• 제목/요약/키워드: Virtual Therapy

검색결과 258건 처리시간 0.021초

가상현실기반 재활프로그램이 뇌졸중환자의 균형에 미치는 영향 : 국내연구에 대한 메타분석 (The Effect of Virtual Reality Based Rehabilitation Program on Balance of Patient with Stroke: A Meta-analysis of Studies in Korea)

  • 노정석
    • 대한물리치료과학회지
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    • 제24권1호
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    • pp.59-68
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    • 2017
  • Purpose : The aims of this study was to conduct a systematic literature review with meta-analysis to investigate the effect of virtual reality based rehabilitation program on balance of patient with stroke in Korean studies. Method : The studies for analysis were searched in electronic databases(Research Information Sharing Service; RISS, Korean Studies Information Service; KISS, DBpia, e-articles, National Assembly Library). The key words for search were 'virtual reality', 'stroke', and 'balance' and only randomized controlled trials and clinical controlled trials were included. Of 40 studies identified in the search, 20 studies met the criteria of this study and included in this meta-analysis. Result : The results were as follows: 1) The overall effect size of virtual reality based rehabilitation program was 0.557(95% critical interval; 0.340~0.774). 2) In the analysis of sub-categorical variables, effect size was as follows; the commercial game type(0.621) > virtual environment type(0.335); the dynamic balance measurement(0.750) > static balance measurement(0.226); randomized controlled trial(0.653) > clinical controlled trial(0.275); and thesis type(0.706) > article of journal type(0.339). 3) In the analysis of sub-continuous variables, as time of program(per session) increased, the balance increased(p<0.05). Conclusion : The results of this study showed that virtual reality based rehabilitation program moderately improves the balance of stroke patient. Further studies are recommended to investigate the effect of sub-variables related to virtual reality programs on motor functions of patient with stroke.

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좌측 유방의 세기변조 방사선치료 시 Virtual Bolus 적용에 따른 선량 변화 비교 평가 (Dosimetric Comparison of Left-sided Whole Breast Irradiation using a Virtual Bolus with VMAT and static IMRT)

  • 임경진;김태완;장요종;양진호;이승현;염두석;김선영
    • 대한방사선치료학회지
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    • 제31권2호
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    • pp.51-63
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    • 2019
  • 목 적: 유방암 방사선치료 시 호흡이나 부종으로 인한 유방 변화를 고려하여 치료계획을 하여야 한다. 본 연구는 부분절제술을 시행한 좌측 유방암 환자의 세기조절 방사선치료 시 치료 용적의 변화에 따른 Virtual Bolus(VB) 기법의 유용성을 평가하고자 하였다. 대상 및 방법: 본원에서 유방보존술 후 방사선치료를 받은 환자 10명을 대상으로 하였고 VMAT 과 IMRT에서 VB를 적용한 치료계획과 적용하지 않은 치료계획을 각각 수립하여 유방의 변화에 따른 선량을 비교하였다. 유방에 변화가 없을 경우 VMAT_NoVB와 VMAT_VB에서 치료 용적의 V95%, HI, CI와 Ipsilateral Lung의 Dmean, V5, V20, V30, Heart의 Dmean을 비교 분석하였고 IMRT도 동일한 방법으로 진행하였다. 또한 치료 용적에 1cm 변화가 있을 경우 각 치료계획의 TCP, NTCP를 분석하였다. 결 과: 유방에 변화가 없을 경우 처방선량의 95%를 받는 PTV_NoVB 체적의 비율은 VMAT_NoVB와 VMAT_VB에서는 99.80±0.17%, 99.75±0.12%였고, IMRT_NoVB와 IMRT_VB에서는 99.67±0.26%, 99.51±0.15%였다. 각 환자에 따른 수치를 비교해 보면, VMAT_VB의 PTV_NoVB에 대한 V95%는 VMAT_NoVB의 PTV_NoVB에 대한 V95% 보다 0.08±0.22배 낮았다. 또한 IMRT_VB에서 PTV_NoVB에 대한 V95%는 IMRT_NoVB 보다 0.24±0.36배 낮았지만 큰 차이를 보이지 않았다. HI와 CI는 3% 이내의 차이를 보였다. OAR에서는 대부분 VB Plan에서 선량이 높게 나타났지만 가이드라인을 초과하지 않았다. 유방에 1cm의 변화가 있을 경우 NoVB Plan의 TCP는 유방에 변화가 없을 때보다 90% 이상 감소하는 것으로 나타났지만, VB Plan은 비슷한 수준의 치료 효과를 유지하는 것으로 나타났다. 결 론: Virtual Bolus를 적용한 치료계획은 기존의 치료계획과 비슷한 Plan Quality를 가지면서 움직임으로 발생하는 선량 오차를 줄여줄 수 있는 방법이다. 유방암의 세기조절 방사선치료 시 유방의 움직임이나 부종이 예상된다면 VB를 적용한 치료계획이 매우 유용할 것이라 사료된다.

