참고문헌
- 강유석(2011). 비디오 게임을 이용한 가상현실 운동프로그램이 뇌성마비 학생의 기능성 운동능력, 시지각능력 및 균형능력에 미치는 영향. 한국운동재활학회지, 7(4), 79-89.
- 고명숙, 이남현, 이정아 등(2008). 한글판 아동 균형척도(Pediatric Balance Scale)의 측정자간 신뢰도. 한국전문물리치료학회지, 15(1), 86-95.
- 김대환, 김미래, 류치승 등(2013). 가상현실 비디오게임 운동이 뇌성마비 아동의 균형과 대동작에 미치는 영향; 단일사례연구. 한국신경재활학회지, 3(1), 9-16.
- 김선웅(2008). 경직성 양마비아의 연령에 따른 QUEST와 GMFM의 상관관계. 용인대학교 재활보건과학대학원, 석사학위 논문.
- 김원호, 박은영(2013). 뇌졸중 후 보행훈련: 위-아래 접근 중심으로. 한국신경재활학회지, 3(2), 21-27.
- 성인영, 조성찬, 이남현(2002). 정상 발달 어린이의 월령에 따른 대동작기능 평가. 대한재활의학회지, 26(4), 398-402.
- 허정식(2000). 뇌성마비 아동과 정상 아동의 보행 동작의 운동학적 분석. 한국스포츠리서치, 11(2), 127-138.
- AlSaif AA, Alsenany S(2015). Effects of interactive games on motor performance in children with spastic cerebral palsy. J Phys Ther Sci, 27(6), 2001-2003. https://doi.org/10.1589/jpts.27.2001
- Bertoti DB, Gross AL(1988). Evaluation of biofeedback seat insert for improving active sitting posture in children with cerebral palsy. Phys Ther, 68(7), 1109-1113. https://doi.org/10.1093/ptj/68.7.1109
- Brogren E, Forssberg H, Hadders-Algra M(2001). Influence of two different sitting positions on postural adjustments in children with spastic diplegia. Dev Med Child Neurol, 43(8), 534-546. https://doi.org/10.1017/S0012162201000974
- Burdea GC(2003). Virtual rehabilitation-benefits and challenges. Methods Inf Med, 42(5), 519-523. https://doi.org/10.1055/s-0038-1634378
- Cho CH, Hwang W, Hwang S, et al(2016). Treadmill training with virtual reality improves gait, balance, and muscle strength in children with cerebral palsy. Tohoku J Exp Med, 238(3), 213-218. https://doi.org/10.1620/tjem.238.213
- David JM(2003). 정형도수치료 진단학[Orthopedic physical assesment]. (대한정형도수치료학회 역). 서울, 현문사.
- Deutsch JE, Borbely M, Filler J, et al(2008). Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Phys Ther, 88(10), 1196-1207. https://doi.org/10.2522/ptj.20080062
- Drouin LM, Malouin F, Richards CL, et al(1996). Corelation between the gross motor function measure and gait apatiotemporal measures in children with neurological impairment. Dev Med Child Neurol, 38(11), 1007-1019. https://doi.org/10.1111/j.1469-8749.1996.tb15061.x
- Flynn S, Palma P, Bender A(2007). Feasibility of using the Sony playstation 2 gaming platform for an individual poststroke: a case report. J Neurol Phys Ther, 31(4), 180-189. https://doi.org/10.1097/NPT.0b013e31815d00d5
- Forkan R, Pumper B, Smyth N, et al(2006). Exercise adherence following physical therapy intervention in older adults with impaired balance. Phys Ther, 86(3), 401-410.
- Gormley ME Jr(2001). Treatment of neuromuscular and musculoskeletal problems in cerebral palsy. Pediatr Rehabil, 4(1), 5-16. https://doi.org/10.1080/13638490151068393
- Graves LE, Ridgers ND, Stratton G(2008). The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii. Eur J Appl Physiol, 104(4), 617-623. https://doi.org/10.1007/s00421-008-0813-8
- Gudjonsdottir B, Mercer VS(1997). Hip and spine in children with cerebral palsy: Musculoskeletal development and clinical implications. Pediatr Phys Ther, 9(4), 179-185.
