• 제목/요약/키워드: Cognitive Enhancement

검색결과 156건 처리시간 0.023초

정신분열병 환자의 인지 기능 재활에 대한 보드게임 요법의 효과 분석 (The Effects of Board-Game Therapy on Cognitive Rehabilitation in Patients with Chronic Schizophrenia)

  • 윤탁;정안순
    • 생물정신의학
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    • 제13권2호
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    • pp.82-94
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    • 2006
  • Objectives : In order to explore effects of board-game therapy for cognitive rehabilitation in patients with schizophrenia, we investigated the change of executive cognitive function over a 2-month period of board-game therapy in patients with schizophrenia. Methods : Two groups of chronic schizophrenic inpatients were participated in this study. One group(n=21) were treated with board-game therapy for 2 months and the other control group(n=19) were not treated. For the evaluation of the executive cognitive function, a Wisconsin Card Sorting Test(WCST) was administered before and after the introduction of the board-game therapy. PANSS score change was also evaluated. Result : At the beginning of this study, there was no significant difference in performance of cognitive function tests, demographical data or clinical severity between both patient groups. After 2 months of treatment with the board-game therapy, the board-game therapy group showed significant improvements of executive cognitive function without any significant change of their schizophrenic symptoms. On the contrary, there was no change in control group. Conclusion : This study showed that a board-game therapy is effective for the enhancement of executive cognitive function in patients with chronic schizophrenia. A board-game therapy could be introduced with ease into psychiatric fields, such as inpatients' or outpatients' clinic wards and day hospital. Our result indicates that the board-game therapy is a promising tool for the enhancement of cognitive function, especially executive cognitive function and helpful for cognitive rehabilitation for schizophrenic patients.

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경계선지적기능 아동을 위한 언어기반 인지강화 기능성 게임 구현 (Implementation of Serious Games with Language-Based Cognitive Enhancement for BIF Children)

  • 류수린;박현주;정동규;백경선;윤홍옥
    • 디지털콘텐츠학회 논문지
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    • 제19권6호
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    • pp.1051-1060
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    • 2018
  • 본 연구는 경계선지적기능 아동의 인지훈련 프로그램으로 '언어기반 인지강화 프로그램'을 제안하고, 해당 콘텐츠를 활용한 기능성 게임화의 타당성과 효과성을 보이고자 하였다. 콘텐츠는 4개 인지 영역(감각지각, 주의집중, 작업기억, 추론/지식)에 대해 4개 언어 차원(음소-단어-문장-담화)의 활동들로 구성되었으며, 그 중 16개의 언어활동 콘텐츠를 모바일 앱 게임으로 구현하여 일반아동과 BIF아동을 대상으로 시행하였다. 파일럿 테스트 결과, 두 집단의 게임 수행시간과 정확도 측정치는 지능 점수와 상관관계를 보였으며, 게임의 난이도에 따른 수행시간과 정확도의 차이를 확인함으로써 게임 구현의 타당성을 입증할 수 있었다. 또한 게임 시행 전 후 실시한 인지과제의 수행시간 변화를 통해 두 집단 모두에게서 인지강화 효과를 엿볼 수 있었다.

경두개 직류전류자극과 전산화 인지재활 프로그램이 뇌졸중 환자의 인지기능 및 우울감에 미치는 영향 (The Effect of Transcranial Direct-Current Stimulation on Cognitive Function and Depression in Stroke Patient's through a Computerized Cognitive Rehabilitation Program)

  • 안태규;권혁철
    • 대한통합의학회지
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    • 제7권3호
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    • pp.33-40
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    • 2019
  • Purpose : The purpose of this randomized controlled trial study was to examine the effect of transcranial direct current stimulation (tDCS) on cognitive function and depression in stroke patients. Methods : Thirty stroke patients were randomly divided into an experimental group (n = 15) and a control group (n = 15). The experimental group received tDCS while performing computerized cognitive rehabilitation programs, and the control group was provided with sham tDCS while operating the same programs. The 30-minute intervention was implemented five times per week for six weeks. To assess cognitive function before and after the intervention, the Neurobehavioral Cognitive Status Examination was conducted; the Beck Depression Inventory BDI was employed to assess depression. Results : The experimental group showed statistically significant increases in cognitive function and decreases in depression (p < .05 ). Comparing the amount of variation between the groups after arbitration also showed significant differences in cognitive function and depression between the two groups (p > .05). Conclusion : The application of tDCS and computerized cognitive rehabilitation programs for stroke patients may positively affect their cognitive function and depression. Therefore, tDCS used with computerized cognitive rehabilitation programs is positively applicable to the enhancement of cognitive function in stroke patients and reduction of depression.

