• Title/Summary/Keyword: Virtual Group

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Effect of Virtual Reality Rehabilitation Program with RAPAEL Smart Glove on Stroke Patient's Upper Extremity Functions and Activities of Daily Living (라파엘 스마트 글러브를 이용한 가상현실 재활프로그램이 뇌졸중환자의 상지 기능과 일상생활활동 수행에 미치는 영향)

  • Kim, Koun
    • Journal of The Korean Society of Integrative Medicine
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    • v.7 no.2
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    • pp.69-76
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    • 2019
  • Purpose : This study examined the effects of a virtual reality rehabilitation program on stroke patients' upper extremity functions and activities of daily living (ADL). Methods : The subjects were equally and randomly divided into an experimental group (n=16) to whom a virtual reality rehabilitation program was applied and a control group (n=16) who received traditional occupational therapy. The intervention was applied five times per week, 30 minutes per each time, for six weeks. Jebsen-Taylor hand function test was conducted and the subjects' Manual Function Test was measured to examine their upper extremity functions before and after the treatment intervention, and a Korean version of modified Barthel index was calculated to look at their activities of daily living. Results : After the intervention, the upper extremity functions and activities of daily living of the participants in both groups significantly improved (p<.05). However, the improvements in these parameters among the participants in the virtual reality rehabilitation program were significantly greater than those in the control group (p>.05). Conclusion : The virtual reality rehabilitation program is a stable and reliable intervention method for enhancing the upper limb functions and activities of daily living of stroke patients.

The Effects of Virtual Reality Exercise Program with Wii-FitTM on Dynamic Balance and Walking Ability in Patients with Stroke (Wii-FitTM을 이용한 가상현실 운동프로그램이 뇌졸중 환자의 균형 및 보행능력에 미치는 영향)

  • Kim, Jung-Hee;Lee, Jong-Soo;Lee, Su-Hyun;Kim, Seong-Sik;Lee, Byoung-Hee
    • Journal of Korean Medicine Rehabilitation
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    • v.21 no.2
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    • pp.227-238
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    • 2011
  • Objectives : This study was to investigate the effects on using Virtual reality exercise program($Wii-Fit^{TM}$) for dynamic balance and walking ability in patients with stroke. Methods : The 22 subjects were randomly selected from the patients of the S hospital who met the study conditions. They were divided into a $Wii-Fit^{TM}$ balance game group of 12 patients and a conventional physical therapy group of 10 patients. The $Wii-Fit^{TM}$ balance game group received $Wii-Fit^{TM}$ balance game group general physiotherapy for 5 days a weeks, 30 minutes a day, for a 4 weeks and the conventional physical therapy group received general physiotherapy for the same period. The subjects were measured and compared for Brunel balance assessment, functional gait assessment, 6 minute walk test, GAITRite system before and after the program. Results : The experimental group tend to improve more than control group in shifting the weight to the affected side(p=0.040) and tap test(p<0.001). The experimental group tend to improve more than control group in FGA(p=0.016). The experimental group improved significantly more than control group in 6MWT(p=0.008). The experimental group improved significantly more than control group in gait speed, cadence, stride length. Conclusions : Virtual Reality program($Wii-Fit^{TM}$) with conventional physical therapy shows the benefits on dynamic balance and gait parameters in patients with stroke.

Comparison of Balance and Fall Efficacy of Virtual Reality Program in Elderly Women with Fall Experience

  • Park, Seong-Doo;Kim, Jin-Young;Yu, Seong-Hun;Yang, Kyung-Hee;Song, Hyun-Seung
    • The Journal of Korean Physical Therapy
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    • v.26 no.6
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    • pp.430-435
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    • 2014
  • Purpose: The objective of this study was a virtual reality-based balance training program effective for improvement in physical function, examined the balance ability and fall efficacy of elderly women with experienced falls, intending to examine the program's usefulness as an exercise program to prevent the recurrence of a fall. Methods: The participants were 30 elderly women aged 65 or older who met the conditions. The participants were randomly assigned to either a balance training group (BT) or a virtual reality-based balance training group (VT) and received the training three times per week, 30 minutes per day, for six weeks. To measure static balance, the Tetrax Portable Multiple System (Tetrax Ltd, Israel) were used. To measure dynamic balance, the Berg Balance Scale (BBS) and functional reach test (FRT) was used, and regarding fall efficacy, the Korean Fall Efficacy Scale (K-FES) was used. Results: Tetrax significantly improved after the intervention in both the BT group and the VT group (p<0.05). The comparison between the two groups was not significantly. BBS and FRT result significantly improved after the intervention in both the BT and VT groups (p<0.001), while K-FES was significantly ameliorated in the VT group only (p<.05). Comparing the groups, there were more significant changes in the BBS (p<0.05) and FRT (p<0.01) result of the VT group than the BT group. Conclusion: A virtual reality-based balance training program is considered to be usable as an exercise program to prevent recurrence of falls in elderly women.

