• 제목/요약/키워드: Virtual reality intervention

검색결과 113건 처리시간 0.025초

가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과 (Effect of Virtual Reality Game on Old Patient's Depression, Relationship and Life Satisfaction)

  • 신경은;오명화;정현애;김희동
    • 재활복지
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    • 제21권4호
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    • pp.101-118
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    • 2017
  • 본 연구는 가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과를 알아보기 위하여 실시되었다. 연구대상은 65세 이상의 뇌졸중 노인 40명으로, 전통적 작업치료만 실시한 대조군과 전통적 작업치료와 2인이 함께 가상현실 게임을 수행한 실험군에 각각 20명씩 무선배치하여 총 12주간 실시하였다. 실험군에게 적용된 가상현실 게임은 Nintendo Wii Sports Resort 프로그램을 적용하였고, 대상자의 심리 사회적요인을 알아보기 위해 우울증 척도 (Beck Depression Inventory; BDI), 대인관계 변화 척도(Relationship change scale; RCS), 삶의 만족도(Life Satisfaction Index-Z; LSI-Z)를 이용하여 실험 전과 실험 후의 평가를 시행하였다. 이에 대한 연구결과는 다음과 같았다. 첫째, 심리 사회적(우울, 대인관계)변화를 살펴본 결과 우울은 두 군 모두, 대인관계는 실험군에서만 통계적으로 유의한 향상을 나타났다(p<.001). 둘째, 삶의 만족도의 변화를 본 결과 대조군(p<.05), 실험군(p<.001) 모두에서 통계적으로 유의한 향상을 보였다. 셋째, 우울, 대인관계 및 삶의 만족도와의 상관관계를 본 결과 우울증, 대인관계는 삶의 만족도와 통계적으로 유의한 상관관계를 보였다(p<.05). 이상의 결과를 정리하면 2인이 함께 수행하는 가상현실 게임이 뇌졸중 노인환자의 심리 사회적요인(우울, 대인관계)과, 삶의 만족도에 유의미한 효과가 있음이 알 수 있었다.

가상현실과 힘판을 통한 시각적 되먹임 트레드밀 보행훈련이 뇌졸중 환자의 보행능력과 삶의 질에 미치는 영향 (Effects of Visual Feedback Treadmill Gait Training Program Combined with Virtual Reality Technology and a Force Plate Measurement System on Gait Ability and Quality of Life in Stroke Patients)

  • 이동률
    • 한국엔터테인먼트산업학회논문지
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    • 제14권3호
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    • pp.363-373
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    • 2020
  • 본 연구는 뇌졸중 환자에게 엔터테인먼트요소가 가미된 가상현실과 시각적 되먹임 보행 훈련 프로그램을 병행하여 보행능력과 삶의 질을 향상시키고자 하였다. 이에 휘돌림 보행을 하는 뇌졸중 환자 10명을 선정하여, 가상현실과 힘판을 통한 시각적 되먹임 트레드밀보행훈련을 일일 30분씩, 주5회, 5주간 총 25회 실시하였다. 이러한 보행훈련의 효과를 알아보기 위해 관절가동범위검사, 근활성도 검사, 버그 균형 척도(BBS), 보행분석, 삶의 질(SS-QOL) 평가를 중재 전·후 시행하였다. 본 연구결과, 보행 흔듦기 시기에 마비측 관절가동범위와 근활성도, 동적균형능력, 보행능력, 삶의 질이 중재 후 통계학적으로 유의하게 차이가 있었다(p<0.05). 본 연구결과를 통해 본 연구의 보행훈련이 휘돌림 보행을 하는 뇌졸중 환자의 발처짐, 근활성도, 동적 균형 및 보행능력을 향상시키고, 이로 인한 삶의 질도 개선하는 것을 알 수 있었다. 따라서 휘돌림 보행을 하는 뇌졸중 환자의 보행능력 향상과 삶의 질 개선을 통한 라이프케어증진을 위해 가상현실과 힘판을 통한 시각적 되먹임 트레드밀보행훈련 프로그램 적용을 권장한다.

