• Title/Summary/Keyword: Virtual rehabilitation

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The Effects of Virtual Reality-Based Task Training Using a Smart Glove on Upper Extremity Function and Activity of Daily Living in Stroke Patients (스마트 글러브를 이용한 가상현실기반 과제 훈련이 뇌졸중 환자의 상지 기능과 일상생활 수행에 미치는 영향)

  • Ko, Keun-Bum;Moon, Sang-Hyun
    • PNF and Movement
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    • v.17 no.3
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    • pp.369-378
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    • 2019
  • Purpose: This study investigated the effects of virtual reality-based task training (VRBTT) using a smart glove on upper extremity function and activity of daily living in stroke patients. Methods: Twenty-nine patients with chronic stroke disease were randomly allocated to two groups: the VRBTT group (n=14) and the control group (n=15). All patients received 30 minutes of standard occupational therapy, 5 times a week, for 8 weeks. The VRBTT group performed an additional 30 minutes of virtual reality-based rehabilitation training, 5 times a week, for 8 weeks. Results: Both groups showed significant improvements in upper extremity function, yielding an increase in FMA and K-WMFT (p<0.05). There was a more significant increase in the VRBTT group before and after interventions (p<0.05). There was no significant difference in MAS for the control group (p>0.05); however, there was a significant increase for the VRBTT group (p<0.05). In the activities of daily living, there was a significant difference in the values for K-MBI (p<0.05). In addition, both groups showed a significant increase for K-MBI and K-RNLI (p<0.05). Conclusion: This study showed that VRBTT using smart gloves can have a more positive effect on upper extremity function and activities of daily living in stroke patients than conventional intervention methods. A variety of virtual reality-based contents and glove-shaped wearable devices will help stroke patients in rehabilitation clinics recover and return to society.

The Effects of Virtual Upper Extremity Training Using the RAPAEL Smart Glove on Physical and Cognitive Function in Stroke Survivors -A Single Group Study-

  • Song, Chiang-Soon;Lim, Jae-Heon;Jeon, Byeong-Hyeon;Lee, Hye-Sun
    • PNF and Movement
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    • v.17 no.2
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    • pp.199-206
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    • 2019
  • Purpose: The purpose of this study was to evaluate the effects of a virtual upper extremity training program using the RAPAEL Smart Glove on upper extremity function in stroke survivors with chronic hemiparesis and to focus the training program development using the Smart Glove as a feasibility study. Methods: This study was conducted using a single group and pre-post test research design in the outpatient departments of local rehabilitation units. Ten chronic hemiparetic stroke survivors with a diagnosis of first stroke received therapeutic rehabilitation at the rehabilitation units. All the participants used a virtual reality program with the RAPAEL Smart Glove for 30 minutes per session 3 days a week over 8 weeks. They also received conventional occupational therapy with functional electrical stimulation for 40 minutes per session 3 days a week for 8 weeks as an additional therapy. To analyze the effects of this therapeutic intervention, four clinical measures, including the box-block test (BBT), the Wolf motor function test (WMFT), the trail-making score, the Jebsen Taylor hand function test (JTHFT), and grip strength, were used. Results: Upon completion of the intervention in week 8, all the participants demonstrated significant WMFT, JTT, BBT, grip strength, and trail-making score gains compared to the respective baselines at week 0. Conclusion: This study suggests that virtual upper extremity training using the RAPAEL Smart Glove has a reasonable and beneficial effects on upper extremity function in chronic hemiparetic stroke survivors.

A Real-Time Pattern Recognition for Multifunction Myoelectric Hand Control

  • Chu, Jun-Uk;Moon, In-Hyuk;Mun, Mu-Seong
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.842-847
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    • 2005
  • This paper proposes a novel real-time EMG pattern recognition for the control of a multifunction myoelectric hand from four channel EMG signals. To cope with the nonstationary signal property of the EMG, features are extracted by wavelet packet transform. For dimensionality reduction and nonlinear mapping of the features, we also propose a linear-nonlinear feature projection composed of PCA and SOFM. The dimensionality reduction by PCA simplifies the structure of the classifier, and reduces processing time for the pattern recognition. The nonlinear mapping by SOFM transforms the PCA-reduced features to a new feature space with high class separability. Finally a multilayer neural network is employed as the pattern classifier. We implement a real-time control system for a multifunction virtual hand. From experimental results, we show that all processes, including virtual hand control, are completed within 125 msec, and the proposed method is applicable to real-time myoelectric hand control without an operation time delay.

