• 제목/요약/키워드: task-oriented training program

검색결과 35건 처리시간 0.027초

Action observation training enhances upper extremity function in subacute stroke survivor with moderate impairment: a double-blind, randomized controlled pilot trial

  • Kim, Chang-Heon;Bang, Dae-Hyouk
    • 대한물리의학회지
    • /
    • 제11권1호
    • /
    • pp.133-140
    • /
    • 2016
  • PURPOSE: This study's aim was to investigate the effects of an action observational training in subactue stroke patients with moderate impairment. METHODS: 22 participants (men=13, women=9) with hemiparesis were randomly assigned to action observation training group or task-oriented training group. Patients in both group underwent a patient-specific multidisciplinary rehabilitation program. Participants in the action observation group (mean age, $62.78{\pm}9.85$) were asked to watch the video scene, in the knowledge that they would then attempt to perform the same movement task after watching. The control group (mean age, $61.49{\pm}8.64$) practiced the same tasks, without watching the video. To evaluate upper limb function, the upper extremity part of the Fugl-Meyer Assessment upper extremity and the Box and Block Test were used. The modified Barthel index was used to assess ADLs, and the modified Ashworth scale were used to assess spasticity in the upper extremity. RESULTS: The action observational training group exhibited greater changes in the Fugl-Meyer assessment upper extremity (P<0.05; 95% CI, 0.929 - 6.403), the Box and Block test (P<0.05; 95% CI, 0.086 - 5.913), and the modified Barthel index (P<0.01; 95% CI, 2.483 - 12.627) between groups. And the modified Ashworth scale (P>0.05; 95% CI, -0.402 to 0.624) did not show significantly different between groups. CONCLUSION: These findings suggest that action observational training may be more helpful to improve upper-extremity function than physical training only in subactue patients with moderate impairment after stroke.

나선형 탄력밴드를 착용한 몸통 안정화 자세가 뇌졸중 환자의 팔 기능에 미치는 효과 (The Effect of Trunk Stabilization Posture Wearing Spiral Elastic Band on Upper Extremity Function in Stroke Patients)

  • 김민호
    • 대한통합의학회지
    • /
    • 제9권2호
    • /
    • pp.93-103
    • /
    • 2021
  • Purpose : This study aimed to investigate the effect of trunk postural stability maintained wearing a spiral elastic band on the upper extremity function of patients with stroke who undertook a functional activity program and to provide fundamental data useful for the application of therapeutic interventions in the clinical environment of occupational therapy. Methods : The research subjects included 16 patients with stroke who were evenly divided into an experimental group and a control group. The eight-week intervention consisted of a functional activity program aimed at improving the function of the affected-side upper extremity. The experimental group performed the functional activity program while maintaining a stable trunk posture by wearing a spiral elastic band. The control group followed the program without wearing the band. Upper extremity function was assessed before and after the intervention using a manual function test (MFT) and a motor activity log (MAL), and the effectiveness on the upper extremity function of the affected side was confirmed. Results : First, in the within-group comparison of the upper extremity function scores before and after the intervention, the experimental group showed a statistically significant difference in the MFT and MAL assessment(p<.05). The control group showed a statistically significant difference in the MAL assessment(p<.05). Second, in the between-group comparison of the change in scores after the intervention, a statistically significant difference was observed between the two groups in all assessments(p<.05). Conclusion : This study confirmed the positive effect on upper extremity function of trunk stabilization posture using a spiral elastic band. The results could be useful when implementing a task-oriented training program in the clinical environment of occupational therapy in the future, as application of the training while maintaining trunk postural stability by wearing a spiral elastic band could be more effective for improving the upper extremity function of patients with stroke.

Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
    • /
    • 제4A권4호
    • /
    • pp.171-177
    • /
    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.

