• Title/Summary/Keyword: Virtual patients

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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.

Virtual Home Training - Virtual Reality Small Scale Rehabilitation System (가상 홈 트레이닝 - 가상현실 기반 소근육 재활 시스템)

  • Yu, Gyeongho;Kim, Hae-Ji;Kim, Han-Seob;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.93-100
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    • 2018
  • This paper proposes a small-scale rehabilitation system that allows stroke patients to perform daily rehabilitation training in a virtual home. Stroke patients have limited activities of daily living due to paralysis, and there are many rehabilitation exercises for them to reproduce activities that take place in the house, such as turning lights on and off, door opening and closing, gas valve locking. In this paper, we have implemented a virtual home with the above mentioned daily rehabilitation training elements, by using virtual reality technology. We use Leap Motion, a hand motion recognition device, for rehabilitation of hands and fingers. It is expected that stroke patients can rehabilitate small muscles without having to visit the clinic with uncomfortable body, and will be able to get interesting rehabilitation training by avoiding monotony of existing rehabilitation tools.

Usefullness of CT Gastrography and Vurtual Gastroscopy using Computed Tomography in Detection of Gastric Cancer (위암 진단에 있어서의 CT 위장 조영술과 상부위장관 조영술과의 비교)

  • Baik Yong Hae;Lee Soon Jin;Lee Ji Yun;Noh Jae Hyung;Sohn Tae Sung;Kim Sung;Kim Yong Il
    • Journal of Gastric Cancer
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    • v.3 no.4
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    • pp.195-200
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    • 2003
  • Purpose: Advancement of computed tomography (CT) hardware and software has allowed thin section scanning and reconstruction of fascinating 2-dimentional (2D) and 3- dimentional (3D) images. Especially, the reconstruction of 3D images of gastrointestinal tract has been used in the detection and diagnosis of pre-malignant and malignant diseases. To compare the efficacy of CT gastrography with conventional upper gastrointenstinal series (UGIs) in gastric cancer patients. Materials and Methods: During Nov. 2002 and Mar. 2003, twenty-seven patients who had gastric cancer received both double contrast upper GI series and CT gastrography prior to radical surgery. Among these patients, nineteen had early gastric cancer (EGC) and 8 had advanced gastric cancer (AGC). Fifteen patients were male and 12 were female. The mean age was 54 yrs (range, $27\∼75$ yrs). The patients were placed on NPO and Stomach was distended with gas in fasting state prior to CT scanning. Double contrast upper GI series were performed as routine manual. CT scan was conducted in all patients using 8 or 16-channel multidetector CT in this study. The collimation and reconstruction for CT scanning were set at 2.5 mm and 1.25 mm, respectively. CT scanning was performed in the supine position. For image processing, CT gastrography, in which raysum and surface rendering images were constructed, virtual and 2D image in coronal and sagittal images were performed. The detectability of gastric cancer was assessed between UGIs and CT gastrography. Results: In AGCs, the detection rate of cancer using CT gastrography and virtual gastroscopy was higher than EGC cases. However, CT gastrography and virtual gastroscopy showed less favorable results than UGIs. Even though only a small number of cases had been studied, we might conclude that CT gastrography and virtual gastroscopy could replace UGIs in the detection of AGC cases. Conclusion: The detection rate used with CT gastrography and Virtual gastroscopy is not better than that of UGIs in early gastric cancer, however, in advanced gastric cancer cases, it is nearly equal to that of UGIs.

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Effectiveness of virtual reality immersion on procedure-related pain and anxiety in outpatient pain clinic: an exploratory randomized controlled trial

