• Title/Summary/Keyword: Virtual exercise training

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Analysis of Resistive Exercise Characteristics for Newly Developed Sonic Vibration Leg Press (새로이 개발된 음파 진동 레그프레스의 저항 운동 특성 분석)

  • Cho, Young-Kuen;Hwang, Sun-Hong;Kim, Hyun-Dong;Kim, Young-Ho;Min, Jin-Young;Kim, Han-Sung;Lim, Do-Hyung
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.1704-1708
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    • 2008
  • Many studies have emphasized the importance of resistive exercise to maintain a healthy human body, particular in prevention of weakening of physical strength. Recently, some studies advocated that an application of vibration as a supplementary means in a regular training was effective in encouraging physical strength. Aim of the current study was, therefore, to identify if an application of vibration in a resistive exercise was effective in encouraging physical strength as that in a regular training. A 3-dimensional virtual lower extremity model for a healthy male and virtual leg-press model were generated and synchronized. Dynamic leg-press exercises on a slide machine with/without extra load and on a footboard with vibration as well as on a slide machine with extra load were analyzed. The results of the current indicated that the application of the vibration on the dynamic leg-press exercise might be not greatly effective in encouraging physical strength, compared with the dynamic leg press exercise with extra load. It was, however, thought that the application of the vibration might be helpful to elderly individuals because the reduced maximum muscle strength appeared by the effect of the vibration may avoid a muscular spasm, which can be driven from a high muscle strength sometimes produced during the leg-press exercise with extra load.

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The Effect of Virtual Reality-Based Exercise Program on Balance, Gait, and Falls Efficacy in Patients with Parkinson's Disease (가상현실 운동프로그램이 파킨슨병 환자의 균형, 보행 및 낙상 효능감에 미치는 영향)

  • Kim, Yong-Gyun;Kang, Soon-Hee
    • Journal of the Korean Society of Physical Medicine
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    • v.14 no.4
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    • pp.103-113
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    • 2019
  • PURPOSE: The purpose of this study was to determine if virtual reality-based exercise was effective in balance, gait, and falls efficacy in patients with Parkinson's disease (PD). METHODS: Thirty patients with PD were assigned randomly to the experimental (n=15) or control groups (n=15). The experimental group performed virtual reality-based exercise and the control group underwent conventional physical therapy for 30minutes, five times per week for four weeks. A force platform system, the Korean version of the Berg Balance Scale (K-BBS), the six-minute walking test (6MWT), and the Korean Version of the Falls Efficacy Scale (K-FES) were used to evaluate balance, gait, and falls efficacy. Wilcoxon signed-rank test and Mann-Whitney U test were used to examine the within- and between-group differences after training, respectively. RESULTS: Changes in the K-BBS score (p<.001) and fall efficacy (p<.01), following the intervention were significantly greater in the experimental group than in the control group whereas significant group difference were not observed for the anterior-posterior and mediolateral postural sway lengths. The change in the ground reaction force (p<.001) and 6MWT values (p<.05) were significantly greater after intervention in patients in the experimental group than in the control group, whereas a significant group difference was not observed for the step and stride lengths. CONCLUSION: This study indicates that virtual reality-based exercise is an effective intervention for improving balance, gait, and fall efficacy in patients with PD.

The Effect of Swiss Ball Program on Lower Extremity Function of Elderly with Mild Cognitive Impairment

  • Lee, Yu Jin;Park, Jae Young;Park, Hyun Jeong;Shin, Hee Joon;Choi, Duk Kyu;Shin, Hyung Soo
    • Journal of International Academy of Physical Therapy Research
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    • v.5 no.1
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    • pp.691-695
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    • 2014
  • The purpose of this study was to determine the effects of swiss ball program training on lower extremity function of old elderly with mild cognitive impairment. The subjects were 30 mild cognitive impairment eldrly people aged between 65 and 80, who were divided into the swiss ball program training group(n=15) and the control group(n=15). The swiss ball program training group engaged in a 50-minute exercise session using. Lower extremity function scale of the two groups were measured before and after the intervention. The results are as follows. According to the swiss ball program training conducted to examine the effects of the training on lower extremity function, Moreover, the two groups showed significant differences in lower extremity function. These results indicate that virtual reality training is effective in improving lower extremity function. To conclusion, swiss ball program was found to have a positive effect on elderly lower extremity function. Swiss ball program training can be proposed as a form of fall prevention exercise for the mild cognitive impairment. Swiss ball program may be helpful to reduce the incidence of dementia and behavioral complications.

