• Title/Summary/Keyword: Virtual exercise training

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The Effects of Virtual Reality Training and Traditional Balance Training on Balance in Patients with Functional Ankle Instability (가상현실과 전통적 균형훈련이 기능적 발목 불안정성 환자의 균형에 미치는 효과)

  • Kim, Su-Hyeon;Park, So-Hee;Kim, Da-Jung;Gwak, Yu-Jin;Shin, Yeon-Jin;Kim, Su-Jin
    • PNF and Movement
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    • v.18 no.2
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    • pp.183-194
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    • 2020
  • Purpose: Functional ankle instability (FAI) causes tension in the joints, ligaments, and tendons, and the impact on visual and vestibular organs leads to imbalance. This study compared the effects of a traditional balance training program to virtual reality training to improve FAI. Methods: Twenty-four participants with FAI (CAIT score < 24) were assigned to a virtual reality training group (n = 13) and a traditional balance training group (n = 11). Both groups pursued their respective training program for four weeks. After a ten-minute warm-up, participants completed a 30-minute training session, three times per week. The traditional balance training group underwent static and dynamic training using a balance board and a stability trainer pad while the virtual reality group underwent balance training using a virtual reality program. Biorescue was used to measure changes in the speed and length of center of pressure (COP) for single-leg stance pre- and post-training. Results: The speed and length of COP improved significantly in both groups after training as compared to before (p < 0.05). However, there were no significant differences in these outcomes between the virtual reality training group and the traditional balance training group (p>0.05). Conclusion: The study findings confirm the effectiveness of both virtual reality training and traditional balance training in reducing ankle instability, with no difference in treatment effects.

Effects of Virtual Reality-based Exercise on Static Balance and Gait Abilities in Chronic Stroke (가상현실을 이용한 재활 운동이 뇌졸중 환자의 정적 균형 및 보행에 미치는 효과)

  • Shin, Won-Seob;Song, Chang-Ho
    • The Journal of Korean Physical Therapy
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    • v.21 no.3
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    • pp.33-40
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    • 2009
  • Purpose: This study examined the effects of a virtual reality-based exercise program on the functional recovery of balance and gait in chronic stroke subjects. Methods: A total of 42 chronic stroke patients were enrolled in this study. The participants were allocated randomly to 2 groups: a VR (n=22) and control group (n=20). Both groups received treadmill training for 3 sessions (10 minutes each), 30 minutes per week over a 6 week period. The VR group practiced additional virtual reality programs consisting of 3 programs for 10 minutes each. The data was analyzed using a paired t-test and independent t-test to determine the statistical significance. Results: The virtual reality-based exercise group showed significant increases in gait velocity, cadence and stride length compared to the control group (p<0.05). However, there were no significant differences in static balance. Conclusion: These results support the perceived benefits of exercise programs that incorporate virtual reality to augment the balance and ambulation of stroke patients. Therefore, virtual reality is feasible and suitable for stroke patients

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Comparison of Balance and Fall Efficacy of Virtual Reality Program in Elderly Women with Fall Experience

  • Park, Seong-Doo;Kim, Jin-Young;Yu, Seong-Hun;Yang, Kyung-Hee;Song, Hyun-Seung
    • The Journal of Korean Physical Therapy
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    • v.26 no.6
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    • pp.430-435
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    • 2014
  • Purpose: The objective of this study was a virtual reality-based balance training program effective for improvement in physical function, examined the balance ability and fall efficacy of elderly women with experienced falls, intending to examine the program's usefulness as an exercise program to prevent the recurrence of a fall. Methods: The participants were 30 elderly women aged 65 or older who met the conditions. The participants were randomly assigned to either a balance training group (BT) or a virtual reality-based balance training group (VT) and received the training three times per week, 30 minutes per day, for six weeks. To measure static balance, the Tetrax Portable Multiple System (Tetrax Ltd, Israel) were used. To measure dynamic balance, the Berg Balance Scale (BBS) and functional reach test (FRT) was used, and regarding fall efficacy, the Korean Fall Efficacy Scale (K-FES) was used. Results: Tetrax significantly improved after the intervention in both the BT group and the VT group (p<0.05). The comparison between the two groups was not significantly. BBS and FRT result significantly improved after the intervention in both the BT and VT groups (p<0.001), while K-FES was significantly ameliorated in the VT group only (p<.05). Comparing the groups, there were more significant changes in the BBS (p<0.05) and FRT (p<0.01) result of the VT group than the BT group. Conclusion: A virtual reality-based balance training program is considered to be usable as an exercise program to prevent recurrence of falls in elderly women.

