• 제목/요약/키워드: Virtual reality based intervention

검색결과 67건 처리시간 0.026초

몰입형 가상현실 프로그램 Rapael Smart Glove가 뇌졸중 환자의 상지기능에 미치는 영향 (Effects of Immersive Virtual Reality Intervention on Upper Extremity Function in Post-Stroke Patients)

  • 배원진;감경윤
    • 대한통합의학회지
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    • 제5권3호
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    • pp.1-9
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    • 2017
  • Purpose: The purpose of this study was to investigate the effects of an immersive, virtual reality-based exercise program on range of motion and dexterity in the upper extremities of stroke patients. Methods: Fifteen patients with hemiparesis after stroke participated in this study. The participants participated in Rapael Semart GloveTM, an immersive, virtual reality-based exercise program, performed for 30 minutes-, 3 times per week for 4 weeks. The Rapael Smart GloveTM program and a Box and Block Test (BBT) were used to measure range of motion and to assess dexterity, respectively, pre-and post-intervention. Results: Range of motion in pronation and supination of the forearm and flexion, extension, and ulnar deviation of the wrist improved after the intervention. Dexterity measured by BBT also improved. However, range of motion in flexion and extension of the fingers and radial deviation of the wrist did not improve. Conclusion: This study presents the effects of an immersive, virtual reality-based exercise program on hand function. In the future, a study comparing an immersive, virtual reality- based exercise program to other upper-extremity interventions for stroke patients should be conducted. A study about the effects of an immersive virtual reality program on activities of daily living is also needed.

가상현실 기반 작업치료프로그램이 학령기 지적장애 아동의 신체기능 및 학습능력에 미치는 영향 (The Effects of Virtual Reality-Based Occupational Therapy Program on the Physical Function and Learning Capacity of School-Age Intellectual Disability Children)

  • 김고운;오혜원
    • 대한통합의학회지
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    • 제9권1호
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    • pp.13-22
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    • 2021
  • Purpose : The purpose of this study was to investigate the effects of a virtual reality-based occupational therapy program on the physical function and learning ability of intellectually disabled school-aged children. Methods : In this study, 20 intellectually disabled children of school age were randomly and evenly divided into experimental and control groups with children in the experimental group receiving a virtual reality-based occupational therapy intervention. The study adopted a pretest-posttest design. The intervention was conducted for a total of 12 sessions for six weeks, twice a week, and 50 minutes per session. As measurement tools, BOT-2 and grooved pegboard tests were used to compare physical function before and after the intervention program, and K-ABC was used to check changes in learning ability. Results : The occupational therapy program produced a significant improvement in both physical function and learning ability of the experimental group. A significant difference was observed between the experimental and control groups. Conclusion : This study confirmed the value and usefulness of virtual reality-based occupational therapy as a tool for enhancing the physical function and learning ability of intellectually disabled school-aged children. Based on the results, a variety of future studies are encouraged that would further test the effects of the occupational therapy program used here.

노인의 균형증진을 위한 가상현실 기반 훈련의 몰입도에 따른 균형능력 비교 (Comparison of Balance Ability according to the Immersion Level of Virtual Reality-based Training for the Balance Enhancement of the Elderly)

  • 김영성;박민철
    • PNF and Movement
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    • 제16권2호
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    • pp.259-266
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    • 2018
  • Purpose: This study aimed to compare balance ability according to the immersion level of virtual reality-based training for the balance enhancement of the elderly. Methods: This study included 48 elderly people aged 65 years and older (male 16, female 32). According to the immersion level of applied virtual reality training, 16, 17, and 15 persons were randomly assigned to full immersion, semi-immersion, and control groups. The subjects who were assigned to the full immersion group and semi-immersion group received virtual reality training for 6 weeks at 20 min at a time, 3 times per week. The control group received no intervention. Balance ability was evaluated by measuring the stability limit and the tandem walking test before and after the intervention. Results: Results showed significant differences among the three groups in the limit of stability of all directions and the tandem walking test after the intervention. The results of the limit of stability showed a significantly higher value in the full-immersion group than in the control group, and the results of the tandem walking test showed a significantly lower value in the full-immersion and semi-immersion groups than in the control group. Conclusion: The results indicate that the head-mounted display equipment for applying full-immersion virtual training is the most effective in enhancing the balance ability of the elderly.