Effect of a Dual-task Virtual Reality Program for Seniors with Mild Cognitive Impairment (경도인지장애 노인에게 적용한 이중과제 병합 가상현실 프로그램의 효과)

  • Hwang, Jung-Ha;Park, Mi-Suk
    • Korean Journal of Clinical Laboratory Science
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    • v.50 no.4
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    • pp.492-500
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    • 2018
  • This study examined the effects of a dual-task virtual reality program on the cognitive function and EEG for patients with mild cognitive impairment. A dual-task virtual reality program was performed in the experimental groups while conventional occupational therapy was carried out in the control group for 30 minutes per session, which was done five days per week for 6 weeks. The results were as follows. First, the memory of the cognitive function and balance was improved significantly in the experimental group with the dual-task virtual reality program compared to the control group with the traditional occupational therapy. Second, EEG was also increased significantly in the experimental group compared to the control group. The results of this study suggest that the dual-task virtual reality program was an effective treatment method for the elderly with mild cognitive impairment and would be a cornerstone of basic data that will be helpful to those suffering from a range of diseases.

A Study on the valid verification of virtual space experience through the web (Web기반 공간가상체험의 유효성 검증에 관한 연구)

  • Kim, Tae-Hwan
    • Korean Institute of Interior Design Journal
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    • v.16 no.1 s.60
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    • pp.126-134
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    • 2007
  • This study researches the effectiveness of virtual experiences as an evaluation method in design. For the study, I researched the result on the spatial recognition before, abstracted visual objects and factors in recognition process and made up 43 inquiries for the evaluation through the experts group. Besides, set the analytical code between recognition factor and spatial constituents, made analysis the result from it. From April 1st to June 30th in 2004, the virtual model of educational place, college main building and city library was established as a subject of the research and studied the result. The methods that are used for the study are frequent analysis, T-test, reliability analysis, factor analysis etc. and SPSSWIN Package is used for the statistic analysis. There were two times of analysis on the evaluation to analyze the effect of virtual models on the web basis, one group evaluated the virtual building same as real and the other group evaluated the building site. Then analyzed the differences and correlation between the two. In result, college building, the first subject of study, and the second city library shows that made little differences between on the spot evaluation and virtual evaluation. Therefore, it is considered that the design evaluation with virtual model on the web basis has a vantage. But some problems founded that solved between preceding and present research through the feedback. It is as follows, 1. detection of problems that insufficience validity in the first survey. 2. found some not-validity inquiries. 3. detection of necessities that qualitative improvement and technical repletion in virtual environment.

Fully Immersive Virtual Reality Program Changes in the Autonomic Nervous System by Age According to Heart Rate Variability (완전몰입형 가상현실(FIVR) 프로그램이 심박변이도에 의한 연령별 자율신경계의 변화)

  • Been, Yu-Min;Park, Min-Chull
    • PNF and Movement
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    • v.16 no.2
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    • pp.207-216
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    • 2018
  • Purpose: This study aimed to investigate the fully immersive virtual reality (FIVR) program changes in the autonomic nervous system (ANS) by age according to heart rate variability (HRV). Methods: A total of 44 subjects were classified into group 1(aged 20-30), group 2(aged 40-60), and group 3(aged 70 and above). The study analyzed the HRV using a pulse wave analyzer and compared the ANS changes before and after applying the FIVR of the group. The LF, HF, RMSSD, and SDNN were measured. Fifteen minutes of virtual reality applications were applied to all subjects, and 1 min of rest was given in the middle of the session. A was used for anteroposterior comparisons of the ANS. Results: The HF, LF, RMSSD, and SDNN values were not statistically significant in all groups, but they all increased. The RMSSD value was statistically significant because it increased in group 3 (p<0.05). Those of the other two groups were not statistically significant (p<0.05). Conclusion: An FIVR program does not have a negative effect on the ANS response.