삼차원 가상현실 운동 프로그램이 노인의 시공간적 보행변수에 미치는 효과 (Effect of virtual reality training using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults)

  • 이용우
    • 대한물리의학회지
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    • 제11권1호
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    • pp.61-69
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    • 2016
  • PURPOSE: This study was conducted to investigate the effect of the virtual reality training (VRT) using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults. METHODS: The study participants were divided into two groups: the VRT group and the control group. Those in the VRT group were enrolled in a VRT, which was conducted for 60 min per day, two times a week, during the 6-week research. The Wii-Fit balance board game was used for the VRT intervention. The VRT consisted of 6 different types of games, namely, jogging, swordplay, ski jump, hula hoop, tennis, and step dance. A 3-dimensional TV was used for 3-dimensional display. Participants in both the groups received 3 sessions of fall prevention education, at the first, third, and fifth weeks. Their gait parameters were measured by using OptoGait. RESULTS: After 6 weeks of the VRT, the spatial gait parameters of the participants, that is stride length and step length, were significantly improved compared with those of the control group participants (p<0.05). The temporal gait parameters, such as velocity, cadence, stride time, and step time, also showed improvement after the completion of the VRT training (p<0.05). Both the temporal and spatial gait parameters of the VRT group participants showed improvement after 6 weeks of the program compared with those of the control group participants (p<0.05). CONCLUSION: The VRT using 3-dimensional video gaming technology might be beneficial for improving gait parameters to prevent falls among older adults.

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.

뇌졸중 환자에서 상지 회복을 위해 컴퓨터-인간 연동을 이용한 가상현실 기반 훈련 프로그램 (Virtual Reality-based Training Program Using Computer-human Interface for Recovery of Upper Extremity Use in Stroke Patients)

  • 이경희;황기철
    • 디지털융복합연구
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    • 제14권1호
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    • pp.285-290
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    • 2016
  • 본 연구는 뇌졸중 환자의 상지 재활에 사용되는 컴퓨터-인간 연동을 이용한 가상현실 기반 훈련 프로그램 중재의 효과를 알아보고자 하였다. 2015년 2월까지 Medline 데이터베이스에서 뇌졸중 환자의 상지 재활을 위한 가상 현실 중재를 다루는 무작위 대조군 임상 연구들을 검색하였다. PEDro 스케일이 연구의 질을 사정하기 위해 사용되었다. 선정된 8개의 연구가 분석되어졌다. PEDro 스케일은 5 부터 8/10까지 다양했다. 모든 연구들은 가상현실 기반 훈련 그룹에서 상지 기능 회복에 유의한 결과를 보였다. 본 연구는 뇌졸중 환자의 상지 회복을 위해 사용되는 가상 현실 기반 훈련 프로그램의 적용이 다양하고 예측할 수 없는 실행으로 구성된 과제 지향적이고 점진적인 학습을 제공함을 통해 특히 배움에 효과가 있음을 보여주었다. 본 연구에서는 가상현실 훈련 프로그램을 뇌졸중 환자의 상지 기능 재활에 탁월한 학습 효과를 기대할 수 있으며 과제-지향과 등급화된 학습을 제공하는데 효과적이다.