Study on the Improvement of Postural Balance of the Elderly using Virtual Bicycle System (가상 자전거 시스템을 이용한 노인의 자세균형 증진에 관한 연구)

  • Kwon, Tea-Kyu;Yoon, Young-Il;Piao, Yong-Jun;Kim, Nam-Gyun
    • Journal of Biomedical Engineering Research
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    • v.28 no.5
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    • pp.609-617
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    • 2007
  • In this paper, a new rehabilitation training system was developed to improve equilibrium sense of the elderly by combining virtual reality technology with a fixed exercise bicycle. In order to evaluate the effectiveness of the training system, the elderly participated as test subject in the investigation of the influence of different the parameters on postural balance control. We measured three different running modes of virtual bicycle system with two successive sets. The parameters measured were running time, velocity, the weight movement, the degree of the deviation from the road, and the variables about the center of pressure. The repeated training, our results showed that the running capability of the elderly improve compared. In addition, it was found out that the ability of postural control and the equilibrium sense was improved with the presentation of the visual feedback information of the distribution of weight. From the results of this experiment, we showed that our newly developed system might be useful in the diagnosis of equilibrium sense or in the improvement of the sense of sight and, somatic, and vestibular sense of the elderly in the field of rehabilitation training.

The Effect of Trunk Control Training Using Virtual Reality Game-based Training Program on Balance and Upper Extremity Function of Subacute Stroke Patients (가상현실 게임기반 훈련프로그램을 이용한 체간조절훈련이 아급성기 뇌졸중 환자의 균형 및 상지기능에 미치는 영향)

  • Park, Sam-Ho;Kim, Byeong-Soo;Lee, Myung-Mo
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.172-179
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    • 2019
  • The purpose of this study was to investigate the effects of virtual reality game based training on balance and upper limb function in subacute stroke patients. Thirty patients with subacute stroke were randomly assigned to experimental groups(n=15) and control groups(n=15) applying virtual reality game-based training programs. Intervention is applied three times a week for 6 weeks, 30 minutes for 1 time. In the study group, there was a significant improvement in balance ability, upper extremity function, and trunk impairment scale(p<.05), and the difference between the two groups was significant in the BBS, TUG, TIS(p<.05). Based on these results, the virtual reality game based training program is clinically useful exercise program for subacute stroke patients.

Effects of Robot Assisted Gait Training Combined Virtual Reality on Balance and Respiratory Function in Chronic Stroke Patients (가상현실을 접목한 로봇보행훈련이 만성 뇌졸중 환자의 균형과 호흡기능에 미치는 영향)

  • Wook Hwang
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.2
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    • pp.221-230
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    • 2023
  • Purpose : This study was performed to evaluate the effects of virtual reality combined robot assist gait training (VRG) on improvement of balance and respiratory function in chronic stroke patients. Methods : A single-blind, randomized controlled trial (RCT) was conducted with 35 chronic stroke patients. They were randomly allocated 2 groups; VRG group (n=18) and conservative treatment group (CG; n=17). The VRG group received 30 minutes robot assisted gait training combined virtual reality training, robot assisted gait training was conducted in parallel using a virtual reality device (2 sessions of 15 minutes in a 3D-recorded walking environment and 15 minutes in a downtown walking environment). In the conservative treatment group, neurodevelopmental therapy and exercise therapy were performed according to the function of stroke patients. Each group performed 30 minutes a day 3 times a week for 8 weeks. The primary outcome balance and respiratory function were measured by a balance measurement system (BioRescue, Marseille, France), Berg balance scale, functional reach test for balance, Spirometry (Cosmed Micro Quark, Cosmed, Italy) for respiratory function Forced vital capacity (FVC), forced expiratory volume in 1 second (FEV1), and maximum expiratory volume (PEF) were measured according to the protocol. The measurement were performed before and after the 8 weeks intervention period. Results : Both groups demonstrated significant improvement of outcome in balance and respiratory function during intervention period. VRG revealed significant differences in balance and respiratory function as compared to the CG groups (p<.05). Our results showed that VRG was more effective on balance and respiratory function in patients with chronic stroke. Conclusion : Our findings indicate that VRG can improve balance and respiratory function, highlight the benefits of VRG. This study will be able to be used as an intervention data for recovering balance and respiratory function in chronic stroke patients.

