• Title/Summary/Keyword: virtual patient

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A Study of GSR Signal Processing for Viral Reality System for Treatment of Mental Illness (가상현실 정신질환 치료시스템을 위한 GSR 신호분석에 관한 연구)

  • Ryu, Jong-Hyun;Beack, Seung-Hwa;Paek, Seung-Eun;Kim, Dong-Wan
    • Proceedings of the KIEE Conference
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    • 2004.07d
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    • pp.2693-2695
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    • 2004
  • Recently A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. ECG and HRV are used in most virtual reality system. GSR is electrical impedance of biological tissues and the changes in impedance accompanying physiological activity. GSR is better than ECG or HRV for explaining mental states in other study. In this study, we will analysis GSR signal when a acrophobia patient and a normal is on high floor.

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A Study on the ARM Cortex-based AED simulator platform development (ARM Cortex 기반의 AED simulator 플랫폼 개발에 대한 연구)

  • Kim, Jeung Rae;Lee, Eun Jong;Chung, Ik Joo
    • Journal of Industrial Technology
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    • v.35
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    • pp.15-21
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    • 2015
  • In this paper, we implemented a high performance automated external defibrillator(AED) simulator that has various characteristics of virtual simulated patient(VSP) to verify important operations and functions of the AED. To verify the AED in various environment, the AED simulator should have the characteristics of VSP and can analyze the characteristics of electrical shock rhythm. In this paper, the implemented simulator has twenty seven electrocardiogram scenarios and we showed the implemented simulator has less error rate than conventional simulator in analyzing electrical shock rhythm.

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The Effect of Training Using Virtual Reality System on Sitting Balance and Activities of Daily Living for the Patient with Spinal Cord Injury (가상현실 시스템(Virtual Reality System)을 이용한 훈련이 척수손상환자의 앉기 균형 및 일상생활동작에 미치는 영향)

  • Chung, Jae-Hoon
    • The Journal of Korean Physical Therapy
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    • v.21 no.2
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    • pp.31-38
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    • 2009
  • Purpose: This study was examined the effect of training using a Virtual Reality System on the sitting balance and Activities of Daily Living for patients with a spinal cord injury. Methods: The subjects were divided into an experimental (6 persons) and control group (5 persons). The experimental group trained the 5 programs, three times per week for 6 weeks using the Virtual Reality System and five days for week using conventional physical therapy. The control group trained five days for a week using conventional physical therapy. Results: The difference in the mean Spinal Cord Independence Measurement (SCIM) score in the experimental and control groups was increased to 8.33 and 6.60 (p=0.79), respectively. The difference in the mean functional reaching test in experimental and control group increased to 4.21 and 1.09 (p=0.25), respectively. The difference in the mean sitting time in experimental and control group increased to 41.05 and 10.33 (p=0.66), respectively. There was a difference in the mean of all variances but these differences were not statistically significant. Conclusion: These results suggest that training using the Virtual Reality System increased the SCIM, functional reaching test and sitting time in people with a spinal cord injury.

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Effect of Virtual Reality Rehabilitation Program with RAPAEL Smart Glove on Stroke Patient's Upper Extremity Functions and Activities of Daily Living (라파엘 스마트 글러브를 이용한 가상현실 재활프로그램이 뇌졸중환자의 상지 기능과 일상생활활동 수행에 미치는 영향)

  • Kim, Koun
    • Journal of The Korean Society of Integrative Medicine
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    • v.7 no.2
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    • pp.69-76
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    • 2019
  • Purpose : This study examined the effects of a virtual reality rehabilitation program on stroke patients' upper extremity functions and activities of daily living (ADL). Methods : The subjects were equally and randomly divided into an experimental group (n=16) to whom a virtual reality rehabilitation program was applied and a control group (n=16) who received traditional occupational therapy. The intervention was applied five times per week, 30 minutes per each time, for six weeks. Jebsen-Taylor hand function test was conducted and the subjects' Manual Function Test was measured to examine their upper extremity functions before and after the treatment intervention, and a Korean version of modified Barthel index was calculated to look at their activities of daily living. Results : After the intervention, the upper extremity functions and activities of daily living of the participants in both groups significantly improved (p<.05). However, the improvements in these parameters among the participants in the virtual reality rehabilitation program were significantly greater than those in the control group (p>.05). Conclusion : The virtual reality rehabilitation program is a stable and reliable intervention method for enhancing the upper limb functions and activities of daily living of stroke patients.

