• Title/Summary/Keyword: Interactive Stroke

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Effects of an Interactive Computer Exercise Programs on Balance Performance in People with Chronic Stroke (컴퓨터 상호작용 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향)

  • Song, Min-Young;Lee, Tae-Sik;Baek, Il-Hun
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.1
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    • pp.87-94
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    • 2012
  • Purpose : The purpose of this study was to examine the feasibility and efficiency of balance training program through an interactive video game regimen in people with chronic stroke. Methods : Thirty patients with chronic hemiparetic stroke were recruited. Participants were randomly assigned to either a control group (n=15) or an experimental group (n=15). The control group received the general physical therapy including of strengthening and balance exercise five times a week whereas the experimental group received a program of balance exercise with video game play based on virtual reality as well as the same typical physical therapy. The experimental group received 6 sessions for four weeks. Each session was given 5 minutes. An interactive computer game exercise regimen lasted 30 minutes without rest periods. Outcome measures for weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-standspeed and sit-to-stand-area for the control group (n=15) and experimental group (n=15) before and after treatment were obtained by using the biorescure. Results: Outcomes demonstrated significant improvement in the experimental group compared with the control group in weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-stand-speed. No significant training effect was showed in sit-to-stand-area between pretraining and post-training. Conclusion : An interactive computer game exercise based on task oriented approach for balance in chronic stroke were feasible. In other words, This regimen resulted in a greater improvement in dynamic balance for people with chronic stroke.

Effects of Interactive Metronome Training on the Plantar Pressure and Fall Efficacy in Chronic Stroke Patients (상호교환식 메트로놈 훈련이 만성 뇌졸중 환자의 족저압과 낙상효능감에 미치는 영향)

  • Hwang, Won Kyung;Lee, Han Suk;Park, Sun Wook
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.1
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    • pp.105-112
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    • 2020
  • PURPOSE: This study examined the effects of Interactive Metronome training on the plantar pressure and fall efficacy in chronic stroke patients. METHODS: Twenty-two hemiplegic patients were allocated randomly to an experimental group and control group. The experimental group received conventional physical therapy and emphasized weight-bearing interactive metronome training, whereas the control group received conventional physical therapy. The training was performed three times per week, 40 minutes per each session, for a total of seven weeks. The plantar pressure was assessed using the contact area and contact pressure, whereas the fall efficacy was assessed using the FES (Fall Efficacy Scale), ABC (Activities-specific Balance Confidence scale) and FOFQ (Fear of Falling Questionnaire). RESULTS: After training, a significant increase was observed in the paretic side of the contact area and the paretic and non-paretic side of contact pressure in both groups (p<.05). The between-group differences in the changes before and after training were statistically significant in the paretic side of the contact pressure (p<.05). After training, both the FES of the between-group and ABC of the experimental group were increased significantly (p<.05), but the between-group differences in the changes before and after training were not statistically significant in the FES, ABC, and FOFQ (p>.05). CONCLUSION: Interactive Metronome training is considered an effective treatment for improving the contact pressure of the paretic side in chronic stroke patients.

Effects of Interactive Metronome(IM) Training on Executive Function of Stroke Patients (상호작용식 메트로놈 훈련이 뇌졸중 환자의 관리기능에 미치는 효과)

  • Jung, Jae-Hun
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.145-152
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    • 2019
  • The aim of this study was to evaluation the effect of Interactive Metronome(IM) training on executive function for stroke patients. Twenty patients with stroke were randomly assigned to experimental group(n=10) or control group(n=10). The patients in the experimental group received IM training with basic rehabilitation and those in the control group received traditional rehabilitation with basic rehabilitation. The patients were assessed before and after intervention using Kims frontal-executive function neuropsychology test II to evaluate executive function. The result of the present study was experimental group demonstrated more increased than control group in stroop interference, word fluency, delayed recall, executive function quotient(EFQ). Therefore, IM training was effective in improving the executive function. It is deemed that IM training can be usefully applied to improve executive function.

Development of Predictive Model for Length of Stay(LOS) in Acute Stroke Patients using Artificial Intelligence (인공지능을 이용한 급성 뇌졸중 환자의 재원일수 예측모형 개발)

  • Choi, Byung Kwan;Ham, Seung Woo;Kim, Chok Hwan;Seo, Jung Sook;Park, Myung Hwa;Kang, Sung-Hong
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.231-242
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    • 2018
  • The efficient management of the Length of Stay(LOS) is important in hospital. It is import to reduce medical cost for patients and increase profitability for hospitals. In order to efficiently manage LOS, it is necessary to develop an artificial intelligence-based prediction model that supports hospitals in benchmarking and reduction ways of LOS. In order to develop a predictive model of LOS for acute stroke patients, acute stroke patients were extracted from 2013 and 2014 discharge injury patient data. The data for analysis was classified as 60% for training and 40% for evaluation. In the model development, we used traditional regression technique such as multiple regression analysis method, artificial intelligence technique such as interactive decision tree, neural network technique, and ensemble technique which integrate all. Model evaluation used Root ASE (Absolute error) index. They were 23.7 by multiple regression, 23.7 by interactive decision tree, 22.7 by neural network and 22.7 by esemble technique. As a result of model evaluation, neural network technique which is artificial intelligence technique was found to be superior. Through this, the utility of artificial intelligence has been proved in the development of the prediction LOS model. In the future, it is necessary to continue research on how to utilize artificial intelligence techniques more effectively in the development of LOS prediction model.

