• 제목/요약/키워드: Virtual rehabilitation

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Driving Performance Evaluation Using Foot Operated Steering System in the Virtual Driving Simulator (가상 운전 시뮬레이터를 이용한 족동 조향 시스템의 운전 성능 평가)

  • Song, Jeongheon;Kim, Yongchul
    • Journal of Biomedical Engineering Research
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    • v.38 no.4
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    • pp.197-204
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    • 2017
  • The aim of this study was to evaluate driving performance of normal subjects for controlling the steering wheel by using foot operated steering devices in the driving simulator. Many people with complete bilateral loss or loss of use of upper limbs but with normal lower limbs are frequently left without use and/ or control of their hands, arms, or the upper extremities of their bodies. As a result, persons disabled in this manner have problems in operation an automobile because they cannot grasp and manipulate a conventional steering wheel. Therefore, if foot operated steering devices are used for controlling the vehicle on in people with disabilities, the disabled people could improve their community mobility by driving a car safely. Ten normal subjects were involved in this research to evaluate steering performance by using three types of steering devices(conventional steering wheel, pedal type foot steering, circular type foot steering) in driving simulator. STISim Drive 3 program was used for testing the driving performance in two road scenarios: straight road and curved road at low and high speed of vehicle (40 km/h and 80 km/h). This study used two-way ANOVA to compare the influences of two factors(type of foot steering device and road scenario) in the three dependent variables of steering performance(standard deviation of lateral position, the lateral position of vehicle and the number of line crossing). The average values of the three dependent variables(standard deviation of lateral position, lateral position and the number of line crossing) of driving performance were significantly smaller for conventional steering wheel or pedal type foot steering than circular type foot steering.

Multi-player Contents for Upper Limb Rehabilitation based on VR (VR 기반의 상지 재활 훈련용 멀티플레이 콘텐츠)

  • Shin, Sung-Wook;Lee, Hyeok-Min;Moon, Ho-Sang;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.115-120
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    • 2019
  • Hemiplegic patients who suffered from a stroke struggle with a deterioration in upper limb functions, which can both be psychologically and physically discomforting; this can also limit patients' daily tasks involving any upper limb motions. In this study, we developed an assistive device for hemiplegic patients to improve their upper limb functions. It was manufactured to train patients by using their grip strength and the range of motion of the arm. Furthermore, we produced game contents in virtual reality to induce users' immersion and interaction. It was configured as a multi-player game to help ease the mental burden of receiving the training alone, hence allowing the patient and the caregiver to join the rehabilitation training simultaneously. The assistive device and game contents developed in this study enables patients and caregivers to easily check the degree of improvements in upper limb function by viewing quantitative analysis and visualized results.

Clinical Usefulness on K-MBI for Decision of Driving Rehabilitation Period in Patients with Stroke: A pilot study (뇌졸중 환자의 운전재활 시기 결정을 위한 K-MBI의 임상적 유용성: 예비 연구)

  • Park, Myoung-Ok
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.2
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    • pp.91-98
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    • 2017
  • Background & Object: Basic daily activity screening tool such as the Modified Barthel Index (MBI) has been used commonly in rehabilitation clinic and community based rehabilitation setting. Previous studies have shown the significant relations between the level of daily activities and driving ability on stroke or elderly people. However, there is a lack of studies to investigate the usefulness of MBI on prediction of driving ability for stroke patient. This study was to predict driving abilities of stroke survivor using Korean version Modified Barthel Index (K-MBI). Methods: A sample of 48 patients with stroke in rehabilitation hospital was recruited. All participants were tested level of basic daily activities using K-MBI. The driving ability of participants was tested using virtual reality driving simulator. The predictive validity was calculated of the K-MBI among pass or fail group of driving simulator test using receiver operating characteristics curves. Results: The cut-off score of >86.5 on the K-MBI is proper sensitivity to predict on driving performance ability. Conclusion: This pilot result offers clinical reference to therapists and caregivers for reasoning on driving recommendation period during rehabilitation stage of stroke survivors. Further studies need to identify prediction using real on-road test in a large population group.

