• Title/Summary/Keyword: Virtual Group

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Effect of Virtual Reality Inspiratory Muscle Training on Diaphragm Movement and Respiratory Function in Female Patients with Thoracic Restriction (가상현실을 이용한 흡기근 저항운동이 흉곽 움직임 제한이 있는 여성환자의 가로막 움직임과 호흡기능에 미치는 영향)

  • Jang, Myung-Soo;Choung, Sung-Dae;Shim, Jae-Hoon;Hong, Seong-Tae
    • Journal of the Korean Society of Physical Medicine
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    • v.14 no.1
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    • pp.101-110
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    • 2019
  • PURPOSE: This study was conducted to analyze the effects of virtual reality inspiratory muscle training and conventional inspiratory muscle training on diaphragm movement and pulmonary function in patients with thoracic restriction. METHODS: This study measured diaphragm movement, forced vital capacity (FVC), forced expiratory volume in 1 second (FEV1), peak expiratory flow (PEF), and thoracic mobility (upper, middle, and lower trunk) under two different conditions. Forty young women between 19 and 24 years of age who had no history of orthopedic symptoms for the last 6 months were divided into experimental and control groups. The experimental group performed virtual reality inspiratory muscle training and diaphragm breathing, and the control group performed conventional inspiratory muscle training and diaphragm breathing. RESULTS: The control group showed a significant increase in all dependent variables except for lower trunk mobility and PEF. The experimental group showed a significant increase in all dependent variables except for lower trunk mobility. Particularly, the experimental group showed significant increases in diaphragm movement (p<.05), FVC (p<.05), FEV1 (p<.05), and PEF (p<.05) relative to the control group. CONCLUSION: We recommend inspiratory muscle training with a virtual reality program over conventional training to improve diaphragm movement and pulmonary function in patients with thoracic restriction.

Effectiveness of virtual reality immersion on procedure-related pain and anxiety in outpatient pain clinic: an exploratory randomized controlled trial

  • Joo, Young;Kim, Eun-Kyung;Song, Hyun-Gul;Jung, Haesun;Park, Hanssl;Moon, Jee Youn
    • The Korean Journal of Pain
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    • v.34 no.3
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    • pp.304-314
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    • 2021
  • Background: The study investigated virtual reality (VR) immersion in alleviating procedure-related pain in patients with chronic pain undergoing fluoroscopy-guided minimally-invasive intervention in a prone position at an outpatient clinic. Methods: In this prospective randomized controlled study, 38 patients undergoing lumbar sympathetic ganglion block were randomized into either the VR or the control group. In the VR group, procedure-related pain was controlled via infiltration of local anesthetics while watching a 30-minute VR hypnotic program. In the control group, the skin infiltration alone was used, with the VR device switched off. The primary endpoint was an 11-point score on the numerical rating scale, indicating procedure-related pain. Patients' satisfaction with pain control, anxiety levels, the need for additional local anesthetics during the procedure, hemodynamic stability, and any adverse events were assessed. Results: Procedure-related pain was significantly lower in the VR group (3.7 ± 1.4) than in the control group (5.5 ± 1.7; P = 0.002). Post-procedural anxiety was lower in the VR group than in the control group (P = 0.025), with a significant reduction from pre-procedural anxiety (P < 0.001). Although patients' satisfaction did not differ significantly (P = 0.158) between the groups, a higher number of patients required additional local anesthetics in the control group (n = 13) than in the VR group (n = 4; P = 0.001). No severe adverse events occurred in either group during the study. Conclusions: VR immersion can be safely used as a novel adjunct to reduce procedural pain and anxiety during fluoroscopic pain intervention.

The Effect of Preoperative Guidance and Operating Room Environment Experience Using Virtual Reality on Satisfaction with Preoperative Information and Anxiety Reduction (가상현실을 이용한 수술 전 안내 및 수술실 환경 체험이 수술 전 정보만족도와 불안 감소에 미치는 효과)

  • Oh, In Ohg;Baek, Eunjeong;Jeong, Jiyun;Choi, Eunyoung;Kim, Jong-Hee;Kim, Chihyang
    • Journal of East-West Nursing Research
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    • v.30 no.1
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    • pp.51-59
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    • 2024
  • Purpose: The purpose of this study was to determine the effect of preoperative guidance and operating room environment experience using virtual reality on increasing satisfaction with information and reducing anxiety in preoperative patients undergoing general anesthesia and local anesthesia. Methods: A non-equivalent control group quasi-experimental design was employed. The participants were 80 surgical patients from 4 wards (40 experimental group and 40 control group) of the general hospital located in Gyeonggi-do. Data collection was conducted from June to November 2023 after completing the control group survey in January 2023. Data were analyzed using Chi-square, t-test, and Mann-Whitney U test using SPSS 23.0 program. Results: Satisfaction with preoperative information was higher in the experimental group than that of the control group. Additionally, anxiety related to surgery in the experimental group was significantly lower than that of the control group. The preoperative state anxiety score in the experimental group was not significantly lower than that of the control group. Conclusions: These results suggest that providing patient education and information using virtual reality technology can not only alleviate patients' anxiety related to surgery, but also have the potential to be used as an effective intervention to improve positive patient experiences.