노인 주간보호시설의 작업치료 현황조사 (A Study of Occupational Therapy at Adult Day Care Centers)

  • 김민호;박성호
    • 대한통합의학회지
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    • 제8권1호
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    • pp.219-228
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    • 2020
  • Purpose : This study highlights the importance of occupational therapy at adult day care centers by examining the current state of this therapy at these centers. Methods : Data on 1,527 adult day care centers in South Korea were retrieved from a long-term care insurance site for the elderly and were statistically processed. Results : Of these centers, 1,331 (87.2 %) were cognitive activity-oriented, 37 (2.4 %) were exclusively for dementia treatment, and 159 were nonspecialized centers (10.4 %). A second finding was that 294 (19.3 %) of the centers operated occupational therapy programs. Third, only 40 occupational therapists (2.6 %) were working at one of these 1,527 care centers nationwide. Fourth, the occupational therapy programs comprised 4.91 ± 3.93 cognitive enhancement programs per center, 2.58 ± 2.26 training assistance programs per center, and other programs 2.56 ± 2.58 per center. Fifth, a regional comparison of the operation of occupational therapy programs at these centers showed a statistically significant difference in the number of programs between Seoul and other regions. Conclusion : Although most adult day care centers currently deliver cognitive enhancement programs, they show a low employment rate of occupational therapists. Therefore, additional research involving workers at adult day care centers is required to investigate perceptions and the necessity of occupational therapy.

ENHANCEMENT OF BOBSLEIGH SIMULATION REACTIVE FORCE

  • Ogino, Masatoshi;Taki, Tsuyoshi;Miyazaki, Shinya;Hasegawa, Junichi
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.803-807
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    • 2009
  • The bobsleigh is a winter sport which use a sled to slide down an ice-covered course. There is a big expectation for having a training environment and being able to train year round. At present, training is very limited due to the season or course facilities. A variety of VR (Virtual Reality) equipment has been developed in recent years, and it is beginning to spread. We have also made our contribution in bobsleigh simulation. The reactive force applied in our bobsleigh simulation is much smaller than that of a real bobsleigh. This paper proposes a method to enhance reactive force of bobsleigh simulation in real time. The reactive force is magnified instantly in the physically-based simulation. The Laplacian filter is applied to the sequence of reactive force, this technique is often used in the field of image processing. The simulation is comprised of four large scale surround screens and a 6-D.O.F. (Degree Of Freedom) motion system. We also conducted an experiment with several motion patterns to evaluate the effectiveness of enhancement. The experimental results proved useful in some cases.

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신경윤리의 독자성과 주요 쟁점들 (Uniqueness and Major Issues of Neuroethics)

  • 김효은;설선혜
    • 인지과학
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    • 제29권1호
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    • pp.61-84
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    • 2018
  • 본 논문은 신경윤리의 철학적 의미와 인지 패러다임 안에서의 독자적 위치를 검토하고, 신경윤리의 쟁점들을 고찰하는 것을 목적으로 한다. 뇌과학의 발전은 인간 정신에 대한 보다 직접적인 탐구와 개입을 가능하게 하여 전통적인 물질과 정신의 경계를 약화시키고, 인간 본성에 대한 새로운 철학적 질문들을 제기한다. 신경윤리는 기존 법적, 사회적 체계에서 포괄하기 어려운 뇌과학과 관련된 윤리적 문제들을 다루기 위하여 학제적이고 통합적 관점을 취한다. 신경윤리의 쟁점들 중에는 일부 고전적 생명윤리 쟁점과 겹치는 부분도 있지만 뇌과학과의 관련성 안에서만 특수하게 발견할 수 있는 문제들이 더 많다. 신경윤리의 고유 쟁점은 대체로 두뇌활동의 관찰과 복호화를 통한 마음읽기와 두뇌활동에 대한 개입을 통한 인지향상과 관련되어 있는데, 이러한 문제들을 다루기 위해서는 생명윤리 하위 분야를 넘어서는 독자적 분야로서의 신경 윤리가 필요하다는 주장도 제기되고 있다. 최근 뇌과학 연구 동향과 발전 단계를 고려할 때, 국내에서도 본격적인 신경윤리 논의와 관련 분야 전문가들의 협력을 시작할 필요가 있다.

창의성에 대한 인지신경과학 연구 개관 (A Review of the Cognitive Neuroscience of Creativity)

  • 조수현
    • 인지과학
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    • 제26권4호
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    • pp.393-433
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    • 2015
  • 창의성은 독창적이고 유용한 아이디어를 산출할 수 있는 능력을 말한다. 현대 사회의 많은 문제들을 해결하고 인류의 복지를 증진시키기 위해 창의성의 기전을 이해하고 이를 증진할 수 있는 방안에 대한 연구는 매우 중요하다. 창의성은 매우 이질적이고 복합적인 능력으로서 이를 하나의 능력으로 개념화하는 것은 적절하지 않다. 따라서 학계에서는 창의성의 개별 구성 요소를 중심으로 창의성의 기전에 대한 연구가 활발하게 이루어지고 있다. 본 개관 연구에서는 창의성의 주요한 구성 요소인 확산적 사고, 통찰, 관계적 사고 그리고 예술적 창의성에 대한 인지신경과학 연구들을 소개한다. 여러 연구 결과를 종합적으로 고려한 결과, 창의성의 인지신경학적 기전과 관련하여 우반구가 좌반구보다 우세하다는 가설은 실험적 증거에 의해 지지되지 않았다. 또한, 창의성과 관련하여 특정 뇌 영역의 중요성이 일관되게 보고되고 있지 않으며, 다양한 뇌 영역의 활동성이 창의성과 관계된다는 연구 결과가 혼재하고 있다. 이러한 상이한 연구 결과가 관찰되는 이유는 창의성의 각 구성 요소의 이질성 뿐 아니라, 연구에 사용된 과제의 특수성과 과제에 의해 유발된 인지적 전략의 차이에 의해 뇌 활동이 달라지기 때문인 것으로 해석할 수 있다. 본 개관 연구에서는 창의성의 요소 별 뇌기반과 창의성의 증진에 대하여 우수한 연구 방법을 사용하여 탁월한 연구 성과를 이룬 대표적인 사례들을 소개하고 현행 연구들의 제한점과 후속 연구의 방향을 제시한다.

