본 연구에서는 기존의 성인용 전산화 인지훈련 프로그램 콘텐츠 및 문헌들을 분석하여, 뇌병변장애아동의 참여도와 흥미를 높여줄 수 있는 VR 기반 인지훈련 프로그램을 개발하였다. 본 ...
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https://www.riss.kr/link?id=A106884129
2020
Korean
Cognition training ; Brain Lesions ; Children ; VR ; ADL
KCI등재
학술저널
121-133(13쪽)
1
0
상세조회0
다운로드국문 초록 (Abstract)
본 연구에서는 기존의 성인용 전산화 인지훈련 프로그램 콘텐츠 및 문헌들을 분석하여, 뇌병변장애아동의 참여도와 흥미를 높여줄 수 있는 VR 기반 인지훈련 프로그램을 개발하였다. 본 ...
본 연구에서는 기존의 성인용 전산화 인지훈련 프로그램 콘텐츠 및 문헌들을 분석하여, 뇌병변장애아동의 참여도와 흥미를 높여줄 수 있는 VR 기반 인지훈련 프로그램을 개발하였다.
본 연구에서는 뇌병변장애아동을 위한 인지훈련프로그램으로 1)시각화 및 추론 훈련, 2)주의력 및 기억력 훈련, 3)일상생활훈련(ADL) 3가지 카테고리와 13가지 하위 콘텐츠로 구성된 VR 기반 동작인식 훈련 프로그램을 개발하였다. 또한 아동들의 참여도 및 흥미를 높여줄 수 있는 인터페이스등을 추가적으로 개발하여 프로그램에 적용하였다.
다국어 초록 (Multilingual Abstract)
This study analyzed the contents of existing computerized cognitive training programs for the training participation and interest of the children with brain lesions. VR (Virtual Reality) based cognition training programs were developed for the childre...
This study analyzed the contents of existing computerized cognitive training programs for the training participation and interest of the children with brain lesions. VR (Virtual Reality) based cognition training programs were developed for the children with brain lesions to participate with interest.
The VR-based cognition training program for children with brain lesions developed in this study consists of contents in three categories: 1)visualization and reasoning training; 2)attention and memory training; and 3)daily life training(ADL : Activities of Daily Living) with 13 detailed contents and interfaces capable of increasing partipation and interest of the children.
목차 (Table of Contents)
참고문헌 (Reference)
1 류인균, "한국 성인 고위인지기능 평가를 위한 전산화 도구의 개발과 표준화" 대한신경정신의학회 41 (41): 2002
2 이경호, "전산화 인지훈련 프로그램이 ADHD성향 아동의 주의집중능력 및 기억능력에 미치는 영향" 한국정서행동장애학회 28 (28): 91-108, 2012
3 이창영, "수중재활운동이 뇌병변 아동의 정서에 미치는 영향 : EEG 연구" 한국발육발달학회 23 (23): 170-179, 2015
4 이현종, "델파이 조사 및 환자설문을 반영한 뇌성마비아동을 위한 VR기반 집중유도 재활훈련 시스템 개발과 Pilot Test" 한국재활복지공학회 13 (13): 92-100, 2019
5 L. Zoccolillo, "Video-game based therapy performed by children with cerebral palsy : a cross-over randomized controlled trial and a cross-sectional quantitative measure of physical activity" 51 (51): 669-676, 2015
6 W. Ilg, "Video game–based coordinative training improves ataxia in children with degenerative ataxia" 79 : 2056-2060, 2012
7 Z. Gao, "Video game-based exercise, Latino children's physical health, and academic achievement" 44 (44): 240-246, 2013
8 M. O. Mazurek, "Video game use in boys with autism spectrum disorder, ADHD, or typical development" 132 (132): 260-266, 2013
9 S. Y. Heo, "Validity and Reliability of the RehaComⓇ Screening Test" 5 (5): 5-24, 2016
10 E. K. Howie, "Understanding why an active video game intervention did not improve motor skill and physical activity in children with developmental coordination disorder : A quantity or quality issue?" 60 : 1-12, 2017
1 류인균, "한국 성인 고위인지기능 평가를 위한 전산화 도구의 개발과 표준화" 대한신경정신의학회 41 (41): 2002
2 이경호, "전산화 인지훈련 프로그램이 ADHD성향 아동의 주의집중능력 및 기억능력에 미치는 영향" 한국정서행동장애학회 28 (28): 91-108, 2012
3 이창영, "수중재활운동이 뇌병변 아동의 정서에 미치는 영향 : EEG 연구" 한국발육발달학회 23 (23): 170-179, 2015
4 이현종, "델파이 조사 및 환자설문을 반영한 뇌성마비아동을 위한 VR기반 집중유도 재활훈련 시스템 개발과 Pilot Test" 한국재활복지공학회 13 (13): 92-100, 2019
5 L. Zoccolillo, "Video-game based therapy performed by children with cerebral palsy : a cross-over randomized controlled trial and a cross-sectional quantitative measure of physical activity" 51 (51): 669-676, 2015
6 W. Ilg, "Video game–based coordinative training improves ataxia in children with degenerative ataxia" 79 : 2056-2060, 2012
7 Z. Gao, "Video game-based exercise, Latino children's physical health, and academic achievement" 44 (44): 240-246, 2013
8 M. O. Mazurek, "Video game use in boys with autism spectrum disorder, ADHD, or typical development" 132 (132): 260-266, 2013
9 S. Y. Heo, "Validity and Reliability of the RehaComⓇ Screening Test" 5 (5): 5-24, 2016
10 E. K. Howie, "Understanding why an active video game intervention did not improve motor skill and physical activity in children with developmental coordination disorder : A quantity or quality issue?" 60 : 1-12, 2017
11 S. K. Tatla, "Therapists'perceptions of social media and video game technologies in upper limb rehabilitation" 3 (3): 1-14, 2015
12 F. C. Blumberg, "The impact of recreational video game play on children's and adolescents' cognition" (139) : 41-50, 2013
13 L. A. Wijnhoven, "The effect of the video game Mindlight on anxiety symptoms in children with an Autism Spectrum Disorder" 15 : 1-9, 2015
14 S. A. