• Title/Summary/Keyword: Virtual reality exercise

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Evaluation of Balance and Activities of Daily Living in Children with Spastic Cerebral Palsy using Virtual Reality Program with Electronic Games (전자게임을 이용한 가상현실프로그램이 경직성 뇌성마비 아동의 균형과 일상생활활동에 미치는 영향)

  • Han, Ji-Hye;Ko, Joo-Yeon
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.480-488
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    • 2010
  • The aim of this study were to examine the effects of virtual reality program on balance and activities of daily living in children with spastic cerebral palsy (CP) using the Pediatric Balance Scale (PBS) and the Functional Independence Measure for Children (WeeFIM), and to measure relationship between the PBS and the WeeFIM. For this, A total of 20 spastic CP classified as the Gross Motor Function Classification System (GMFCS) I and II were employed. The Participant's were allocated randomly to 2 groups: a virtual reality group (n=10) and the control group (n=10). Both groups received muscle strengthening exercise for 3 sessions, 30 minutes per week over a 12 week period. The virtual reality group practiced additional virtual reality program. The virtual reality group showed significant increases in balance (p<0.05) and activities of daily living (p<0.05). There were a significant correlation between the PBS and the WeeFIM (p<0.05). Application of the virtual reality program to treat the spastic CP will be feasible and suitable. And the PBS was a useful tool to predict activities of daily living in the spastic CP.

A Study on Convergence system of IT Technology and Exercise Rehabilitation (IT기술과 운동재활의 융복합 체계 연구)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.13 no.3
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    • pp.3-8
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    • 2013
  • Recently, the technology and services make progress in IT sector to facilitate the rehabilitation, as well as the exercise that aims to promote the health. To provide the opportunity for new services, various challenges have to be fulfilled, including the blurring boundaries among industries, spread of new technologies, and various demands. Seizing on this opportunity, the fusion and convergence have been accelerated. The trends towards the fusion and convergence are inherent in content industry and spreading to other sectors, which makes the cultural desire of customers fulfilled in a more diverse manner. In particular, the research has been conducted, using the game, in the new technology cultural contents which have shown noticeable fusion and convergence between IT and exercise rehabilitation areas. Such games can be classified into the motion-based game, serious game, and virtual reality game. Those game contents are forming the market fast based on the contents for education, sports, exercise rehabilitation, healthcare, etc., and have very great potential for growth. This study is intended to analyze the fusion and convergence system of exercise rehabilitation through those games and present a direction for future development.

Development of Smart Healthcare Contents using Virtual Reality Experiential Devices (가상현실 체험형 디바이스를 활용한 스마트 헬스케어 콘텐츠 개발)

  • Hong, Seong-Pyo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.4
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    • pp.739-744
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    • 2022
  • Modern people, who are fully enjoying convenience with improved technology, are pursuing health next to convenience. Accordingly, the smart healthcare industry is rapidly increasing, and various companies are launching healthcare system products with applied VR. However, existing products on the market are expensive or professional products. Therefore, there are parts that are difficult for the general public to use. In this paper, we propose smart health care contents that can experience virtual reality anytime and anywhere at an affordable price and take care of health through exercise using Arduino and general bicycles sold in the market.

Virtual Reality Contents for Rehabilitation Training Utilizing Skeletal Data and Foot Pressure Mat (골격 데이터와 발 압력매트를 활용한 재활 훈련용 가상 현실 콘텐츠)

  • Jongwook Si;Hyeri Jeong;Sangjin Lee;Sungyoung Kim
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.17 no.5
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    • pp.330-338
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    • 2024
  • With the growing interest in rehabilitation therapy and exercise programs, there is an increasing need for smart content that simultaneously addresses both health and engagement. Particularly, exercises performed in a state of physical imbalance carry a high risk of injury, making it essential to detect and integrate balance into the training process. This paper proposes Rehabilitation Training program that combines a pressure platform with virtual reality (VR) technology to address this issue. The program enables users to perform exercises such as squats, stationary walking, and forward-backward walking in a VR environment, utilizing real-time foot pressure data captured through a pressure mat. Additionally, an algorithm based on YOLOv8-pose extracted skeletal coordinates is proposed to assess body balance and automatically count squat repetitions. The experimental results showed an average accuracy of 87.9% for each posture, confirming that users can be provided with a safer, more efficient, and immersive training experience through this approach.

