• 제목/요약/키워드: Virtual exercise training

검색결과 49건 처리시간 0.031초

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

  • 김수현;박소희;김다정;곽유진;신연진;김수진
    • PNF and Movement
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    • 제18권2호
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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.

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

  • 신원섭;송창호
    • The Journal of Korean Physical Therapy
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    • 제21권3호
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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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    • 제26권6호
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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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    • 제2권1호
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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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가상현실 운동 자세 트레이닝을 위한 피드백 설계 및 효과 연구 (A Study on the Design and Effect of Feedback for Virtual Reality Exercise Posture Training)

  • 박우희;김지은;이지은
    • 한국컴퓨터그래픽스학회논문지
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    • 제26권3호
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    • pp.79-86
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    • 2020
  • 코어운동의 운동 효과를 높이기 위해서는 정확한 자세로 운동 하는 것이 중요하다. 본 논문은 가상현실 환경에서 코어 운동을 하는 사용자가 정확한 자세를 취할 수 있도록 피드백을 제공하여 운동 자세를 트레이닝 할 수 있는 시스템을 소개한다. 스쿼트, 런지, 브릿지의 총 3가지 코어 운동 자세를 대상으로 하였으며, 정확한 자세를 취할 수 있도록 시각 피드백과 촉각 피드백을 사용자에게 제공한다. 전문가의 자세를 사용자의 신체 길이에 맞게 조정하여 기준 자세를 생성하며, 사용자의 운동 자세를 기준 자세와 비교하여 운동 자세의 정확도를 계산한다. 사용자 실험을 통해 피드백의 효과를 입증하였으며, 피드백의 설계에 따른 트레이닝 효과를 비교하였다.

가상현실 프로그램이 경직성 뇌성마비 아동의 대동작 기능 및 균형에 미치는 영향 (Effects of Virtual Reality Based Exercise Program on Gross Motor Function and Balance of Children with Spastic Cerebral Palsy)

  • 이효정;고지은
    • 대한통합의학회지
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    • 제4권4호
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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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    • 제1권1호
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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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가상훈련 콘텐츠를 사용한 온라인 교육의 사례 연구 (Case Study of Online Education Using Virtual Training Content)

  • 허준영;노혜란
    • 실천공학교육논문지
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    • 제11권1호
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    • pp.1-8
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    • 2019
  • 최근에는 가상현실 기술의 급격한 발전으로 인해 현실세계에서 직접 경험하지 못하는 상황을 실감적으로 체험하는 것에 대한 요구가 더욱 증대하고 있다. 특히 고위험, 고비용의 산업훈련을 대체하는 장비실습에 대한 체험형 가상훈련 콘텐츠 요구가 증대되고 있다. 그러나 가상훈련 교육은 일반적인 기술교육과정과는 그 목적이나 효과가 다르기 때문에 가상훈련 콘텐츠로 하나의 연수 과정을 대체하는 것이 아니라 교보재로 일부 활용하거나 이러닝 콘텐츠와 결합하여 이용하면 더욱 효과적이라는 것이 알려져 있다. 본 연구에서는 대학의 온라인평생교육원에서 이러닝 콘텐츠와 결합된 방식으로 2017년에 개발된 장비실습형 가상훈련 콘텐츠인 전기유압 서보제어 과정 및 유사한 과정에 대해 효과적 활용을 위한 개발 방법을 탐색하고 교수학습 전략을 수립하기 위하여 가상훈련 콘텐츠를 사용한 수업사례를 실제로 개발 운영해 보고 해당 수업에서 적용한 교수 학습 전략들이 학생들에게 미치는 영향과 교육적 유용성을 설문 및 사례연구를 통해 조사한다.

가상현실기반과 고전적 스쿼트 운동 방법에 따른 정적, 동적 균형지수 간 상관분석 (The Correlation between Static and Dynamic Balance Index according to the Virtual Reality-Based Squat and Conventional Squat Exercise)

  • 윤정규
    • 대한통합의학회지
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    • 제7권1호
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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
    • 국제물리치료학회지
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    • 제5권2호
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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.