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가상현실을 이용한 재활 운동이 뇌졸중 환자의 정적 균형 및 보행에 미치는 효과
신원섭,송창호,Shin, Won-Seob,Song, Chang-Ho 대한물리치료학회 2009 대한물리치료학회지 Vol.21 No.3
Purpose: This study examined the effects of a virtual reality-based exercise program on the functional recovery of balance and gait in chronic stroke subjects. Methods: A total of 42 chronic stroke patients were enrolled in this study. The participants were allocated randomly to 2 groups: a VR (n=22) and control group (n=20). Both groups received treadmill training for 3 sessions (10 minutes each), 30 minutes per week over a 6 week period. The VR group practiced additional virtual reality programs consisting of 3 programs for 10 minutes each. The data was analyzed using a paired t-test and independent t-test to determine the statistical significance. Results: The virtual reality-based exercise group showed significant increases in gait velocity, cadence and stride length compared to the control group (p<0.05). However, there were no significant differences in static balance. Conclusion: These results support the perceived benefits of exercise programs that incorporate virtual reality to augment the balance and ambulation of stroke patients. Therefore, virtual reality is feasible and suitable for stroke patients
체간의 안정화운동이 뇌졸중 환자의 동적 균형에 미치는 효과
신원섭(Shin, Won-Seob),김창영(Kim, Chang-Young),이동엽(Lee, Dong-Yeop),이석민(Lee, Suk-Min) 한국산학기술학회 2009 한국산학기술학회논문지 Vol.10 No.9
본 연구는 만성 뇌졸중 환자를 대상으로 체간 안정화운동을 실시하여 동적 균형능력의 변화를 알아보고자 하였다. 연구의 대상자는 만성 뇌졸중 환자 38명으로 무작위로 두 그룹으로 나누어 체간 안정화운동(n=20)과 기존의 일반적 균형운동(n=18)을 주 3회씩 7주간 시행하였다. 운동의 시작 전과 후에 동적 균형능력을 측정하여 운동의 효과 를 알아보았고 전과 후의 변화량을 가지고 운동방법간의 차이를 비교하였다. 연구 결과 체간 안정화운동으로 뇌졸중 환자의 동적 균형능력(BBS, TUG)이 유의하게 증가하였다(p<.001). 두 그룹간의 치료 전․후차 변화량을 비교한 결과, BBS 측정에서 체간 안정화운동이 일반적 균형운동보다 효과적인 것으로 나타났다(p<.05). 이와 같은 결과를 바탕으로 앞으로 만성 뇌졸중 환자의 재활 훈련 방법으로 체간의 안정화운동이 유용하게 적용될 것으로 기대되고 임상적 적용 에서도 누운 자세에서 시행하는 체간 안정화운동이 뇌졸중 급성기 이후의 조기 적용에도 활용할 수 있는 효과적인 방법이라고 생각된다. This study compared the relative effectiveness of trunk stability exercise with general balance exercise on dynamic balance for patients with chronic patients. Thirty eight subjects were recruited and randomly divided into two groups. One group was trained trunk stability exercise and the other group was trained general balance exercise. This process was carried out three times a week for seven weeks. Dynamic balance was measured prior to commencement of the exercise programs, and again after seven weeks, when the programs were completed, in order to establish the effectiveness of both exercise programs. Both the trunk stability exercise and the general balance exercise increased BBS and TUG(p<.001). The trunk stability exercise was more effective at increasing BBS(p<.05). We suggest that trunk stability exercise is effective in the improvement of balance ability in the persons with chronic stroke. Therefore, the trunk stability exercise is considered to important when the stroke patients are trained. Further studies of effectiveness of trunk stability exercise should be carried out to increase our understanding of this area of study.
신원섭(Shin, Won-Seob),이동엽(Lee, Dong-Yeop),이승원(Lee, Seung-Won) 한국산학기술학회 2010 한국산학기술학회논문지 Vol.11 No.1
본 연구는 가정용 게임기를 이용한 재활 운동을 적용하여 뇌졸중 환자의 보행능력에 효과가 있는가를 알아 보고자 하였다. 뇌졸중으로 6개월 이상 장애를 가진 32명이 연구에 참여하였고 게임운동군 16명과 대조군 16명으로 나누었다. 게임운동군은 가정용 게임기(PS2, sony)를 이용하여 1시간씩 주 3회를 6주간 실시하였다. 대조군은 운동의 적용없이 평상시 생활을 유지하도록 하였다. 운동 전과 후에 보행능력을 측정하여 효과를 비교하였다. 통계처리 방법 으로 전?후 차이를 검증하기 위하여 Wilcoxon rank 검정을 실시하였고 대조군과의 차이 검증을 위하여 Mann?Whitney U 검정을 실시하였다. 모든 통계적 유의수준은 0.05로 하였다. 본 연구의 결과 보행능력에서 10 m 보행속도가 유의 하게 증가하였고(p<.05), 6분 보행거리도 유의하게 증가하였다(p<.05). 결론적으로 가정용 게임기를 이용한 재활운동이 뇌졸중 환자의 보행능력에 효과가 있는 것으로 나타났다. 향후 뇌졸중 환자에게 흥미를 유발하고 기능회복의 효과를 가진 게임형태의 재활운동이 다양하게 개발되어 적용하는 연구가 필요하다고 생각한다 The purpose of this study was investigate the effect of rehabilitation exercise using a home video game(PS2, Sony) on gait ability in the chronic stroke patients. The subjects of this study were 32 patients who underwent stroke for more than 6 months and were assigned to a game-based exercise group (n=16) or a control group (n=16). The Game-based exercise group executed a rehabilitation exercise three times a week during 6 weeks, at the rehabilitation unit. The exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Outcome measures included gait ability. After the completion of the game-based exercise, 10m walking velocity was improved significantly (p<0.05). Six minute walking distance was increased significantly (p<0.05). These results showed that the rehabilitation exercise using a home video game is effective in the improvement of gait ability in chronic stroke patients. This study suggest that interesting, motivating game-based rehabilitation exercise and effective in recovery of function exercise for chronic stroke patients should be necessary to develop and apply.