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A VR Bike Simulator for Balance Rehabilitation Training

  • Kim, Jong-Yun;Song, Chul-Gue;Kim, Nam-Gyun
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.181.6-181
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    • 2001
  • This paper describes a development of rehabilitation training system for the postural balance control. A new rehabilitation training system, designated as a virtual cycling system, was developed to improve postural balance control by combining virtual reality technology with an unfixed bicycle. In this experiment, 20 normal adults were tested to investigate the influencing parameters of postural balance control. In order to evaluate the usefulness and the training effects of the system, several parameters including path deviation, cycling velocity, cycling time, center of pressure, and head movement were evaluated and analyzed quantitatively. Also, to improve the effect of balance training, the visual feedback information related to the subject's weight shift was assessed to identify whether it was useful. It could be also known ...

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Interactive Rehabilitation Support System for Dementia Patients

  • Kim, Sung-Ill
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.3
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    • pp.221-225
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    • 2010
  • This paper presents the preliminary study of an interactive rehabilitation support system for both dementia patients and their caregivers, the goal of which is to improve the quality of life(QOL) of the patients suffering from dementia through virtual interaction. To achieve the virtual interaction, three kinds of recognition modules for speech, facial image and pen-mouse gesture are studied. The results of both practical tests and questionnaire surveys show that the proposed system had to be further improved, especially in both speech recognition and user interface for real-world applications. The surveys also revealed that the pen-mouse gesture recognition, as one of possible interactive aids, show us a probability to support weakness of speech recognition.

Postural Balance Rehabilitation using Virtual Reality Technology (가상현실기술을 이용한 자세균형재활훈련에 관한 연구)

  • Lee, J.S.;Jeong, J.S.;Kim, D.W.;Kim, N.G.
    • Proceedings of the KOSOMBE Conference
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    • v.1996 no.05
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    • pp.256-259
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    • 1996
  • In this paper, we proposed a new system for postural balance rehabilitation training. We used the cycle simulator using virtual reality technology as the sensory integration device. Our results showed that this system was effective postural balance rehabilitation training device and might be useful as the clinical equipment.

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Electromyographic Activities of Lower Leg Muscles During Static Balance Control in Normal Adults (정상성인에서 정적 균형 제어 시 다양한 조건에 따른 하퇴 근육 활성도의 특성)

  • Woo, Young-Keun;Park, Ji-Won;Choi, Jong-Duk;Hwang, Ji-Hye;Kim, Yun-Hee
    • Physical Therapy Korea
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    • v.11 no.2
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    • pp.35-45
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    • 2004
  • The purpose of this study was to investigate the correlation and characteristics between electromyographic (EMG) activities of lower leg muscles and the posturographic assessment of static balance control in normal adults. Twenty-four young, healthy adults(12 males, 12 females) participated in the study. Center of pressure (COP) parameters were obtained using force platform as total path distance, total sway area, X mean frequency and Y mean frequency for 20 seconds in the following conditions: (1) comfortable standing with eyes opened or closed, (2) uncomfortable standing (feet together) with eyes opened or closed, (3) virtual moving surround delivered using Head mount display (HMD) with four different moving patterns. The virtual moving patterns consisted of close-far, superior-inferior tilting (pitch), right-left tilting (roll), and horizontal rotation (yaw) movements. Surface electromyographic activites were recorded on the tibialis anterior, peroneus longus, medial and lateral heads of gastrocnemius muscles under each condition. Correlation between the posturographic measures and EMG activities were evaluated. Total path distance and total sway area of COP were significantly increased during uncomfortable standing. EMG activity of tibialis anterior was significantly more during uncomfortable standing and virtual moving surround stimulation than during comfortable standing. Total path distance and sway area of COP during comfortable standing with closed eyes showed significant positive correlation with the EMG activities of the lateral head of gastrocnemius muscle. Total path distances and total sway area of COP during muscle. Total path distances and total sway area of COP during presentation of virtual moving surround also had significant positive correlations with EMG activities of the lateral head of gastrocnemius muscle under close-far movement.

