Color therapy is a diagnostic method for treating psychological problems using unique vibration and frequency color. The color has strong subjective psychology, it can give psychological stabilization effect as a spring as a favorite color and stability become personally personal. Also, to give various influences on emotion, we can obtain information via brain wave to evaluate these emotions. In this research, before viewing two kinds of VR color images of red and blue, responding to the stress questionnaire(BEPSI-K) via a mobile terminal. At this time, we analyzed the real-time we used four emotional data measurable via brain waves and grasped the user's emotional state. In addition, the stress questionnaire was used to quantify the emotion degree, and comparative analysis was made on how the color image affects the change of emotions with 3D virtual reality.