• 제목/요약/키워드: Home based exercise

검색결과 153건 처리시간 0.027초

수술 후 경구항암화학요법을 받는 위암 환자의 가정운동 프로그램 효과 (Effects of a Home-based Exercise Program for Patients with Stomach Cancer Receiving Oral Chemotherapy after Surgery)

  • 최진이;강현숙
    • 대한간호학회지
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    • 제42권1호
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    • pp.95-104
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    • 2012
  • 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.

Influence of Home Based Exercise Intensity on the Aerobic Capacity and 1 Year Re-Hospitalization Rate in Patients with Chronic Heart Failure

  • Ryu, Ho Youl;Kim, Ki Song;Jeon, In Cheol
    • The Journal of Korean Physical Therapy
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    • 제30권5호
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    • pp.181-186
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    • 2018
  • 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.

The Effect of Video Game-Based Home Exercise on Balance and Muscle Strength in the Elderly in the COVID-19 Era

  • Myung Joon Kim
    • Physical Therapy Rehabilitation Science
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    • 제11권4호
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    • pp.509-516
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    • 2022
  • 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.

방문재활운동 프로그램이 만성질환 노인의 균형, 일상생활활동과 우울 및 삶의 질에 미치는 영향 (Effect of home-based exercise program on balance, activities of daily living, depression and quality of life in elderly with chronic diseases)

  • 장일용;송요한;김재운;문영성
    • 대한물리치료과학회지
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    • 제31권2호
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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.

뇌졸중 환자의 균형능력 회복을 위한 가정운동프로그램 효과 (The Effects of Home Based Exercise Program on Balance Recovery in a Post-Stroke Population)

  • 장상훈;정병옥;방현수
    • 디지털융복합연구
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    • 제12권7호
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    • pp.297-304
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    • 2014
  • 본 연구는 가정운동프로그램이 뇌졸중 환자의 균형능력회복에 미치는 효과를 알아보기 위하여 실시하였다. 본 연구는 2013년 9월에서 2013년 12월까지 실시하였으며, 대상자는 총 20명으로 일반적인 통원 물리치료를 실시한 조군 10명, 일반적인 통원 물리치료를 실시하고 추가적으로 가정운동프로그램을 실시한 운동군 10명으로 나누어 배정하였다. 가정운동프로그램은 신경계 물리치료사가 대상자 집을 방문하여 8주동안 주 2회씩 매회 30분간 시행하였으며 체중이동훈련, 지구력훈련, 운동재훈련, 감각재훈련, 하지운동으로 구성되었다. 균형능력을 평가하기 위하여 Biorescu를 이용하여 족저압, 안정성한계, 동요속도를 측정하였고 임상적인 측정방법 중 하나인 기능적 팔뻗기 검사를 실시하였다. 연구결과 대조군과 운동군은 안정성한계, 동요속도, 기능적 팔뻗기 검사에서 유의한 차이가 나타났다. 본 연구는 가정운동프로그램이 뇌졸중 환자의 균형회복을 회복하는데 효과적인 치료전략 중 하나라는 것을 나타낸다.

NREH: 다양한 운동과 데이터 수집이 가능한 가정용 상지재활로봇 (NREH: Upper Extremity Rehabilitation Robot for Various Exercises and Data Collection at Home)

  • 송준용;이성훈;송원경
    • 로봇학회논문지
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    • 제18권4호
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    • pp.376-384
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    • 2023
  • 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.

COVID-19로 인한 장애 아동의 가정운동 프로그램에 관한 부모들의 인식 조사 (A Survey of Parents Perceptions of Home Exercise Program for Children with Disabilities Caused by COVID-19)

  • 박철만;김명철
    • 대한통합의학회지
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    • 제9권4호
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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.

재가 뇌졸중 환자를 위한 패턴화된 감각향상(PSE) 상지운동 프로그램의 개발 및 효과 (The Development and Effects of an Upper Extremity Exercise Program Based on Patterned Sensory Enhancement for Home-bound Stroke Patients)

  • 홍명선
    • 지역사회간호학회지
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    • 제22권2호
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    • pp.192-203
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    • 2011
  • 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.

액티브시니어를 위한 스마트 피트니스 모델에 관한 연구 (A Study on Smart Fitness Models for Active Senior)

  • 강승애
    • 융합보안논문지
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    • 제22권1호
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    • pp.135-140
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    • 2022
  • 본 연구는 스마트 디바이스와 기술을 활용한 운동 사례와 이슈를 분석하고 기존의 실버세대와 달리 높은 활동력과 경제력을 지닌 액티브시니어의 웰니스 라이프에 적합한 향후 스마트 운동 환경의 발전 방향을 제시하고자 하였다. 피트니스 산업에서도 필요한 운동도구나 서비스, 디지털 콘텐츠 등을 정기적으로 받아보거나 이용하는 구독경제가 확장되고 있는 추세이며, 하드웨어 판매와 콘텐츠 구독을 기반으로 한 비즈니스 모델이 계속 등장하고 있다. 액티브시니어에게 건강관리를 위한 통합적인 운동 서비스를 제공하는 플랫폼으로서의 가치경쟁력을 갖추기 위해서는 피트니스센터 뿐만 아니라 홈트레이닝 운동기구, 피트니스 관련 애플리케이션, 스마트 웨어러블 디바이스 시장 등이 유기적으로 연결되어 확장된 토털 플랫폼으로서의 모습을 이루어야 할 것이다. 개인별 건강상태에 알맞은 운동프로그램을 제안 받고 선택하여 운동 전, 후, 운동 중 웨어러블 디바이스를 통해 지속적인 모니터링과 피드백에 따른 운동프로그램에 실시간 변화를 주는 디지털 헬스케어 기능 연동이 스마트 피트니스 모델의 차별적 요소이다.

가정용 게임기를 이용한 재활운동이 뇌졸중 환자의 보행 능력에 미치는 효과 (The Effects of Rehabilitation Exercise Using a Home Video Game (PS2) on Gait Ability of Chronic Stroke Patients)

  • 신원섭;이동엽;이승원
    • 한국산학기술학회논문지
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    • 제11권1호
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    • pp.368-374
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    • 2010
  • 본 연구는 가정용 게임기를 이용한 재활 운동을 적용하여 뇌졸중 환자의 보행능력에 효과가 있는가를 알아보고자 하였다. 뇌졸중으로 6개월 이상 장애를 가진 32명이 연구에 참여하였고 게임운동군 16명과 대조군 16명으로 나누었다. 게임운동군은 가정용 게임기(PS2, sony)를 이용하여 1시간씩 주 3회를 6주간 실시하였다. 대조군은 운동의 적용없이 평상시 생활을 유지하도록 하였다. 운동 전과 후에 보행능력을 측정하여 효과를 비교하였다. 통계처리 방법으로 전.후 차이를 검증하기 위하여 Wilcoxon rank 검정을 실시하였고 대조군과의 차이 검증을 위하여 Mann.Whitney U 검정을 실시하였다. 모든 통계적 유의수준은 0.05로 하였다. 본 연구의 결과 보행능력에서 10 m 보행속도가 유의하게 증가하였고(p<.05), 6분 보행거리도 유의하게 증가하였다(p<.05). 결론적으로 가정용 게임기를 이용한 재활운동이 뇌졸중 환자의 보행능력에 효과가 있는 것으로 나타났다. 향후 뇌졸중 환자에게 흥미를 유발하고 기능회복의 효과를 가진 게임형태의 재활운동이 다양하게 개발되어 적용하는 연구가 필요하다고 생각한다.