무정전 활선작업 피교육자를 위한 3차원 몰입형 가상환경 교육시스템의 개발 (3DImmersion Type Virtual Environment System : Training Interruption-free Live-Line Workers)

  • 정영범;박창현;김기현;장길수
    • 대한전기학회논문지:전력기술부문A
    • /
    • 제53권1호
    • /
    • pp.22-30
    • /
    • 2004
  • As an information-oriented society comes, many people use PC and depend on database that network server has. However, the online data can be missed when a blackout happens and also a power failure effects on standard of judgment on Power Quality. Thus, it is reason of a trend using interruption-free live-line work when a trouble happens to power system. However, the 83% among the number of people who receive an electric shock experience when a laborer is doing interruption-free live-line works. In interruption-free method, the education and the training problem has been issued. However, we have a few instructors for that training. Furthermore, the trainees have short training period, just 4 weeks. In this paper, to develope the method that has no restriction of a time and place and reduce the wasteful materials, immersion type virtual reality(or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by doing same action in the real safe environment. Thus, it can be valuable to apply this training system to a dangerous work like as "Interruption-free live-line work exchanging COS(Cut-Out-Switch)". In this program, the user works with a instruction on the window and speaker and can't work other tasks until each part of the task completed. The workers using this system can use their hands and viewpoint movement as he is in a real environment but the trainee can't use all parts and senses of a real body with the current VR technology. Despite of this weak point, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has a high potentiality.

작업치료 임상에서 뇌졸중 환자의 상지기능 향상을 위한 가상현실 치료의 유용성에 관한 고찰 (Feasibility of Virtual Reality for Enhancement of Upper Extremity Function Post Stroke)

  • 권재성;양노열
    • 재활치료과학
    • /
    • 제1권2호
    • /
    • pp.35-40
    • /
    • 2012
  • 본 연구에서는 가상현실 치료가 뇌졸중 환자의 뇌 가소성을 동반한 상지기능 향상에 미치는 영향을 알아보고 강도 높은 가상현실 훈련이 뇌졸중 환자의 상지기능 향상을 위한 집중치료로써 임상적으로 유용한 훈련인지 알아보고자 하였다. 뇌졸중 환자에게 있어 사용-의존성 즉 운동 강도와 반복은 마비 측 사지의 운동 기능향상에 중요한 치료적 요소이다. 최근에는 상지의 지속적 사용을 통한 뇌-가소성에 기반한 변화를 유도할 수 있는 치료방법으로 가상현실 치료가 대두되었다. 가상현실 치료는 재활 임상환경에서 운동기능 향상을 위한 훈련강도와 반복을 제공할 수 있는 기술적 방법으로 채택되기 시작하였다. 특히 뇌졸중 환자의 상지 기능을 향상시키기 위한 치료적 유용성 측면에서는 강도 높은 반복적 훈련이 가능하다는 것과 게임 같은 형식으로 높은 동기부여가 가능하다는 것, 실제 수행을 통한 다중감각적 피드백 제공, 상호작용이 가능한 과제지향적 치료가 가능하다는 장점을 가지고 있다. 임상 환경에서 작업치료와 더불어 부가적으로 가상현실 치료를 실시하는 것은 뇌졸중 환자의 상지 기능회복을 더욱 촉진할 것이다.

컴퓨터 상호작용 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향 (Effects of an Interactive Computer Exercise Programs on Balance Performance in People with Chronic Stroke)