셀룰러 인지 라디오 망에서 스펙트럼 홀 그룹핑에 의한 인지 사용자의 서비스 품질향상 (Cognitive User's Quality of Service Enhancement by using Spectrum Hole Grouping in Cellular Cognitive Radio Networks)

  • 이진이
    • 한국항행학회논문지
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    • 제23권4호
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    • pp.322-327
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    • 2019
  • 본 논문에서는 셀룰러 인지 라디오 망에서 주 사용자들 (PU; primary user)의 다중 채널상에서 발생하는 스펙트럼 홀 (spectrum hole)을 그룹핑(grouping)하여, 광대역 인지 사용자 (WCRU; wideband cognitive radio user)의 서비스 품질 (QoS; quality of service)을 향상시킬 수 있는 방법을 제안한다. 제안하는 스펙트럼 홀 그룹핑 방법은 같은 시간에 발생하는 스펙트럼 홀들을 위너예측과정으로 예측하고, 예측된 스펙트럼 홀을 그룹핑하여 광대역 인지 사용자를 지원함으로써 인지 사용자의 서비스 품질을 향상시킨다. 시뮬레이션을 통하여 단일 스펙트럼 홀 채널을 이용한 경우와 비교하여 핸드오프 호의 손실률과 초기 발생 호의 차단률을 줄일 수 있음을 보인다.

University Virtual Environment for Attention Enhancement

  • Kang, Dong-Ju;Kim, Sun-I.
    • 대한의용생체공학회:의공학회지
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    • 제23권2호
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    • pp.155-163
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    • 2002
  • Attention Deficit Hyperactivity Disorder(ADHD) is a childhood syndrome characterized by short attention span. impulsiveness, and hyperactivity, which often leadㄴ to learning disabilities and various behavioral problems. For the treatment of ADHD, medication and cognitive-behavior therapy is applied in recent yearn Although psycho-stimulant medication has been widely used for many rears. current findings suggest that, as the sole treatment for ADHD, it is an inadequate form of intervention in that parents don't want their child to use drug and the effects are limited to the period in which the drugs are physiologically active. On the other hand, EEG biofeedback treatment studies for ADHD have reported promising results not only in significant reductions in hyperactive, inattentive, and disruptive behaviors, but also improvements in academic performance and IQ scores. However it is too boring for children to finish the whole treatment. The recent increase in computer usage in medicine and rehabilitation has changed the way health care is delivered. Virtual Reality technology provides specific stimuli that can be used in removing distractions and providing environments that get the subjects'attention and increasing their ability to concentrate. VR technology can hold a patient's attention for a longer period of time than other methods can, because VR is immersive, interactive and imaginal. Based on these aspects, we developed Attention Enhancement System (AES) using VR technology, EEG biofeedback, and cognitive training method for enhancing attention and made a clinical trial to people who have attention difficulty and behavioral problems.

스마트 토이를 활용한 아동용 인지능력 증진 프로그램의 예비 효과 연구 (A Preliminary Study of Computerized Cognitive Ability Enhancement Program Using Smart-Toy for Children)

  • 신민섭;이정은;이지현;이진주;권은미;전혜진;이승환
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제28권2호
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    • pp.106-114
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    • 2017
  • Objectives: This study was to examine the effectiveness of computerized cognitive ability enhancement program (CCAEP) using Smarttoy. The CCAEP using Smart-toy which can interact with children via bluetooth is a kids-friendly and convenient method for improving children's cognitive abilities by increasing their motivation for performing the program. We developed the CCAEP which designed to train auditory-verbal memory, visual-spatial memory, auditory-verbal working memory, and visual-spatial working memory. Methods: Eighteen children aged 8 to 10 participated in CCAEP individual training composed of 8 sessions of 40 minutes each for 4 weeks. The effect of the training was measured with Smart Toyweb's cognitive assessment tasks (smart device based assessment) as well as traditional neuropsychological tests before and after the training. Results: Children showed significant improvement in auditory-verbal memory, visual-spatial memory, auditory-verbal working memory and visual-spatial working memory abilities after the training. Conclusion: This study demonstrated promising results suggesting the effectiveness of CCAEP using Smart-Toy in clinical settings as well as school and home situations. Further controlled study with larger sample size including various clinical groups is needed to confirm the present results.