• 제목/요약/키워드: Virtual rehabilitation

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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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    • 제14권2호
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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.

인지재활 영역에서 가상현실 (Virtual Reality in Cognitive Rehabilitation)

  • 박인지;박흥석;김태훈
    • 재활치료과학
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    • 제1권1호
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    • pp.29-38
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    • 2012
  • 서론 : 본 연구는 인지재활의 주요영역인 실행 장애, 기억력 장애, 지각 장애, 주의력 장애, 일상생활활동 영역에서의 가상현실의 적용 사례를 문헌고찰 함으로써, 작업치료 적용을 위한 기초자료로 활용하고자 한다. 본론 : 가상현실을 바탕으로 한 인지프로그램은 평가 뿐 만이 아니라 전반적인 인지 요소의 훈련용으로 사용되어지고 있다. 가상현실을 이용한 인지 프로그램은 실제 환경에서의 평가이자 훈련이기에 기존 컴퓨터에 기초한 평가 및 훈련과 비교하여 실제 환경으로 전이효과가 큰 것으로 밝혀지고 있다. 가상현실의 재활 프로그램에 적용은 최신 기술의 발전과 더불어 보다 큰 발전을 가져올 것으로 예상되며, 이는 곧 혁신적인 치료 기술의 발전을 가져 올 수 있다. 이 과정에 가상현실은 미래에 보다 많이 연구 되어질 것으로 예상되며, 특히 인지영역에서 가상현실은 기존의 평가들 보다 향상된 실제 환경으로의 전이효과에 주목할 필요가 있다. 결론 : 인지영역에서 가상현실의 적용은 무한한 잠재력을 가지고 있으며, 평가 뿐 만 아니라 훈련이 통합된 재활 프로그램으로 활용도가 광범위 할 것으로 기대된다.

가상현실기반 재활프로그램이 뇌졸중환자의 균형에 미치는 영향 : 국내연구에 대한 메타분석 (The Effect of Virtual Reality Based Rehabilitation Program on Balance of Patient with Stroke: A Meta-analysis of Studies in Korea)

  • 노정석
    • 대한물리치료과학회지
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    • 제24권1호
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    • pp.59-68
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    • 2017
  • Purpose : The aims of this study was to conduct a systematic literature review with meta-analysis to investigate the effect of virtual reality based rehabilitation program on balance of patient with stroke in Korean studies. Method : The studies for analysis were searched in electronic databases(Research Information Sharing Service; RISS, Korean Studies Information Service; KISS, DBpia, e-articles, National Assembly Library). The key words for search were 'virtual reality', 'stroke', and 'balance' and only randomized controlled trials and clinical controlled trials were included. Of 40 studies identified in the search, 20 studies met the criteria of this study and included in this meta-analysis. Result : The results were as follows: 1) The overall effect size of virtual reality based rehabilitation program was 0.557(95% critical interval; 0.340~0.774). 2) In the analysis of sub-categorical variables, effect size was as follows; the commercial game type(0.621) > virtual environment type(0.335); the dynamic balance measurement(0.750) > static balance measurement(0.226); randomized controlled trial(0.653) > clinical controlled trial(0.275); and thesis type(0.706) > article of journal type(0.339). 3) In the analysis of sub-continuous variables, as time of program(per session) increased, the balance increased(p<0.05). Conclusion : The results of this study showed that virtual reality based rehabilitation program moderately improves the balance of stroke patient. Further studies are recommended to investigate the effect of sub-variables related to virtual reality programs on motor functions of patient with stroke.

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Development of Virtual Reality-based Visual Perception and Cognitive Rehabilitation Service

  • Song, YoHan;Kim, JinCheol;Lee, JeongA;Han, Shin;Lim, YoonGyung;Lee, HyunMin
    • The Journal of Korean Physical Therapy
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    • 제31권2호
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    • pp.67-75
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    • 2019
  • Purpose: Patients with brain damage suffer from limitations in performing the activities of daily living (ADL) because of their motor function and visual perception impairment. The aim of this study was to help improve the motor function and visual perception ability of patients with brain damage by providing them with virtual reality-based contents. The usability results of the patients and specialists group were also evaluated. Methods: The ADL contents consisted of living room, kitchen, veranda, and convenience store, similar to a real home environment, and these were organized by a rehabilitation specialist (e.g., neurologist, physiotherapist, and occupational therapist). The contents consisted of tasks, such as turning on the living room lights, organizing the drawers, organizing the kitchen, watering the plants on the veranda, and buying products at convenience stores. To evaluate the usability of the virtual reality-based visual cognitive rehabilitation service, general elderly subjects (n=11), stroke patients (n=7), stroke patients with visual impairment (n=4), and rehabilitation specialists (n=11) were selected. The questionnaires were distributed to the subjects who were using the service, and the subjective satisfaction of individual users was obtained as data. The data were analyzed using SPSS 21.0 software. The general characteristics of the users and the evaluation scores of the experts were analyzed using descriptive statistics. Results: The usability test result of this study showed that the mean value of the questionnaire related to content understanding and difficulty was high, between 4-5 points. Conclusion: The virtual reality rehabilitation service of this study is an efficient service that can improve the function, interest, and motivation of stroke patients.

