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Effect of Virtual Reality Training Focus on ADL on Upper Extremity Function and Activities of Daily Living in Stroke Patients (일상생활에 중점을 둔 가상현실 훈련이 뇌졸중 환자의 상지기능과 일상생활활동에 미치는 효과)

  • Park, In-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.321-329
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    • 2019
  • This study aimed to investigate the effect of virtual reality training focus on ADL on upper extremity function and activities of daily living in stroke patients. 20 patients with chronic stroke were included in this study. The participants were divided into the experimental (n=10) or control (n=10) groups. Both groups received conventional rehabilitation therapy for 30 min a day, 5 times per week for 4 weeks. The experimental group also performed virtual reality training focus on ADL for 30 min a day, and the control group performed general virtual reality training for 30 min a day. The Fugl-Meyer Assessment (FMA) and Functional Independence Measure (FIM) scores were evaluated before and after the intervention, and both groups showed significant improvement (p<.05). Compared to the control group, the experimental group showed significant improvement in the FMA wrist score and the FIM total, self-care, and sphincter control scores (p<.05). These findings suggest that virtual reality training focus on ADL may have a positive effect on wrist function and overall ADLs compared to that using general virtual reality training in stroke patients.

The Effectiveness of a Proposed VR Model as a Method to Relieve Distress and Improve Communication during Pediatric Dental Treatment in 3-9 Year-Old Children

  • Aalqeel, Samia;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.577-578
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    • 2022
  • This study addresses the effectiveness of a VR model that is designed to relieve distress and improve communication during pediatric dental treatment for 3-9 year-old young patients. This is due to the challenging nature of the dental treatment for both young patients and pediatric dentists. The proposed model is designed to alleviate the unpleasant experience a young patient might go through during the dental treatment through providing a VR content to be displayed in on a head-mounted device during the treatment session. In addition, the model is designed to help decrease the frequent movement of the young patient during the dental treatment session by directing the patient's head to the immersive VR content. Furthermore, the model could solve the communication difficulties that might occur between pediatric dentists and young patients during the treatment session by showing live instructions related to adjusting body postures

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Effects of treadmill training with real optic flow scene on balance and balance self-efficacy in individuals following stroke: a pilot randomized controlled trial

  • Kang, Hyungkyu;Chung, Yijung
    • Physical Therapy Rehabilitation Science
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    • v.1 no.1
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    • pp.33-39
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    • 2012
  • Objective: The objective of this study is to investigate the effect of treadmill training with real optic flow scene on functional recovery of balance and balance self-efficacy in stroke patients. Design: Single blind, Randomized controlled trial. Methods: Nine patients following stroke were divided randomly into the treadmill with optic flow group (n=3), treadmill with virtual reality group (n=3), and control group (n=3). Subjects in the treadmill with optic flow group wore a head-mounted display in order to receive a speed modulated real optic flow scene during treadmill training for 30 minutes, while those in the treadmill with virtual reality group and control group received treadmill training with virtual reality and regular therapy for the same amount of time, five times per week for a period of three weeks. Timed up and go test (TUG) and activities-specific balance confidence scale (ABC scale) were evaluated before and after the intervention. Results: TUG in the treadmill training with optic flow group showed significantly greater improvement, compared with the treadmill training with virtual reality group and control group (p<0.05). Significantly greater improvement in the ABC scale was observed in the treadmill training with optic flow group and the tread mill training with virtual reality group, compared with the control group (p<0.05). Conclusions: Findings of this study demonstrate that treadmill training with real optic flow scene can be helpful in improving balance and balance self-efficacy of patients with chronic stroke and may be used as a practical adjunct to routine rehabilitation therapy.

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The opportunities of virtual reality in the rehabilitation of children with attention deficit hyperactivity disorder: a literature review

  • Bashiri, Azadeh;Ghazisaeedi, Marjan;Shahmoradi, Leila
    • Clinical and Experimental Pediatrics
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    • v.60 no.11
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    • pp.337-343
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    • 2017
  • Attention deficit hyperactivity disorder (ADHD) is one of the most common psychiatric disorders in childhood. This disorder, in addition to its main symptoms, creates significant difficulties in education, social performance, and personal relationships. Given the importance of rehabilitation for these patients to combat the above issues, the use of virtual reality (VR) technology is helpful. The aim of this study was to highlight the opportunities for VR in the rehabilitation of children with ADHD. This narrative review was conducted by searching for articles in scientific databases and e-Journals, using keywords including VR, children, and ADHD. Various studies have shown that VR capabilities in the rehabilitation of children with ADHD include providing flexibility in accordance with the patients' requirements; removing distractions and creating an effective and safe environment away from real-life dangers; saving time and money; increasing patients' incentives based on their interests; providing suitable tools to perform different behavioral tests and increase ecological validity; facilitating better understanding of individuals' cognitive deficits and improving them; helping therapists with accurate diagnosis, assessment, and rehabilitation; and improving working memory, executive function, and cognitive processes such as attention in these children. Rehabilitation of children with ADHD is based on behavior and physical patterns and is thus suitable for VR interventions. This technology, by simulating and providing a virtual environment for diagnosis, training, monitoring, assessment and treatment, is effective in providing optimal rehabilitation of children with ADHD.

