• Title/Summary/Keyword: 현실치료

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Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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Psycho-therapeutic Elements in Serious Game for Therapy (치료용 기능성 게임에서의 심리 치료적 요소)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.31-41
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    • 2012
  • The purpose of serious game for therapy is not to cure patients directly, but to have them cause psychological change, and get positive treatment will. In this study, we extracted 5 elements to be considered to design efficient serious games for psychological therapy through precedent data's analysis. For verification of the extracted elements, we intensively analyzed 2 elements. Those are 'Re-Mission' of which the effect was already proven, and 'SIMS2' which was designed to get the effect of treatment which patients who may experience difficulties in real-world can obtain in virtual space through previous experiences. As a result, material stability, reality, consistency with characters and self-determination of game progress are applied to all the analyzed games, But interactivity with reality is not applied. However, previous researches and validated questionnaire show that interactivity with reality is appropriate element. Consequently, the results of this study will be important materials in designing more efficient serious games for therapy.

Virtual Reality Program Model for Trauma Intervention in Multi-cultural Adolescents (다문화청소년의 트라우마 중재를 위한 가상현실 프로그램 모형)

  • Kim, Kyung-Sook;Song, Eun Jee;Kim, Min-Kyeong;Ju, Sejin;Kim, Min-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.361-366
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    • 2017
  • As the technology of virtual reality has recently developed, virtual reality treatment programs for game addiction and alcoholism are being developed. The purpose of this study is to present a model of developmental process of virtual reality based cognitive behavior therapy program for trauma intervention in multicultural adolescents. The development of virtual reality program of cognitive behavior therapy consists of three stages. In the first step, In the first stage, the trauma characteristics including the main emotions and the expression problem due to the trauma experienced by the multicultural youth should be grasped. In the second stage, the contents of the development process and scope of the scenario for the cognitive behavior therapy for trauma should be presented. In the final stage 3, the study will examine the feasibility of implementing the scenario contents in the virtual reality program. Through this process, the intervention program development model that can lead the positive change of the multicultural youth was presented.

The Effects of Occupational Therapy Intervention Using Fully Immersive Virtual Reality Device on Upper Extremity Function of Patients With Chronic Stoke: Case Study (완전 몰입형 가상현실 기기를 이용한 작업치료 중재가 만성 뇌졸중 환자의 상지기능에 미치는 영향: 사례연구)

  • Han, Soul;Yoo, Eun-Young
    • Therapeutic Science for Rehabilitation
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    • v.7 no.2
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    • pp.17-27
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    • 2018
  • Objective : The purpose of this study was to investigate the effect of occupational therapy intervention using a fully immersive virtual reality device on the upper extremity function of patients with chronic stroke. Methods : This study used a single subject (ABA) design. The study subjects was a chronic stroke patient with left lateral deviation. Four baseline periods, 12 intervention periods, and 4 baseline regression periods were performed for a total of 20 sessions for 10 weeks. OT intervention with a fully immersive virtual reality device was used every 30 minutes. BBT and WMFT evaluations were performed at each session and the results were displayed in a line graph. Results : The patient's upper limb function has improved. During baseline recurrence, efficacy of treatment was confirmed after removal of intervention, but no significant changes were observed. Conclusion : It has been found that OT intervention with a fully immersive virtual reality device for upper limb function in chronic stroke patients is an effective intervention. However, the effectiveness of maintaining treatment is not important, so we need to develop an easy-to-use home intervention program.

Community Mental Health Issues and Bibliotherapy (지역사회 정신보건 문제와 독서치료)

  • 김정근;송영임
    • Journal of Korean Library and Information Science Society
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    • v.34 no.1
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    • pp.19-41
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    • 2003
  • The writers, from librarians' standpoint, look at community mental health issues, including emotional wounds and disorders. They then look into bibliotherapy as a remedial device. They conclude by offering some suggestions as to bibliotherapeutic practices as applied in public library operation.

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The Effect of Training Using Artificial Intelligence Virtual Reality Program on Balance and Fall Efficacy For Stroke patients (인공지능 가상현실 게임 프로그램 적용이 뇌졸중 환자의 균형과 낙상효능감에 미치는 영향)

  • Lee, min-jae
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.285-286
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    • 2016
  • 본 연구는 가상현실시스템을 이용한 훈련이 뇌졸중 환자의 균형과 낙상효능감에 미치는 영향을 알아보기 위해 실시하였다. 연구 대상자는 뇌졸중 환자 20명으로 실험군 10명 대조군 10명씩 각각 배정하였다. 실험군과 대조군 모두 일반적인 주 5회의 물리치료와 작업치료를 받았다. 실험군은 추가적으로 가상현실 프로그램을 이용하여 8주간 1일 20분 주 3회 시행하였다. 본 연구의 측정은 균형수행 능력검사, 낙상효능감 척도검사를 사용하였다. 두 군 간 훈련 후 측정 사이에 균형수행 능력검사와, 낙상효능감 검사에서 통계적으로 유의한 차이를 보였다(p<0.05). 또한 각 군 간 훈련 후 측정 사이에 균형수행 능력검사와, 낙상효능감 검사에서 통계적으로 유의한 차이를 보였다(p<0.05). 따라서 가상현실 프로그램 병행한 훈련이 뇌졸중 환자의 균형과 낙상효능감을 향상시키는데 긍적적인 도움을 주어 유용한 뇌졸중 환자의 치료 프로그램으로 사용될 수 있을 것으로 보여 진다.

