• 제목/요약/키워드: Wii

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Effects of Gait Training Using a Shoulder-Back Orthosis on Balance and Gait in Patients with Stroke

  • Han-Byul Youn;Jong-Kyung Lee;Yu-Min Ko;Ji-Won Park
    • The Journal of Korean Physical Therapy
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    • 제35권6호
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    • pp.200-205
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    • 2023
  • Purpose: The purpose of this study is to find out how gait training with shoulder-back assistive device affects dynamic and static balance, gait of patients with stroke and to help improve body alignment, balance, and gait ability in stroke patients. Methods: Measurements were taken of the 20 subjects before intervention without shoulder-back assistive device, after intervention with device, and follow up after an hour compared. Berg balance scale used to evaluate dynamic balance; wii balance board was used to measure static balance; and gait ability were measured by timed up and go test and 10-meter walk test. To analyze the results, a one-way repeated measures analysis of variance was implemented to compare the measurements. Results: The results showed that, after wearing the shoulder-back assistive device, the subjects' dynamic balance statistically significantly improved; no statistically significant difference was observed in static balance, although their balance ability was enhanced; and their increase in gait ability was statistically significant. Conclusion: This study proved that gait training combined with a shoulder-back assistive device positively impacted dynamic and static balance, gait of patients with stroke.

아동극 중심의 아동문화예술교육을 위한 앱 개발 연구 (A Play for Children Arts Education for Children in the Center of App Development)

  • 강효순;박송연
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2012년도 춘계학술대회
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    • pp.419-421
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    • 2012
  • 현대 아동교육을 위한 아동극 발전의 중요성은 주 5일제 수업이라는 교육환경 변화로 더욱 높아져 아동의 창의성 향상을 위한 교육적 기능 이외에도 아동들의 정서발달, 언어구사능력을 증진할 수 있는 기능이 있음을 인식하여 아동들을 위한 보다 적극적인 정책 마련이 필요하다. 요즘 스마트폰의 사용이 중고생은 물론 아동들에게까지도 널리 퍼져있는 만큼 아동극에 관련한 모든 정보전달이 가능한 앱을 개발하여 더욱 교육적이고 수준 높은 아동극의 활성화를 기대한다. 현재 아동극은 교육적, 정서적 기능의 가치와 역할을 잃은 채 아울렛이나, 백화점에서 주부고객들을 유치하기 위한 마케팅 전략의 도구로 이용되고 있다. 그들이 허울 좋게 만들어 놓은 아동전용극장은 쇼핑하는 동안 아이를 맡아주는 탁아소와 다를 바 없다. 아동교육기관과 부모들이 아동극에 대한 교육적 가치를 인식함과 더불어 더욱 효과적인 아동극 활성화를 위한 지원 정책이 필요하다. 앱 개발에 앞서 일반 소극장에서 이루어지는 아동극 공연과 관련한 교육적, 질적 차이에 관한 조사가 시급하며, 이에 따른 아동 전문극단에 대한 관리와 아동극에 대한 학술적 연구 또한 필요하다.

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Effects of real-time feedback training on weight shifting during golf swinging on golf performance in amateur golfers

  • Hwang, Ji-Hyun;Choi, Ho-Suk;Shin, Won-Seob
    • Physical Therapy Rehabilitation Science
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    • 제6권4호
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    • pp.189-195
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    • 2017
  • Objective: The purpose of this study was to examine the effects of real-time visual feedback weight shift training during golf swinging on golf performance. Design: Repeated-measures crossover design. Methods: Twenty-sixth amateur golfers were enrolled and randomly divided into two groups: The golf swing training with real-time feedback on weight shift (experimental group) swing training on the Wii balance board (WBB) by viewing the center of pressure (COP) trajectory on the WBB. All participants were assigned to the experimental group and the control group. The general golf swing training group (control group) performed on the ground. The golf performance was measured using a high-speed 3-dimensional camera sensor which analyses the shot distance, ball velocity, vertical launch angle, horizontal launch angle, back spin velocity and side spin velocity. The COP trajectory was assessed during 10 practice sessions and the mean was used. The golf performance measurement was repeated three times and its mean value was used. The assessment and training were performed at 24-hour intervals. Results: After training sessions, the change in shot distance, ball velocity, and horizontal launch angle pre- and post-training were significantly different when using the driver and iron clubs in the experimental group (p<0.05). The interaction time${\times}$group and time${\times}$club were not significant for all variables. Conclusions: In this study, real-time feedback training using real-time feedback on weight shifting improves golf shot distance and accuracy, which will be effective in increasing golf performance. In addition, it can be used as an index for golf player ability.