Effect of Virtual Reality-based Occupational Therapy Interventions for Disabled Children and Adolescents: A Systematic Review (장애 아동 및 청소년에게 가상현실(VR) 기반 작업치료 중재가 미치는 영향: 체계적 고찰)

  • Kim, Man-Je;Gil, Young-Suk;Kang, Set-Byul;Lee, Jae-Shin
    • The Journal of Korean Academy of Sensory Integration
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    • v.21 no.1
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    • pp.34-46
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    • 2023
  • Objective : The purpose of this study was to systematically analyze the methods by which virtual reality (VR)-based occupational therapy interventions are applied to disabled children and adolescents and to assess their effectiveness. Methods : The RISS, DBpia, KCI, Science Direct, and CINAHL MEDLINE databases were searched for relevant literature from January 2012 to August 2022. The main search terms used were "virtual reality," "work therapy," "youth," "virtual reality," "occupational therapy," "child," and "adolescent." A total of 16 documents were selected for analysis by the 4th stage of the PRISMA flowchart. Results : In the 16 selected studies, VR-based occupational therapy when used with children and adolescents with disabilities and was shown to have meaningful effects. Among the types of cerebral palsy covered in the studies, the most common was hemiplegia, and the evaluation tools used for measurement of the VR effect were daily activities, cognition, exercise technology, social-interaction technology, and visual-perception evaluation. Nintendo wii and Microsoft Kinect produced the VR tools most commonly used to improve motor skills and daily life. Conclusion : The results of this study indicate that VR interventions can be used effectively in clinical practice. In the future, they may assist in the diagnosis of disabled children and adolescents, in helping to select VR tools that are suitable for the purposes of intervention, and in the presentation of specific methods.

Development of Management and Evaluation System for Realistic Virtual Reality Field Training Exercise Contents : A Case Study (실감형 가상현실 실전훈련 콘텐츠를 위한 관리 평가 시스템 개발 사례연구)

  • Kim, J.;Park, D.;Lee, P.;Cho, J.;Yoon, S.H.;Park, S.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.111-121
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    • 2020
  • Realistic training contents utilizing intensive immersion of virtual reality are being used in various fields such as industry, education, and medical care. High-risk, high-cost education training, in particular, is difficult to conduct in reality, but it can be applied with the latest virtual reality technology that enhances educational effectiveness by efficiently and safely experiencing it in an environment similar to reality. This study introduces a management system that systematically manages realistic virtual training contents and visualizes training results in schematic pictures based on defined evaluation elements. The management system can store the information generated from the content in the database and manage the training records of each trainee in a practical way. In addition, a content-based scenario can be created in multiple scenarios by setting training goals, number of participants, and methods for applying evaluation elements. This paper describes the management system's production method and the results based on the virtual reality training content as an application example.

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 Analysis of the Health Related Physical Fitness and Mental Health in Individuals with Intellectual Disabilities on Virtual Reality Exercise Program by Game Bike - a pilot study (게임바이크를 이용한 가상현실 운동프로그램 적용이 지적장애인의 건강관련체력과 정신건강에 미치는 영향 - 탐색연구)

  • Lee, Kyung-Hun;Kim, Ju-Yeong;Yoo, Jae-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.119-129
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    • 2020
  • Intellectual disability affects all spheres of the lives of people can be who suffer from it. Unfortunately, modern medicine cannot cure intellectual disability. However, the quality of life improved by means of physical exercise. In this study, we compared the health-related physical fitness, metabolic syndrome index and mental health between a game biking group(5 participants) and a brisk walking group(4 participants). This study used a between-subject design and verified by non-parametric test. The participants performed an exercise program with warm up and resistance training for 12 weeks. A game bike was used for the physically impaired, where the individual looked at a screen and pedaled. The fasters he pedaled the faster the object on the screen movies. We measured health-related physical fitness, metabolic syndrome index and mental health. We also measured their perceived exertion and interest during the exercise by a visual analog scale. The results before and after the exercise program showed that health-related physical fitness, metabolic risk factors, mental health level were improved in both groups. As we hypothesized before the study, the game biking group showed a statistically significantly different level on the Rating of Perceived Exertion than the brisk walking group and a higher level on the Rating of Exercise Interest during the exercise program. Our results lead to a conclusion that an exercise program with the use of a game bike improve motivation for exercise participation in intellectually handicapped participants.

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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A Computer Model for Simulating the Bicycle Rider's Behavior in a Virtual Riding System

  • Ding, Wei-long;Ding, Xiao;Chen, Kai;Wan, Zang-xin;Xu, Yan;Feng, Yuan-jing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.3
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    • pp.1026-1042
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    • 2020
  • People are increasingly demanding to experience realistic behavior of virtual characters in computer games. In this article, we build a computer model for simulating a bicycle rider's behavior in a virtual riding system. A method to calculate the speed of a bicycle rider is proposed to improve the reality in a virtual riding system. In this method, the property of physical energy is introduced, and the bicycle-riding speed is calculated in real time according to the relationship between the rider's physical energy and bicycle-riding speed. Then based on the analysis of the behavior of a cyclist in a real competition, various behaviors of the virtual rider are designed and a behavior-tree for the virtual bicycle rider is constructed accordingly. On the basis of these, a virtual riding system is developed. The experiments results show that our system can simulate the behavior of a virtual bicycle rider, and thus encourage exercise on a stationary bicycle.