The Effect of Virtual Reality Programs on Upper Extremity Function in Stroke Patients : A Meta-Analysis (뇌졸중 환자의 가상현실 프로그램이 상지기능에 미치는 영향 : 메타분석)

  • Cho, Sung-Hyoun;Choi, Ki-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.429-439
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    • 2020
  • This study examined the effect size of virtual reality programs on the upper extremity function of stroke patients through a meta-analysis. Databases, such as the Research Information Sharing Service, the Korean Studies Information Service System, the National Library of Korea, the Korean Citation Index, and the National Digital Science Library, were used. Previous articles were surveyed for virtual reality programs between January 2010 and June 2019. A meta-analysis was performed by selecting the final 14 studies based on the PICO standard. The RoB and RoBANS tools were used as quality assessment tools for randomized and non-randomized control trials, respectively. The CMA 3.0 program was used to calculate the effect size of each study. Sub-group analysis, meta-regression analysis, and publication bias were performed. The total effect size of the virtual reality programs on the upper extremity function was Hedges's g=0.390 (95% CI: 0.192~0.587) (p<.05). The virtual reality program positively affects the upper extremity function of stroke patients. Therefore, the development of various virtual reality programs and industry-academia cooperation technology for stroke patients is required in accordance with the fourth industry. Randomized control trials and detailed upper extremity function studies for virtual reality programs will be needed in follow-up studies.

Effect of early robot-assisted training using virtual reality program in patient with stroke (가상현실을 이용한 조기 로봇보조 보행 훈련이 뇌졸중 환자에 미치는 영향)

  • Lee, Dong-Soon;Lee, Kyung-Hwa;Kang, Tae-Woo;Cho, Sung-Tae
    • The Journal of Korean Physical Therapy
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    • v.25 no.4
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    • pp.195-203
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    • 2013
  • Purpose: The purpose of this study was to determine the effect of early Robot-assisted training on gait ability, function and ADL in patients with stroke. Methods: 26 patients with stroke were recruited for this study. The subjects were randomly assigned to either the experimental group (EG) or the control group (CG), with 13 patients in each group. All subjects received a routine physical therapy. The robot-assisted training was for 30 min in the case of the EG subjects. The assessment tools of this study involved the gait ability, balance ability, function and ADL. The measurements were recorded before the intervention and after the intervention. Results: EG subjects and CG subjects, the variables measured after the intervention significantly differed from gait ability, balance ability, function and ADL without the FMA (p<0.05). The FMA was only effective experimental group after intervention. Also, there were significant differences in gait ability, balance ability, function and ADL without the FMA at post-test between the 2 groups (p<0.05). Conclusion: The findings indicate that early robot-assisted training exerts a positive effect on gait ability, balance ability, function and ADL in patients with stroke. This result indicates the possibility of application of the early Robot-assisted training to the management for stroke patients. Further studies are required to generalize the result for this study.

Quantitative Evaluation Method of Unilateral Neglect based on K-CBS using Virtual Reality (가상현실을 이용한 K-CBS 기반의 편측무시 정량적 평가 방법)

  • Moon, Ho-Sang;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.1
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    • pp.141-148
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    • 2020
  • Unilateral neglect is associated with stroke, a neurological disorder caused by cerebrovascular injury, and is a symptom of not recognizing or responding to the opposite stimulus of the cerebral hemisphere, mainly in the right cerebral hemisphere injury. In this paper, we implemented contents using Virtual Reality based on 10 items and contents of Korean Catherine Bergego Scale(K-CBS), which is used as a behavioral evaluation scale for unilateral neglect. Implemented contents can evaluate body disregard, motility disregard, visual and spatial disregard, auditory attention, etc., which are symptoms of unilateral neglected patients, and can confirmed progression of disease quantitatively by measuring time and rotation angle of head during visual recognition. This method is expected to be useful for rehabilitation training using convenient unilateral neglect diagnosis and its applied contents.

