Purpose: The purpose of this study was to identify the effects of a home based exercise program for patients with stomach cancer who were undergoing oral chemotherapy. Methods: The home-based exercise program was developed from the study findings of Winningham (1990) and data from the Korea Athletic Promotion Association (2007). The home-based exercise program consisted of 8 weeks of individual exercise education and exercise adherence strategy. Participants were 24 patients with stomach cancer who were undergoing oral chemotherapy following surgery in 2007 or 2008 at a university hospital in Seoul. Patients were randomly assigned to either the experimental group (11) or control group (13). The effects of the homebased exercise program were measured by level of cancer related fatigue, NK cell ratio, anxiety, and quality of life. Data were analyzed using SPSS/WIN 13.0 version. Results: The degree of cancer related fatigue and anxiety in the experimental group decreased compared to the control group. The NK cell ratio and the degree of quality of life of experimental group increased while that of the control group decreased. Conclusion: This study result indicate the importance of exercise and provide empirical evidence for continuation of safe exercise for patients with cancer during their chemotherapy.
Purpose: This study investigated the effects of home-based exercise intensity on the aerobic capacity and 1 year re-hospitalization rate in patients with chronic heart failure (CHF). Methods: Forty seven patients with CHF (males 33, females 14, age $61.3{\pm}9.8years$) participated in this study. The patients were allocated randomly to 3 groups in accordance with home-based exercise intensity: no home based exercise (NHE, 40%, n=19), moderate intensity home-based exercise (MIHE, 43%, n=20), and high intensity home based exercise (HIHE, 17%, n=8). All patients completed the symptom-limited cardiopulmonary exercise (CPX) test safely at the cardiac rehabilitation hospital. Results: The NHE group significantly showed lower peak $VO_2$ and a higher $VE/VCO_2$ slope than the MIHE (p<0.05) and HIHE (p<0.01) groups. On the other hand, the NHE group did not show significant differences in the other hemodynamic responses, such as heart rate (HR) max, HR reserve, maximal systolic blood pressure (SBP), and SBP reserve. Nine out of 19 NHE patients (47%) were re-hospitalized related to heart disease and two out of 20 MIHE (10%) patients were re-hospitalized, but nobody in the HIHE group were re-hospitalized within 1 year from the CPX test. Conclusion: In patients with CHF, home-based self-exercise is one of the important factors for reducing the re-hospitalization rate. In addition, improved aerobic capacity is strongly associated with a lower re-hospitalization rate. In particular, re-hospitalized CHF patients showed significant differences in respiratory parameters and hemodynamic parameters compared to the non-re-hospitalized patients.
Objective: This study investigated the effect of a video game-based home exercise program on the improvement of balance and muscle strength in the elderly. Design: Randomized controlled trial Methods: Participants were randomly assigned to two groups: a video game-based home exercise training group (experimental group, n=16) and a control group (n=17). The experimental group trained three times a week for 50 minutes per session for six weeks, and the control group did not perform any exercise. To evaluate postural balance, one leg standing test, Berg balance scale, functional reach test, and timed up and go test were performed, and five times sit-to-stand was performed to evaluate lower extremity muscle strength. Results: In the experimental group, there were statistically significant improvements (p<0.05) in one leg standing test, Berg balance scale, functional reach test, and timed up and go test, and five times sit-to-stand after the intervention, but in the control group, the difference before and after the intervention was not significant. The difference between the groups according to the experimental method showed a significant increase in the experimental group (p<0.05). Conclusions: These results suggest that a video game-based home exercise program effectively improves balance and muscle strength in the elderly. A video game-based exercise program can contribute to the rehabilitation of the elderly as a method of home remote rehabilitation.