근재교육훈련이 급성안면신경마비 환자의 안면마비 회복정도와 기능에 미치는 효과
박상규,신원섭,Park, Sang-Kyu,Shin, Won-Seob 대한물리치료학회 2014 대한물리치료학회지 Vol.26 No.4
Purpose: The purpose of study was to determine the effects of muscle reeducation training in patients with acute facial nerve paralysis. Methods: Thirty patients were randomly assigned to either the experimental group (n=15) or the control group (n=15). The experimental group received muscle reeducation training for 20 minutes after electrotherapy and the control group received conventional electrotherapy for only 40 minutes. Therapeutic intervention for each group was performed four times per week for four weeks. The patients were measured for recovery of paralysis using the House-Brackmann Grading System (H-B grade), the Movement Distance of Mouth, Nasolabial Angle (NA), and Facial Disability Index (FDI). Results: In within group comparison, the experimental group showed significant improvements for all variables (p<0.01). In comparison between two groups, the experimental group showed relatively greater significant improvements for all variables (p<0.01). Conclusion: These findings suggest that muscle reeducation training is more effective than conventional therapy in improving the condition of patients with facial nerve paralysis. In particular, the results of this study indicate that muscle reeducation training can be recommended by clinicians since it provides more benefits.
동작관찰훈련이 뇌졸중 환자의 일어서기 동작 시 근수축 개시시간과 비대칭성에 미치는 영향
이민영,신원섭,김경환,윤혜진,Yi, Min-Young,Shin, Won-Seob,Kim, Kyung-Hwan,Youn, Hye-Jin 대한고유수용성신경근촉진법학회 2014 PNF and Movement Vol.12 No.1
Purpose: To investigate the effect of action observation training on the muscle onset time and symmetrical use of rectus femoris(RF) and gastrocnemius medialis(GCM) during sit-to-stand (STS). Methods: Sixteen patients with stroke entered a single-blind trial and were randomly assigned to the experimental(Action) or control(Landscape) groups. Those in the Action observation group watched video clips showing specific movement and strategies to STS, wheas those in the control group watched video clips of static pictures showing differnet landscapes. All patients was measured the EMG data in the STS on the affected side and unaffected side. The EMG data were collected from RF and GCM while performing the STS task. The EMG onset time and onset time ratio for the RF and GCM were calculated by dividing the EMG onset time of RF and GCM action on the affected side by these on the unaffected side. Results: Onset time of affected side RF, GCM was significantly faster action observation training group than control group(p<.05). But interventions before and after the symmetry did not show a significant increase. Conclusion: There findings suggest that action observation training has a positive effect on the muscle onset time shortened during STS tasks.
치유의숲 소리, 경관, 소리경관(soundscape)에 따른 선호도 및 심리적 회복감 분석
김진숙,신원섭,김명종,Kim, Jin-Sook,Shin, Won-Seob,Kim, Myeong-Jong 한국환경과학회 2021 한국환경과학회지 Vol.30 No.3
This study investigates sound, scenery, and soundscape preferences, which are sensory factors that users feel in a healing forest, comparing the difference in recovery by the soundscape. In the barrier-free, wooden walking path of the National Daegwallyeong Healing Forest, a survey site with five different conditions was selected. Users prefer water sounds the most and places with open views for scenery. For the complex sensation of soundscapes, the most preferred is a space where water sounds can be heard, and either a waterfall or an open view can be seen. A profile of mood states test was use to compare users' psychological recovery by the soundscape. It was found that users felt the most positive mood with water sounds and open views. In addition, users' preference for artificial sounds, scenery, and soundscape was the lowest. In the mood state test, it was found that the artificial soundscape incited the most negative emotions.
탄성밴드를 이용한 측방 보행 훈련이 뇌졸중 환자의 보행 및 균형에 미치는 영향
홍성일,방대혁,신원섭,Hong, Sung-Il,Bang, Dae-Hyuk,Shin, Won-Seob 대한물리치료학회 2014 대한물리치료학회지 Vol.26 No.5
Purpose: The aim of this study was to evaluate the effect of side walking training with an elastic-band on gait and balance ability of stroke patients. Methods: Twenty three patients with stroke participated in the study. Participants were randomly assigned to the side walking with elastic-band group (n=7), the side walking without elastic-band group (n=8), and the walking on the treadmill group (n=8);. 10 m walking test (10MWT), Dynamic Gait Index (DGI), Berg Balance Scale (BBS), and modified Functional Reach Test (mFRT) were performed for evaluatione of pre- and post-intervention in gait and balance ability of participants. Results: Significantly differences in 10 MWT, DGI, BBS, and mFRT were observed between pre- and post-intervention in three groups (p<0.05). Improvement of pre- and post-intervention of mFRT showed significant difference (p<0.05). The highest rate of change was observed in the side walking with elastic-band group and rate of change showed in the order of the side walking without elastic-band group, walking on the treadmill group. Conclusion: This study suggests that side walking training with an elastic-band may help to improve gait and balance ability of stroke patients.