• 제목/요약/키워드: Cognitive rehabilitation system

검색결과 62건 처리시간 0.025초

노인 또는 경증 뇌질환 환자들의 운동 및 인지재활에 도움이 될 수 있는 게임형 재활 시스템 (A game-type rehabilitation system that can be helpful for exercise and cognitive rehabilitation for the elderly or patients with mild brain disease)

  • 최군호
    • 융합정보논문지
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    • 제11권2호
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    • pp.229-237
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    • 2021
  • 노인과 경증 뇌질환(치매 및 뇌졸중 등) 환자들 중 일정 정도의 자력 행동 능력과 인지 능력이 있는 경우에는 운동과 인지 재활을 병행해야만 하는 경우가 많다. 그러나 기존의 재활 시스템은 대부분 운동 또는 인지 재활로 분리 또는 특화 되어 있는 경우가 많아서 두 가지 모두를 연계하는 형태에 대한 필요성이 있다고 생각된다. 본 논문에서는 ICT 기술의 하나인 CAN 통신 프로토콜을 이용하여 운동과 인지 재활을 병행할 수 있도록 하는 게임형 재활시스템을 제안하고자 한다. 이 시스템은 CAN BUS 구조를 이용하여 재활 시스템을 구성하는 각각의 개별 모듈들을 다양한 형태로 분리 및 결합 사용이 가능하도록 한다. 환자(또는 노인)의 인지 능력과 운동 능력의 정도에 따라 다양한 형태의 재활 환경을 구현할 수 있음을 보이고자 제안된 시스템의 프로토 타입을 실제로 제작하였다. 아울러 이 시스템을 이용한 몇 가지 실험을 통하여 여러 환경에 적용 가능한 운동/인지 병행 재활의 구현 가능성을 보이고 있다.

인지 재활훈련 평가 시 단기 스트레스가 미치는 영향 연구 (The Evaluation of the Short-term Stress Effect on Cognitive Rehabilitation Training Assessment)

  • 장익제;윤종인
    • 대한의용생체공학회:의공학회지
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    • 제35권6호
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    • pp.197-202
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    • 2014
  • The cognitive rehabilitation training is important for treating many cognitive impairment conditions, including Parkinson's disease, stroke, and ADHD. In this study, we developed a new evaluation system to improve the measurement of the conventional evaluation systems for cognitive rehabilitation training. The developed system measured the activity of dopamine(DA) and an autonomic nervous system(ANS) with photoplethysmography and electromyography. The results demonstrated that the cognitive capacity was increased but the activity of DA was decreased with unbalanced ANS by short-term stress. Based on the results, the effect of short-term stress should be recognized for the cognitive rehabilitation training.

Comparison of Usability and Prefrontal Cortex Activity of Cognitive-Motor Training Programs using Sensor-Based Interactive Systems

  • Jihye Jung;Seungwon Lee
    • Physical Therapy Rehabilitation Science
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    • 제11권4호
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    • pp.571-578
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    • 2022
  • Objective: Cognitive-motor trainings had a positive impact on cognitive function and dual-task trainings led to improvements of global cognitive function. The brain activity of the prefrontal cortex (PFC) is another indicator that can infer cognitive function. This study aims to confirm the usability of the interactive system cognitive-motor training program and the changes in the prefrontal cortex through training. Design: Cross-sectional study Methods: In this study, two cognitive tasks were randomly applied to 20 adults as cognitive-motor training using an interactive system, and the same task was performed using the original method. During all tasks, the brain activity of the prefrontal cortex was measured by the change in oxyhemoglobin (HbO) in real-time using Functional Near-Infrastructure. After performing the tasks, the usability of the developed interactive system was evaluated by a usability questionnaire which consists of five items, and each item consists of a 7-point Likert scale that responds from 1 point to 7 points. Results: The HbO levels were increased during cognitive task performance than at the resting phase. And evaluating the usefulness of the interactive system, a questionnaire result showed that it would be useful for cognitive-motor programs. Conclusions: The cognitive-motor training using the interactive system increased the activity of the prefrontal cortex, and the developed wearable sensor-based interactive system confirmed its usefulness.