Il Yong Jang;Yo Han Song;Jae Woon Kim;Young Sung Moon
Journal of Korean Physical Therapy Science
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v.31
no.2
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pp.41-51
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2024
Background: The purpose of this study was to identify the effect of home-based exercise program in elderly with chronic diseases on balance, activities of daily living, depression and quality of life. Design: One group pretest-posttest design Methods: The subjects consisted of 21 elderly people over the age of 65 years with chronic diseases lived in seo-gu, Gwangju. Home-based exercise program was performed twice a week, for an hour, during 6 weeks under supervision of an experienced instructor. The home-based exercise program was structured to last a total of 1 hour, consisting of 10 minutes of warm-up, 30 minutes of main exercises, and 20 minutes of concluding exercises. For the warm-up, we performed range of motion, stretching, and flexibility exercises. The main exercises comprised of strength, weight-bearing and balance exercises, and endurance exercises. The concluding exercises were tailored to the individual's home environment and needs, including task-oriented daily living training such as getting up from bed, moving to the restroom, and walking indoors. The subjects were assessed before and after the exercise program with berg balance scale(BBS), Korean-version modified barthel index(K-MBI), euro quality of life questionnaire 5-dimensional classification(EQ-5D), and geriatric depression scale short form-Korea(GDSSF-K). The collected data was analyzed using SPSS Win 18.0 program. Results: The results showed statistically significant difference in all domains of the BBS, K-MBI, EQ-5D, GDSSF-K after the exercise program. Conclusion: These results suggest that Home-based exercise program has resulted in a significant improvement on ADL, depression and quality of life in elderly with chronic diseases.
The present study was designed to investigate the effect of home based exercise program on balance recovery of stroke patients. In total, 20 participants were assigned to a control group(n=10) or exercise group(n=10) between September 2013 and December 2013. In addition to existing physiotherapy, the exercise group received home based exercise program consisting of weight transfer, training endurance, mobility, sensory retraining, lower limb exercise for 30 minutes, 2 times a week, for 8 weeks, every time for 30 minutes. Balance ability was assessed by measuring foot pressure(FP), limit of stability(LOS) and velocity sway(VS) by using Biorescue and by using the functional reaching test(FRT). To compare the improvement level of each group's balance ability, examination of independent sample T was done. Significant differences between control group and exercise group in LOS, VS of affect side and FRT were observed. This study showed that home based exercise program application was effective strategy on balance recovery in a post stroke population.
In this paper, we introduce an upper extremity rehabilitation robot, NREH (NRC End-effector based Rehabilitation arm at Home). Through NREH, stroke survivors could continuously exercise their upper extremities at home. NREH allows a user to hold the handle of the end-effector of the robot arm. NREH is a end-effector-based robot that moves the arm on a two-dimensional plane, but the tilt angle can be adjusted to mimic a movement similar to that in a three-dimensional space. Depending on the tilting angle, it is possible to perform customized exercises that can adjust the difficulty for each user. The user can sit down facing the robot and perform exercises such as arm reaching. When the user sits 90 degrees sideways, the user can also exercise their arms on a plane parallel to the sagittal plane. NREH was designed to be as simple as possible considering its use at home. By applying error augmentation, the exercise effect can be increased, and assistance force or resistance force can be applied as needed. Using an encoder on two actuators and a force/torque sensor on the end-effector, NREH can continuously collect and analyze the user's movement data.