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A Basic Study of Verbs List for Vocabulary Learning Based on Augmented Reality (증강현실 기반 어휘 지도에서 동사 목록에 대한 기초 연구)

  • Hwang, BoMyung;Kwon, SoonBok;Kim, SeonJong;Shin, BeomJoo
    • 재활복지
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    • v.21 no.2
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    • pp.233-246
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    • 2017
  • The present study is a basic study for application of Augmented Reality (AR) to verb teaching for children with language developmental disorders and is intended to examine validity for the list of verbs at the beginning of development. To confirm the validity of the verbs list, the appropriateness of the verbs was evaluated by three professors with certification of KSLP (Korean Speech-Language Pathologist) working in the department of Speech-Language Pathology at the university. The motion validity test was conducted by showing motion implemented as AR to eight master's students in Speech-Language Pathology major, having them record verbs that came to their mind, and evaluating in the conformity. The second motion validity test was conducted by using 5-point Likert scales to 87 undergraduates in Speech-Language Pathology major and having them see the motions in AR and marked the degrees to which them see the motions conform to the relevant verbs on the scales. Using the SPSS 21.0 program, descriptive statics analyses of the results were conducted. Through this all process, thirty verbs were selected as having content validity. It could be seen that when AR based communication system are applied, things and backgrounds that complement the insufficient movements of motions and help motion recognition should be also provided. In future studies, the 3D images of the AR based communication system will be complemented and the content validity will be verified with typically developing children and the children with language developmental disorders.

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.

Cue Exposure Treatment in Virtual Environments to Reduce Nicotine Craving: Using fMRI (뇌기능영상기법을 이용한 흡연욕구 가상환경 단서노출치료 효과 연구)

  • Moon, Ji-Yoon;Lee, Jang-Han
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.501-506
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    • 2008
  • 본 연구에서는 가상현실을 이용한 단서노출치료가 흡연자의 니코틴 갈망수준을 감소시키는지를 알아보았다. 이를 위하여 8명의 흡연청소년을 대상으로 6회기의 가상환경 단서노출치료를 실시하였다. 또한 단서노출치료 실시전과 후에 흡연관련 사진과 중립사진을 제시하는 동안 참가자들의 뇌를 기능성 자기공명영상장치(fMRI)로 측정하였다. 그 결과 단서노출실시 전에는 prefrontal cortex(PFC), Anterior cingulate gyrus(ACC) 영역을 비롯한 7개의 영역이 활성화되었고, 단서노출치료 후에는 right middle frontal gyrus, right uncus, left medial frontal gyrus, right fusiform gyrus, 그리고 right superior frontal gyrus 영역이 활성화되었다. 단서노출치료 전과 후의 비교에 서는 PFC가 관찰되었다. 본 연구의 결과로 흡연자의 흡연 갈망은 감소되었으며, 가상현실단서노출치료는 흡연자들 뿐 아니라 여러 물질의존자들의 치료에 유용한 방법이 될 것이라는 것을 시사한다.

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Effects of Home-based Virtual Reality on Upper Extremity Motor Function for Stroke - An Experimenter Blind Case Study (가정-중심 가상현실이 만성뇌졸중환자의 팔 운동기능에 미치는 영향 - 실험자 맹검 단일실험연구)

  • Lee, Jung-Ah;Hwang, Su-Jin;Song, Chiang-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.7
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    • pp.3023-3029
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    • 2012
  • The purpose of this study was to investigate the effect of the home-based virtual reality (VR) on upper extremity motor function in hemiparetic stroke patients. Two matched subjects with left hemiplegia were volunteered to participate in this study. One subject received the home-based VR whereas the other subject recovered a modified home-based constraint-induced movement therapy (CIMT). Both interventions were given for 4 hours x 5 times a week for 4 weeks. Outcome measures included Fugl-Meyer Assessment (FMA), Motor Activity Log (MAL), and Wolf Motor Function Test (WMFT). The VR-trained subject showed considerable improvement in all the tested motor functions when compared with the home-based CIMT. Specifically, the FMA measure demonstrated that the VR subject showed 17% enhancement whereas the CIMT subject showed 5% increase. Similarly, Amount of Use (AOU) and Quality of Movement (QOM) of the MAL scores of the VR subject showed 40% and 20% increase whereas the CIMT subject showed 0% and 20% increase, respectively. The WMFT scores of the VR subject and CIMT subject showed 20% increase. Our home-based VR was effective in upper extremity motor recovery of chronic hemiparetic patients even when compared with the well-established CIMT approach in stroke victims.