DOI QR코드

DOI QR Code

Research trends in rehabilitation program for disabled applying virtual reality technology in Korea

가상현실기술을 적용한 국내 장애인재활프로그램 연구동향

  • Kim, Mi-Jung (Dept. of Occupational Therapy, Jungwon University)
  • 김미정 (중원대학교 작업치료학과)
  • Received : 2014.12.16
  • Accepted : 2015.02.20
  • Published : 2015.02.28

Abstract

The purpose of this study was to investigate the trends in research on the effects of virtual reality technology applied to rehabilitation for disabled. I have collected 60 papers published in Korea(2000-2014), and analyzed it by the P.I.C.O. method. As a result, adults and the elderly are most common subjects, and projection type has been used frequently in researches. It were included mostly balance, upper extremity function, and gait that the dependent variables represents the intervention effects. I interpreted it as the ICF factors. So, research topics were the most common mobility, in contrast to educational, vocational, recreational area as dealing with the participation area is very small. In the future, we should focused on social aspects for useful intervention in real life of people with disabilities based on virtual reality technology, and virtual reality technology should be easy to apply in terms of cost and accessibility.

본 연구는 장애인 재활을 위해 최신 공학기술과 재활프로그램을 융합한 가상현실 기술의 효과에 관련된 연구동향을 분석한 문헌연구이다. 2000~2014년에 발표된 국내 논문 60편을 대상으로 P.I.C.O방법을 준용하여 분석한 결과, 주로 성인 노인 뇌졸중 환자를 대상으로 가상현실을 적용한 장애인 재활 프로그램 관련 연구가 많았으며, 가상현실 구현을 위해 투사형 시스템이 자주 사용되었다. 중재효과 확인을 위한 종속변수로는 균형, 상지기능, 보행이 주로 사용되었고 이를 ICF의 구성요소로 재해석하여 도출한 연구주제로는 이동이 가장 많았다. 반면 교육, 직업, 여가 등 참여영역을 다룬 연구는 매우 적었다. 향후 장애인의 실생활에 유용한 가상현실 중재를 위해서는 사회적 관점에 초점을 두어야하며, 동시에 가상현실 기술의 개발 시에도 적용방법과 비용 측면에서 용이한 접근을 염두에 두고 공학기술과 재활서비스가 융합되어야 할 것이다.

Keywords

References

  1. Ministry of Health&Welfare, Yearbook of health and welfare statistics, Vol. 58, 2012.
  2. Korean Society for Rehabilitation of persons with Disabilities, Problems and solutions for spinal cord injury when access to medical services in Korea, Seoul: Korean Society for Rehabilitation of persons with Disabilities Press, 2009.
  3. Rory, A. C., Dan, D., & Richard, S., Virtual reality and computer-enhanced training applied to wheeled mobility: An overview of work in Pittsburgh. Assistive Technology, Vol. 17, No. 2, pp. 159-170, 2005. https://doi.org/10.1080/10400435.2005.10132105
  4. Tanner, L., Doctors use Wii games for rehab therapy, The Associated Press, 2008.
  5. Hurkmans, H. L., Van, D. B., & Stam., H. J., Energy expenditure in adults with cerebral palsy playing wii sports, Archives of Physical Medicine and Rehabilitation, Vol. 91, No. 10, pp. 1577-1581, 2010. https://doi.org/10.1016/j.apmr.2010.07.216
  6. Weiss, P. L., Rand, D., Katz, N., & Kizony, R., Video capture virtual reality as a flexible and effective rehabilitation tool, Journal Neuroeng Rehabilitation, Vol. 1, No. 1, pp. 1-12, 2004. https://doi.org/10.1186/1743-0003-1-1
  7. Flynn, S., Palma, P., & Bender, A., Feasibility of using the sony playstation2 gaming platform for an individual post-stroke: A case report, Journal of Physical Therapy, Vol. 31, No. 4, pp. 180-189, 2007.
  8. Rand, D., Kizony, R., & Weiss, P. L., Virtual reality rehabilitation for all: Vivid GX versus Sony Playstation II Eyetoy, Paper present edat the Proc. 5th Intl Conf. on Disability, Virtual Reality and Associated Technologies, Oxford, U.K., 2004.
  9. W. R. Cho, E. H. Park, The Effects of Virtual Reality Based Game Using Wii on Boccia Throwing of Students with Physical Disabilities, Korean Journal of Physical, Multiple, & Health Disabilities, Vol 56, No. 1, pp. 121-140, 2013. https://doi.org/10.20971/kcpmd.2013.56.1.121
  10. World Health Organization, International Classification of Functioning, Disability and Health(ICF), Geneva: WHO, 2001.
  11. M. L, Cho, D. J. Kim, Trends in Research on Visual Perceptual Approaches in Korea, The Journal of Korean Association Occupational Therapy Policy for Aged Industry, Vol. 5, No. 2, pp. 55-64, 2013.
  12. J. M. Kwon, H. S. Cho, Review of research on digital games for special education purposes, Korean Journal of Special Education, Vol. 44, No. 3, pp. 59-83, 2009.
  13. H. H. Kim, K. M. Kim, M. Y. Chang, Interventions to Promote Upper Limb Recovery in Stroke Patients: A Systematic Review, The Journal of Korean Society of Occupational Therapy, Vol. 20, No. 1, pp. 129-145, 2012.
  14. Y. S. Jang, J. Y. Baek, G. U. Jeong, H. D. Kim, H. E. Ho, Clinical effectiveness of body function on virtual reality training for post stroke hemiplegia: Literature research, Journal of Special Education & Rehabilitation Science, Vol. 52, No. 3, pp. 419-436, 2013.
  15. Arbesman, M., Sheer, J., Liberman, D., Using AOTA's Critically Appraised Topic(CAT) and Critically Appraised Paper(CAP) series to link evidence to practice, OT Practice, Vol. 13, No. 5, pp. 18-22, 2008.
  16. H. J. Lee, A study on improving the entertainment value of spectator sports by applying user experience on virtual environment: focusing on Taekwondo, Master dissertation, Hongik University, 2001.