• Title/Summary/Keyword: 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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    • v.35 no.6
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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.

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

  • Kang, Hyo-Soon;Park, Song-Yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.419-421
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion people Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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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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    • v.6 no.4
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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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    • v.7 no.3
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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.

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

  • Chae, Ji-Su;Choe, Yu-Won;Kim, Myoung-Kwon
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.1
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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.

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

  • Kim, Gha-Ryong;Yhang, Wii-Joo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2014.06a
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    • pp.210-211
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    • 2014
  • The study was to investigate the effect of the environmental factor on the emotion and satisfaction at the waiting lounge of the international cruise terminal. The results of the study were found as follows: first, the physical environmental factor of the lounge influenced on the positive emotion. Second, the social factor affected the positive emotion. Finally, emotion affected the positive satisfaction. This study suggested that environmental factor was totally affected by emotion and thus environmental management depended on an individual characteristics of the individual place. The port authority will need more efforts to make a better waiting lounge setting for higher tourist satisfaction.

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

  • Lee, Yongwoo
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.1
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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.

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

  • Kim, ChoongYeon;Jung, HoHyun;Lee, BumKee;Jung, Dukyoung;Chun, Kyeong Jin;Lim, Dohyung
    • Journal of Biomedical Engineering Research
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    • v.34 no.4
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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.

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

  • Cho, Hye-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5578-5584
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    • 2014
  • In this study, 46 patients from a local hemodialysis center were enrolled to assess the effects of a self-motivated virtual reality (VR) exercise program on the heart rate variability and quality of life control in hemodialysis patients. The VR group (n = 23) completed a VR exercise program, where the subjects performed the exercise 40 min per session, 3 sessions per week, for 8weeks. After the exercise program, the heart rate variability and quality of life were measured. The VR group showed significant improvement in the heart rate variability and quality of life. The self-motivated VR exercise program provided both the role of supervisor as well as feedback, which is important for hemodialysis patients.Therefore, a self-motivated VR exercise program may be a useful tool for improving the psychosocial function in chronic disease patients undergoing hemodialysis.

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

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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