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

  • 조영석;김금숙;김영준;박진홍;이건호;백소영;황도연;권기현
    • 한국산학기술학회논문지
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    • 제21권8호
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    • pp.537-545
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    • 2020
  • 본 연구는 회복기 단계에 있는 뇌혈관 질환자를 대상으로 가상현실 콘텐츠를 활용한 인지재활프로그램의 임상적 적용 효과를 알아보았다. 연구방법은 회복기 단계의 뇌혈관 질환자 34명을 대상으로 대조군(16명)과 실험군(18명)으로 나눈 후에 가상현실 콘텐츠 기반의 인지재활프로그램을 적용한 후, 인지기능과 일상생활활동 능력, 상지기능에서의 효과를 비교하고자 하였다. 대조군에는 보편적인 재활치료 프로그램을 실시하고, 실험군에서는 보편적인 재활치료 프로그램과 가상현실 콘텐츠 기반의 인지재활프로그램을 제공하였다. 두 집단 모두 하루 2회(1회 30분씩)씩, 주 5회, 4주간(총 20회기) 실시하였다. 중재 결과, 두 집단 모두 일상생활활동 능력이 모두 유의미하게 향상되었지만(p<.05), 실험군에서의 변화량이 대조군보다 5점정도 더 향상되었다(p<.05). 인지기능에서도 실험군과 대조군이 유의미한 차이를 보였고(p<.05), 변화량에서 실험군이 대조군보다 2점정도의 변화 수치를 보였다(p<.05). 상지기능에서는 대조군과 실험군 간의 유의마한 차이는 없었고(p>.05), 전후 변화량을 비교한 결과 실험군이 대조군보다 0.7점정도 유의미한 변화폭을 보였다(p<.05). 가상현실 콘텐츠를 활용한 인지재활프로그램이 일반적인 재활치료 프로그램에 비해서 일상생활활동 능력과 인지기능에서의 유의미한 향상 폭의 차이가 있다는 것을 확인하는 연구였다.

Design and Implementation of VR-ADHD Digital Therapy Using VR Games

  • Dae-Won Park;Han-Byul Kang;Sang-Hyun Lee
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.332-336
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    • 2023
  • In this paper, we design and implement an ADHD diagnostic rating scale algorithm and virtual reality- based digital treatment by combining virtual reality technology that enables multiple access based on specialized medical data. The VR ADHD digital treatment to be implemented is intended to be applied directly to diagnosis and treatment of child/adolescent ADHD by applying various psychiatric treatment technologies. In order to evaluate the usability of the digital therapeutic agent developed in this paper, an expert group consisting of 2 males and 12 females "targeted counseling psychology majors at the Asian Dementia Center once a day for 3 weeks, ADHD VR-based digital therapeutics for children Experienced and usability evaluation conducted. As a final result of this thesis, it was possible to develop attentional concentration ability, working memory improvement ability, and impulsive control ability in four games of digital therapy, and it was possible to confirm significant results that can be expected to have ADHD therapeutic effects.

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

  • 송귀빈;박은초
    • 대한물리의학회지
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    • 제11권1호
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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.

Effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression in the elders with dementia

  • Moon, Hyun Ju;Choi, Yoo Rim;Lee, Sung Kook
    • 국제물리치료학회지
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    • 제5권2호
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    • pp.730-737
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    • 2014
  • The aim of this study is to examine the effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression of long-term care insurance nongrading elderly dementia using Daytime protection service. For achieve this purpose, 30 dementia elderly were randomly assigned in to the experimental group(n=15)and control group(n=15). All subjects performed a general therapeutic exercise and 20- 30minutes takes virtual reality cognitive rehabilitation program were conducted with experimental group 2 times a week for 8 weeks. The intervention effects were measured by using cognitive function is mini-mental states examination-Korean version(MMSE-K), visual perception is MVPT(Motor-Free Visual Perception Test), Berg's balance scales(BBS), depression test GDS-K and lower limb strength. The results of study represented that the training group showed significant improvement in MMSEK( p<.05), visual perception(p<.05), balance(p<.05), lower limb strength(p<.05) and depression (p<.05). In conclusion, the virtual reality cognitive rehabilitation training using improves visual perception included cognitive function, physical function included balance, and lower limb strength and depression. These results suggest that virtual reality training using virtual reality cognitive rehabilitation program is feasible and suitable for mild dementia.

가상현실 인지재활 프로그램이 경도인지장애 환자의 인지능력과 일상생활동작에 미치는 영향 (Effect of the Virtual Reality Cognitive Rehabilitation Program on Cognition Ability and Activities of Daily Living in Patients with Mild Cognitive Impairment)

  • 강혁준;김상률;김정헌;송대헌;양지은;추미란;이현민
    • 대한물리의학회지
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    • 제15권4호
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    • pp.155-161
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    • 2020
  • PURPOSE: This study investigated the effect of a head-mounted display (HMD) based virtual reality (VR) cognitive rehabilitation program on the cognitive ability and activities of daily living in patients with mild cognitive impairment. METHODS: This study enrolled 5 mild cognitive impairment patients at the G welfare center in Gwangju metropolitan city. Patients were examined using the MMSEDS (Mini mental state examination-dementia screening). The VR cognitive rehabilitation program was applied twice a week for four weeks. The functional independence measure (FIM) and Loewenstein occupational therapy cognitive assessment-geriatric population (LOTCA-G) were compared before and after applying the VR cognitive rehabilitation program. RESULTS: Subsequent of application of the VR cognitive rehabilitation program, significant increase was observed in the LOTCA-G score. The FIM score was also perceived to increase, after the intervention, but was not statistically significant. CONCLUSION: Application of the VR cognitive rehabilitation program as a therapy is effective in improving the visual perception, and upper extremity executive ability, especially orientation, thinking organization, attention, and concentration.