  • Joo, Young;Kim, Eun-Kyung;Song, Hyun-Gul;Jung, Haesun;Park, Hanssl;Moon, Jee Youn
    • The Korean Journal of Pain
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    • v.34 no.3
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    • pp.304-314
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    • 2021
  • Background: The study investigated virtual reality (VR) immersion in alleviating procedure-related pain in patients with chronic pain undergoing fluoroscopy-guided minimally-invasive intervention in a prone position at an outpatient clinic. Methods: In this prospective randomized controlled study, 38 patients undergoing lumbar sympathetic ganglion block were randomized into either the VR or the control group. In the VR group, procedure-related pain was controlled via infiltration of local anesthetics while watching a 30-minute VR hypnotic program. In the control group, the skin infiltration alone was used, with the VR device switched off. The primary endpoint was an 11-point score on the numerical rating scale, indicating procedure-related pain. Patients' satisfaction with pain control, anxiety levels, the need for additional local anesthetics during the procedure, hemodynamic stability, and any adverse events were assessed. Results: Procedure-related pain was significantly lower in the VR group (3.7 ± 1.4) than in the control group (5.5 ± 1.7; P = 0.002). Post-procedural anxiety was lower in the VR group than in the control group (P = 0.025), with a significant reduction from pre-procedural anxiety (P < 0.001). Although patients' satisfaction did not differ significantly (P = 0.158) between the groups, a higher number of patients required additional local anesthetics in the control group (n = 13) than in the VR group (n = 4; P = 0.001). No severe adverse events occurred in either group during the study. Conclusions: VR immersion can be safely used as a novel adjunct to reduce procedural pain and anxiety during fluoroscopic pain intervention.

Effect Analysis of Virtual-reality Vestibular Rehabilitation based on Eye-tracking

  • Lee, Sungjin;Hong, Min;Kim, Sungyeup;Choi, Seong Jun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.826-840
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    • 2020
  • Vertigo is one of the most common complaints encountered by physicians and the patients are steadily increasing. These patients are exposed to the risk of secondary accidents such as falls due to vertigo. There are two ways to improve this symptom: medication and rehabilitation. Although temporary symptomatic improvement may be expected in patients treated with medication, vertigo may recur and medication can delay central compensation. In contrast vestibular rehabilitation exploits central mechanisms of neuroplasticity to increase postural stability and enhance visual-vestibular interactions in situations that generate conflicting sensory information. However, vestibular rehabilitation may be compromised by incorrect performance of exercises, and there is a need for active effort and interest from the patient during rehabilitation. To solve these problems, we decided to apply FOVE HMD for eye-tracking and Unity3D to create virtual reality. The proposed eye-tracking based algorithm calculates the concentration of users with eye tracking data and calculates the motion width of the patient with nystagmus, thus the severity of the patient according to the score can be determined. According to our experimental test against healty group and patients group, this result showed the meaningful data to use define the contents result.

A Virtual Reality System for the Cognitive and Behavioral Assessment of Schizophrenia (정신분열병 환자의 인지적/행동적 특성평가를 위한 가상현실시스템 구현)

  • Cho, Won-Geun;Kim, Ho-Sung;Ku, Jung-Hun;Kim, Jae-Hun;Kim, Byoung-Nyun;Lee, Jang-Han;Kim, Sun I.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.94-100
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    • 2003
  • Patients with schizophrenia have thinking disorders such as delusion or hallucination, because they have a deficit in the ability which to systematize and integrate information. Therefore, they cannot integrate or systemize visual, auditory and tactile stimuli. In this study we suggest a virtual reality system for the assessment of cognitive ability of schizophrenia patients, based on the brain multimodal integration model. The virtual reality system provides multimodal stimuli, such as visual and auditory stimuli, to the patient, and can evaluate the patient's multimodal integration and working memory integration abilities by making the patient interpret and react to multimodal stimuli, which must be remembered for a given period of time. The clinical study showed that the virtual reality program developed is comparable to those of the WCST and the SPM.

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Paradigm Shift in Rhinoplasty with Virtual 3D Surgery Software and 3D Printing Technology

