• 제목/요약/키워드: Virtual reality exercise

검색결과 102건 처리시간 0.026초

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

  • 김용균;강순희
    • 대한통합의학회지
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    • 제4권2호
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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.

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

  • 김용균;강순희
    • 대한물리의학회지
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    • 제14권4호
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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.

Effects of Virtual Reality Exercise Program on Balance in Multiple Sclerosis Patients

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
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    • 제27권1호
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    • pp.61-67
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    • 2015
  • Purpose: This study was conducted in order to investigate the effectiveness of an 8-week virtual reality exercise program designed around the Nintendo Wii (Wii), in improving balance among patients with Multiple Sclerosis (MS). Methods: The study included 16 patients with MS (10 female, 6 male) who were assigned randomly to experimental (n=8) or control group (n=8). Experimental group performed three 40-minute Wii balance-training sessions per week, for 8 weeks. The control group did not perform any of the training programs. A computerized dynamic posturography (Sensory Organizing Test, SOT) was used to evaluate all patients at baseline and at the end of the treatment protocol. Statistical significance was tested in between the patients before and after treatment by t-test. Results: After 24 training sessions, SOT showed significant difference on condition 5, 6, and vestibular ratios within the experimental group from baseline to post-intervention. By contrast, no significant difference was observed within the control groups. Conclusion: These findings demonstrated that the virtual reality training program could improve the outcomes in terms of balance in the MS population. Long term follow ups and the development of more efficient virtual reality training programs are needed.

가상현실 프로그램이 감각이상이 있는 뇌졸중 환자의 균형능력에 미치는 영향 (Effects of Virtual Reality Program on Standing-Balance in Stroke with Sensory Deficit)

  • 이성란;배성수
    • 대한물리의학회지
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    • 제5권1호
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    • pp.63-70
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    • 2010
  • Purpose : The purpose of this study was to investigate the effects of virtual reality(VR) program on standing balance in stroke with sensory deficit. Methods : Subjects were assigned randomly to either VR group (n=28) or the control group (n=31) when study began. Both groups were conducted electricity therapy, exercise therapy 5 times per week during six weeks, and a group who have VR group 3 times per week during six weeks. Both groups assessed for standing balance before and after virtual reality program. Results : In standing balance, the virtual reality program which have sensory deficit in stroke group, open eyes from the center area of the body and center line significantly reduced the training period(p<.05). The virtual reality program to instantly move the weight through maximum voluntary safety limits to sensory deficit of virtual reality program(p<.05). Conclusion : Stroke patients with sensory deficit affects the recovery of the standing balance. In addition, virtual reality program was stroke patients with sensory deficit affects the recovery of standing balance.

가상현실 체험형 운동과 요부안정화운동에 따른 뇌졸중환자의 낙상관련 신체·심리적 비교 분석 (Comparative Analysis of Fall-Related Physicopsychological according to Virtual Exercise and Lumbar Stabilization Exercise in the Patient with Stroke)

  • 정대인;서태화;고대식
    • 한국콘텐츠학회논문지
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    • 제12권8호
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    • pp.274-282
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    • 2012
  • 이 연구는 뇌졸중 환자를 대상으로 낙상예방을 위하여 가상현실 체험형 게임 운동(Nintendo-Wii Sport-NWS)과 요부안정화 운동을 실시하고 낙상관련 신체 심리 기능 변화를 측정하였다. 뇌졸중환자 30명을 대상으로 신체적 기능은 정적, 동적균형으로 측정하였고 심리적기능은 낙상효능감을 측정하여 운동 전과 운동 후, 각 운동군간을 비교분석하였다. 정적균형은 BBS, FRT, 동적균형은 TUG, 10m 보행검사, 낙상효능감은 낙상 효능감 지수로 측정되었다. 그 결과 두군 모두 신체 심리적기능에서 유의한 개선을 나타내었다. 그러나 BBS, FRT, 10m보행에서 요부안정화 운동군이 더 통계적으로 개선된 것으로 나타났으며 낙상효능감은 가상현실 체험형 게임 운동 군에서 더욱 개선된 것으로 나타났다. 결론적으로 가상현실 체험형 게임운동은 뇌졸중환자의 신체 심리적 기능 증진에 긍정적인 영향을 미친다.

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.