The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • v.2 no.1
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    • pp.7-11
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    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

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A Study on the Design and Effect of Feedback for Virtual Reality Exercise Posture Training (가상현실 운동 자세 트레이닝을 위한 피드백 설계 및 효과 연구)

  • Park, Woohee;Kim, Jieun;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.79-86
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    • 2020
  • It is important to exercise in the correct posture in order to increase the exercise effect of the core exercise. This paper introduces a system that can train an exercise posture by providing feedback so that a user who performs core exercise in a virtual reality environment can take an accurate posture. It targeted three core movement postures, such as squat, lunge, and bridge, and provides visual feedback and haptic feedback to the user to take an accurate posture. The reference posture is generated by adjusting the expert's posture to the user's body length, and the accuracy of the exercise posture is calculated by comparing the user's posture with the reference posture. The effectiveness of the feedback was verified through user experiments, and the training effects according to the design of the feedback were compared.

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
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    • v.4 no.4
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    • pp.53-65
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    • 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 effects of dual-task training on ambulatory abilities of stroke patients: Review of the latest trend

  • Lee, Gyu Chang;Choi, Won Jae
    • Physical Therapy Rehabilitation Science
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    • v.1 no.1
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    • pp.1-5
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    • 2012
  • Objective: Dual-task walking deficits impact functional daily life, which often requires walking while performing simultaneous tasks such as talking, thinking or carrying an object. This study is to find out the latest trend of dual-task training's influence on ambulatory abilities of a stroke patient. Design: Systematic review of randomized controlled trials. Methods: This literature review was conducted in Pubmed and Sciencedirect with the follwing key words:stroke, cerebro-vascular accident, hemiplegia, gait, rehabilitation, exercise. 7 studies were chosen in findings by search tool. 3 studies were case study, 3 studies were cross sectional observational study and 1 study was randomized controlled trial. Results: It was found that stroke patients have difficulties in doing 2 motor tasks simultaneously and when they do 2 tasks, one is done in a naturally preferred activity areas. Moreover, when simply applying dual-tasks, the walking speed decreased. Meanwhile, when applying them through training, the speed increased. This showed the improvement of effective task-implementation abilities after dual-task training using task-integration models. Conclusions: In the beginning of the 2000s, dual-tasks were implemented by simply combining walking and cognition or exercise task, and the results of this study suggest that subjects with stroke have difficulty performing dual task. However, the latest trend is to let patients do the dual-task training by combining it with virtual reality. Therefore, dual task training could be performed in a safe in the environment such as virtual reality or augment reality.

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Case Study of Online Education Using Virtual Training Content (가상훈련 콘텐츠를 사용한 온라인 교육의 사례 연구)

  • Huh, Jun-young;Roh, Hyelan
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.1-8
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    • 2019
  • Virtual Training is an educational exercise in which the environment or the situation is virtually implemented for specific training and proceed like a real situation. In recent years, the virtual reality technology has developed rapidly, and the demand for experiencing situation that are not directly experienced in the real world is increasing more and more in virtual reality. Particularly, there is an increasing demand of contents for hands-on training and virtual training for equipment training that replaces high-risk and high-cost industry training. The virtual training contents have been developed and utilized for the purpose of technical training. However, it is known that virtual training is more effective when it is used as a supplementary training material or combined with e-learning contents rather than replacing one training course with virtual training contents because purpose and effect are different from general technical training course. In this study, we explored the development method for effective utilization of electrohydraulic servo control process, which is the virtual reality contents developed in 2017 in combination with e-learning contents. In addition, in order to establish a teaching and learning strategy, we actually develop and operate a case studies using virtual training contents. Surveys and case studies are conducted to investigate the effects of teaching and learning strategies applied in the classroom on students and their educational usefulness.

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
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    • v.7 no.1
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    • pp.1-8
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    • 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.

Effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression in the elders with dementia

  • Moon, Hyun Ju;Choi, Yoo Rim;Lee, Sung Kook
    • Journal of International Academy of Physical Therapy Research
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    • v.5 no.2
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    • pp.730-737
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    • 2014
  • The aim of this study is to examine the effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression of long-term care insurance nongrading elderly dementia using Daytime protection service. For achieve this purpose, 30 dementia elderly were randomly assigned in to the experimental group(n=15)and control group(n=15). All subjects performed a general therapeutic exercise and 20- 30minutes takes virtual reality cognitive rehabilitation program were conducted with experimental group 2 times a week for 8 weeks. The intervention effects were measured by using cognitive function is mini-mental states examination-Korean version(MMSE-K), visual perception is MVPT(Motor-Free Visual Perception Test), Berg's balance scales(BBS), depression test GDS-K and lower limb strength. The results of study represented that the training group showed significant improvement in MMSEK( p<.05), visual perception(p<.05), balance(p<.05), lower limb strength(p<.05) and depression (p<.05). In conclusion, the virtual reality cognitive rehabilitation training using improves visual perception included cognitive function, physical function included balance, and lower limb strength and depression. These results suggest that virtual reality training using virtual reality cognitive rehabilitation program is feasible and suitable for mild dementia.