• Title/Summary/Keyword: Virtual Therapy

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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.

Determination of the Virtual Focus Position for Electron Beam with Air Scanning (전자선에서 Virtual Source Distance의 위치 결정)

  • Kwon Kyung Tea;Youn Wha Ryong;Park Kwang Ho;Kim Chung Man
    • The Journal of Korean Society for Radiation Therapy
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    • v.6 no.1
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    • pp.89-93
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    • 1994
  • Authors have measured virtual source distance of electron beam from CL/1800 medical linear accelerator, with newly designed method. Beam scanning was performed with the direction of beam axis in the air. Compared results between this study and well established in phantom measurement shows good agreement with in experimental error. And we have found that build-up cap plays very important role in air measurement because of charge build up. The method of in-air measurement of virtual source distance is very easy to set-up and generate accurate results.

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Daily adaptive proton therapy: Feasibility study of detection of tumor variations based on tomographic imaging of prompt gamma emission from proton-boron fusion reaction

  • Choi, Min-Geon;Law, Martin;Djeng, Shin-Kien;Kim, Moo-Sub;Shin, Han-Back;Choe, Bo-Young;Yoon, Do-Kun;Suh, Tae Suk
    • Nuclear Engineering and Technology
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    • v.54 no.8
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    • pp.3006-3016
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    • 2022
  • In this study, the images of specific prompt gamma (PG)-rays of 719 keV emitted from proton-boron reactions were analyzed using single-photon emission computed tomography (SPECT). Quantitative evaluation of the images verified the detection of anatomical changes in tumors, one of the important factors in daily adaptive proton therapy (DAPT) and verified the possibility of application of the PG-ray images to DAPT. Six scenarios were considered based on various sizes and locations compared to the reference virtual tumor to observe the anatomical alterations in the virtual tumor. Subsequently, PG-rays SPECT images were acquired using the modified ordered subset expectation-maximization algorithm, and these were evaluated using quantitative analysis methods. The results confirmed that the pixel range and location of the highest value of the normalized pixel in the PG-rays SPECT image profile changed according to the size and location of the virtual tumor. Moreover, the alterations in the virtual tumor size and location in the PG-rays SPECT images were similar to the true size and location alterations set in the phantom. Based on the above results, the tumor anatomical alterations in DAPT could be adequately detected and verified through SPECT imaging using the 719 keV PG-rays acquired during treatment.

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.

Effects of Virtual Reality Exercise Program on Muscle Activity and Balance Abilities in Elderly Women (가상현실 운동프로그램이 여성노인의 근활성도와 균형능력에 미치는 영향)

  • Lee, Joon-Hee;Park, Seong-Ung;Kang, Jeong-Il;Yang, Dae-Jung;Park, Seung-Kyu
    • The Journal of Korean Physical Therapy
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    • v.23 no.4
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    • pp.37-44
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    • 2011
  • Purpose: The aim of this study was to investigate the effects of an exercise program using a virtual reality game and a gait exercise program using a treadmill on % maximum voluntary isometric contraction (%MVIC) and static and dynamic balancing capabilities. Methods: A total of 26 elderly women were included in the study. 13 women were assigned to an exercise program using a virtual reality game, and 13 to a gait exercise program using a treadmill. The subjects performed the exercise for 40 min per session, three sessions per week, for eight weeks. Results: The %MVIC of the vastus medialis was significantly increased from $28.91{\pm}2.03%$ to $32.98{\pm}2.6%$ in the virtual reality game exercise group (p<0.00). The %MVIC of the vastus lateralis was significantly increased from $27.17{\pm}1.93%$ to $31.50{\pm}2.18%$ (p<0.00) in the gait exercise program group. The whole path length with both feet on the floor and eyes open was significantly decreased from $1570.92{\pm}820.6mm$ to $1343.62{\pm}242.41mm$ (p<0.00). The whole path length with both feet on the floor and eyes closed was significantly decreased from $1819.85{\pm}361.14mm$ to $1581.05{\pm}285.11mm$ (p<0.00). The length of a functional reach was significantly increased from $25.2{\pm}4.23cm$ to $27.68{\pm}4.04cm$ (p<0.00). Conclusion: The exercise program using a virtual reality game is effective for improving the %MVIC and static and dynamic balancing capabilities in elderly women aged 65 years and more.

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.

Effects of Robot-Assisted, Gait-Training-Combined Virtual Reality Training on the Balance and Gait Ability of Chronic Stroke Patients (가상현실훈련과 로봇보행훈련이 만성 뇌졸중 환자의 균형과 보행능력에 미치는 영향)

  • Dong-Hoon Kim;Kyung-Hun Kim
    • Journal of the Korean Society of Physical Medicine
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    • v.19 no.2
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    • pp.55-64
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    • 2024
  • PURPOSE: This study evaluated the effects of robot-assisted gait training combined with virtual reality training on balance and gait ability in stroke patients. METHODS: Thirty-one stroke patients were allocated randomly into one of two groups: robot-assisted gait training combined virtual reality training group (RGVR group; n = 16) and control group (n = 15). The RGVR group received 30 minutes of robot-assisted gait training combined with virtual reality training. Robot-assisted gait training was conducted in parallel using a virtual reality device. In the Control group, neurodevelopmental therapy was performed according to the function of chronic stroke patients. Both groups underwent training for 30 minutes, three times per week for eight weeks. The balance assessment system (BioRescue, Marseille, France), BBS, and TUG were used to evaluate the balance ability. The OptoGait (Microgate Srl, Bolzano, Italy) and 10 mWT were measured to evaluate the gait ability. The measurements were performed before and after the eight-week intervention period. RESULTS: Both groups showed significant improvement in their balance and gait ability during the intervention. RGVR showed significant differences in balance and gait ability compared to the control group groups (p < .05). These results showed that RGVR was more effective on balance and gait ability in patients with chronic stroke. CONCLUSION: RGVR can improve balance and gait ability, highlighting the benefits of RGVR. This study provides intervention data for recovering the balance and gait ability of chronic stroke patients.