A method for determining the timing of intervention in a virtual reality environment

  • Jo, Junghee
    • 한국컴퓨터정보학회논문지
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    • 제27권1호
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    • pp.69-75
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    • 2022
  • 본 논문은 가상현실 기반의 실감 콘텐츠를 활용하여 발달장애인 학생이 바리스타 직업훈련을 수행하는 과정에서 중재가 필요한 시점을 도출하기 위해, 가상현실 공간에 존재하는 각 바리스타 도구들과 학생의 손과의 거리 정보를 수집하고 분석하여 중재 시점의 판단을 위한 기준을 도출한다. 이를 위해, 한국장애인고용공단 발달장애인훈련센터에 등록된 학생 21명을 심사를 통해 연구대상자로 선정하였다. 다음으로, 바리스타 도구들을 인지하는 훈련을 실시하여 연구대상자가 더 이상의 진행을 하지 못하고 어려움을 겪는 상황이 발생하게 되면 연구원과 사전에 약속한대로 손을 들거나 구두로 중재를 요청하도록 하고 이 시점을 기록하여 데이터를 수집하였다. 이 데이터를 기반으로, 바리스타 훈련 콘텐츠로 발달장애인이 훈련을 수행하는 중에 중재가 필요한 시점을 판단하기 위한 기준을 도출하기 위해 손으로부터 각 바리스타 도구들까지의 거리 정보를 이용하여 두가지 가설을 수립하고 검증하였다. 검증 결과, 훈련을 성공한 학생의 손으로부터 관심 바리스타 도구 및 인접 도구들까지의 누적거리는 다른 바리스타 도구들까지의 누적거리보다 상대적으로 짧았고 통계적 분석의 결과는 유의미하였다.

다문화청소년의 트라우마 중재를 위한 가상현실 프로그램 모형 (Virtual Reality Program Model for Trauma Intervention in Multi-cultural Adolescents)

  • 김경숙;송은지;김민경;주세진;김민정
    • 한국정보통신학회논문지
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    • 제21권2호
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    • pp.361-366
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    • 2017
  • 최근 가상현실의 기술이 발달함에 따라 게임중독, 알코올 중독 등에 대한 가상현실 치료 프로그램이 개발되고 있다. 본 연구는 다문화 청소년의 트라우마 중재를 하기 위하여 가상현실에 기반한 인지행동치료 프로그램을 구현하는 개발과정의 모형을 제시하고자 한다. 인지행동치료의 가상현실 프로그램개발은 크게 3단계로 나누어진다. 제1단계에서는 다문화청소년이 트라우마로 인하여 경험한 주요 감정과 표출된 문제를 포함한 트라우마의 특성들을 파악하고 제2단계에서는 트라우마에 대한 인지행동치료를 목표로 한 시나리오를 구성의 전개과정과 범위의 내용을 제시되어야 한다. 최종 제3단계서는 시나리오 콘텐츠의 가상현실프로그램 구현에 대한 타당성 검토를 통해 다문화청소년의 긍정적 변화를 이끌 수 있는 중재 프로그램 개발의 가능성을 제안하였다.

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.

불안장애에 대한 가상현실치료 국내동향분석 (Domestic Trend Analysis of Virtual Reality Therapy for the Treatment Anxiety Disorders)

  • 정문주;김지수;유영수;강형원
    • 동의신경정신과학회지
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    • 제31권4호
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    • pp.279-288
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    • 2020
  • Objectives: Many fields have changed since covid-19, psychotherapy being no exception. With the pandemic associated increase in untact treatment, interest in virtual reality exposure therapy has also increased. The aim of study was to analyze recent literature using virtual reality therapy for the treatment of anxiety disorders. Methods: We searched five databases from dates between October 1 to November 1, 2020. We selected articles related to the treatment of anxiety disorders using virtual reality therapy and analyzed the trend of that, not thesis but domestic articles. Results: There were 6 RCT studies and 3 were case reports where, based on the DSM-4, the participants presented with anxiety disorders including 2 with presentation anxiety, 1 heterosexual anxiety, 1 test anxiety, 1 social anxiety, 1 dental anxiety, 2 Acrophobia, and 1 social phobia. Treatment sessions varied from 1 session to 18 sessions, but 5 studies conducted 4 sessions, and all studies attempted virtual reality exposure for 30-minute time periods. 8 studies used HMD as the VR device and 1 study did not report a device. Conclusions: Anxiety disorders treated using virtual reality included speech anxiety and acrophobia. Median treatment session number was 4 and sessions were less than 30 minutes. The most common VR device used was an HMD. VR psychotherapy showed limitations relating to patient experience including cyber sickness and a lack of immersion. In addition, most of the studies were conducted with patients who visited hospitals utilizing Western medical practices. Currently, virtual reality therapy (VRT) intervention in oriental medicine is lacking. The lack of research in this area suggests analyzing data from VR psychotherapy in oriental medicine could provide novel and useful information.