Improvement of Equilibrium Sensory of the Elderly Using A Virtual Bicycle Training System

  • Jeong, Sung-Hwan;Piao, Yong-Jun;Chong, Woo-Suk;Kim, Young-Yook;Kwon, Tae-Kyu;Hong, Chul-Un;Kim, Nam-Gyun
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2464-2467
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    • 2005
  • The purpose of this study was to explore the effectives of a virtual bicycle system in improving the ability of equilibrium sense of normal healthy adults. Experiments were performed to find the factors related to the training of equilibrium sense. The subjects consisted of young and elderly people and the group of young people was compared against the group of elderly people. We investigated three different running modes of virtual bicycle system with two successive sets in total. W measured the parameters related to the running time, the velocity, the weight movement, the degree of the deviation from the road, and the location of the center of pressure (COP). The results showed that the running capability of the elderly became much better after repeated training. In addition, it was found out that the ability to control postural balance and the capability of equilibrium sensory were improved with the presentation of the visual feedback information of the distribution of weight. We also found that the running time and the running velocity reduced when there was no visual feedback information. From the results, our newly developed bicycle system seems to be effective in the diagnosis of equilibrium sense as well as in the improvement of the sense of sight, and vestibular function of the elderly in the field of rehabilitation training.

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Effect of Taping and Virtual Reality Combined Exercise on Static and Dynamic Balance With Functional Ankle Instability

  • Kim, Ki-jong;Gang, Mi-yeong
    • Physical Therapy Korea
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    • v.27 no.4
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    • pp.292-297
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    • 2020
  • Background: Ankle sprain is one of the most common musculoskeletal injuries in the sports population or during usual daily life activities. The sprain can cause functional ankle instability (FAI), and it is very important to treat FAI. However, the optimum intervention method for FAI has yet to be determined. Objects: This study investigated the impact that virtual reality (VR) training program on balance with ankle kinesio taping for FAI. Methods: Twenty-two people were selected for the study and randomly divided into the experimental (n = 11) and the control group (n = 11). The experimental group had attached kinesio taping on the ankle and then implemented a virtual reality exercise program for 30 minutes a day. Nintendo Wii Fit Plus was used for the VR intervention three times a week for four weeks. The control group performed only two measurements without intervention. Results: There were no statistically significant differences in overall, anterior-posterior (AP), medial-lateral (ML) index of the static balance, and significant differences in overall, AP, ML index of the dynamic balance when taping and VR exercise were applied at the same time (p < 0.05). There were no significant differences in overall and ML index of static and dynamic balance compared with before and after assessment between the experimental and the control group, and found differences in AP index of static and dynamic balance (p < 0.05). Conclusion: Kinesio taping may not influence the balance of FAI as great as people expected. VR approach does not affect the static balance of FAI, but it influences dynamic balance in overall, AP, ML index. The authors suggest that VR-based exercises can be used as an additional concept in clinicians for FAI or as part of a home program because the exercises still have limitations.

Effect of Virtual Reality Training Focus on ADL on Upper Extremity Function and Activities of Daily Living in Stroke Patients (일상생활에 중점을 둔 가상현실 훈련이 뇌졸중 환자의 상지기능과 일상생활활동에 미치는 효과)

  • Park, In-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.321-329
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    • 2019
  • This study aimed to investigate the effect of virtual reality training focus on ADL on upper extremity function and activities of daily living in stroke patients. 20 patients with chronic stroke were included in this study. The participants were divided into the experimental (n=10) or control (n=10) groups. Both groups received conventional rehabilitation therapy for 30 min a day, 5 times per week for 4 weeks. The experimental group also performed virtual reality training focus on ADL for 30 min a day, and the control group performed general virtual reality training for 30 min a day. The Fugl-Meyer Assessment (FMA) and Functional Independence Measure (FIM) scores were evaluated before and after the intervention, and both groups showed significant improvement (p<.05). Compared to the control group, the experimental group showed significant improvement in the FMA wrist score and the FIM total, self-care, and sphincter control scores (p<.05). These findings suggest that virtual reality training focus on ADL may have a positive effect on wrist function and overall ADLs compared to that using general virtual reality training in stroke patients.

Implementation of Korean Support System for Language Disorders (언어 장애인을 위한 한국어 지원 시스템의 구현)

  • Choi, J.H.;Choo, K.N.;Woo, Y.S.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.1
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    • pp.29-35
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    • 2012
  • Most Augmentative and Alternative Communication(AAC) use exclusive equipment or studied desktop, tablet PC based windows. Besides, the preceding study offers proper noun dictionary so, henceforward study has problem to innumerable proper noun processing. This paper suggests a method of proper noun processing using a mobile smart equipment. And via the button with virtual keyboard input method and the errors that can occur is also proposing a complementary way. AAC system to check availability for application on Android has been implemented. Experimental results, depending on user location and selection of proper nouns in the around could produce a sentence is derived.

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