  • 송민영;이태식;백일훈
    • 대한물리의학회지
    • /
    • 제7권1호
    • /
    • pp.87-94
    • /
    • 2012
  • Purpose : The purpose of this study was to examine the feasibility and efficiency of balance training program through an interactive video game regimen in people with chronic stroke. Methods : Thirty patients with chronic hemiparetic stroke were recruited. Participants were randomly assigned to either a control group (n=15) or an experimental group (n=15). The control group received the general physical therapy including of strengthening and balance exercise five times a week whereas the experimental group received a program of balance exercise with video game play based on virtual reality as well as the same typical physical therapy. The experimental group received 6 sessions for four weeks. Each session was given 5 minutes. An interactive computer game exercise regimen lasted 30 minutes without rest periods. Outcome measures for weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-standspeed and sit-to-stand-area for the control group (n=15) and experimental group (n=15) before and after treatment were obtained by using the biorescure. Results: Outcomes demonstrated significant improvement in the experimental group compared with the control group in weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-stand-speed. No significant training effect was showed in sit-to-stand-area between pretraining and post-training. Conclusion : An interactive computer game exercise based on task oriented approach for balance in chronic stroke were feasible. In other words, This regimen resulted in a greater improvement in dynamic balance for people with chronic stroke.

방문재활운동 프로그램이 만성질환 노인의 균형, 일상생활활동과 우울 및 삶의 질에 미치는 영향 (Effect of home-based exercise program on balance, activities of daily living, depression and quality of life in elderly with chronic diseases)

  • 장일용;송요한;김재운;문영성
    • 대한물리치료과학회지
    • /
    • 제31권2호
    • /
    • pp.41-51
    • /
    • 2024
  • Background: The purpose of this study was to identify the effect of home-based exercise program in elderly with chronic diseases on balance, activities of daily living, depression and quality of life. Design: One group pretest-posttest design Methods: The subjects consisted of 21 elderly people over the age of 65 years with chronic diseases lived in seo-gu, Gwangju. Home-based exercise program was performed twice a week, for an hour, during 6 weeks under supervision of an experienced instructor. The home-based exercise program was structured to last a total of 1 hour, consisting of 10 minutes of warm-up, 30 minutes of main exercises, and 20 minutes of concluding exercises. For the warm-up, we performed range of motion, stretching, and flexibility exercises. The main exercises comprised of strength, weight-bearing and balance exercises, and endurance exercises. The concluding exercises were tailored to the individual's home environment and needs, including task-oriented daily living training such as getting up from bed, moving to the restroom, and walking indoors. The subjects were assessed before and after the exercise program with berg balance scale(BBS), Korean-version modified barthel index(K-MBI), euro quality of life questionnaire 5-dimensional classification(EQ-5D), and geriatric depression scale short form-Korea(GDSSF-K). The collected data was analyzed using SPSS Win 18.0 program. Results: The results showed statistically significant difference in all domains of the BBS, K-MBI, EQ-5D, GDSSF-K after the exercise program. Conclusion: These results suggest that Home-based exercise program has resulted in a significant improvement on ADL, depression and quality of life in elderly with chronic diseases.

The effect of hip joint strengthening exercise using proprioceptive neuromuscular facilitation on balance, sit to stand and walking ability in a person with traumatic brain injury: a case report

  • Jung, Du Kyo;Chung, Yijung
    • Physical Therapy Rehabilitation Science
    • /
    • 제6권2호
    • /
    • pp.96-104
    • /
    • 2017
  • Objective: The purpose of this study was to investigate the effect of the hip joint strengthening exercises using proprioceptive neuromuscular facilitation (PNF) on the clinical symptoms and the treatment effects in balance, sit to stand, and gait abilities in patients with TBI. Design: A single case study. Methods: A 13-year-old adolescent with quadriplegia and hip joint control impairment participated in this four-week training intervention. The patient, diagnosed with TBI, wastreated with hip joint strengthening exercises using PNF. In the first week, we focused on strengthening the body, relaxing the hip flexors and activating the hip extensor muscles in order to solve the patient's physical function and body structure. From the 2nd and 4th week, we improved the motivation through the task-oriented method, and then weight-bearing training of the right lower extremity was proceeded by kicking a soccor ball with the left lower extremity. The exercises were performed for 4 weeks, 5 days a week, for 60 minutes with the exercise intensity gradually increased according to the subject's physical abilities. Results: As a result of the study, the patient demonstrated improvements in the physical examination, which were evaluated before and after intervention and included the manual muscle test, modified Ashworth scale, sensory assessment, coordination assessment, Berg balance scale, 5-time sit to stand test, and the 10 meters walk test. Conclusions: The results of this case suggest that a hip joint strengthening exercise program using PNF may improve hip control ability, balance, sit to stand and gait ability in a patient with TBI.