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Effects of Virtual Reality-Based Activities of Daily Living Training on Activities of Daily Living and Rehabilitative Motivation in Patients With Traumatic Brain Injury: A Pilot Study (가상현실 기반의 일상생활활동 훈련이 외상성 뇌손상 환자의 일상생활활동 및 재활동기에 미치는 효과 : 예비연구)

  • Moon, Jong-Hoon;Jeon, Min-Jae
    • Therapeutic Science for Rehabilitation
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    • v.8 no.4
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    • pp.41-51
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    • 2019
  • Objective : The purpose of this study was to investigate the effects of virtual reality-based activities of daily living (ADL) training on ADL and rehabilitative motivation in patients with traumatic brain injury. Methods : This study was performed using a pre-post design with seven traumatically brain injured patients. Subjects were subjected to virtual reality-based ADL training for 30 minutes a day, 2 to 3 times a week for 4 weeks. Evaluation was conducted before and after the intervention using the Korean Modified Barthel Index (K-MBI), Cognitive Functional Independence Measure (C-FIM), and Volitional Questionnaire (VQ). Changes before and after intervention were analyzed by Wilcoxon signed-rank test, and correlations were analyzed using Spearman's coefficient. Results : After intervention, patients with traumatic brain injury showed significant improvements in K-MBI (p<.05). There was no significant change in total C-FIM score and VQ score (p>.05). Total C-FIM score correlated significantly with VQ score (p<.05, r=.755). The social cognition domain of C-FIM had a significant correlation with VQ score (p<.05, r=826). Conclusions : Virtual reality-based ADL training can improve ADL performance, but further research is needed to determine whether improvements in social cognition and rehabilitative motivation are possible.

The Effects of Virtual Reality Program on Fall Efficacy and Activities of Daily Living for Patients with Stroke (가상현실 프로그램이 뇌졸중 환자의 낙상 효능감과 일상생활활동에 미치는 영향)

  • Lee, Jong-Min;Kim, Dong-Hee;Song, Seung-Il
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.25-35
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    • 2012
  • Objective : The purpose of this study was to investigate the effect of virtual reality program on fall efficacy and activities of daily living(ADL) for patients with stroke. Method : Twenty stroke patients were participated voluntarily and were assigned randomly into the control and the experimental groups. Both control and experimental groups were given same basic rehabilitation treatment while only the experimental group was given virtual reality program. The fall efficacy of both groups was assessed using fall efficacy scale(FES) and ADL performance ability was assessed by functional independence measure(FIM). Result : Fall efficacy and ADL performance ability showed a statistically meaningful difference for both experimental and control groups(p< .05), the fall efficacy and ADL performance ability of the experimental group improved meaningfully in a statistical way than that of the control group(p<. 05). Conclusion : It was found that carrying out virtual reality program with occupational therapy has an effect on fall efficacy and ADL performance ability of patients with stroke. Therefore, virtual reality program can be a way of treatment for patients with stroke to improve their fall efficacy and ADL performance ability, and the program can also be applied in clinics as well as occupational therapy.

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

  • Cho, Young-Seok;Kim, Keum Sook;Kim, Young-June;Park, Jin-Hong;Lee, Geon-Ho;Baek, So-Young;Hwang, Do-Yeon;Kwon, Ki-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.537-545
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    • 2020
  • This study was undertaken to investigate the effect of cognitive rehabilitation program (CRP) using virtual content, for recovering patients with cerebrovascular disease (CVD). A total of 34 patients with CVD were divided into a control group and an experimental group, and subsequently subjected to a virtual content based CRP, followed by cognition, ADLs, and upper limbs. The control group completed a universal rehabilitation program (URP), and the experimental group was provided a URP and a virtual content based cognitive rehabilitation program. For both groups, respective programs were conducted twice a day, 5 times a week for 4 weeks. Both groups showed significant improvement in ADLs (p<0.05); but the amount of change in the experimental group 5 point improved significantly (p<0.05). Cognition was significantly different for both groups (p<0.05). However, the experimental group showed a greater change (2 point) than the control group when considering the amount of change (p<0.05). Comparing the amount of change in the upper extremity, the experimental group showed a significant change (0.7 point) than the control group (p<0.05). This study confirms that compared to URP, CRP using virtual content significantly improves ADLs and cognition.