Comparative evaluation of virtual reality distraction and counter-stimulation on dental anxiety and pain perception in children

  • Nunna, Mahesh;Dasaraju, Rupak Kumar;Kamatham, Rekhalakshmi;Mallineni, Sreekanth Kumar;Nuvvula, Sivakumar
    • Journal of Dental Anesthesia and Pain Medicine
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    • 제19권5호
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    • pp.277-288
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    • 2019
  • Background: This study evaluated the efficacy of virtual reality (VR) distraction and counter-stimulation (CS) on dental anxiety and pain perception to local anesthesia in children. Methods: A prospective, randomized, single-blinded interventional clinical trial with a parallel design was used. Seventy children 7-11 years old who required local anesthesia (LA) for pulp therapy or tooth extraction were recruited and allocated to two groups with equal distribution based on the intervention. Group CS (n = 35) received CS and Group VR (n = 35) received VR distraction with ANTVR glasses. Anxiety levels (using pulse rate) were evaluated before, during, and after administration of local anesthesia, while pain perception was assessed immediately after the injection. Wong-Baker faces pain-rating scale (WBFPS), visual analog scale (VAS), and Venham's clinical anxiety rating scale (VCARS) were used for pain evaluation. Student's t-test was used to test the mean difference between groups, and repeated measures ANOVA was used to test the mean difference of pulse rates. Results: Significant differences in mean pulse rates were observed in both groups, while children in the VR group had a higher reduction (P < 0.05), and the mean VCARS scores were significant in the VR group (P < 0.05). Mean WBFPS scores showed less pain perception to LA needle prick in the CS group while the same change was observed in the VR group with VAS scores. Conclusions: VR distraction is better than CS for reducing anxiety to injection in children undergoing extraction and pulpectomy.

디지털 치료제가 뇌성마비 아동의 균형 및 보행에 미치는 효과: 체계적 고찰 (Effect of digital therapies on balance and gait in children with cerebral palsy: A systematic review)

  • 김정현
    • 대한물리치료과학회지
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    • 제30권4호
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    • pp.92-110
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    • 2023
  • Background: Digital therapeutics are software medical devices that provide evidence-based treatments to prevent, manage, and treat disease. Digital therapies have recently been shown to be effective in motivating children with cerebral palsy as a tool in neuropsychological therapy. Digital therapies improve postural control, balance and gait in children with cerebral palsy. Therefore, this study aims to investigate the effects of digital therapies on balance and gait in children with cerebral palsy and to provide guidelines for prescribing digital therapies for children with cerebral palsy. Design: A Systematic Review Methods: This study searched for English-language articles published in medical journals from January 2000 to July 2023 using PubMed and MEDLINE based on the year of initiation of the digital therapy. The search terms used in the study were 'digital technology' OR 'digital therapeutic' OR 'mobile application' OR 'mobile health' OR 'virtual reality' OR 'game' AND 'cerebral palsy', 'balance' 'gait' as the main keywords. The final article was assigned an evidence level and a Physiotherapy Evidence Database (PEDro) score to assess the quality of clinical trials studies. Results: The digital therapies applied to improve balance and gait in children with cerebral palsy are game-based virtual reality training and the Nintendo Wii Fit program. Both digital therapy interventions had a significant effect on improving balance in children with cerebral palsy, and virtual reality training significantly improved balance and gait. However, there were no significant improvements in balance and gait within two weeks of treatment, regardless of the type of digital intervention. Conclusion: The study suggests that this data will be important in building the evidence base for the effectiveness of digital therapies on balance and gait in children with cerebral palsy and in advancing clinical protocols.

가상현실 기반 중재가 경도 지적장애 학생의 바리스타 업무 능력에 미치는 효과 (The Effect of VR-based Intervention on the Barista Competence of Students with mild Intellectual Disabilities)

  • 이태수
    • 한국콘텐츠학회논문지
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    • 제21권2호
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    • pp.622-630
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    • 2021
  • 이 연구의 목적은 VR 기반 중재가 경도 지적장애 학생의 바리스타 업무 능력에 미치는 효과를 파악하는 것이었다. 이를 위해 전남·광주 지역의 경도 지적장애 고등학생 30명을 연구대상으로 선정하였고, 각 15명씩 실험집단과 통제집단에 배치하였다. 통제집단은 교사의 설명과 체험을 결합한 전통적인 수업에 참여하였고, 실험집단은 교사의 설명과 VR 프로그램 및 체험 활동을 결합한 중재에 참여하였다. 평가는 커피에 관한 지식 습득을 위한 기본 개념평가와 커피를 만드는 능력을 평가하는 기능평가로 구성되었고, 평가는 중재가 시작할 때, 중간, 중재가 끝난 후 세 번 실시하였다. 평가 자료는 반복측정 이원분산분석 방법으로 분석하였다. 분석결과, 실험집단이 통제집단보다 커피에 대한 기본 개념 학습과 커피를 제조하는 기술에서 모두 유의미한 향상을 나타내었다.