초임 유아교사들이 구성한 창의적인 유아와 창의적인 교사에 대한 의미 (The Meaning of Teaching for Children's Creativity and Teaching Creatively from Novice Early Childhood Teachers' Perspectives)

  • 권희경;안효진
    • 한국보육지원학회지
    • /
    • 제9권3호
    • /
    • pp.53-74
    • /
    • 2013
  • 본 연구는 2명의 초임 유아교사들이 창의성 교육 프로그램을 실행하면서 이들이 구성한 창의적인 유아와 창의적인 교사의 의미를 살펴보았다. 참여한 초임 유아 교사는 각 각 4년제 유아교육학과를 졸업하고, 교사가 된 지 1년, 2년째 되는 초임 유아 교사들이다. 이들은 기관에서 실행한 창의성에 대한 교사교육을 4주 동안 받은 후, 창의성 교육 프로그램을 16주 동안 실행하였다. 창의성 교육 프로그램을 실행하기 전, 함께 교육 프로그램 내용을 논의하고, 각자 반에서 실행을 하고 난 후, 매 주 모여서 함께 평가를 하기도 하고, 때로는 비디오를 보고 자기 평가를 하거나 반성적 저널을 썼다. 본 연구의 자료는 두 명의 교사가 쓴 반성적 저널, 개인 인터뷰, 교육계획안 등 다양한 자료를 수집하였고, 이러한 자료를 토대로 질적 분석을 하였다. 그 결과 초임 유아 교사들이 구성한 창의적인 유아는 남과 다른 생각이나 행동을 시도하며, '지금 현재'의 놀이에 몰입하는 유아라고 인식하였다. 창의적인 수업을 하는 교사는 과제 중심의 사고에서 벗어나서 창의적인 융통성을 갖고, 실천하는 교사라고 인식하였다.

뇌졸중 환자에서 상지 회복을 위해 컴퓨터-인간 연동을 이용한 가상현실 기반 훈련 프로그램 (Virtual Reality-based Training Program Using Computer-human Interface for Recovery of Upper Extremity Use in Stroke Patients)

  • 이경희;황기철
    • 디지털융복합연구
    • /
    • 제14권1호
    • /
    • pp.285-290
    • /
    • 2016
  • 본 연구는 뇌졸중 환자의 상지 재활에 사용되는 컴퓨터-인간 연동을 이용한 가상현실 기반 훈련 프로그램 중재의 효과를 알아보고자 하였다. 2015년 2월까지 Medline 데이터베이스에서 뇌졸중 환자의 상지 재활을 위한 가상 현실 중재를 다루는 무작위 대조군 임상 연구들을 검색하였다. PEDro 스케일이 연구의 질을 사정하기 위해 사용되었다. 선정된 8개의 연구가 분석되어졌다. PEDro 스케일은 5 부터 8/10까지 다양했다. 모든 연구들은 가상현실 기반 훈련 그룹에서 상지 기능 회복에 유의한 결과를 보였다. 본 연구는 뇌졸중 환자의 상지 회복을 위해 사용되는 가상 현실 기반 훈련 프로그램의 적용이 다양하고 예측할 수 없는 실행으로 구성된 과제 지향적이고 점진적인 학습을 제공함을 통해 특히 배움에 효과가 있음을 보여주었다. 본 연구에서는 가상현실 훈련 프로그램을 뇌졸중 환자의 상지 기능 재활에 탁월한 학습 효과를 기대할 수 있으며 과제-지향과 등급화된 학습을 제공하는데 효과적이다.