A Virtual Bike Simulator System for Balance Rehabilitation Training using Virtual Reality

  • Kim, Jong-Yun;Song, Chul-Gue;Kim, Nam-Gyun
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.153.1-153
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    • 2001
  • This paper describes a development of rehabilitation training system for the postural balance control. A new rehabilitation training system, designated as a virtual cycling system, was developed to improve postural balance control by combining virtual reality technology with an unfixed bicycle. In this experiment, 20 normal adults were tested to investigate the influencing parameters of postural balance control. In order to evaluate the usefulness and the training effects of the system, several parameters Including path deviation, cycling velocity, cycling time, center of pressure, and head movement were evaluated and analyzed quantitatively. Also, to improve the effect of balance training, the visual feedback information related to the subject´s weight shift was ...

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The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • 제2권1호
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    • pp.7-11
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    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

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A VR-based pseudo weight algorithm using machine learning

  • Park, Sung-Jun
    • 한국컴퓨터정보학회논문지
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    • 제26권10호
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    • pp.53-59
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    • 2021
  • 본 논문에서는 어떠한 장치를 착용하지 않고 덤벨의 무게감을 인지하여 덤벨 운동을 할 수 있는 시스템을 제안한다. 가상현실 기술이 발전하면서 가상세계에서 현실 세계의 물리적 피드백을 시뮬레이션 하는 연구가 많이 진행하고 있다. 노인들에게 있어 재활 운동은 정확한 모션 인식이 중요하다. 또한, 노인들은 무거운 덤벨을 들 수가 없다. 본 논문에서는 재활 운동을 위해 실시간으로 입력되는 동작 데이터를 머신러닝을 활용하여 정확성을 판별하였다. 실험으로서 한손 덤벨 운동, 양손 덤벨 운동, 어깨 덤벨 운동 3가지를 실험하였으며, 재활 운동이 정확히 이루어지는가에 대해 실험하였다. 가장 안정적인 운동은 양손을 활용한 덤벨 운동이었으며 가장 적은 오차율을 나타내었다. 마지막으로, 가상에서 실제 적용하기 위해 가상 체육관 콘텐츠를 개발하였다.

Virtual Reality Community Gait Training Using a 360° Image Improves Gait Ability in Chronic Stroke Patients

  • Kim, Myung-Joon
    • The Journal of Korean Physical Therapy
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    • 제32권3호
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    • pp.185-190
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    • 2020
  • Purpose: Gait and cognitive impairment in stroke patients exacerbate fall risk and mobility difficulties during multi-task walking. Virtual reality can provide interesting and challenging training in a community setting. This study evaluated the effect of community-based virtual reality gait training (VRGT) using a 360-degree image on the gait ability of chronic stroke patients. Methods: Forty-five chronic stroke patients who were admitted to a rehabilitation hospital participated in this study. Patients meeting the selection criteria were randomly divided into a VRGT group (n=23) and a control group (n=22). Both these groups received general rehabilitation. The VRGT group was evaluated using a 360-degree image that was recorded for 50 minutes a day, 5 days per week for a total of 6 weeks after their training. The control group received general treadmill training for the same amount of time as that of the VRGT group. The improvement in the spatiotemporal parameters of gait was evaluated using a gait analyzer system before and after training. Results: The spatiotemporal gait parameters showed significant improvements in both groups compare with the baseline measurements (p<0.05), and the VRGT group showed more improvement than the control group (p<0.05). Conclusion: Community-based VRGT has been shown to improve the walking ability of chronic stroke patients and is expected to be used in rehabilitation of stroke patients in the future.

Effects of sensory stimulation on upper limb strength, active joint range of motion and function in chronic stroke virtual reality training

  • Kim, Dong-Hoon;Lee, Suk-Min
    • Physical Therapy Rehabilitation Science
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    • 제9권3호
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    • pp.171-177
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    • 2020
  • Objective: This study aimed to investigate the upper limb strength, active joint range of motion (AROM), and upper limb function in persons with chronic stroke using virtual reality training in combination with upper limb sensory stimulation. Design: Two-group pretest-posttest design. Methods: 20 subjects were divided into two groups of 10, the sensory motor stimulation and virtual reality training (SMVR) and virtual reality training (VR) groups. The training was conducted for 30 minutes per session, three times a week for 8 weeks.The participants' upper limb strength was measured via the hand-held dynamometer, joint angle AROM was measured via dual inclinometer, function was measured using the Jebson-Taylor hand function test and the manual function test. Results: Significant differences were observed in all groups before and after the training for upper extremity strength, AROM, and function (p<0.05). Between the two groups, the SMVR group showed significant improvement in muscle strength, AROM, and Jebsen-Taylor hand function test scores compared with the VR groups (p<0.05). Conclusions: In this study, we confirmed that sensory stimulation and VR had positive effects on upper extremity strength, AROM, and function of persons with chronic stroke. The results suggest that in the future, VR in combination with sensory stimulation of the upper limb is likely to become an effective method (a rehabilitation training program) to improve the upper limb function of persons with chronic stroke.

자전거 시뮬레이터를 이용한 평형감각 증진의 정량적 분석 (Quantitative Analysis on the Improvement of Equilibrium Sensory Using Bicycle Simulator)

  • 정성환;정우석;김경석;권대규;홍철운;김남균
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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    • pp.935-938
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    • 2004
  • This paper describes the quantitative analysis on the improvement of equilibrium sensory using virtual bicycle system. We have used a virtual bicycle system that combines virtual reality technology with a bicycle. In this experiment, 10 subjects were tested to investigate the influencing factors on equilibrium sensory. Straight road and curved road driving at several factors including cycling time, number of times of path deviation, and center of pressure(COP) were extracted and evaluated to quantify the extent of control. Also, To improve the effect of balance training, we investigated the usefulness of virtual feedback information by weight shift. The result showed that the system could be effective for equilibrium sensory rehabilitation training device. The analysis method might also have wider applicability to the rehabilitation field.

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