• 제목/요약/키워드: Wii

검색결과 124건 처리시간 0.021초

가상현실 운동프로그램에 따른 산업체 만성요통환자의 신체기능과 건강관련 삶의 질의 변화 (Physical Functions of Industrial Workers with Chronic Low Back Pain and Changes in Health-related Quality of Life according to Virtual Reality Exercise Program)

  • 고대식;정대인;이상헌
    • 한국산학기술학회논문지
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    • 제13권10호
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    • pp.4564-4571
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    • 2012
  • 본 연구는 산업체 만성요통환자의 자가요통관리를 위하여 가상현실 운동프로그램을 실시하고 산업체 만성요통관련 신체기능 및 건강관련 삶의 질을 측정하여 분석하였다. 대상자는 K산업체 만성요통환자 30명으로 Nintendo Wii Sports군(실험군) 15명, 일반 물리치료군(대조군)15명으로 구성되었으며, 신체기능은 배근력, 유연성, 균형능력, 통증으로 측정하였고, 건강관련 삶의 질은 SF-36을 측정하여 운동 전과 운동 후, 군간을 비교분석하였다. 집단 내 운동 전 후의 차이를 비교하기 위하여 대응표본 t-검정을 사용하였고, 집단간의 차이를 비교하기 위하여 독립표본 t-검정을 실시하였다. 실험결과 균형능력과 통증에서 두군 모두 통계학적으로 유의하게 개선된 것으로 나타났으며, 군간 비교에서는 Nintendo Wii Sports군이 일반물리치료군에 비해 통계학적으로 유의하게 향상된 것으로 나타났다. 또한 건강관련 삶의 질은 Nintendo Wii Sports군에서만 통계학적으로 유의하게 향상된 것으로 나타났다. 결론적으로 가상현실운동프로그램이 산업체 만성요통환자의 요통에 긍정적인 영향을 미쳐 요통관리를 위한 재가운동 프로그램으로 고려되어야 할 것으로 사료된다.

닌텐도 위를 활용한 흉부 흔들림의 자세 안정성 측정 (Trunk Stabilization Measurements Using the Nintendo Wii)

  • 양주영;유재하;김동연;박준모;김수찬
    • 전자공학회논문지
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    • 제51권7호
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    • pp.239-247
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    • 2014
  • 병원이나 검사실 등에 널리 이용되는 평형 기능 검사법은 고감도 압력센서를 이용한 균형감각조절임상검사(CTSIB, clinical test of sensory integration on balance)이다. 바로 선 자세에서 발바닥의 압력중심(center of pressure)의 변화를 관찰함으로써 흉부 흔들림을 객관적으로 측정한다. 본 논문에서는 가정에서도 손쉽게 흉부의 흔들림을 측정할 수 있는 방법을 제안하고자 한다. 위 밸런스보드(Wii balance board, WBB)는 게임기임에도 불구하고 흉부 흔들림과 상관관계가 높은 압력중심을 측정할 수 있기 때문에 기존의 임상용 제품과 유사한 결과를 보인다. 하지만 위 리모트 컨트롤러(Wii remote controller, WRC)는 WBB보다 저렴하고 손쉽게 구할 수 있음에도 불구하고 흉부 흔들림 분석에서는 압력 측정 방식이 아니기 때문에 기대만큼 활용되지 못하고 있다. 본 연구에서는 정상인 10명(남자:5명, 여자:5명)을 대상으로 WRC의 가속도 정보로부터 convex hull 혹은 ellipse area 분석법을 이용하여 WBB와 유사한 결과를 보였다.

Wii Balance Board를 이용한 Sit-to-Stand와 보행시 지면반발력의 타당도 분석 (Validity of Ground Reaction Forces during Gait and Sit-to-Stand using the Nintendo Wii Balance Board in Healthy Subjects)