Construction of Virtual Public Speaking Simulator for Treatment of Social Phobia (대인공포증의 치료를 위한 가상 연설 시뮬레이터의 실험적 제작)

  • 구정훈;장동표;신민보;조항준;안희범;조백환;김인영;김선일
    • Journal of Biomedical Engineering Research
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    • v.21 no.6
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    • pp.615-621
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    • 2000
  • A social phobia is an anxiety disorder characterized by extreme fear and phobic avoidance of social and performance situations. Medications or cognitive-behavior methods have been mainly used in treating it. These methods have some shortcomings such as being inefficient and difficult to apply to treatment. Lately the virtual rcality technology has been applied to dcal with the anxiety disorders in order to compcnsate for these defects. A virtual environment provides a patient with stimuli which cvokes a phobia. and the patient's exposure to the virtual phobic situation make him be able to overcome it. In this study, we suggested the public speaking simulator based on a personal computer for the treatment of social phobia. The public speaking simulator was composed of a position sensor. head mount display and audio system. And a virtual environment for the treatment was suggested to be a seminar room where 8 avatars are sitting. The virtual environment includes a tracking system the trace a participant's head-movement using a HMD with position sensor and 3D sound is added to the virtual environment so that he might fcel it realistic. We also made avatars' motion and facial expression change in reaction to a participant's speech. The goal of developing public speaking simulator is to apply to treat fear of public speaking efficiently and economically. In a future study. we should get more information about immergence and treatment efficiency by clinical test and apply it to this simulator.

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THE DEVELOPMENT OF A VIRTUAL REALITY THERAPY SYSTEM FOR THE TREATMENT OF ACROPHOBIA AND THERAPEUTIC

  • Kim, Sun I.;Jeonghun Ku;Dongpyo Jang;Lee, Jaemin;Kim, Hun;Myoungjin Oh;Park, Younghee
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.231-236
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    • 2001
  • Virtual Reality (VR) is a new technology that enables humans to communicate with a computer, It allows the user to see, hear, fuel and interact in a three-dimensional virtual world created graphically. Virtual Reality Therapy (VRT), based on this sophisticated technology, has been recently used in the treatment of subjects diagnosed with acrophobia. Acrophobia is a disorder that is characterized by marked anxiety upon exposure to heights, avoidance of heights, and a resulting impairment in functioning. Conventional virtual reality systems for the treatment of acrophobia have limitations, such as overly expensive devices or somewhat unrealistic graphic scenes. The goal of this study is to develop an inexpensive and more realistic virtual environment in which to perform an exposure therapy fur acrophobia. It runs on a personal computer, and a virtual scene ova bunge-jump tower in the middle of a large city. The virtual scenario includes an open tin surrounded by props beside a tower, which allows the patient to feel a sense of heights. The effectiveness of the VR environment was evaluated through the clinical treatment of a subject who was suffering from the fear of heights. Based on pre- and post- questionnaires and subjective comments from the subject. This virtual reality environment proved to be an effective and realistic tool fur the treatment of acrophobia.

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Domestic Trend Analysis of Virtual Reality Therapy for the Treatment Anxiety Disorders (불안장애에 대한 가상현실치료 국내동향분석)