The effects of functional electrical stimulation applied to the gluteus medius and tibialis anterior on stair climbing ability in persons with stroke

  • Jung, Jewon;Chung, Yijung
    • Physical Therapy Rehabilitation Science
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    • 제7권3호
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    • pp.134-138
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    • 2018
  • Objective: The aim of this research was to investigate the effects of functional electrical stimulation (FES) applied to the gluteus medius (Gm) and tibialis anterior (TA) during stair climbing in persons with stroke compared to FES applied to the TA only during stair climbing, and during stair climbing without FES in persons with stroke. Design: Cross-sectional study. Methods: Twenty subjects with stroke participated in this study. Subjects were included if: 1) they were diagnosed as stroke at least 6 months before; 2) had Mini Mental State Examination- Korean score of 24 or higher; 3) were able to climb a flight of 10 stairs independently (with or without walking aid). The patients walked 10 stairs 3 times with FES applied to the Gm and TA, only TA, or no FES. There was a 1-minute rest period between each bout. The assessments were made using the Timed Up & Down Test and the Wii Balance Board. Results: Stair climbing with FES applied to the Gm and TA was significantly faster than stair climbing with FES applied to the TA only and without FES (p<0.05). Stair climbing with FES applied to the Gm and TA exhibited significantly greater sway velocity than stair climbing without FES (p<0.05). However, maximal sway distances were not significantly different between groups. Conclusions: Stair climbing with FES applied to the Gm and TA can be an important component of a rehabilitation program for improving stair climbing ability in persons with stroke.

인지 과제를 적용한 고유수용성 운동이 만성 발목 불안정성 성인의 균형과 발목 기능에 미치는 영향 (The Effects of Proprioceptive Exercise Combined with Cognitive Task on the Balance and Ankle Function of Chronic Ankle Instability Adults)

  • 채지수;최유원;김명권
    • 대한물리의학회지
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    • 제15권1호
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    • pp.65-76
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    • 2020
  • PURPOSE: The purpose of this study were to determine an intervention that involves proprioceptive exercises combined with cognitive task completion for adults with chronic ankle instability and to investigate the effects of the exercises on the static balance, dynamic balance, and ankle function of such individuals. METHODS: A total of 30 adults suffering from the aforementioned condition were randomly divided into experimental (n=15) and control (n=15) groups. The experimental group performed proprioceptive exercises in combination with cognitive tasks for 15 minutes in each session that was held three times a week for four 4 weeks, whereas the control group carried out only proprioceptive exercises. A Wii Balance Board, which enables examining the fluctuation area distance, and speed, was used to determine static balance; a Y-balance test kit was employed to measure dynamic balance; and the side hop, figure-of-8 hop, and square hop tests were conducted to ascertain ankle function. RESULTS: The results showed that the static balance, dynamic balance, and ankle function of both the experimental and control groups significantly improved. The participants were instructed to perform one-leg postural exercises with and without vision blocking for the affected leg. The experimental group showed more significant improvement than did the controls in terms of the fluctuation distance, speed, and area of static balance. CONCLUSION: In conclusion, although combined proprioceptive exercises and cognitive tasks were insufficient to enhance all types of balance among the subjects, it effectively reinforced their static balance.

국제여객터미널 대합실의 환경요소와 감정, 만족도 간의 영향 관계 (The Effect of the Environmental Factor on the Emotion and Satisfaction at the Waiting Lounge of the International Cruise Terminal)

  • 김가령;양위주
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2014년도 춘계학술대회
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    • pp.210-211
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    • 2014
  • 본 연구는 국제여객터미널 대합실의 환경요소와 감정, 만족 간의 영향관계에 대하여 알아보고자 하였다. 구조모형 검증결과 첫째, 대합실의 물리적 환경요소는 감정에 정(+)의 영향을 미치는 것으로 나타났다. 둘째, 대합실의 사회적 환경요소는 감정에 정(+)의 영향을 미치는 것으로 나타났다. 셋째, 감정은 만족도에 정(+)의 영향을 미치는 것으로 나타났다. 따라서 환경적 요소는 감정에 영향을 미치는 중요한 요소이므로 장소의 특성에 따라 환경적 요소들에 대한 관리가 요구된다. 또한 환경적 요소는 감정을 매개로 만족도에 영향을 미치게 되므로 관광객들의 감정에 부정적 영향을 미치지 않도록 국제여객터미널 관련 주체는 대합실 환경에 대한 지속적인 관심과 관광객들의 이용 만족도를 향상 시킬 수 있는 환경마련에 노력해야 할 것이다.