The Effects of Training with Immersive Virtual Reality Devices on Balance, Walking and Confidence in Chronic Stroke Patients

  • Hyun-min Moon;Ho-dong Gwak;Jang-hoon Shin;Na-eun Byeon;Wan-hee Lee
    • Physical Therapy Rehabilitation Science
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    • 제13권2호
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    • pp.250-260
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    • 2024
  • Objective: This study aimed to explore the effects of balance training using fully immersive VR devices on the balance and walking abilities of stroke patients. Design: Randomized controlled trial Methods: This study involved 54 stroke patients divided into three groups: VRT(VR and traditional physical therapy), VR(VR only), and TPT(traditional physical therapy only). Interventions were administered twice daily for 30 minutes over eight weeks. Outcome measures included the Berg Balance Scale, Timed Up and Go Test, 10-meter walk test, gait analysis, and Activities-specific Balance Confidence Scale. Results: The VRT and VR groups showed significant effects on spatiotemporal variables and confidence compared to the TPT group (p<0.05). Specifically, the VR group demonstrated superior effects in TUG, 10MWT, velocity, stride length, single-leg support, and ABC compared to the other two groups (p<0.05). Conclusions: Fully immersive VR balance training had a positive impact on balance, walking, and confidence in chronic stroke patients. Traditional physical therapy alone showed limited effectiveness, highlighting the potential of VR-based interventions in stroke rehabilitation. These findings underscore the importance of integrating VR technology into clinical practice to enhance outcomes for stroke survivors.

가상현실 운동프로그램이 파킨슨병 환자의 균형, 보행 및 낙상 효능감에 미치는 영향 (The Effect of Virtual Reality-Based Exercise Program on Balance, Gait, and Falls Efficacy in Patients with Parkinson's Disease)

  • 김용균;강순희
    • 대한물리의학회지
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    • 제14권4호
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    • pp.103-113
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    • 2019
  • PURPOSE: The purpose of this study was to determine if virtual reality-based exercise was effective in balance, gait, and falls efficacy in patients with Parkinson's disease (PD). METHODS: Thirty patients with PD were assigned randomly to the experimental (n=15) or control groups (n=15). The experimental group performed virtual reality-based exercise and the control group underwent conventional physical therapy for 30minutes, five times per week for four weeks. A force platform system, the Korean version of the Berg Balance Scale (K-BBS), the six-minute walking test (6MWT), and the Korean Version of the Falls Efficacy Scale (K-FES) were used to evaluate balance, gait, and falls efficacy. Wilcoxon signed-rank test and Mann-Whitney U test were used to examine the within- and between-group differences after training, respectively. RESULTS: Changes in the K-BBS score (p<.001) and fall efficacy (p<.01), following the intervention were significantly greater in the experimental group than in the control group whereas significant group difference were not observed for the anterior-posterior and mediolateral postural sway lengths. The change in the ground reaction force (p<.001) and 6MWT values (p<.05) were significantly greater after intervention in patients in the experimental group than in the control group, whereas a significant group difference was not observed for the step and stride lengths. CONCLUSION: This study indicates that virtual reality-based exercise is an effective intervention for improving balance, gait, and fall efficacy in patients with PD.

Virtual Reality Community Gait Training Using a 360° Image Improves Gait Ability in Chronic Stroke Patients

  • Kim, Myung-Joon
    • The Journal of Korean Physical Therapy
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    • 제32권3호
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    • pp.185-190
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    • 2020
  • Purpose: Gait and cognitive impairment in stroke patients exacerbate fall risk and mobility difficulties during multi-task walking. Virtual reality can provide interesting and challenging training in a community setting. This study evaluated the effect of community-based virtual reality gait training (VRGT) using a 360-degree image on the gait ability of chronic stroke patients. Methods: Forty-five chronic stroke patients who were admitted to a rehabilitation hospital participated in this study. Patients meeting the selection criteria were randomly divided into a VRGT group (n=23) and a control group (n=22). Both these groups received general rehabilitation. The VRGT group was evaluated using a 360-degree image that was recorded for 50 minutes a day, 5 days per week for a total of 6 weeks after their training. The control group received general treadmill training for the same amount of time as that of the VRGT group. The improvement in the spatiotemporal parameters of gait was evaluated using a gait analyzer system before and after training. Results: The spatiotemporal gait parameters showed significant improvements in both groups compare with the baseline measurements (p<0.05), and the VRGT group showed more improvement than the control group (p<0.05). Conclusion: Community-based VRGT has been shown to improve the walking ability of chronic stroke patients and is expected to be used in rehabilitation of stroke patients in the future.