  • Cheong, Moon Joo;Kim, Jeesu;Lyu, Yeoung-Su;Kang, Hyung Won
    • Journal of Oriental Neuropsychiatry
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    • v.31 no.4
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    • pp.279-288
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    • 2020
  • Objectives: Many fields have changed since covid-19, psychotherapy being no exception. With the pandemic associated increase in untact treatment, interest in virtual reality exposure therapy has also increased. The aim of study was to analyze recent literature using virtual reality therapy for the treatment of anxiety disorders. Methods: We searched five databases from dates between October 1 to November 1, 2020. We selected articles related to the treatment of anxiety disorders using virtual reality therapy and analyzed the trend of that, not thesis but domestic articles. Results: There were 6 RCT studies and 3 were case reports where, based on the DSM-4, the participants presented with anxiety disorders including 2 with presentation anxiety, 1 heterosexual anxiety, 1 test anxiety, 1 social anxiety, 1 dental anxiety, 2 Acrophobia, and 1 social phobia. Treatment sessions varied from 1 session to 18 sessions, but 5 studies conducted 4 sessions, and all studies attempted virtual reality exposure for 30-minute time periods. 8 studies used HMD as the VR device and 1 study did not report a device. Conclusions: Anxiety disorders treated using virtual reality included speech anxiety and acrophobia. Median treatment session number was 4 and sessions were less than 30 minutes. The most common VR device used was an HMD. VR psychotherapy showed limitations relating to patient experience including cyber sickness and a lack of immersion. In addition, most of the studies were conducted with patients who visited hospitals utilizing Western medical practices. Currently, virtual reality therapy (VRT) intervention in oriental medicine is lacking. The lack of research in this area suggests analyzing data from VR psychotherapy in oriental medicine could provide novel and useful information.

Virtual Reality for Dental Implant Surgical Education (가상현실을 이용한 치과 임플란트 수술 교육)

  • Moon, Seong-Yong;Choi, Bong-Du;Moon, Young-Lae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.12
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    • pp.169-174
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    • 2016
  • In this study, we evaluated the virtual reality model for dental implant surgery and discussed about the method to make the surgical environment for virtual reality with practical patient data. The anatomical model for patient face was fabricated by facial and oral scan data based on CT data. The simulation scenario was composed step by step fashion with Unity3D. From incision and sinus bone graft procedure which is needed to this patient model to implant installation and bone graft was included in this scenario. We used the HMD and leap motion for immersiveness and feeling of real operation. Twenty training doctor was attended this simulation study, and surveyed their satisfactory results by questionnaire. Implant surgery education program was showed the possibilities of educational tool for dental students and training doctors. Virtual reality for surgical education with HMD and leap motion had advantages, in terms of cheap prcie, easy access.

Optimal Density Assignment to 2D Diode Array Detector for Different Dose Calculation Algorithms in Patient Specific VMAT QA

  • Park, So-Yeon;Park, Jong Min;Choi, Chang Heon;Chun, Minsoo;Han, Ji Hye;Cho, Jin Dong;Kim, Jung-in
    • Journal of Radiation Protection and Research
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    • v.42 no.1
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    • pp.9-15
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    • 2017
  • Background: The purpose of this study is to assign an appropriate density to virtual phantom for 2D diode array detector with different dose calculation algorithms to guarantee the accuracy of patient-specific QA. Materials and Methods: Ten VMAT plans with 6 MV photon beam and ten VMAT plans with 15 MV photon beam were selected retrospectively. The computed tomography (CT) images of MapCHECK2 with MapPHAN were acquired to design the virtual phantom images. For all plans, dose distributions were calculated for the virtual phantoms with four different materials by AAA and AXB algorithms. The four materials were polystyrene, 455 HU, Jursinic phantom, and PVC. Passing rates for several gamma criteria were calculated by comparing the measured dose distribution with calculated dose distributions of four materials. Results and Discussion: For validation of AXB modeling in clinic, the mean percentages of agreement in the cases of dose difference criteria of 1.0% and 2.0% for 6 MV were $97.2%{\pm}2.3%$, and $99.4%{\pm}1.1%$, respectively while those for 15 MV were $98.5%{\pm}0.85%$ and $99.8%{\pm}0.2%$, respectively. In the case of 2%/2 mm, all mean passing rates were more than 96.0% and 97.2% for 6 MV and 15 MV, respectively, regardless of the virtual phantoms of different materials and dose calculation algorithms. The passing rates in all criteria slightly increased for AXB as well as AAA when using 455 HU rather than polystyrene. Conclusion: The virtual phantom which had a 455 HU values showed high passing rates for all gamma criteria. To guarantee the accuracy of patent-specific VMAT QA, each institution should fine-tune the mass density or HU values of this device.