Journal of The Korean Society of Integrative Medicine
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v.9
no.4
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pp.225-235
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2021
Purpose: Since coronavirus disease 2019 (COVID-19) spread around the world, non-face-to-face services have emerged as the new normal. The functioning of children with developmental disabilities and cerebral palsy improves when parents, therapists, and institutions cooperate. We aimed to investigate the difficult environment of pediatric physical therapy caused by COVID-19, and grasp parents' perceptions of home exercise programs. We intend to design home exercise programs for pediatric treatment in the future and create a non-face-to-face pediatric rehabilitation service system based on our findings. Methods: The first survey was conducted on 30 parents who had children with cerebral palsy and developmental disabilities. It was produced after consultation with relevant experts and discussion with the research team, based on a survey conducted in a previous study. The second survey was produced by revising and supplementing the opinions of parents who completed the first survey and consulting experts. Thereafter, an online survey was conducted on 118 parents who had children with cerebral palsy and developmental disabilities. Results: 61.01 % of the parents reported that they were anxious or afraid for their children to be treated for infectious diseases. 83.90 % of the parents reported that the role of parents had increased. 50.00 % of the parents complained of a lack of skill. 85.59 % of the parents reported that they needed a home exercise program provided by the organization. As a non-face-to-face exercise management method, 35.59 % of the parents wanted a real-time video recording electronically mailed to them, and 34.75 % wanted real-time education using video conferencing programs such as zoom. Conclusion: The threat of COVID-19 has further emphasized the importance of social cooperation and management, leading organizations to enter a new era of non-face-to-face rehabilitation services. It is necessary to collect and systematize related studies to reflect more diverse opinions and improve the perceptions of therapists and parents.
Purpose: This study was conducted to develop and assess the feasibility of an upper extremity exercise program based on Patterned Sensory Enhancement (PSE) for home-bound stroke patients by measuring the level of upper extremity function, depression, and interpersonal relationship. Methods: The experiments were performed on stroke patients at three different rehabilitation centers in Incheon City. Twenty patients participated in the experimental group or in the control group. The program was executed three times a week for 6 weeks. Data were collected from August to October, 2006. Manual Function Test was used to quantify and evaluate upper extremity function. The depression level and the effectiveness of interpersonal relationship were quantified and measured using CES-D and Relationship Change Scale, respectively. Results: The effectiveness of upper extremity function of stroke patients who participated in the PSE upper extremity exercise program was higher than that of non-participating patients. The depression level decreased and interpersonal relationship improved in the stroke patients who participated in this program compared to those who did not. Conclusion: These findings prove that the PSE upper extremity exercise program for home-bound stroke patients was an effective strategy for enhancing upper extremity function, decreasing the depression level, and improving interpersonal relationships.
This study aims to analyze exercise cases and issues using smart devices and technologies, and to present the development direction of a smart exercise environment suitable for the wellness life of active seniors with high activity and economic power unlike the existing silver generation. In the fitness industry, the subscription economy that regularly receives or uses necessary exercise tools, services, and digital content is expanding, and business models based on hardware sales and content subscription continue to emerge. In order to have value competitiveness as a platform that provides active seniors with integrated exercise services for health care, not only fitness centers, but also home training exercise equipment, fitness-related applications, and smart wearable device markets should be organically connected to form an expanded total platform. In order to have value competitiveness as a platform that provides active seniors with integrated exercise services for health care, not only fitness centers, but also home training exercise equipment, fitness-related applications, and smart wearable device markets should be organically connected to form an expanded total platform. The linkage of the digital healthcare function, which provides real-time changes to exercise programs based on continuous monitoring and feed back through wearable devices before, after, and during exercise by receiving and selecting exercise programs suitable for individual health status, is the differentiating factor in the smart fitness model.
Journal of the Korea Academia-Industrial cooperation Society
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v.11
no.1
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pp.368-374
/
2010
The purpose of this study was investigate the effect of rehabilitation exercise using a home video game(PS2, Sony) on gait ability in the chronic stroke patients. The subjects of this study were 32 patients who underwent stroke for more than 6 months and were assigned to a game-based exercise group (n=16) or a control group (n=16). The Game-based exercise group executed a rehabilitation exercise three times a week during 6 weeks, at the rehabilitation unit. The exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Outcome measures included gait ability. After the completion of the game-based exercise, 10m walking velocity was improved significantly (p<0.05). Six minute walking distance was increased significantly (p<0.05). These results showed that the rehabilitation exercise using a home video game is effective in the improvement of gait ability in chronic stroke patients. This study suggest that interesting, motivating game-based rehabilitation exercise and effective in recovery of function exercise for chronic stroke patients should be necessary to develop and apply.
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