• Title/Summary/Keyword: Virtual patients

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Virtual Bronchoscopy for Diagnosis of Tracheo-Bronchial Disease (기관지질환 진단을 위한 가상내시경)

  • Kim, Do-Yeon;Park, Jong-Won
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.509-514
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    • 2003
  • The virtual bronchoscopy was implemented using chest CT images to visualize inside of tracheo-bronchial wall. The optical endoscopy procedures are invasive, uncomfortable for patients and sedation or anesthesia may be required. Also, they have serious side effects such as perforation, infection and hemorrhage. In order to determine the navigation path, we segmented the tracheo-bronchial wall from the chest CT image. We used the coordinates as a navigation path for virtual camera that were calculated from medial axis transformation. We used the perspective projection and marching cube algorithm to render the surface from volumetric CT image data. The tracheobronchial disease was classified into tracheobronchial stenosis causing from inflammation or lung cancer, bronchiectasis and bronchial cancer. The virtual bronchoscopy is highly recommended as a diagnosis tool with which the specific place of tracheobronchial disease can be identified and the degree of tracheobronchial disease can be measured qualitatively, Also, the virtual bronchoscopy can be used as an education and training tool for endoscopist and radiologist.

Effects of Robot-Mediated Gait Training Combined with Virtual Reality System on Muscle Activity: A Case Series Research

  • Heo, Seoyoon;Kim, Mooki;Choi, Wansuk
    • Journal of International Academy of Physical Therapy Research
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    • v.11 no.2
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    • pp.2021-2027
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    • 2020
  • Background: Previous robot-mediated gait training has been proven several limitations such as pointless repeated motion training, decreased presence, etc. In this research, adult stroke patients were participated in robot-mediated gait training accompanied with or without virtual reality program. Objectives: Exploring whether the results indicated virtual reality system has contribution to muscle strength and balance ability. Design: A case series research, cross-over trial. Methods: Eleven participants (male 4, female 7) with adults diagnosed as stroke from medical doctor ware engaged. The participants received 2 treatment sessions of identical duration, robot-assisted gait training with virtual reality and robot-assisted gait training with screen-off randomly crossed over include 1-day for each person of wash-out period. The parameter was muscle activity, the researchers assessed sEMG (surface electromyography). Results: The result showed less muscle activities during training in robot-assisted gait training with virtual reality circumstances, and these indicated muscles were gluteus medius muscle, vastus medialis muscle, vastus intermedius and vastus lateralis muscle, semimembranosus muscle, gastrocnemius-lateral head, and soleus muscle (P<.05). Conclusion: In this study, we analyzed the outcome of muscle activity for clinical inference of robot-assisted gait training with virtual reality (VR). Less muscle activity was measured in the treatment accompanied by VR, therefore, a more systematic, in-depth and well-founded level of follow-up research is needed.

Effect of Virtual Reality Distraction on Pain and Anxiety in Children during Local Anesthesia (소아환자의 국소마취 시 Virtual Reality 주의분산이 통증 및 두려움에 미치는 효과)

  • Kim, Doosoo;Lee, Sangho;Lee, Nanyoung;Jih, Myeongkwan;Ahn, Jihye
    • Journal of the korean academy of Pediatric Dentistry
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    • v.48 no.1
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    • pp.95-104
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    • 2021
  • The purpose of this study was to evaluate the effect of virtual reality distraction on pain and anxiety in children during local anesthesia. Local anesthesia was administered to 3 groups: a control group without distraction, a group watching TV, and a group using a virtual reality device. The pulse rate and oxygen saturation rate were measured before and at the time of local anesthesia to assess the patients' pain and anxiety, and the Wong-Baker Faces Pain Rating Scale was completed after local anesthesia. The group using the virtual reality device had a significantly lower heart rate change and lower Wong-Baker Faces Pain Rating Scale score than those in the control group and the group watching TV (p < 0.05). The greatest difference in heart rate change and Wong-Baker Faces Pain Rating Scale score, between the control and virtual reality distraction groups, was seen in 5 - 7-year-olds and a Frankl's behavior rating scale grade of 3. The virtual reality device alleviated pain and reduced anxiety in children during local anesthesia.

Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients (Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교)

  • Sim, Gyeong-seop;Jeon, Hye-seon
    • Physical Therapy Korea
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    • v.24 no.1
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    • pp.30-40
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    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

Multi-player Contents for Upper Limb Rehabilitation based on VR (VR 기반의 상지 재활 훈련용 멀티플레이 콘텐츠)

  • Shin, Sung-Wook;Lee, Hyeok-Min;Moon, Ho-Sang;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.115-120
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    • 2019
  • Hemiplegic patients who suffered from a stroke struggle with a deterioration in upper limb functions, which can both be psychologically and physically discomforting; this can also limit patients' daily tasks involving any upper limb motions. In this study, we developed an assistive device for hemiplegic patients to improve their upper limb functions. It was manufactured to train patients by using their grip strength and the range of motion of the arm. Furthermore, we produced game contents in virtual reality to induce users' immersion and interaction. It was configured as a multi-player game to help ease the mental burden of receiving the training alone, hence allowing the patient and the caregiver to join the rehabilitation training simultaneously. The assistive device and game contents developed in this study enables patients and caregivers to easily check the degree of improvements in upper limb function by viewing quantitative analysis and visualized results.

An exploratory study on the development plan of the medical tourism industry in the context of the COVID-19 pandemic (코로나 19팬데믹 상황에서 의료관광 산업의 발전 방안에 관한 탐색적 연구)

  • Yoon, Kyung Jae
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.577-582
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    • 2021
  • This study was conducted to find ways to restore the domestic medical tourism industry, which was seriously hit by a sharp drop in foreign patients after the COVID-19 Pandemic. Kendall's W verification was used by asking expert panel for keyword advice by ranking. The conclusion of the study is that institutions attracting foreign patients need an opportunity to turn the crisis situation into an opportunity by expanding treatment for severe foreign patients. In addition, it is possible to gain familiarity and trust in hospitals in situations where it is difficult to visit overseas through virtual and augmented reality, and to prevent the risk of infection and protect patients in the untact era. In addition, the blockchain can maintain patient information supplementation, share it safely, minimize customer inconvenience by using payment means using virtual currency, and finally, smart healthcare can manage and provide information to patients regardless of location.

CT Simulation Technique for Craniospinal Irradiation in Supine Position (전산화단층촬영모의치료장치를 이용한 배와위 두개척수 방사선치료 계획)

  • Lee, Suk;Kim, Yong-Bae;Kwon, Soo-Il;Chu, Sung-Sil;Suh, Chang-Ok
    • Radiation Oncology Journal
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    • v.20 no.2
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    • pp.165-171
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    • 2002
  • Purpose : In order to perform craniospinal irradiation (CSI) in the supine position on patients who are unable to lie in the prone position, a new simulation technique using a CT simulator was developed and its availability was evaluated. Materials and Method : A CT simulator and a 3-D conformal treatment planning system were used to develop CSI in the supine position. The head and neck were immobilized with a thermoplastic mask in the supine position and the entire body was immobilized with a Vac-Loc. A volumetrie image was then obtained using the CT simulator. In order to improve the reproducibility of the patients' setup, datum lines and points were marked on the head and the body. Virtual fluoroscopy was peformed with the removal of visual obstacles such as the treatment table or the immobilization devices. After the virtual simulation, the treatment isocenters of each field were marked on the body and the immobilization devices at the conventional simulation room. Each treatment field was confirmed by comparing the fluoroscopy images with the digitally reconstructed radiography (DRR)/digitally composite radiography (DCR) images from the virtual simulation. The port verification films from the first treatment were also compared with the DRR/DCR images for a geometrical verification. Results : CSI in the supine position was successfully peformed in 9 patients. It required less than 20 minutes to construct the immobilization device and to obtain the whole body volumetric images. This made it possible to not only reduce the patients' inconvenience, but also to eliminate the position change variables during the long conventional simulation process. In addition, by obtaining the CT volumetric image, critical organs, such as the eyeballs and spinal cord, were better defined, and the accuracy of the port designs and shielding was improved. The differences between the DRRs and the portal films were less than 3 mm in the vertebral contour. Conclusion : CSI in the supine position is feasible in patients who cannot lie on prone position, such as pediatric patienta under the age of 4 years, patients with a poor general condition, or patients with a tracheostomy.

