• Title/Summary/Keyword: Wii

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The effect of balance improvement on balance training with visual feedback and somatosensory (시각 되먹임을 이용한 균형 훈련과 체성감각을 이용한 균형훈련이 균형 향상에 미치는 영향)

  • Lee, Jun-cheol
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.677-684
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    • 2020
  • Our country is already in the aging corner and fall down is the elderly personal, social and economic problems are causing. therefore, executed this study for inquiring into an athletic effect for the balance ability increase that was a main variable of an fall down. The purpose of this study, to find the effect of balance training using visual feedback and somatosensory. Experimental group divided the three groups, objects measured balance ability of each experimental groups before experiment, the balance exercise group used visual feedback by Nintendo Wii(company - model), the balance exercise group used visual and TOGU, the balance exercise group used blind and TOGU. 4 experimental of each groups measured MFT and EMG value after training. having rest time, 4 experimental of each groups measured MFT and EMG value after training used balance pad. MFT - visual feedback with somatosensory training is most efficient but, indifferent both balance training with visual feedback and balance training with somatosensory. EMG - training with somatosensory is more efficient than training with visual feedback. Conclusion : in the process of improving equilibrium ability of patient who is lack of balance ability, somatosensory training is effective to correct different of left, right and frequency of left, right. visual feedback is the most effective way to improve dynamic balance sensory, so parallel of these two practice is thought to be the most effective.

Effect of Virtual Reality Program on Balance for the Elderly in Korea: Systematic Review (한국 노인을 대상으로 한 가상현실 프로그램이 균형에 미치는 효과: 체계적 문헌고찰)

  • Lee, Eun-A;Jung, Jae-Hun
    • Journal of Industrial Convergence
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    • v.18 no.5
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    • pp.42-53
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    • 2020
  • This study approached the elderly in Korea with a systematic review to find out the effect of virtual reality program arbitration on balance, which the evidence for the virtual reality program is provided. Total of 94 papers were searched through the database Nuri Media (DBpia), Scholarship (earticle), Korean Studies Information (KISS), National Digital Science Library (NDSL), the Korea Educational Research and Information Service (RISS), Kyobo Book Scholar (RISS), and Hakjisa New Thesis on Literature Selection using PRISMA flow-chart from January 2005 to May 2020 based on the final literature selection process and analysis. The quality level of the literature was found to be three volumes (50.0%) of the base level I, one (16.7%) of the II, and two of the III (33.3%). The most common type of virtual reality program was Wii-fit balance of 4 (66.7%), and the effect of virtual reality program arbitration was significant overall through evaluation tools for balance and walking ability. This is expected to effectively apply the virtual reality program to the elderly. In addition, since clinical application basis has been provided, further studies applying various virtual reality program interventions need to be addressed.

A Systematic Study of Computer-Based Driving Intervention Program for Elderly Drivers (노인 운전자에게 적용한 컴퓨터 기반 운전중재 프로그램에 관한 체계적 고찰)

  • Kim, Deok Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.293-302
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    • 2019
  • This study systematically analyzed computer-based driving intervention programs for seniors, to provide the academic background for driving intervention for seniors. Articles published from January 2009 till December 2018 were researched and analyzed. 'PubMed, Google Scholar, and Science Direct' were used to search articles published overseas, and 'RISS, KERIS, and KISS' searched for articles published in Korea. Based on the inclusion and exclusion criteria, totally 359 papers were retrieved, and 10 articles were finally analyzed; 8 articles (80%) were evidence level I, and 2 articles (20%) were evidence level III. Amongst the computer-based interventions, driving simulators (70%) were the most common, followed by two video image training (20%) and one Nintendo Wii program (10%). In most studies, driving simulators trained the cognitive and visual abilities of seniors and enhanced their abilities to cope with risk situations under various simulated circumstances. Other interventions were also reported to have a positive effect. For evaluating elderly drivers, the driving performance evaluation using a driving simulator was the most common; in addition, evaluations of attention, space-time ability, cognitive function, risk perception, depression and anxiety were also commonly used. We believe that it is appropriate to employ computer-based driving intervention programs for seniors to train and evaluate various domains. We expect that these interventions can be used as an effective tool for safe driving.

A Study on the Effectiveness of Rehabilitation by Virtual Reality Program: Systematic Review (가상현실 프로그램을 사용한 재활치료의 효과성 연구: 체계적 고찰)

  • Park, Da-Sol;Shin, Ga-In;Woo, Ye-Shin;Park, Hae Yean
    • 재활복지
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    • v.22 no.3
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    • pp.209-224
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    • 2018
  • The purpose of this study is to provide a basic data about the virtual reality rehabilitation therapy to the occupational therapist in the domestic clinical field by systematically analyzing the types and effects of the rehabilitation therapy using the virtual reality program. Research articles were retrieved from January 2007 to December 2017 using the Research Information Sharing Service (RISS), Google Scholar, and Pubmed database. The main search terms were 'Virtual Reality AND Rehabilitation' and 'Virtual reality AND Effect'. Finally, 10 foreign studies were selected as the subjects of this study. Selected studies were organized using PICO (Patient, Intervention, Comparison, Outcome) format. The results were as follows: The subjects were divided into 4 types, stroke, brain tumor, Parkinson 's disease, and kidney disease. The tools used for arbitration were three IREX (30 %), two X-box Kinect (20 %), two Nintendo Wii (20 %), one [Existing tool + VR] (10 %), one [Mobile application + VR] (10 %). As a result of the intervention, improvement of function was observed in all 10 studies from overseas, and physical function was 24 times (66 %), mental function 6 times (17 %), cognitive function 5 times (14 %), Activity of daily living 1 time (10 %). this study could be used as a basic resource to enhance the professionalism and quality of rehabilitation services and expand the scope by organizing virtual reality-based rehabilitation and its effects.