The Effects of Virtual Reality Training on Improving Hand Function and Activities of Daily Living in Patients Living Post-Stroke: A Pilot Study (뇌졸중 후 환자의 일상생활활동 및 손 기능 개선에 대한 가상현실 훈련의 효과 : 예비 연구)

  • Moon, Jong-Hoon;Jeon, Min-Jae
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.349-355
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    • 2019
  • The virtual reality training has been suggested as an intervention to improve physical function. But, the effects of virtual reality training focused on improving ADL in patients with acute stroke are unclear. Purpose of this study was to examine the effect of virtual reality training on hand function and activities of daily living (ADL) in patients with acute stroke. Sixteen patients with acute stroke were included in this study. The experimental group (VRA group) received 30 minutes of virtual reality training focused on ADL for each session, while the control group received 30 minutes of conventional virtual reality training. To examine the hand function and ADL of the subjects, the study used Jebsen-Tylor Hand Function Test (JTHFT) and Korean Modified Barthel Index (K-MBI), respectively. Both groups showed significant improvements in hand function of affected and unaffected sides, and in K-MBI total score before and after the intervention. The experimental group showed significantly greater improvements in the self-care domain of K-MBI after intervention than the control group. These findings suggest that the virtual reality training focused on ADL may have a better effect on self-care than conventional virtual reality training in patients with acute stroke.

Comparison of the Effects of Task-oriented training and Virtual reality training on upper extremity function, balance ability, and depression in stroke patients (과제지향적 상지 운동과 가상현실 훈련이 뇌졸중 환자의 상지 기능과 균형, 우울감에 미치는 영향 비교)

  • Song, Gui-bin;Park, Eun-cho
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.1
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    • pp.115-125
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    • 2016
  • PURPOSE: The purpose of this study was to compare the effects of task-oriented training and virtual reality training on upper extremity function, balance ability, depression in stroke patients. METHODS: Forty stroke patients were randomly allocated into a task oriented training group (TTG, n = 20), a virtual reality training group (VRG, n = 20). Both groups received the usual physical therapy. In addition, TTG patients underwent task training such as sweeping the table, cup stacking, carrying wood block. VRG patients underwent virtual reality training using X-box kinect. Both groups received 30 minutes of training per day, five times per week, for twelve weeks. RESULTS: After intervention, both groups showed significant improvement on upper extremity function, balance ability, and depression. VRG showed more improvement on upper extremity function, balance ability, and depression than TTG. CONCLUSION: According to the results of this study, task-oriented training and virtual reality training are feasible and suitable for stroke patients. And virtual reality training is more effective method than task oriented training.

The Qualitative Study on the Evaluation and the Application of 3D scan and virtual try-on technology (3차원 스캔과 가상 착의 기술의 평가와 활용에 관한 질적연구)

  • Choi, Young-Lim;Nam, Yun-Ja
    • Fashion & Textile Research Journal
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    • v.11 no.3
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    • pp.437-444
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    • 2009
  • According to the activation of the fashion electronic commerce, this research investigated the merits and demerits and improvement plan of the 3D virtual try-on technology using the qualitative research method. This research was performed by interview with 70 evaluation group. The evaluation group of 3D virtual try-on was organized and the fit evaluation process by 3D human body scan and the 3D virtual try-on of the i-Fashion technology center were experienced. This study was performed by interview after the actual and virtual try-on about the casual shirt. The convenience and accuracy of measurement, usability in online shopping, body evaluation, complement of sizing system, and body shape management were discovered as merits. The requirement of high accuracy in sizing and avatar, limits of fabric expression, practical limitation by cost, vexatious of measurement garment, differences between real and virtual fittings, personal information leakage risk, and etc were pointed out as demerits. The mass customization, customized garment connected with medical service, humanized avatar, improved fitting report, entertainment, coordination, wardrobe manager were proposed as improvement plan.

The Effect of Virtual Reality Program Combining Transcranial Direct Current Stimulation on Depression, Hand Function, Cognition, and Daily Life Activities of Patients with Mild Cognitive Disorders (경두개직류전류자극을 결합한 가상현실프로그램이 경도인지장애환자의 우울, 손기능, 인지와 일상생활활동에 미치는 영향)