- Han HK, Chung YJ(2016). Effects of task-oriented training for gross motor function measure, balance and gait function in persons with cerebral palsy. Korean Acad Phys Ther Rehabil Sci, 5(1), 9-14. https://doi.org/10.14474/ptrs.2016.5.1.9
- Harris K, Reid D(2005). The influence of virtual reality play on children's motivation. Can J Occup Ther, 72(1), 21-29. https://doi.org/10.1177/000841740507200107
- Holden MK(2005). Virtual environments for motor rehabilitation: review. Cyberpsychol Behav, 8(3), 187-211. https://doi.org/10.1089/cpb.2005.8.187
- Jack D, Boian R, Merians AS, et al(2001). Virtual reality-enhanced stroke rehabilitation. IEEE Trans Neural Syst Rehabil Eng, 9(3), 308-318. https://doi.org/10.1109/7333.948460
- Jelsma J, Pronk M, Ferguson G, et al(2013). The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy. Dev Neurorehabil, 16(1), 27-37. https://doi.org/10.3109/17518423.2012.711781
- Ketelaar M, Vermeer A, Hart H, et al(2001). Effects of a functional therapy program on motor abilities of children with cerebral palsy. Phys Ther, 81(9), 1534-1545. https://doi.org/10.1093/ptj/81.9.1534
- Koman LA, Mooney JF 3rd, Smith BP, et al(2000). Botulinum toxin type a neuromuscular blockade in the treatment of lower extremity spasticity in cerebral palsy: A randomized, double-blind, placebo controlled trial. BOTOX Study Group. J Pediatr Orthop, 20(1), 108-115. https://doi.org/10.1097/01241398-200001000-00022
- Krigger KW(2006). Cerebral palsy: An overview. Am Fam Physician, 73(1), 91-100.
- Lanningham-Foster L, Foster RC, McCrady SK, et al(2009). Activity-promoting video games and increased energy expenditure. J Pediatr, 154(6), 819-823. https://doi.org/10.1016/j.jpeds.2009.01.009
- Lotan M, Yalon-Chamovitz S, Weiss PL(2009). Improving physical fitness of individuals with intellectual and developmental disability through a virtual reality intervention program. Res Dev Disabil, 30(2), 229-239. https://doi.org/10.1016/j.ridd.2008.03.005
- Merians AS, Jack D, Boian R, et al(2002). Virtual reality-augmented rehabilitation for patients following stroke. Phys Ther, 82(9), 898-915.
- Nordmark E, Hagglund G, Jarnlo GB(1997). Reliability of the gross motor function measure in cerebral palsy. Scand J Rehabil Med, 29(1), 25-28.
- O'Shea TM(2008). Diagnosis, treatment, and prevention of cerebral palsy in near-term/term infants. Clin Obstet Gynecol, 51(4), 816. https://doi.org/10.1097/GRF.0b013e3181870ba7
- Palisano RJ, Hanna SE, Rosenbaum PL, et al(2000). Validation of a model of gross motor function for children with cerebral palsy. Phys Ther, 80(10), 974-985.
- Pope PM, Bowes CE, Boothe E(1994). Postural control in sitting. The SAM system: Evaluation of use over three years. Dev Med Child Neurol, 36(3), 241-252. https://doi.org/10.1111/j.1469-8749.1994.tb11837.x
- Reid DT(2002). Benefits of virtual play rehabilitation environment for children with cerebral palsy on perceptions of self-efficacy: a pilot study. Pediatr Rehabil, 5(3), 141-148. https://doi.org/10.1080/1363849021000039344
- Rizzo AA, Buckwalter JG(1997). Virtual reality and cognitive assessment and rehabilitation: the state of the art. Stud Health Technol Inform, 44, 123-145.