가상현실기반 훈련 콘텐츠에서 발달장애인의 시각적 주의집중도 분석 (Analysis of Visual Attention of Students with Developmental Disabilities in Virtual Reality Based Training Contents)

  • 조정희
    • 한국멀티미디어학회논문지
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    • 제24권2호
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    • pp.328-335
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    • 2021
  • In the era of 'Untact', virtual reality-based job training platforms are actively being used as part of non-face-to-face education for students with developmental disabilities. Because the people with developmental disabilities may lack sufficient cognitive abilities, it is difficult to conduct untact training seamlessly without the help of a third party. Therefore, it is necessary for training programs to identify the right timing to provide help so that the training can be continued. This research analyzed the visual attention of students with developmental disabilities in virtual reality-based job training program in order to determine the point of time when an intervention is required by the trainee. Results showed that students who completed the mission tended to have intense visual attention on a small number of objects for a certain period of time; the visual attention of the students who failed tended to shift erratically among multiple objects.

가상현실 기반 중재 프로그램이 지적장애학생의 카페에서의 의사소통 능력과 수업태도에 미치는 효과 (The Effect of Virtual Reality based Intervention Program on Communication Skills in Cafe and Class Attitudes of Students with Intellectual Disabilities)

  • 이태수
    • 한국융합학회논문지
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    • 제10권3호
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    • pp.157-165
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    • 2019
  • 이 논문은 가상현실 기반 중재 프로그램이 지적장애학생의 직업교육에 있어 카페에서의 고객 대응을 위한 의사소통 능력과 수업태도에 미치는 효과를 파악하는데 주요한 목적이 있었다. 이를 위하여 특수학교 4개교의 고등부에 재학하고 있는 지적장애학생 30명을 실험대상으로 선정하였고, 연구 대상 학생들을 실험집단과 통제집단으로 나누었다. 실험집단은 바리스타 가상현실 프로그램을 적용한 중재 프로그램 중재에 참여하였고, 통제집단은 전통적인 중재 프로그램에 참여하였다. 실험은 여름방학을 이용하여 일주일에 5회씩 4주에 걸쳐 실시되었고, 각 수업은 50분씩 진행되었다. 의사소통 능력과 수업태도에 관하여 사전 평가와 사후 평가를 실시하였고, 평가 자료는 독립표본 t검증을 통하여 분석하였다. 연구 결과, 가상현실 기반 중재 프로그램을 받은 실험집단이 전통적인 중재를 받은 통제집단보다 카페에서 일을 하는데 있어 필요한 의사소통 능력이 향상되었고, 수업 태도도 더 긍정적으로 나타났음을 확인할 수 있었다. 이는 곧 가상현실 기반 중재 프로그램이 지적장애학생의 전환교육에 있어 유용하게 활용될 수 있는 가능성이 있음을 보여준 결과라 하겠다.

가상현실에서 연속적 느린 운동이 노인의 낙상 요인에 미치는 영향 (The Effects of Virtual Reality-based Continuous Slow Exercise on Factors for Falls in the Elderly)

  • 김정진;구슬;이진주;김유신;윤범철
    • The Journal of Korean Physical Therapy
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    • 제24권2호
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    • pp.90-97
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    • 2012
  • Purpose: The purpose of this study was to assess the effects of virtual reality-based continuous slow exercise on muscle strength and dynamic balance capacity, in older adults over 65 years of age. Methods: Twenty-six volunteers were randomly divided into two groups; a Virtual Reality (VR) exercise-group ($67.8{\pm}4.1$ yrs) and a Control group ($65.5{\pm}5.2$ yrs). The VR group participated in eight weeks of virtual reality exercise, utilizing modified Tai-Chi provided by a motion capture system, and the Control group had no intervention. The hip muscle strength and dynamic balance of the members of both the VR group and the Control group were measured at pre- and post-intervention, using a multimodal dynamometer, and backward stepping test, respectively. Results: 1. After the 8-week VR-based exercise, the VR group showed significant improvement of hip strength, compared to the control group: hip extension (p=0.00), flexion (p=0.00), abduction (p=0.00), and adduction (p=0.00). 2. After the 8-week VR-based exercise, the VR group showed significant improvement of dynamic balance capacity as ground reaction force, compared to the control group. Eyes opened backward stepping test: Fx (+) (p=0.00), Fy (-) (p=0.02), Ver (+) (p=0.02) direction. Eyes closed backward stepping test: Fx (+) (p=0.04), Fy (-) (p=0.04), Ver (+) (p=0.03) direction. Conclusion: The VR group showed improvement of their hip muscle strength, and dynamic balance capacity. Therefore VR-based continuous slow exercise would contribute to reducing the risk of falls in the elderly.