VR 콘텐츠가 재한 중국인 유학생 아증후군적 우울 상태에 미치는 영향 연구 - 주의력회복이론을 기반으로 - (A Study on the Effect of VR Content on Sub-Syndromatic Depression of Chinese Students in Korea - Based on Attention Restoration Theory (ART) -)

  • 정선요;이연우;김치용
    • 한국멀티미디어학회논문지
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    • 제25권1호
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    • pp.124-134
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    • 2022
  • Based on existing research, the psychological state of Chinese students has become a very significant issue that needs to be resolved. In addition to paying attention to the daily life and study of Chinese students, the psychological problems of Chinese students are also worthy of attention. At the same time, if the existing psychological problems are not resolved in time, serious consequences may result. Based on the ART(Attention Restoration Theory) theory, this article uses VR (Virtual Reality) content as a medium, uses 3D modeling software to build a healing scene that helps Chinese students improve their psychological and emotional state, and presents it in a VR device. To achieve the purpose of improving the psychological and emotional state of Chinese students. According to experimental tests, the VR recovery scene constructed by this method can help improve the psychological mood of Chinese international students who already have subliminal depression. The results of independent sample T-tests after data analysis experiments show that after the intervention of the experiment, the depression of the experimental group is significantly improved compared to the control group. It is proved that the method in this study is effective for the mentality and emotion of Chinese international students who have subliminal depression. There is a significant improvement effect.

가상현실훈련과 위팔 기능적 전기자극이 만성 뇌졸중 환자의 위팔 근력, 능동관절운동과 기능에 미치는 효과 (The Effects of Virtual Reality Training with Upper Limb Functional Electrical Stimulation to Improve on Muscle Strength, AROM, and Function of Upper Limb Joints in Patient with Chronic Stroke)

  • 김동훈;김경훈
    • 대한통합의학회지
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    • 제8권2호
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    • pp.211-220
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    • 2020
  • Purpose : The purpose of the present study is to examine the effects of VR training with FES on improving the muscle strength, AROM, and function of the upper limb joints in patients with chronic stroke. Methods : The present study makes use of a pre-post control group design. Thirty patients with chronic stroke were randomly assigned to two groups according to treatment method - the VRFES group and the control group. The VRFES group received 15 minutes of VR training and 15 minutes of FES treatment. The control group received 15 minutes of conservative physical therapy and 15 minutes of VR training. All subjects received 30 minutes of treatment, three times a week, for eight weeks, which amounted to 24 sessions of training. The muscle strength, AROM, and function of the upper extremities were measured before the training and eight weeks after. Upper limb muscle strength was tested using the Digital Manual Muscle Tester while AROM was measured using the Digital Dual Inclinometer. The clinical assessment tools for upper extremity function included the use of the Manual Function Test and the Jebsen-Taylor Hand Function Test. Results : Both groups exhibited great improvements in muscle strength and upper extremity function during the intervention period. The VRFES group exhibited a significant difference in muscle strength, AROM, and function of the upper extremities in comparison with the control group(p<.05). Our results reveal that VRFES is more effective for the muscle strength, AROM, and function of the upper extremities in patients with chronic stroke. Conclusion : VRFES treatment will be used as an important intervention for improving the muscle strength, AROM, and function of the upper extremities in patients with chronic stroke and achieving the functional recovery of the upper extremities.