• Title/Summary/Keyword: augmented reality-based intervention program

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The Effect of an Augmented Reality-Based Intervention Program on Social Withdrawal in Children with Conflicted Shyness (갈등적 수줍음형 사회적 위축 유아를 위한 증강현실 기반 개입 프로그램 개발 및 효과 검증)

  • Yoon Kyung Kim;Ju Hee Park
    • Korean Journal of Childcare and Education
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    • v.19 no.4
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    • pp.1-27
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    • 2023
  • Objective: This study designed an Augmented Reality-based intervention program for children with conflicted shyness and examined its effects on social avoidance motivation and preference for being with others. Methods: Sixteen six-year-old children were randomly assigned to either the experimental or control group. The experimental group participated in a six-week AR-based program. Both teachers and children rated social avoidance motivation and preference for being with others to evaluate the program's effectiveness. Data were analyzed using the Wilcoxon signed-rank test and the Mann-Whitney U test. Results: Social avoidance motivation decreased only for the experimental group. Conversely, the control group showed increased motivation scores as reported by the children. The preference for being with others increased in the experimental group based on teacher reports. For the control group, preference scores reported by teachers and children were maintained and decreased, respectively. Conclusion/Implications: This study highlights the effectiveness of the intervention in reducing social avoidance motivation and maintaining a preference for being with others in children experiencing conflicted shyness. Furthermore, the use of AR technology provided a psychologically safe environment for them to initiate social interactions without fear of negative evaluation, highlighting its potential as a primary intervention tool for this population.

The effect of game-based dual-task training for executive function and repetitive behaviors in patients with autism

  • Yu, Jae-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.394-395
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    • 2022
  • Exergames are playing an important role in healthcare/rehabilitation. It has also been used to improve motivation among patients with reduced cognition. The purpose of this pilot study was to evaluate the feasibility of using augmented reality (AR) with game-based cognitive-motor training programs for executive function, restricted and repetitive behaviors (RRBs) in children with autism spectrum disorder. Sixteen children aged 6 -16 years were randomly allocated to the experimental group and control group. Outcome measures were performed before and after the intervention and included executive function, restricted and repetitive behavior. A satisfactory survey was conducted post-intervention. A statistically significant improvement was observed in working memory and cognitive flexibility in the experimental group (P<0.05). However, despite no statistical improvements in cognitive inhibition and four subscales of RRBs, promising changes were observed in all the subscales of the executive function and the behavioral outcomes. Parents appreciated the program and children enjoyed the interaction with the AR game-based training. The findings of this preliminary feasibility study showed that AR using Kinect v2 motion with a cognitive-motor game content can be used for children with autism. However, there is a need for conducting a large-scale study to evaluate his effectiveness on executive function and restricted and repetitive behaviors.

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Effectiveness of virtual reality-based oral muscle strength training on oral function in older adults (노인 대상 가상현실 기반 구강 근력 강화 훈련의 구강 기능 개선 효과)

  • Yoon-Young Choi;Eun-Seo Jung;Kyeong-Jin Lee;Hyun-Young Moon;Mi-Sook Yoon;Kyeong-Hee Lee
    • Journal of Korean society of Dental Hygiene
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    • v.24 no.2
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    • pp.121-130
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    • 2024
  • Objectives: This study aimed to develop a virtual reality (VR)-based oral strength training program and apply it to older adults to assess improvements in oral function. Methods: The oral strength training was conducted 12 times over 6 weeks, from late August to early October 2023, at the participants' institution. Each session lasted approximately 60 minutes. Forty-one participants aged 65 and older were randomly assigned to either the intervention or control group. Results: Following the VR-based oral muscle strength training, the O'Leary index decreased by 0.42 (p<0.01), and the Löe & Silness index decreased by 1.11 (p<0.01). Additionally, there was a 1.24 reduction in tongue tie (p<0.01) and a 0.55 increase in salivation (p<0.05). Post hoc comparisons revealed significant differences between the two groups in gingival bacterial film (p<0.001), gingivitis (p<0.001), and tongue plaque (p<0.01). Conclusions: The study found that VR-based oral muscle strength training can improve oral health among older adults. Therefore, the VR-based oral muscle strength training program developed in this study could be beneficial in health promotion programs for the elderly.