Identification of Hub Genes in the Pathogenesis of Ischemic Stroke Based on Bioinformatics Analysis

  • Yang, Xitong;Yan, Shanquan;Wang, Pengyu;Wang, Guangming
    • Journal of Korean Neurosurgical Society
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    • v.65 no.5
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    • pp.697-709
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    • 2022
  • Objective : The present study aimed to identify the function of ischemic stroke (IS) patients' peripheral blood and its role in IS, explore the pathogenesis, and provide direction for clinical research progress by comprehensive bioinformatics analysis. Methods : Two datasets, including GSE58294 and GSE22255, were downloaded from Gene Expression Omnibus database. GEO2R was utilized to obtain differentially expressed genes (DEGs). Gene Ontology (GO) and Kyoto Encyclopedia of Genes and Genomes (KEGG) pathway enrichment analysis of DEGs were performed using the database annotation, visualization and integrated discovery database. The protein-protein interaction (PPI) network of DEGs was constructed by search tool of searching interactive gene and visualized by Cytoscape software, and then the Hub gene was identified by degree analysis. The microRNA (miRNA) and miRNA target genes closely related to the onset of stroke were obtained through the miRNA gene regulatory network. Results : In total, 36 DEGs, containing 27 up-regulated and nine down-regulated DEGs, were identified. GO functional analysis showed that these DEGs were involved in regulation of apoptotic process, cytoplasm, protein binding and other biological processes. KEGG enrichment analysis showed that these DEGs mediated signaling pathways, including human T-cell lymphotropic virus (HTLV)-I infection and microRNAs in cancer. The results of PPI network and cytohubba showed that there was a relationship between DEGs, and five hub genes related to stroke were obtained : SOCS3, KRAS, PTGS2, EGR1, and DUSP1. Combined with the visualization of DEG-miRNAs, hsa-mir-16-5p, hsa-mir-181a-5p and hsa-mir-124-3p were predicted to be the key miRNAs in stroke, and three miRNAs were related to hub gene. Conclusion : Thirty-six DEGs, five Hub genes, and three miRNA were obtained from bioinformatics analysis of IS microarray data, which might provide potential targets for diagnosis and treatment of IS.

Production Technology for Multi-face Convergence Performance (Multi-face Convergence 공연을 위한 제작 기술)

  • You, Mi;Son, Tae-Woong;Kim, Sang-Il
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.475-486
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    • 2020
  • This paper is a thesis on media art technology for high-tech performances and exhibitions. After creating an interactive stroke in VR, it is projected in real time through a media facade technique. Among our traditional dramas emphasizing linear movements, movements were extracted from the Bongsan mask dance, and the movements of the lines were used in a media art performance called 'Multi-face Convergence'. When motion data enters the virtual space, geometry consisting of faces is created in the VR space. The created strokes can be set with various brush types, and when performing, a stroke with a red fire effect that matches a dynamic movement was used. It was made to be able to harmonize with the dancers performing the Bongsan mask dance. The medium called VR has characteristics that are not suitable for melting into a performance, but in this performance, it has overcome its limitations by using a technique called media façade. We propose the world's first performance technique that combines interactive strokes with traditional dance performances.

Effects of A Combined Functional Electrical Stimulation with Action Observation Training for Balance and Gait Performance in Stroke Patients (동작관찰 신체훈련을 병행한 기능적 전기자극치료가 뇌졸중환자의 균형과 보행에 미치는 영향)

  • Kang, Kwon-Young;Kim, Tae-Yoon
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.2
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    • pp.93-102
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    • 2016
  • PURPOSE: The purpose of this study is to evaluate the functional effects of action observation plus functional electrical stimulation (FES) treatment on the weight distribution indexes (heel and toe; right and left), stability indexes, gait velocities, and stride lengths of stroke patients. METHODS: The subjects, who were all more than six months post stroke, were randomly divided into two groups of ten each: an experimental group and a control group. TETRAX (Tetrax Interactive Balance System) and GAITRite (GAITRite$^{TM}$ computerized gait analysis system) were measured at baseline, six weeks after treatment. Participants in both the groups received functional electrical stimulation treatment, but the experimental group was provided with additional action observation. Independent t-tests were used to compare the differences between the groups, and repeated measured two-way ANOVA was used to compare the interaction between the groups. RESULTS: The result of the interactions between the groups and the periods showed significant increases in the weight distribution indexes (heel and toe; right and left), stability indexes, gait velocities and stride lengths (p<0.05). However, a comparison between the groups showed no significance in the weight distribution indexes (heel and toe), stability indexes, and stride lengths (p>0.05). CONCLUSION: Action observation plus functional electrical stimulation treatment should be considered as a therapeutic method for physical therapy for stroke patients to improve the weight distribution indexes, stability indexes, gait velocities, and stride lengths.