A Study on the Types of Study Group in Online-Learning (온라인 학습에서 스터디 그룹의 유형에 관한 연구)

  • Lee, Kon S.;Cui, Yuan-Guo
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.24-32
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    • 2012
  • This purpose of study is to identify types of study groups in online learning and the relationships between the types and teams' performance. In order to address these research questions, four study group types are developed based on Neiderman & Beise(1999)'s typology: 1) fully-supported; 2) highly-virtual; 3) traditional; and 4) inactive. And then three study group types are identified based on taxonomy-approach using cluster analysis from 46 teams participated in this study: 1) fully-supported; 2) traditional; 3), and 4) highly-virtual. The result shows that the groups are validated in the latter, except for the inactive type. The result indicates that fully-supported type groups achieved the highest performance, while the highly-virtual type group achieved the lowest performance.

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Effects of Breathing Exercises Using Virtual Reality and Schroth Breathing Exercises on the Lung Function of Adults in Their 20s

  • Byung-Kon Kim;Wook-Jin Lee
    • The Journal of Korean Physical Therapy
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    • v.36 no.2
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    • pp.67-70
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    • 2024
  • Purpose: This study investigated the effect of virtual reality and Schroth breathing exercises on the lung function characteristics of normal adults in their 20s. Methods: The subjects were randomly divided into groups with ten people each in the experimental groups, namely the virtual reality breathing exercise group (BBEG) and the Schroth breathing exercise group (SBEG), and the control group. The experimental groups performed each breathing exercise for 4 weeks. Subsequently, pulmonary function test indicators such as the forced vital capacity (FVC) and the forced expiratory volume (FEV1) were measured. Results: In the within-group comparison of the subjects before and after the exercises, there was a significant difference in the FVC and FEV1 (p<0.05), but there was no significant difference in FEV1/FVC. The result of the difference test between groups showed that there was a significant difference in FEV1/FVC after exercise (p<0.05). However, there were no significant differences in the remaining items (p>0.05). Conclusion: Improvement in lung function was seen in both exercise groups, and the changes in FEV1/FVC indicated significant improvement in the lung function of the experimental groups compared to the control group.

Nursing students' experiences in virtual simulation practice (간호대학생의 가상 시뮬레이션 실습 경험)

  • Kim, Yoonjung;Kim, Won Jeong;Min, Hye young
    • The Journal of Korean Academic Society of Nursing Education
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    • v.26 no.2
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    • pp.198-207
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    • 2020
  • Purpose: The purpose of this study was to explore the meaning of nursing students' experiences in virtual simulation practice. Methods: The participants were six nursing students who have experience in a virtual simulation. Data were collected from August to September 2019 through a focus group interview. Giorgi's phenomenological method was used for analysis. Results: The study results revealed 3 constituents and 6 sub-constituents that are essential for nursing student's experiences in a virtual simulation. The three constituents were: "Chaos in the virtual reality", "The process of adjusting to chaos", and "Becoming an independent nurse in a safe virtual reality". Conclusion: Based on the results of this study, the following suggestions are made. Results suggest the development of virtual simulations in Korean, the use of simulations as a group activity first, and the use of simulation between lecture and practice or in the regular curriculum. The results of the study can be used as primary data for providing virtual simulation in nursing education.

The Effects of Virtual Reality-Based Task Training Using a Smart Glove on Upper Extremity Function and Activity of Daily Living in Stroke Patients (스마트 글러브를 이용한 가상현실기반 과제 훈련이 뇌졸중 환자의 상지 기능과 일상생활 수행에 미치는 영향)

  • Ko, Keun-Bum;Moon, Sang-Hyun
    • PNF and Movement
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    • v.17 no.3
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    • pp.369-378
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    • 2019
  • Purpose: This study investigated the effects of virtual reality-based task training (VRBTT) using a smart glove on upper extremity function and activity of daily living in stroke patients. Methods: Twenty-nine patients with chronic stroke disease were randomly allocated to two groups: the VRBTT group (n=14) and the control group (n=15). All patients received 30 minutes of standard occupational therapy, 5 times a week, for 8 weeks. The VRBTT group performed an additional 30 minutes of virtual reality-based rehabilitation training, 5 times a week, for 8 weeks. Results: Both groups showed significant improvements in upper extremity function, yielding an increase in FMA and K-WMFT (p<0.05). There was a more significant increase in the VRBTT group before and after interventions (p<0.05). There was no significant difference in MAS for the control group (p>0.05); however, there was a significant increase for the VRBTT group (p<0.05). In the activities of daily living, there was a significant difference in the values for K-MBI (p<0.05). In addition, both groups showed a significant increase for K-MBI and K-RNLI (p<0.05). Conclusion: This study showed that VRBTT using smart gloves can have a more positive effect on upper extremity function and activities of daily living in stroke patients than conventional intervention methods. A variety of virtual reality-based contents and glove-shaped wearable devices will help stroke patients in rehabilitation clinics recover and return to society.