Effect of Virtual Reality Inspiratory Muscle Training on Diaphragm Movement and Respiratory Function in Female Patients with Thoracic Restriction (가상현실을 이용한 흡기근 저항운동이 흉곽 움직임 제한이 있는 여성환자의 가로막 움직임과 호흡기능에 미치는 영향)

  • Jang, Myung-Soo;Choung, Sung-Dae;Shim, Jae-Hoon;Hong, Seong-Tae
    • Journal of the Korean Society of Physical Medicine
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    • v.14 no.1
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    • pp.101-110
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    • 2019
  • PURPOSE: This study was conducted to analyze the effects of virtual reality inspiratory muscle training and conventional inspiratory muscle training on diaphragm movement and pulmonary function in patients with thoracic restriction. METHODS: This study measured diaphragm movement, forced vital capacity (FVC), forced expiratory volume in 1 second (FEV1), peak expiratory flow (PEF), and thoracic mobility (upper, middle, and lower trunk) under two different conditions. Forty young women between 19 and 24 years of age who had no history of orthopedic symptoms for the last 6 months were divided into experimental and control groups. The experimental group performed virtual reality inspiratory muscle training and diaphragm breathing, and the control group performed conventional inspiratory muscle training and diaphragm breathing. RESULTS: The control group showed a significant increase in all dependent variables except for lower trunk mobility and PEF. The experimental group showed a significant increase in all dependent variables except for lower trunk mobility. Particularly, the experimental group showed significant increases in diaphragm movement (p<.05), FVC (p<.05), FEV1 (p<.05), and PEF (p<.05) relative to the control group. CONCLUSION: We recommend inspiratory muscle training with a virtual reality program over conventional training to improve diaphragm movement and pulmonary function in patients with thoracic restriction.

The Effects of Virtual Reality-based Exercise on Energy Expenditure during Gait in Chronic Stroke Patients (가상현실을 이용한 재활운동이 뇌졸중 환자의 보행시 에너지 소모에 미치는 효과)

  • Lee, Dong-Yeop;Shin, Won-Seob
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.10
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    • pp.3826-3832
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    • 2010
  • This study was aimed at determining the effect of virtual reality(VR) based exercise programs on energy expenditure during gait in chronic stroke patients. Thirty-two stroke patients were participated for this study. They underwent stroke for more than 6 months and were assigned to a VR-exercise group (n=16) or a control group (n=16). The VR-exercise group executed a rehabilitation exercise three times a week during 6 weeks. The VR-exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Energy expenditure index(EEI) during gait was calculated from heart rate and gait velocity. After the completion of the VR-exercise, the EEI was decreased significantly (p<0.05). These results showed that the rehabilitation exercise using a virtual reality is effective in the improvement of energy efficiency during gait in chronic stroke patients.

Effects of Virtual Reality-Based Exercise on Balance, Gait, and Falls Efficacy in Patients with Parkinson's Disease: A pilot study (가상현실 기반 운동이 파킨슨병 환자의 균형, 보행 및 낙상효능감에 미치는 영향: 예비연구)

  • Kim, Yonggyun;Kang, Soonhee
    • Journal of The Korean Society of Integrative Medicine
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    • v.4 no.2
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    • pp.1-11
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    • 2016
  • Purpose : The purpose of this study was to identify whether virtual reality-based exercise could improve on balance, gait and fall efficacy in patients with Parkinson's disease. Methods : Ten patients with Parkinson's disease were randomly divided into either an experimental or control group. The experimental subjects performed vertual reality-based exercise, whereas the control subjects performed conventional physical therapy for 4 weeks. The balance, gait and fall efficacy of all subjects were assessed by using the Measurement Training and Documentation (MTD) balance system, force platform system, Korean version of Berg Balance scale (K-BBS), 6 Minute Walk Test (6MWT), and Korean version of Fall efficacy scale (K-FES) at pre training and post training. Wilcoxon signed rank test was used to analyze change before and after intervention in intra-group. Mann Whitney U test was used to analyze changes of all variables in inter-groups. Results : Subjects in the experimental group showed significant improvements in difference of weight distribution, K-BBS scores, antero-posterior and medio-lateral sway length, ground reaction force (GRF), 6MWT, and step length following training. The changes of difference of weight distribution, K-BBS scores, AP Sway Length, GRF, 6MWT, step length and K-FES scores in the experimental group were significantly more than them of the control group. Conclusion : The result of this study suggest that virtual reality-based exercise training is an intervention to improve on balance, gait, and falls efficacy in patients with Parkinson's disease.