  • Ko-Un Kim;Bo-Ra Kim;Tae-Gyu An
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.1
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    • pp.53-62
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    • 2023
  • Purpose : This study evaluated the effects of transcranial direct current stimulation and a virtual reality program on the depression, hand functions, cognitive function, and activities of daily living of patients with mild cognitive impairment by dividing 20 patients with mild cognitive impairment and depression. The 20 patients were divided into a treatment group (transcranial direct current stimulation + a virtual reality program) and a control group (placebo transcranial direct current stimulation + a placebo virtual reality program). Methods : This study allocated ten subjects to the treatment group and ten subjects to the control group. The treatment was given five times per week for six weeks (30 sessions), and each session was 30 minutes. This study screened depression by using SGDS-K, a short geriatric depression scale, to examine depression before and after treatment intervention. This study also used the box and block test, NCSE, and FIM to evaluate hand functions, cognitive function, and activities of daily living, respectively. Results : The results showed that depression significantly decreased, hand functions significantly increased, cognitive function significantly improved, and activities of daily living significantly increased after intervention in the treatment and control groups. The magnitude of changes in depression, hand functions, cognitive function, and activities of daily living was significantly different between the two groups after intervention (p>.05). Conclusion : The results showed that the application of transcranial direct current stimulation and a virtual reality program could improve cognitive function, hand functions, and activities of daily living by decreasing depression. Therefore, it can be concluded that the simultaneous application of transcranial direct current stimulation and a virtual reality program is an intervention method, which can be applied for decreasing depression, enhancing hand functions, improving cognitive function, and increasing activities of daily living in patients with mild cognitive impairment.

The Effectiveness of Cognitive Rehabilitation Program using Virtual reality content on Cognition, Activities of daily living, and Upper extremity functions in Cerebrovascular disease (가상현실 콘텐츠를 활용한 인지재활프로그램 훈련이 뇌혈관질환 환자의 인지, 일상생활활동, 상지기능에 미치는 영향)

  • Cho, Young-Seok;Kim, Keum Sook;Kim, Young-June;Park, Jin-Hong;Lee, Geon-Ho;Baek, So-Young;Hwang, Do-Yeon;Kwon, Ki-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.537-545
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    • 2020
  • This study was undertaken to investigate the effect of cognitive rehabilitation program (CRP) using virtual content, for recovering patients with cerebrovascular disease (CVD). A total of 34 patients with CVD were divided into a control group and an experimental group, and subsequently subjected to a virtual content based CRP, followed by cognition, ADLs, and upper limbs. The control group completed a universal rehabilitation program (URP), and the experimental group was provided a URP and a virtual content based cognitive rehabilitation program. For both groups, respective programs were conducted twice a day, 5 times a week for 4 weeks. Both groups showed significant improvement in ADLs (p<0.05); but the amount of change in the experimental group 5 point improved significantly (p<0.05). Cognition was significantly different for both groups (p<0.05). However, the experimental group showed a greater change (2 point) than the control group when considering the amount of change (p<0.05). Comparing the amount of change in the upper extremity, the experimental group showed a significant change (0.7 point) than the control group (p<0.05). This study confirms that compared to URP, CRP using virtual content significantly improves ADLs and cognition.

Accelerating Group Fusion for Ligand-Based Virtual Screening on Multi-core and Many-core Platforms

  • Mohd-Hilmi, Mohd-Norhadri;Al-Laila, Marwah Haitham;Hassain Malim, Nurul Hashimah Ahamed
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.724-740
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    • 2016
  • The performance issues of screening large database compounds and multiple query compounds in virtual screening highlight a common concern in Chemoinformatics applications. This study investigates these problems by choosing group fusion as a pilot model and presents efficient parallel solutions in parallel platforms, specifically, the multi-core architecture of CPU and many-core architecture of graphical processing unit (GPU). A study of sequential group fusion and a proposed design of parallel CUDA group fusion are presented in this paper. The design involves solving two important stages of group fusion, namely, similarity search and fusion (MAX rule), while addressing embarrassingly parallel and parallel reduction models. The sequential, optimized sequential and parallel OpenMP of group fusion were implemented and evaluated. The outcome of the analysis from these three different design approaches influenced the design of parallel CUDA version in order to optimize and achieve high computation intensity. The proposed parallel CUDA performed better than sequential and parallel OpenMP in terms of both execution time and speedup. The parallel CUDA was 5-10x faster than sequential and parallel OpenMP as both similarity search and fusion MAX stages had been CUDA-optimized.

Influence of Virtual Reality Games on eye-hand coordination in children with developmental disordered (가상현실게임 프로그램이 발달장애 아동의 눈-손 협응력에 미치는 영향)

  • Cho, Moo-Sin
    • The Journal of Korean society of community based occupational therapy
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    • v.5 no.1
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    • pp.63-69
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    • 2015
  • Objective : This study was the influence of the training program using virtual reality on eye-hand coordination in children with developmental disordered. Methods : Six children(5 males, 1 female)with developmental disordered were recruited and randomly assigned to the control group(n=3) and the experimental group(n=3). Three children in the control group performed a fifty minutes of SI program ten times for ten weeks. In the experimental group, the other three children underwent a fifty minutes of SI program and virtual reality game. K-DTVP-2(Korean Developmental Test of Visual Perception)was used to measure the eye-hand coordination. Results : After a ten weeks of training program, there were significant differences in the eye-hand coordination in the experimental group. Conclusion : The training program using virtual reality games influenced for improving at the eye-hand coordination in children with developmental disordered.

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