- Rose FD, Brooks BM, Attree EA, et al(1999). A preliminary investigation into the use of virtual environments in memory retraining after vascular brain injury: indication for future strategy?. Disabil Rehabil, 21(12), 548-554. https://doi.org/10.1080/096382899297206
- Rosenbaum PL, Walter SD, Hanna SE, et al(2003) Prognosis for gross motor function in cerebral palsy: Creation of motor development curves. Obstetrical & Gynecological Survey, 58(3), 166-168. https://doi.org/10.1097/01.OGX.0000055751.17527.56
- Schultheis MT, Rizzo AA(2001). The application of virtual reality technology in rehabilitation. Rehabil Psychol, 46(3), 296-311. https://doi.org/10.1037/0090-5550.46.3.296
- Shikako-Thomas K, Dahan-Oliel N, Shevell M, et al(2012). Play and be happy? Leisure participation and quality of life in school-aged children with cerebral palsy. Int J Pediatr, 387280. doi: 10.1155/2012/387280.
- Shin WS, Lee DY, Lee SW(2010). The effects of rehabilitation exercise using a home video game (PS2) on gait ability of chronic stroke patients. J Korea Acad Industr Coop Soc, 11(1), 368-374. https://doi.org/10.5762/KAIS.2010.11.1.368
- Shumway-Cook A, Horak FB(1986). Assessing influence sensory interaction on balance. Phys Ther, 66(10), 1548-1550. https://doi.org/10.1093/ptj/66.10.1548
- Sveistrup H, Thornton M, Bryanton C, et al(2004). Outcomes of intervention programs using flatscreen virtual reality. In Engineering in Medicine and Biology Society, 26th Annual International Conference of the IEEE, 2, 4856-4858.
- Weiss PL, Rand D, Katz N, et al(2004). Video capture virtual reality as a flexible and effective rehabilitation tool. J Neuroeng Rehabil, 1(1), 12. https://doi.org/10.1186/1743-0003-1-12
- Winter TF Jr, Gage JR, Hicks R(1987). Gait patterns in spastic hemiplegia in children and young adults. J Bone Joint Surg Am, 69(3), 437-441. https://doi.org/10.2106/00004623-198769030-00016
- Woollacott MH, Burtner P, Jensen J, et al(1998). Development of postural response during standing in healthy children and children with spastic diplegia. Neurosci Biobehav Rev, 22(4), 583-589. https://doi.org/10.1016/S0149-7634(97)00048-1
- Woollacott MH, Shumway-Cook A(2005). Postural dysfunction during standing and walking in children with cerebral palsy': what are the underlying problems and what new therapies might improve balance?. Neural Plast, 12(2-3), 211-219. https://doi.org/10.1155/NP.2005.211
- Yang YR, Tsai MP, Chuang TY, et al(2008). Virtual reality-based training improves community ambulation in individuals with stroke: A randomized controlled trial. Gait Posture, 28(2), 201-206. https://doi.org/10.1016/j.gaitpost.2007.11.007
- Yonetsu R, Nitta O, Surya J(2009). Patternizing' standards of sit-to-stand movements with support in cerebral palsy. NeuroRehabil, 25(4), 289-296.
피인용 문헌
- 심상 기법을 이용한 단축발 운동이 만성 발목 불안정성에 미치는 효과 vol.5, pp.2, 2016, https://doi.org/10.15268/ksim.2017.5.2.001
- 몰입형 가상현실 프로그램 Rapael Smart Glove가 뇌졸중 환자의 상지기능에 미치는 영향 vol.5, pp.3, 2016, https://doi.org/10.15268/ksim.2017.5.3.001
- 앉기자세에서 실시한 가상현실 균형훈련이 뇌졸중 환자의 앉기 균형 및 일상생활활동 능력에 미치는 영향 vol.5, pp.3, 2016, https://doi.org/10.15268/ksim.2017.5.3.011
- 테이핑과 극초단파를 적용 후 가상현실 운동 프로그램이 기능적 발목 불안정성 균형에 미치는 효과 vol.5, pp.3, 2016, https://doi.org/10.15268/ksim.2017.5.3.063
- 가상현실 기반 작업치료프로그램이 학령기 지적장애 아동의 신체기능 및 학습능력에 미치는 영향 vol.9, pp.1, 2021, https://doi.org/10.15268/ksim.2021.9.1.013