Effect of Virtual Reality Program for Alleviating Behavioral and Psychological Symptoms of Dementia Patients (치매 환자의 행동심리 증상완화를 위한 가상현실 프로그램의 효과)

  • Park, Seon-Min;Choi, Seung-Yi;Kim, Jung-Hee
    • Journal of Korean Academy of Nursing
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    • v.52 no.2
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    • pp.121-133
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    • 2022
  • Purpose: This study examined the impact of a virtual reality intervention program based on psychological needs on behavioral and psychological symptoms, apathy, and quality of life (QOL) in patients with dementia or mild cognitive impairment living in nursing facilities. Methods: This study is nonequivalent control group pretest-posttest design of quasi-experimental study. The study collected data from November 18, 2020 to July 24, 2021 from patients with dementia or mild cognitive impairment (30 in the experimental group and 30 in the control group) at three nursing facilities in G city using self-reporting and caregiver-informant reporting methods. The analysis employed the chi-square test, Fisher's exact test, paired t-test, independent t-test, Wilcoxon signed rank test, Mann-Whitney U, repeated measures ANOVA, GEE, using SPSS/WIN 27.0. Results: The severity of behavioral and psychological symptoms (Wald 𝛘2 = 2.68, p = .102) and the care burden of caregivers (Wald 𝛘2 = 1.72, p = .190) were not significant and was no significant time and group interaction effect (Wald 𝛘2 = 0.63, p = .426, Wald 𝛘2 = 0.52, p =. 471). The difference in apathy and QOL score were statistically significant for the group-time interaction (F = 43.65, p < .001; F = 4.35, p = .041). Conclusion: The virtual reality intervention program of this study shows a positive effect on the apathy reduction and QOL of patients with dementia or mild cognitive impairment residing in nursing facilities.

Effects of Visual Feedback Treadmill Gait Training Program Combined with Virtual Reality Technology and a Force Plate Measurement System on Gait Ability and Quality of Life in Stroke Patients (가상현실과 힘판을 통한 시각적 되먹임 트레드밀 보행훈련이 뇌졸중 환자의 보행능력과 삶의 질에 미치는 영향)

  • Lee, Dong-Ryul
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.363-373
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    • 2020
  • The purpose of this study was to improve the gait ability and quality of life of stroke patients by combining virtual reality technology and a visual feedback gait training program with entertainment elements. Ten stroke patients with circumduction gait were selected. The visual feedback treadmill gait training program using virtual reality technology and a force plate measurement system was conducted 30 minutes a day, 5 days a week, with 25 sessions in 5 weeks. To investigate the effects of this gait training program, evaluations using the joint range-of-motion test, muscle activity tests, Berg balance scale (BBS), gait analysis, and stroke-specific quality-of-life scale (SS-QOL) were performed before and after intervention. Statistically significant differences were found in the joint range of motion and muscle activity of the affected side from the initial swing phase to the mid-swing phase of the gait cycle, dynamic balance, gait function, and quality of life (p <0.05). The results of this study indicate that the gait training program improved the foot drop, muscle activity, dynamic balance, and gait ability of stroke patients with circumduction gait, thereby improving the quality of life of the patients. Therefore, we recommend the application of the visual feedback treadmill gait training program using virtual reality technology and a force plate measurement system to improve gait ability and quality of life of stroke patients with circumduction gait.

Consideration of root position in virtual tooth setup for extraction treatment: A comparative study of simulated and actual treatment results

  • Mirinae Park;Veerasathpurush Allareddy;Phimon Atsawasuwan;Min Kyeong Lee;Kyungmin Clara Lee
    • The korean journal of orthodontics
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    • v.53 no.1
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    • pp.26-34
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    • 2023
  • Objective: The purpose of the present study was to compare the root positions in virtual tooth setups using only crowns in a simulated treatment with those achieved in the actual treatment. Methods: Pre- and post-treatment intraoral and corresponding cone beam computed tomography (CBCT) scans were obtained from 15 patients who underwent orthodontic treatment with premolar extraction. A conventional virtual tooth setup was used for the treatment simulation. Pre- and post-treatment three-dimensional digital tooth models were fabricated by integrating the patients' intraoral and CBCT scans. The simulated root positions in the virtual setup were obtained by merging the crown in the virtual setup and root in the pre-treatment tooth model. The root positions of the simulated and actual post-treatment tooth models were compared. Results: Differences in root positions between the simulated and actual models were > 1 mm in all teeth, and statistically significant differences were observed (p < 0.05), except for the maxillary lateral incisors. The differences in the inter-root angulation were > 1° in all teeth, and statistically significant differences were observed in the maxillary and mandibular canines. Conclusions: The virtual tooth setup using only crown data showed errors over the clinical limits. The clinical application of a virtual setup using crowns and roots is necessary for accurate and precise treatment simulation, particularly in extraction treatment.