가상현실 기반 신체활동 치유 프로그램이 성인의 체력요인에 미치는 효과 - 체계적 고찰 - (The Effect of Virtual Reality-based Physical Activity Therapy Program on Physical Fitness Factors in Adult - Systematic Reviews -)

  • 박상균;;김대식;이왕록
    • 농촌계획
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    • 제28권2호
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    • pp.33-40
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    • 2022
  • The purpose of this study is to review the effect of previous research data with virtual reality-based Physical Activity Therapy Programs(PATPs) in adult on the physical fitness factors. Research articles were retrieved from 2008 to 2021 with the Research Information Sharing Service(RISS) and Pubmed database. The main search terms were 'care', 'therapy', 'healing', 'exercise' or 'physical activity', and 'virtual reality'. The criteria for selecting articles of this study were the originality, duplication, Randomized controlled trial(RCT) experiment and subject. Finally, 18 papers were selected among 318 articles, which were excluded if any of the criteria was not satisfied. Most of papers(15) were conducted in the last 5 years, because of the high interest due to the development of virtual reality implementation technology and COVID-19 pandemic. The participants were mainly patients(8), and the types of diseases were stroke(2). The physical fitness factors were mostly balance ability(7), muscle strength(7), and range of motion(6). All the physical fitness factors were significantly improved after PATPs. However, 11 studies were conducted for less than 4 weeks, including 6 studies were performed a bout of acute exercise. Also, 14 studies did not clearly present the intensity of PATPs. In addition, there were 9 studies, that simply applied games without specialized programs. In conclusion, it seems that virtual reality-based PATPs have a positive effect on physical fitness factors. However, VR-based PATPs should be specialized and developed in order to verify their effectiveness for the further research.

자기주도 가상현실 운동프로그램이 혈액투석환자의 심박변이도, 삶의 질에 미치는 효과 (Effects of Self-motivated Virtual Reality Exercise Program on Heart Rate Variability and Quality of Life in the Hemodialysis Patients)

  • 조혜영
    • 한국산학기술학회논문지
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    • 제15권9호
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    • pp.5578-5584
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    • 2014
  • 본 연구에서는 혈액투석환자와 같은 만성질환자 대한 운동수행율을 높이기 위해서 접근성과 동기유발이 용이하고 환자들의 자발적 참여에 효과가 있다고 알려진 가상현실 운동프로그램을 적용하여 그 효과를 확인하고자 하였다. 지역 인공신장실에서 혈액 투석을 받는 환자 46명을 대상으로 대조군과 운동군에 각 23명씩 배정하였다. 가상현실 운동프로그램을 위한 기기로는 닌텐도 위 발란스 보드(Wii Balance Board)를 사용하였다. 투석 전 대기시간을 이용하여 40분간, 주 3회씩, 8주 동안 운동군에게 가상현실 운동프로그램을 시행하였고. 실험처치의 효과는 심박변이도와 삶의 질(SF-36)로 평가하였다. 8주간의 가상현실 운동프로그램 적용 후 운동군에서 심박변이도는 SDNN이 유의하게 상승하였고(p<.001) 삶의 질 점수는 신체적 요소에서 유의하게 상승하였고(p=.003) 정신적 요소에서 유의하게 상승하였다(p=.001). 이상의 결과로 가상현실 운동프로그램은 혈액투석환자의 심박변이도 및 삶의 질 개선에 효과가 있는 것으로 나타났다. 이는 자기주도 VREP가 간호중재의 새로운 시도로서 혈액투석환자뿐만 아니라 다양한 만성질환자의 신체적, 정서적인 효과를 기대하는 간호중재로 활용할 수 있을 것으로 기대한다.

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 기반의 링 피트 어드벤처 코어 운동이 배가로근, 배속빗근, 배바깥빗근의 두께에 미치는 영향 (Effect of Virtual Reality Based Ring Fit Adventure Core Exercise on the Thickness of the Transverse Abdominis, Internal Oblique and External Oblique Muscle)

  • 윤삼원;윤성영;박한규
    • 대한통합의학회지
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    • 제10권4호
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    • pp.93-102
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    • 2022
  • Purpose : The purpose of this study was to analyze the change in thickness of transvers abdominis, internal oblique, and external oblique when virtual reality based ring fit adventure is applied to young adults in order to investigate the effect of ring fit adventure on core stabilization. Methods : 30 subjects participated in the experiment. Subjects were randomly assigned to two groups. 15 subjects performed ring fit adventure core exercise (experimental group) and 15 subjects bridge and dead bug exercise (control group). The ring fit adventure core exercise program consists of 6 types, 1) bow pull, 2) overhead lunge twist, 3) pendulum bend, 4) seated ring raise, 5) plank, 6) warrior III pose. Each exercise was performed for 5 minutes, for a total of 30 minutes. The bridege and dead bug exercise were performed for 15 minutes each for a total of 30 minutes. All interventions were performed 3 times a week for 4 weeks. Thickness of the abdominal muscles was measured with a ultrasound. The paired t-test was used to compare the thickness of the transverse abdominis, internal oblique, and external oblique before and after intervention, and the comparison between groups was analyzed using the independent t-test. Results : As a result, in the experimental group, thickness of transverse abdominis and internal oblique increased significantly (p<.05), but external oblique decreased significantly (p<.05), and in the control group, thickness of transverse abdominis, internal oblique, and external oblique increased significantly (p<.05). There was a significant difference in external oblique in the difference between groups (p<.05). Conclusion : These study results showed that core exercise using ring fit adventure can reduce external oblique and increased selective muscle activity of transverse abdominis and internal oblique of the deep abdominal muscles, so it is meaningful as an effective intervention for core stabilization.