The Effects of Computerized Gaming Program on Cognition in Children with Mental Retardation: A Case Study

  • Kim, Seon Chil;Heo, Ju Young;Shin, Hwa Kyung;Kim, Byeong Il
    • The Journal of Korean Physical Therapy
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    • 제30권5호
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    • pp.193-198
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    • 2018
  • Purpose: The purpose of this study was to analysis of effectiveness between cognitive function assessment scores and gaming cognitive rehabilitation system in children with intellectual impairment. Methods: Five children (male=5, $age=10.00{\pm}0.80$) with intellectual impairment participated in this study and were randomly assigned to the experiment that played (received) gaming cognitive rehabilitation system (Neuroworld). The children were applied 2 times a week for 30 minutes during 3 months. The children were assessed K-WSIC-VI (Korean-Wechsler intelligence scale for children-fourth edition) and recorded that gained score in gaming cognitive rehabilitation system before and after intervention. K-WSIC-VI contained five primary index scores: verbal comprehension index, visual spatial index, fluid reasoning index, working memory index, and processing speed index. Gaming cognitive rehabilitation system scoring was composed visual recall, target recall, sequence recall, selective attention, continuous attention, and exploration. Results: In the intelligence quotient (IQ) of K-WSIC-VI, there were significant increased in all children. The visual recall item was highest effective in all children. However, sequential recall showed the lowest improvement in all children. The performance speed of selective attention item was decreased, this means that children's skills have improved. Also, their ability to explore has improved significantly. Conclusion: In conclusion, gaming cognitive rehabilitation system was significant effectiveness in cognitive function in some categories for children with intellectual impairment. However, the visual recall and performance speed don't represent of all cognitive function. Therefore, further studies will need to verify by applying more subject and longer duration.

Verification of the Reliability and Validity of a Virtual Reality Cognitive Evaluation System Based on Motion Recognition Analysis Evaluation

  • Jeonghan Kwon;Subeen Kim;Jongduk Choi
    • 한국전문물리치료학회지
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    • 제30권4호
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    • pp.306-313
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    • 2023
  • Background: As social problems due to the acceleration of the aging era and the increase in the elderly population are becoming serious, virtual reality (VR)-based healthcare is emerging as an approach for preventing and managing health issues. Objects: This study used validity and reliability analyses to examine the clinical efficacy that is, the clinical value and usability of a novel VR cognitive evaluation system index that we developed. Methods: We developed a VR cognitive evaluation system based on motion recognition analysis evaluation for individuals aged 65 to 85. After conducting the Korean version of the Mini-Mental State Exam (K-MMSE) cognitive evaluation, the evaluation score was verified through correlation analysis in the VR cognitive evaluation system. To verify the construct validity of the two groups, the Global Deterioration Scale (GDS) grades were categorized into a normal cognitive group (GDS grade 1) and a cognitive impairment group (GDS grades 2 and 3). The data were measured twice to determine the reliability between the two measurements and assess the stability and clinical value of the evaluation system. Results: Our evaluation system had a high correlation of 0.85 with the widely used K-MMSE cognitive evaluation. The system had strong criterion-related validity at the 95% confidence interval. Compared to the average score of GDS grade 1 in the VR cognitive evaluation system, the average score of GDS grades 2 and 3 in the VR cognitive evaluation system was statistically significantly lower while also having strong construct validity at the 95% confidence interval. To measure the reliability of the VR cognitive evaluation system, tests-retests were conducted using the intraclass correlation coefficient (3,1), which equaled 0.923 and was statistically significant. Conclusion: The VR cognitive evaluation system we developed is a valid and reliable clinical tool to distinguish between normal cognitive status and mild cognitive impairment.

가상현실 기반 인지재활 콘텐츠를 위한 영상 인식 및 군집화 (Image Recognition and Clustering for Virtual Reality based on Cognitive Rehabilitation Contents)

  • 최권택
    • 디지털콘텐츠학회 논문지
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    • 제18권7호
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    • pp.1249-1257
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    • 2017
  • 4차 산업혁명과 초고령 시대로 인해, 가상현실을 의료 분야에 적용하려는 많은 연구가 진행되고 있다. 특히 치매에 대한 논의가 활발히 이루어지고 있다. 본 논문은 치매로 인해 발생하는 인지 및 신체 장애를 개선하기 위해 영상 인식 및 군집화 방법을 사용한 가상현실 인지재활 콘텐츠를 제안한다. 기존 인지재활 시스템과는 달리 본 논문에서는 치료 대상자의 추억이 반영되어 있는 여행사진을 사용한다. 자동화된 인지재활 콘텐츠 생성을 위해 사진으로부터 인물정보, 음식사진 여부, 장소 정보, 시간 정보를 추출하고, 군집화를 위해 정규화가 수행된다. 그리고 가상현실 공간에서 여행 사진을 활용해 인지재활 및 신체재활을 강화할 수 있는 시나리오를 제시한다.