Correlation Between Knee Muscle Strength and Maximal Cycling Speed Measured Using 3D Depth Camera in Virtual Reality Environment

  • Kim, Ye Jin;Jeon, Hye-seon;Park, Joo-hee;Moon, Gyeong-Ah;Wang, Yixin
    • Physical Therapy Korea
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    • v.29 no.4
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    • pp.262-268
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    • 2022
  • Background: Virtual reality (VR) programs based on motion capture camera are the most convenient and cost-effective approaches for remote rehabilitation. Assessment of physical function is critical for providing optimal VR rehabilitation training; however, direct muscle strength measurement using camera-based kinematic data is impracticable. Therefore, it is necessary to develop a method to indirectly estimate the muscle strength of users from the value obtained using a motion capture camera. Objects: The purpose of this study was to determine whether the pedaling speed converted using the VR engine from the captured foot position data in the VR environment can be used as an indirect way to evaluate knee muscle strength, and to investigate the validity and reliability of a camera-based VR program. Methods: Thirty healthy adults were included in this study. Each subject performed a 15-second maximum pedaling test in the VR and built-in speedometer modes. In the VR speedometer mode, a motion capture camera was used to detect the position of the ankle joints and automatically calculate the pedaling speed. An isokinetic dynamometer was used to assess the isometric and isokinetic peak torques of knee flexion and extension. Results: The pedaling speeds in VR and built-in speedometer modes revealed a significantly high positive correlation (r = 0.922). In addition, the intra-rater reliability of the pedaling speed in the VR speedometer mode was good (ICC [intraclass correlation coefficient] = 0.685). The results of the Pearson correlation analysis revealed a significant moderate positive correlation between the pedaling speed of the VR speedometer and the peak torque of knee isokinetic flexion (r = 0.639) and extension (r = 0.598). Conclusion: This study suggests the potential benefits of measuring the maximum pedaling speed using 3D depth camera in a VR environment as an indirect assessment of muscle strength. However, technological improvements must be followed to obtain more accurate estimation of muscle strength from the VR cycling test.

A Systematic Review on the Effects of Virtual reality-based Telerehabilitation for Stroke Patients (뇌졸중 환자를 위한 가상현실 기반의 원격재활 효과에 관한 체계적 고찰)

  • Lim, Young-Myoung;Lee, ji-Yong;Jo, Seong-Jun;Ahn, Ye-Seul;Yoo, Doo-Han
    • The Journal of Korean society of community based occupational therapy
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    • v.7 no.1
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    • pp.59-70
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    • 2017
  • Objective : The purpose of this study was to examine the effect of virtual reality-based remote rehabilitation on stroke patients systematically and to look for its effect and how to apply it domestically. Methods : In order to search data, EMBASE and CINAHL database were used. Relevant research used those terms of virtual reality, telerehabilitation, and stroke. A total of 10 studies satisfying the selection criteria was analyzed according to their qualitative level, general characteristics, and PICO method. Results : Based on the selected 10 studies, virtual reality-based telerehabilitation system was applied. Sensory and motor feedback was provided with inputting visual and auditory senses through a video in the home environment, and it stimulated changes in the client's nervous system. Tools to measure the results were upper extremity function, balance and gait, activities of daily living, etc. Those virtual reality-based telerehabilitation method had an effect on upper extremity function and ability of sense of balance in all studies, and on the activities of daily living partially. Telerehabilitation service to make up environmental specificity improved satisfaction of client. That meaned the effect of the intervention to maintain the function. Conclusion : The virtual reality-based telerehabilitation system was applied to upper extremity function, sense of balance, and activities of daily living largely, and it showed that it helped to improve functions through intervention, supervision, and training of therapist in the home environment as well. This study suggests the basis and possibility of clinical application on virtual-reality based telerehabilitation. Additional research is needed to diverse virtual reality intervention methods and the effect of telerehabilitation in the future.

The Effect of Dynamic Balance on Cyber Motion Sickness of Full Immersion Virtual Reality (완전 몰입형 가상현실로 인한 사이버 멀미가 동적 균형에 미치는 영향)

  • Kim, Na-Eun;Kim, Yu-lim;Moon, Sang-cheol;Lee, Dong-hung;Lim, Ho-jeong;Jang, Eun-kyung;Hung, Ji-eun;Kang, Jong-ho
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.131-138
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    • 2018
  • The purpose of the study was to explore whether the Cyber Motion sickness used VR causes a change in the dynamic balance and fall. For 39 people who voluntarily participated in this study, this study measured the motion sickness questionnaires, the heart rate and stability of limit test in BioRescue. The study used Samsung Gear VR and applied the games to the To the homeland. The game proceeded 20minutes. Although the value of the stability after a VR application is slightly reduced, it did not reach statistical significance. The motion sickness questionnaires increased, and it had a statistical significant impact. Also Heart rate increased and it had a statistically significant impact. A virtual reality game affect for getting motion sickness but it did not affect the dynamic balance. So, cyber motion sickness caused by virtual reality wear does not result in decreased balance and falls.