Development of a Virtual Bicycle Simulator for the Rehabilitation Training of Postural Balance (자세균형 재활 훈련을 위한 가상 자전거 시뮬레이터 개발)

  • Jeong, Sung-Hwan;Piao, Yong-Jun;Kwon, Tae-Kyu;Kim, Nam-Gyun
    • Journal of the Korean Society for Precision Engineering
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    • v.24 no.10
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    • pp.137-145
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    • 2007
  • The purpose of this study is developing a virtual bicycle system for improving the ability of postural balance control for adults in various age groups. The system consists of an exercise bicycle that allows tilt in accordance with the postural balance of the subject in the system, a visual display that shows virtual road, and a visual feedback system. The rider of the system tries to maintain balance on the bicycle with a visual feedback of a virtual road while the pedaling speed, the heading direction, and various weight distribution information are updated to the subject as visual feedbacks in the display. A series of experiments were performed with various subjects to find the factors related to postural balance control in the system. The related parameters obtained were weight shift, magnitude of the deviation from the center of the virtual road, and variables related to the movement of the center of pressure. The results found that the ability to control postural balance in the system improved with the presentation of visual feedback information of the distribution of weight. It was also found that the general performance of the subject on balance in the system improved after ten days long training. The results show that the newly developed system can be used for the diagnosis of postural balance as well as for the stimulation of various senses such as vision and somatic sense in the field of rehabilitation training.

Automated Assessment System for Train Simulators

  • Schmitz, Marcus;Maag, Christian
    • International Journal of Railway
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    • v.2 no.2
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    • pp.50-59
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    • 2009
  • Numerous train operating companies provide training by means of driving simulators. A detailed analysis in the course of the rail research project 2TRAIN has shown that the simulation technology, the purposes of training and the overall concept of simulator-based training are rather diverse (Schmitz & Maag, 2008). A joint factor however are weak assessment capabilities and the fact that the simulator training is often not embedded into the overall competence management. This fact hinders an optimal use of the simulators. Therefore, 2TRAIN aims at the development of enhanced training and assessment tools. Taking into account that several simulators are already in use, the focus lays on the extension of existing simulation technology instead of developing entirely new systems. This extension comprises (1) a common data simulation interface (CDSI), (2) a rule-based expert system (ExSys), (3) a virtual instructor (VI), and (4) an _assessment database (AssDB). The foundation of this technical development is an assessment concept (PERMA concept) that is based on performance markers. The first part of the paper presents this assessment concept and a process model for the two major steps of driver performance assessment, i.e. (1) the specification of exercise and assessment and (2) the assessment algorithm and execution of the assessment. The second part describes the rationale and the functionalities of the simulator add-on tools. Finally, recommendations for further technical improvement and appropriate usage are given. based on the results of a pilot study.

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Study on the Improvement of Equilibrium Sense of the Elderly Using Virtual Bicycle System (가상 자전거 시스템을 이용한 고령자의 평형감각 증진에 관한 연구)

  • Jeong, S.H.;Piao, Y.J.;Lee, S.M.;Kwon, T.K.;Hong, C.U.;Kim, N.G.
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.388-390
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    • 2005
  • In this paper, a new rehabilitation training system was developed to improve equilibrium sense by combining virtual reality technology with a fixed exercise bicycle. The subjects consisted of two groups. A group of young people, was compared against a group of elderly. We measured three different running modes of virtual bicycle system with two successive sets. The parameters measured were running time, velocity, the weight movement, the degree of the deviation from the road, and the variables about the center of pressure. The repeated training, our results showed that the running capability of the elderly improve compared, In addition, it was found out that the ability of postural control and the equilibrium sense was improved with the presentation of the visual feedback information of the distribution of weight. From the results of this experiment, we showed that our newly developed system might be useful in the diagnosis of equilibrium sense or in the improvement of the sense of sight and, somatic, and vestibular sense of the elderly in the field of rehabilitation training.

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Effects of an Interactive Computer Exercise Programs on Balance Performance in People with Chronic Stroke (컴퓨터 상호작용 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향)

  • Song, Min-Young;Lee, Tae-Sik;Baek, Il-Hun
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.1
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    • pp.87-94
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    • 2012
  • Purpose : The purpose of this study was to examine the feasibility and efficiency of balance training program through an interactive video game regimen in people with chronic stroke. Methods : Thirty patients with chronic hemiparetic stroke were recruited. Participants were randomly assigned to either a control group (n=15) or an experimental group (n=15). The control group received the general physical therapy including of strengthening and balance exercise five times a week whereas the experimental group received a program of balance exercise with video game play based on virtual reality as well as the same typical physical therapy. The experimental group received 6 sessions for four weeks. Each session was given 5 minutes. An interactive computer game exercise regimen lasted 30 minutes without rest periods. Outcome measures for weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-standspeed and sit-to-stand-area for the control group (n=15) and experimental group (n=15) before and after treatment were obtained by using the biorescure. Results: Outcomes demonstrated significant improvement in the experimental group compared with the control group in weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-stand-speed. No significant training effect was showed in sit-to-stand-area between pretraining and post-training. Conclusion : An interactive computer game exercise based on task oriented approach for balance in chronic stroke were feasible. In other words, This regimen resulted in a greater improvement in dynamic balance for people with chronic stroke.