Effect of Virtual Reality Game on Old Patient's Depression, Relationship and Life Satisfaction (가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과)

  • Shin, Kyung-Eun;Oh, Myung-Hwa;Chung, Hyun-Ae;Kim, Hee-Dong
    • 재활복지
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    • v.21 no.4
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    • pp.101-118
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    • 2017
  • This study was conducted to investigate the effect of virtual reality game on old stroke patient's depression, relationship and life satisfaction. The subjects of this study were 40 stroke patients of over 65 years old and each 20 patients were randomly assigned in two groups. The study was conducted for 12 weeks. Nintendo Wii Sports Resort program was applied to the virtual reality game for the experimental group. In order to investigate psychological social factor (depression, relationship) and life satisfaction of the objects, BDI, RCS, LSI-Z were checked three times. The results are as followings. First, the psychological social change (depression, relationship) after the training program showed that depression is significantly decreased (p<.001) along with the intervention period in both 2 groups. Second, change of life satisfaction after the training program showed that significant statistical improvement were found both in control group(p<.05), and experimental group(p<.001). Third, depression, relationship showed the significant statistically correlation with life satisfaction(p<.05). We can conclude from the above that virtual reality games which were played by 2 persons had the significant effect on old stroke patient's psychological social factor(depression, relationship) and life satisfaction.

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.

The Effect of Virtual Reality Training on Lower Extremity Muscle Activation in Elderly (가상현실 훈련이 노인의 하지 근활성도에 미치는 영향)

  • Cho, Gyeong-Hee;Shin, Hyung-Soo
    • Journal of the Korean Society of Physical Medicine
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    • v.9 no.1
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    • pp.55-62
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    • 2014
  • PURPOSE: The objective of this study was to determine the effects of virtual reality training on muscle activation in the elderly. METHODS: The subjects were 32 healthy elderly people aged between 65 and 80, who were divided into the VR(virtual reality) training group(n=17) and the control group(n=15). The Virtual reality training group engaged in a 30-minute exercise session using Wii Fit three times a week for eight weeks. Virtual reality training group used the Ski Slalom, Table tile, Balance bubble programs. low-extremity muscle activation of the two groups were measured before and after the intervention. RESULTS: To investigate the effects of the training on lower-extremity muscle activation, biceps femoris, gastrocnemius, tibialis anterior, vastus lateralis were measured. The results revealed that the activation of gastrocnemius and tibialis anterior significantly increased(p<.05), which indicates virtual reality training is effective in improving the activation of the muscles involved in the movement of the ankle joint. CONCLUSION: Virtual reality training is effective in improving the healthy elderly's activation of the muscles involved in the movement of the ankle joint. Thus, virtual reality training can be proposed as a form of fall prevention exercise for the elderly.

항만 경관의 시각적 선호도 분석

  • Yhang, Wii-Joo;Gu, Bon-A
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2007.12a
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    • pp.136-137
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    • 2007
  • This study was to analyze the visual preference of the port landscapes for North port in Busan. Preference related variables came from Semantic Differential(SD) method and then were conducted by the factor analysis. Multiple regression was done for the relationship between the preference and factors. The result found 4 factors, including dynamics, stability, pleasantness and healthiness. Much importance was placed on dynamics among them. Therefore, building port landscapes and their image attracting viewers should consider dynamics in terms of port landscape plan and user attraction development for visual quality management.

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Brand Personality Scales and Images of Haeundae (해운대 브랜드 개성 측정 척도와 이미지)

  • Han, Kyung;Yhang, Wii-Joo
    • Journal of Navigation and Port Research
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    • v.34 no.8
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    • pp.635-640
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    • 2010
  • Based on the previous studies that argued Brand Personality Scale(BPS) developed by J.Aaker(1997), the results are not shown very suitable for all cases. Authors found out more suitable Brand personality Scale for Marine Tourism Destination. This study then is to verify a newly developed Marine Tourism Destination BPS, to apply the multiple regression to BPS and images for Haeundae, and then to confirm the relationship between a newly developed BPS and Images proven in the previous study.

A Study of imagination of Brand Personality on Marine Tourism Destination (해양관광지 브랜드 개성의 이미지화 효과에 관한 연구)

  • Han, Kyung;Yhang, Wii-Joo
    • The Journal of Fisheries Business Administration
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    • v.40 no.3
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    • pp.51-68
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    • 2009
  • The purpose of this study is to investigate the effect of Brand Personality to Marine Tourism Destination Images and Intention to Recommend. For this purpose, factor analysis was applied to 42 of J.Aaker's Brand Personality Scale and 5 personality dimensions were extracted. This analysis was also applied for cognitive and affective images and two of cognitive images and three of affective images were extracted. Multiple regression was done to estimate the relative effects of Brand Personality to both cognitive and affective images and intention to recommend. The results indicated brand personality influenced on both cognitive and affective images and intention to recommend directly and also found affective images was influenced by cognitive images. The results also suggested useful insight for future study. The Brand Personality Scale which developed for the product by Aaker might not be suitable for measuring the marine tourism destination brand personality and necessary to develop the new scale suitable for marine tourism destination personality, and be needed to study together with other moderating variance such as satisfaction and congruency with image to verifying the exact effect between different variables.

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