  • 정유진;박대성
    • 대한물리의학회지
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    • 제11권4호
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    • pp.85-92
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    • 2016
  • PURPOSE: A good, valid, and feasible tool for evaluating sit to stand (STS) is needed to help clinicians quantify the STS ability of stroke patients and people with balance disorders. The purpose of this study was to evaluate the concurrent validity of the Nintendo Wii Balance Board (WBB) and a force plate during STS and gait. METHODS: Seventeen healthy adults performed five trials of STS and gait on the WBB placed on the force plate. The force plate and the WBB were compared in regard to center of pressure (COP) and ground reaction force (GRF) data that were collected simultaneously. The variables used for analysis were time (s), integral summation (%), COP path length (mm), COP x range, and COP y range, all of which were measured for both tasks. Counter (%), peak (%), and rebound (%) were analyzed for STS, and $1^{st}$ peak (%), min peak (%), and 2nd peak (%) were analyzed for gait. The concurrent validity was analyzed using an intraclass correlation coefficient (ICC) and a standard error of measurement (SEM) with a 95% confidence interval. RESULTS: The concurrent validity of the WBB for STS ranged from fair to good (ICC=.701~.994, SEM=.029~3.815). The concurrent validity for gait was good (ICC=.869 ~.989, SEM=.007~2.052) aside from path length and x and y ranges of COP (ICC=-.150~.371, SEM=3.635~4.142). CONCLUSION: The GRF of the WBB has a good validity for STS and gait analysis. The WBB is remarkably portable, easy to use, and convenient for clinically assessing STS and gait.

Wii Balance Board를 이용한 Sit-to-Stand와 보행기능 측정의 검사-재검사 신뢰도 (Test-retest Reliability of Sit-to-Stand and Gait Assessment Using the Wii Balance Board)

  • 양승례;오유리;전예림;박대성
    • 한국전문물리치료학회지
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    • 제23권3호
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    • pp.40-47
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    • 2016
  • Background: Assessments of Sit-to-Stand (STS) and gait functions are essential procedures in evaluating level of independence for the patients after stroke. In a previous study, we developed the software to analyze center of pressure (COP) in standing position on Wii Balance Board (WBB). Objects: This purpose of this study is to measure test-retest reliability of ground reaction forces, COP and time using WBB on STS and gait in healthy adults. Methods: Fifteen healthy participants performed three trials of STS and gait on WBB. The time (s), vertical peak (%) and COP path-length (cm) were measured on both tasks. Additionally, counter (%), different peak (%), symmetry ratio, COP x-range and COP y-range were analyzed on STS, 1st peak (%), 2nd peak (%) of weight were analyzed on gait. Intra-class correlation coefficient (ICC), standard error measurement (SEM) and smallest real difference (SRD) were analyzed for test-retest reliability. Results: ICC of all variables except COP path-length appeared to .676~.946 on STS, and to .723~.901 on gait. SEM and SRD of all variables excepting COP path-length appeared .227~8.886, .033~24.575 on STS. SEM and SRD excepting COP path-length appeared about .019~3.933, .054~11.879 on gait. Conclusion: WBB is not only cheaper than force plate, but also easier to use clinically. WBB is considered as an adequate equipment for measuring changes of weight bearing during balance, STS and gait test which are normally used for functional assessment in patients with neurological problems and elderly. The further study is needed concurrent validity on neurological patients, elderly patients using force plate and WBB.

Effects of Virtual Reality Programs on Proprioception and Instability of Functional Ankle Instability

  • Kim, Ki Jong;Jun, Hyun ju
    • 국제물리치료학회지
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    • 제6권2호
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    • pp.891-895
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    • 2015
  • We investigated the effects of a Virtual reality(VR) program on the proprioception and instability of functional ankle instability(FAI) patients. Among the 20s old individuals who lived in Republic of Korea; 20 people were selected through a public participation process. The 20 participants were then randomly divided into two groups, one of strength exercise(n=10) and one of balance exercise(n=10). Of the patients who had experienced an ankle sprain in the past and currently felt ankle instability, those who recorded 24 points or less on the Cumberland ankle instability tool(CAIT) were determined to have FAI. We selected the strength exercise and balance exercise in the Nintendo Wii Fit Plus as a VR program. The subjects used the program on the Wii Balance Board three times per week for 20 minutes and total 10-minute warm-up and down for four weeks. Proprioception and CAIT of the balance exercise group were improved significantly after the exercise compared to before the exercise(p<.05). Authors recommend that the balance exercise in the VR program be used as an aid for physical therapeutic intervention.

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.

체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구 (A Study on the Limitation of Nintendo Wii using Physical Interactive Interface)

  • 이장원;윤준성
    • 한국게임학회 논문지
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    • 제11권2호
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    • pp.93-104
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    • 2011
  • 차세대 게임으로 주목받는 체감형 게임의 발전을 위해서, 본 연구는 현재 체감형 게임의 현황을 파악하고, 하드웨어보다 미흡한 콘텐츠 개발의 문제점을 분석한다. 우선, 체감형 게임 콘텐츠가 지닌 문제점을 세 가지로 구분했다. 그리고 콘텐츠의 수요와 편향된 장르의 문제, 낮은 수준의 게임 난이도, 체감형 인터페이스의 작은 사용범위와 변질한 사용법 문제라는 3가지 문제점에 대응하는 각각의 해결방안을 제시하였다. 체감형 게임 콘텐츠 개발 방법에 대한 논의가 꾸준히 지속됨으로서, 체감형 게임에 특화된 게임 디자인 방식 형성이 발달할 것이며, 차세대 게임으로서 게임 산업과 게임 문화의 성장에 긍정적인 역할이 가능할 것이다.