지역사회 거주 치매 노인의 인지재활프로그램 효과 : 체계적 문헌고찰 및 메타분석을 통한 접근 (Effectiveness of Community-Based Cognitive Rehabilitation Program on Demented Individuals: Systematic Review and Meta Analysis)

  • 모진아;임지영
    • 가정간호학회지
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    • 제22권2호
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    • pp.196-205
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    • 2015
  • Purpose: This study investigated evidence for the effects of community-based cognitive rehabilitation programs for demented elderly. Methods: The literature review covered studies between 2004 and 2014, and searched international databases including Ovid-MEDLINE, EMBASE, and the Cochrane Library. The Risk of Bias Assessment Tool for Non-Randomized Studies was used by two reviewers to evaluate independently the quality of the selected articles. Results: Eighteen studies were selected through a systematic search of the literature. About three quarters of the studies showed that the community-based cognitive rehabilitation programs provided by nurses were significantly effective in enhancing cognition among elderly individuals with dementia. Conclusion: Based on these results, we suggest that nurse is an appropriate profession to manage cognitive rehabilitation or cognitive enhancement programs for demented elderly individuals. Therefore, the current system in which caregivers provide cognitive rehabilitation programs for demented elderly individuals must be reformed.

증강현실 기반의 물체 인식을 통한 게임형 인지 재활 시스템 (Game-type Recognition Rehabilitation System based on Augmented Reality through Object Understanding)

  • 임명재;정희웅;이기영
    • 한국인터넷방송통신학회논문지
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    • 제11권3호
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    • pp.93-98
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    • 2011
  • 본 논문은 마커 기반의 증강현실 시스템을 이용하여 사용자의 지능 개발을 위한 게임형 인지 재활 시스템을 제안한다. 기존의 인지 재활은 타인의 도움을 받거나 키보드나, 마우스 조작을 필요로 하는 불편을 해소 하고자, 마커 카드 제어만을 통해 진행 되는 방식을 적용하였다. 이를 위해 카메라를 통해 얻은 영상의 보정을 위한 영상처리 과정과 마커 검출 및 증강 표현이 가능하도록 하였다. 제시된 완성 모형의 회전을 통해 전체 형태를 확인하고, 멀티 마커의 조합을 통해서 원하는 오브젝트 완성이 가능하며, 대화형 방식으로 처리되어 사용자에게 흥미와 치료에 대한 집중도를 증진할 수 있도록 하였다.

이미지 분석 방식을 적용한 인지 재활 시스템 (Rehabilitation System through Image Analysis Method)

  • 임명재;정희웅;권영만
    • 한국인터넷방송통신학회논문지
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    • 제10권6호
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    • pp.209-214
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    • 2010
  • 본 논문은 이미지 분석 플랫폼(Open Eye)을 통하여서 치매노인 예방 또는 뇌졸중 환자 등을 위한 인지재활 시스템을 제안하고 한다. 본 방법은 카메라를 통하여서 사용자의 움직임에 따른 영상을 얻고 이를 OpenCV 영상처리 라이브러리를 기반으로 모션을 분석하여 이를 인지재활 시스템에 적용하였다. 제안하는 이미지 분석 시스템에서는 모션인지를 위해서 CAMshift 알고리즘을 적용하여 이미지 영역과 동작을 검출한다. 이를 통해 치매에 노출된 노인 또는 뇌졸중 환자들의 손동작 이미지를 검출하고, 검출된 이미지의 특징점을 추출한다. 추출된 결과 이미지를 다양하게 형상화하였으며, 지속적인 동작을 유도하여 운동성과 인지능력을 부여할 수 있는 게임형 인지 재활 시스템을 구현하였다.

립모션 센서 기반 증강현실 인지재활 훈련시스템을 위한 합성곱신경망 손동작 인식 (Hand Gesture Recognition with Convolution Neural Networks for Augmented Reality Cognitive Rehabilitation System Based on Leap Motion Controller)

  • 송근산;이현주;태기식
    • 대한의용생체공학회:의공학회지
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    • 제42권4호
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    • pp.186-192
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    • 2021
  • In this paper, we evaluated prediction accuracy of Euler angle spectrograph classification method using a convolutional neural networks (CNN) for hand gesture recognition in augmented reality (AR) cognitive rehabilitation system based on Leap Motion Controller (LMC). Hand gesture recognition methods using a conventional support vector machine (SVM) show 91.3% accuracy in multiple motions. In this paper, five hand gestures ("Promise", "Bunny", "Close", "Victory", and "Thumb") are selected and measured 100 times for testing the utility of spectral classification techniques. Validation results for the five hand gestures were able to be correctly predicted 100% of the time, indicating superior recognition accuracy than those of conventional SVM methods. The hand motion recognition using CNN meant to be applied more useful to AR cognitive rehabilitation training systems based on LMC than sign language recognition using SVM.