  • Man Koon Suh;Joo-Yun Won;Jung-Hwan Baek
    • Archives of Plastic Surgery
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    • v.51 no.3
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    • pp.268-274
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    • 2024
  • Most Asians have a nose with a short columella and a low dorsum; augmentation rhinoplasty using implants is commonly performed in Asian countries to achieve a taller and more well-defined nasal dorsum. However, the current knowledge is insufficient to fully understand the various subjective desires of patients, reflect on them during surgery, or to objectively analyze the results after surgery. Advances in digital imaging technologies, such as 3D printing and 3D scanning, have transformed the medical system from hospital-centric to patient-centric throughout the medical field. In this study, we applied these techniques to rhinoplasty. First, we used virtual 3D plastic surgery software to enable surgical planning through objectified numerical calculations based on the visualized data of the patient's medical images rather than simple virtual plastic surgery. Second, the customized nasal implant was manufactured by reflecting the patient's anatomical shape and virtual 3D plastic surgery data. Taken together, we describe the surgical results of applying these rhinoplasty solutions in four patients. Our experience indicates that high fidelity and patient satisfaction can be achieved by applying these techniques.

Application of Systematic Digital Diagnosis to Create Dental Virtual Patients with Dynamic Occlusion for Esthetic Restoration of Anterior Teeth: A Case Report

  • Jeong-Min Ham;Yu-Sung Choi;Jong-Hyuk Lee;Seung-Ryong Ha
    • Journal of Korean Dental Science
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    • v.17 no.3
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    • pp.121-137
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    • 2024
  • It is possible to design dental prosthesis in harmony with the patient's face and functional pathway using virtual patient created by integrating 3D diagnostic data such as intraoral scan, facial scan and jaw motion data. Also, esthetic teeth-gingiva relationship can be obtained, and post-surgical gingival outline can be predicted by using CAD software designed 3D surgical template during gingivectomy procedure. In this case report, 3D diagnostic data was collected from patients in need of esthetic anterior restoration, integrated on CAD software and applied to virtual articulator. Treatment outcome was simulated by creating virtual patient with dynamic occlusion. Esthetic anterior fixed restoration was fabricated by applying 3D surgical template designed on CAD software to gingivectomy procedure. To make sure that anterior guidance was formed in harmony with the patient's function pathway, occlusion was assessed following every step. The results were both functionally and esthetically satisfying.

Fuzzy Trust Evaluation Model for Virtual Telecare Team (가상 텔레케어 팀을 위한 퍼지신뢰평가 모델)

  • Lee, Kyung-Huy;Kim, Hyo-Joong
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.2
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    • pp.112-119
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    • 2009
  • Telecare, one of the e-healthcare services with lCT, is a promising technology which aims to monitor the state of patients and then provide the medical services appropriately in remote sites. Virtual telecare team based on the concept of virtual collaborative teams which consist of a patient, a doctor, and a telecare team, operates on a temporary basis in need. Reputation, which means the degree of a patient's belief to a doctor in consideration, is the most important factor to make the virtual telecare team trustable. In this paper, we propose the fuzzy reputation model of a virtual telecare team, which is a reputation-based trust model based on fuzzy set theory. An illustrative example is also given in order to show the applicability of the model to the concept of a virtual telecare team.

The Effects of Virtual Reality Program on Fall Efficacy and Activities of Daily Living for Patients with Stroke (가상현실 프로그램이 뇌졸중 환자의 낙상 효능감과 일상생활활동에 미치는 영향)

  • Lee, Jong-Min;Kim, Dong-Hee;Song, Seung-Il
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.25-35
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    • 2012
  • Objective : The purpose of this study was to investigate the effect of virtual reality program on fall efficacy and activities of daily living(ADL) for patients with stroke. Method : Twenty stroke patients were participated voluntarily and were assigned randomly into the control and the experimental groups. Both control and experimental groups were given same basic rehabilitation treatment while only the experimental group was given virtual reality program. The fall efficacy of both groups was assessed using fall efficacy scale(FES) and ADL performance ability was assessed by functional independence measure(FIM). Result : Fall efficacy and ADL performance ability showed a statistically meaningful difference for both experimental and control groups(p< .05), the fall efficacy and ADL performance ability of the experimental group improved meaningfully in a statistical way than that of the control group(p<. 05). Conclusion : It was found that carrying out virtual reality program with occupational therapy has an effect on fall efficacy and ADL performance ability of patients with stroke. Therefore, virtual reality program can be a way of treatment for patients with stroke to improve their fall efficacy and ADL performance ability, and the program can also be applied in clinics as well as occupational therapy.

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