The Effectiveness of Cognitive Rehabilitation Program using Virtual reality content on Cognition, Activities of daily living, and Upper extremity functions in Cerebrovascular disease (가상현실 콘텐츠를 활용한 인지재활프로그램 훈련이 뇌혈관질환 환자의 인지, 일상생활활동, 상지기능에 미치는 영향)

  • Cho, Young-Seok;Kim, Keum Sook;Kim, Young-June;Park, Jin-Hong;Lee, Geon-Ho;Baek, So-Young;Hwang, Do-Yeon;Kwon, Ki-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.537-545
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    • 2020
  • This study was undertaken to investigate the effect of cognitive rehabilitation program (CRP) using virtual content, for recovering patients with cerebrovascular disease (CVD). A total of 34 patients with CVD were divided into a control group and an experimental group, and subsequently subjected to a virtual content based CRP, followed by cognition, ADLs, and upper limbs. The control group completed a universal rehabilitation program (URP), and the experimental group was provided a URP and a virtual content based cognitive rehabilitation program. For both groups, respective programs were conducted twice a day, 5 times a week for 4 weeks. Both groups showed significant improvement in ADLs (p<0.05); but the amount of change in the experimental group 5 point improved significantly (p<0.05). Cognition was significantly different for both groups (p<0.05). However, the experimental group showed a greater change (2 point) than the control group when considering the amount of change (p<0.05). Comparing the amount of change in the upper extremity, the experimental group showed a significant change (0.7 point) than the control group (p<0.05). This study confirms that compared to URP, CRP using virtual content significantly improves ADLs and cognition.

A Study on Dose Distribution using Virtual Wedge in Breast Cancer (유방암 환자에서 가상 쐐기모양 보상체의 선량분포 특성에 대한 연구)

  • Yun, Sang-Mo;Kim, Sung-Kyu
    • Progress in Medical Physics
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    • v.18 no.1
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    • pp.7-12
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    • 2007
  • In the radiation therapy for breast cancer patients, wedge shaped compensators are essentially used to achieve appropriate dose distribution because of thickness difference according to breast shapes. Tangential Irradiation technique has usually been applied to radiation therapy for breast cancer patients treated with breast conservative surgery. When a primary beam is incident on wedge shaped compensators from medial direction In tangential irradiation technique, low energy scattered radiation is generated and gives additional dose to the breast surface. As a method to reduced additional dose to breast surface, the use of virtual wedge shaped compensator is possible. Eclipse radiation treatment planning (RTP) systems Installed at our institution have virtual wedge shaped compensator for radiation therapy treatment planning. The dose distributions of 15, 30, 45, 60 degree physical wedges and virtual wedges were measured and compared. Results showed that there was no significant differences In symmetry of $10{\times}10$ field among various wedge angles. When the transmission factor was compared, transmission factor Increased linearly as the wedge angle Increased. These results Indicates that the appilcation of virtual wedge in clinical use is appropriate.

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Effect of a Dual-task Virtual Reality Program for Seniors with Mild Cognitive Impairment (경도인지장애 노인에게 적용한 이중과제 병합 가상현실 프로그램의 효과)

  • Hwang, Jung-Ha;Park, Mi-Suk
    • Korean Journal of Clinical Laboratory Science
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    • v.50 no.4
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    • pp.492-500
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    • 2018
  • This study examined the effects of a dual-task virtual reality program on the cognitive function and EEG for patients with mild cognitive impairment. A dual-task virtual reality program was performed in the experimental groups while conventional occupational therapy was carried out in the control group for 30 minutes per session, which was done five days per week for 6 weeks. The results were as follows. First, the memory of the cognitive function and balance was improved significantly in the experimental group with the dual-task virtual reality program compared to the control group with the traditional occupational therapy. Second, EEG was also increased significantly in the experimental group compared to the control group. The results of this study suggest that the dual-task virtual reality program was an effective treatment method for the elderly with mild cognitive impairment and would be a cornerstone of basic data that will be helpful to those suffering from a range of diseases.