Feasibility of Virtual Reality for Enhancement of Upper Extremity Function Post Stroke (작업치료 임상에서 뇌졸중 환자의 상지기능 향상을 위한 가상현실 치료의 유용성에 관한 고찰)

  • Kwon, Jae-Sung;Yang, No-Yul
    • Therapeutic Science for Rehabilitation
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    • v.1 no.2
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    • pp.35-40
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    • 2012
  • The purpose of this review was to investigate feasibility of intensive virtual reality training to improve upper extremity function with brain plasticity of individuals with stroke through the literature. The recovery of the paretic upper extremity depends on regularity and intensity of training as use-dependent plasticity. In resent, virtual reality program has been widely used in the occupational therapy field of augmented stroke rehabilitation. There is a growing body of evidence that virtual reality training of the paretic extremity induces brain plasticity associated with motor improvement. In terms of therapeutic feasibility to improve paretic upper extremity, recent research has explored several important factors of virtual reality training for recovery of upper extremity motor function. These factors include high repetition intensity, high motivation like type of game, enhanced multisensory feedback regarding performance, and interactive task-oriented training. Therefore, occupational therapy combined with intensive and repetitive virtual reality training will enhance recovery of upper extremity motor function after stroke.

The impact of convergence balance training and taping on spasticity and balance ability in patients with chronic stroke (균형훈련과 테이핑 융복합 적용이 뇌졸중 환자의 발목관절 경직 및 균형능력에 미치는 영향)

  • Park, Shin-Jun;Kim, Tae-Hyun;Go, Jun-Hyeok;Youn, Pong-Sub
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.297-306
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    • 2017
  • The study was performed to determine the impact of the gastrocnemius taping with balance training on spasticity and balance ability of the ankle joint. A total of 25 stroke subjects were divided into two groups: a taping with balance training (n=14), a sham taping with balance training (n=11). Spasticity assesment was scored by modified ashworth scale. Balance ability assesment was performed by functional reach test (FRT), the timed up & go test (TUG). The stability index (SI), the left-right weight distribution (left-right WD), the toe-heel weight distribution (toe-heel WD) were analyzed in the eyes open conditions(EO) and eyes closed conditions(EC) conditions using by the Tetrax interactive balance system. The experimental group showed a significant improvement in SI, left-right WD and toe-heel WD in the EO and EC, MAS, FRT, TUG. In comparison between the groups, a significant improvement was detected in FRT, TUG, SI and left-right WD in the EO, and left-right WD and toe-heel WD in the EC. It was found out that a short period of balance training with taping is effective on spasticity and balance ability in stroke patients. Therefore, any stroke patient without skin damage is encouraged to use the gastrocnemius taping for balance rehabilitation.

B-COV:Bio-inspired Virtual Interaction for 3D Articulated Robotic Arm for Post-stroke Rehabilitation during Pandemic of COVID-19

  • Allehaibi, Khalid Hamid Salman;Basori, Ahmad Hoirul;Albaqami, Nasser Nammas
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.110-119
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    • 2021
  • The Coronavirus or COVID-19 is contagiousness virus that infected almost every single part of the world. This pandemic forced a major country did lockdown and stay at a home policy to reduce virus spread and the number of victims. Interactions between humans and robots form a popular subject of research worldwide. In medical robotics, the primary challenge is to implement natural interactions between robots and human users. Human communication consists of dynamic processes that involve joint attention and attracting each other. Coordinated care involves sharing among agents of behaviours, events, interests, and contexts in the world from time to time. The robotics arm is an expensive and complicated system because robot simulators are widely used instead of for rehabilitation purposes in medicine. Interaction in natural ways is necessary for disabled persons to work with the robot simulator. This article proposes a low-cost rehabilitation system by building an arm gesture tracking system based on a depth camera that can capture and interpret human gestures and use them as interactive commands for a robot simulator to perform specific tasks on the 3D block. The results show that the proposed system can help patients control the rotation and movement of the 3D arm using their hands. The pilot testing with healthy subjects yielded encouraging results. They could synchronize their actions with a 3D robotic arm to perform several repetitive tasks and exerting 19920 J of energy (kg.m2.S-2). The average of consumed energy mentioned before is in medium scale. Therefore, we relate this energy with rehabilitation performance as an initial stage and can be improved further with extra repetitive exercise to speed up the recovery process.