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삼차원 가상현실 운동 프로그램이 노인의 시공간적 보행변수에 미치는 효과 (Effect of virtual reality training using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults)

  • 이용우
    • 대한물리의학회지
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    • 제11권1호
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    • pp.61-69
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    • 2016
  • PURPOSE: This study was conducted to investigate the effect of the virtual reality training (VRT) using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults. METHODS: The study participants were divided into two groups: the VRT group and the control group. Those in the VRT group were enrolled in a VRT, which was conducted for 60 min per day, two times a week, during the 6-week research. The Wii-Fit balance board game was used for the VRT intervention. The VRT consisted of 6 different types of games, namely, jogging, swordplay, ski jump, hula hoop, tennis, and step dance. A 3-dimensional TV was used for 3-dimensional display. Participants in both the groups received 3 sessions of fall prevention education, at the first, third, and fifth weeks. Their gait parameters were measured by using OptoGait. RESULTS: After 6 weeks of the VRT, the spatial gait parameters of the participants, that is stride length and step length, were significantly improved compared with those of the control group participants (p<0.05). The temporal gait parameters, such as velocity, cadence, stride time, and step time, also showed improvement after the completion of the VRT training (p<0.05). Both the temporal and spatial gait parameters of the VRT group participants showed improvement after 6 weeks of the program compared with those of the control group participants (p<0.05). CONCLUSION: The VRT using 3-dimensional video gaming technology might be beneficial for improving gait parameters to prevent falls among older adults.

전후방 및 내외측 방향의 동적 움직임에 따른 균형 및 근육 활성도 특성 (Characteristics of Balance and Muscle Activation responded to Dynamic Motions in Anterior-Posterior and Medial-Lateral Directions)

  • 김충연;정호현;이범기;정덕영;전경진;임도형
    • 대한의용생체공학회:의공학회지
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    • 제34권4호
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    • pp.212-217
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    • 2013
  • Falling is one of the major public problems to the elderly, resulting in limitations of daily living activities. It can be induced by the functional loss of the balance ability and muscle strength in the elderly. It has been, however, not well investigated to suggest an effective methodology improving the balance ability and muscle strength for the prevention of the falling due to lack of information about the characteristics of the balance and muscle activations responded to the dynamic motions. The aim of the current study is, therefore, to identify the characteristics of the balance and muscle activations responded to the dynamic motions in Anterior-Posterior(AP) and Medial Lateral(ML) directions. For that, a motion capture system with eight infrared cameras, surface electromyogram system and Wii Fit system with a customized variable unstable base were used and kinematic and kinetic data obtained from the systems were analyzed for five healthy male($24.8{\pm}3.3years$, $177.4{\pm}2.0cm$, $73.9{\pm}12.9kg$, $23.5{\pm}4.0kg/m$). The results showed that the characteristics of the balance and muscle activations were differently responded to between the dynamic motions in Anterior-Posterior(AP) and Medial Lateral(ML) directions. These findings may indicate that customized dynamic motions should be applied to the training of the balance ability and muscle strength for the effective prevention of the falling. This study may be meaningful to providing basic information to establish a guideline improving effectively the balance ability and muscle strength.

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 기반의 바이오 교육 콘텐츠 (A Bio Edutainment Contents System based on Virtual Reality)

  • 이준;박성준;김형석;김지인
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2009년도 춘계 종합학술대회 논문집
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    • pp.59-65
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    • 2009
  • 에듀테인먼트는 교육적인 효과와 함께 게임 기술 및 게임 이론들을 적용하여 즐거움 외에 교육을 통한 특정 분야의 문제 해결을 목적으로 가지는 콘텐츠를 말한다. 이러한 에듀테인먼트는 재미뿐만 아니라 교육적인 효과 때문에 과학기술 분야 및 산업기술 분야의 교육 및 훈련에 유용하다. 본 연구에서는 사용자가 직관적인 멀티 모달 인터페이스를 사용하여 생명공학에 적용한 바이오 에듀테인먼트 시스템을 제안한다. 이를 위하여 3차원 분자 구조를 특수 모니터를 사용하여 입체 시각화 하였으며 입체 영상화된 분자 구조를 효율적으로 제어하기 위하여 멀티 모달 인터페이스인 WiiRemote를 사용하였다. 본 논문에서 제안된 시스템은 분자 도킹 시뮬레이션이 가지던 문제점인 3차원 분자 모델들의 결합 및 조작이 사용자의 직관과 경험에 많이 의존하기 때문에 초보자들의 접근이 어려운 점을 게임적 요소를 적용하여 재미를 느끼게 하면서 해결하도록 하였다. 이를 위해 사용자가 조작을 하는 객체와 사용자의 수에 따른 게임적 요소인 레벨 업 개념을 적용하여 반복학습이 이루어지도록 하였다.

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