FMEA를 활용한 체감형게임 안전성 평가모델에 관한 연구 - wii 사고사례를 중심으로 - (The Research on Applying FMEA to Evaluate the Safety of Tangible Game - Focusing on Wii Accident Cases -)

  • 김우리;유승호
    • 한국게임학회 논문지
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    • 제10권3호
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    • pp.25-35
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    • 2010
  • 본 논문은 제품의 고장모드를 예측하고 제거하는 FMEA를 체감형게임의 안전성 평가척도에 적용함으로써 체감형게임의 사용가능성을 증진시키는 방법에 대한 논문이다. 체감형게임이 제공하는 작동화된 인터랙션이라는 특징 때문에 사용자들은 예상치 못한 사고들을 겪게 되었다. 이에 본 논문은 Wii 사고사례들 중 게임기기와 신체상해부위의 두 가지 분류 내의 위험요인(고장모드)들을 FMEA를 사용해 우선순위를 매겨보았다. 그 결과 게임기기에서는 TV가, 신체상해 부위에서는 손열상 및 타박상이 가장 큰 위험요인으로 나타났다. 이를 바탕으로 FMEA를 활용한 체감형게임 안전성 평가모델에서 가장 우선적으로 고려해야 할 안정성 평가 순위를 제공하고, 상이한 체감형게임 기기들 간의 일관성 있는 평가 가이드라인을 제공할 수 있는 기초를 마련하였다.

Effects of Virtual Reality Exercise Program on Balance, Emotion and Quality of Life in Patients with Cognitive Decline

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
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    • 제28권6호
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    • pp.355-363
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    • 2016
  • Purpose: In this study, we investigated the effectiveness of a 12-week virtual reality exercise program using the Nintendo Wii console (Wii) in improving balance, emotion, and quality of life among patients with cognitive decline. Methods: The study included 30 patients with cognitive decline (12 female, 18 male) who were randomly assigned to an experimental (n=15) and control groups (n=15). All subjects performed a traditional cognitive rehabilitation program and the experimental group performed additional three 40-minute virtual reality based video game (Wii) sessions per week for 12 weeks. The berg balance scale (BBS) was used to assess balance abilities. The short form geriatric depression scale-Korean (GDS-K) and the Korean version of quality of life-Alzheimer's disease (KQOL-AD) scale were both used to assess life quality in patients. Statistical significance was tested within and between groups before and after treatment, using Wilcoxon signed rank and Mann-Whitney u-tests. Results: After 36 training sessions, there were significant beneficial effects of the virtual reality game exercise on balance (BBS), GDS-K, and KQOL-AD in the experimental group when compared to the control group. No significant difference was observed within the control group. Conclusion: These findings demonstrate that a virtual reality-training program could improve the outcomes in terms of balance, depression, and quality of life in patients with cognitive decline. Long-term follow-ups and further studies of more efficient virtual reality training programs are needed.

Balance Evaluation after Reconstruction of Medial Patellar Luxation in Small-Sized Dogs with Wii Balance Board

  • Lee, Shinho;Lee, Joo-Myoung;Park, Hyunjung;Cha, Yuri;Cheong, Jongtae
    • 한국임상수의학회지
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    • 제36권6호
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    • pp.301-305
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    • 2019
  • Wii® balance board (WBB, Nintendo, Japan) is a device that can measure and record the center of pressure path length (CPPL) and 95% confidence ellipse area (Area 95) in relation to body sway. For evaluating measure of improvement after reconstruction of medial patellar luxation (MPL) in small sized dogs, A total of 6 dogs with limping and lameness gait attributed to Grade II, III or IV MPL were evaluated. Dogs were measured for difference of extension and flexion range of motion in the stifle (dROM), muscle mass, lameness, willingness to bear weight on the affected limb while standing, and willingness to lift the contralateral limb scores, CPPL and Area 95 of WBB on pre-surgery, post-surgery 4, 8 weeks. CPPL was significantly different on pre-surgery compared with post-surgery 8 weeks (p < 0.05). Except for CPPL, measured variables were significantly different on pre-surgery compared with post-surgery 4 and post-surgery 8 weeks (p < 0.01).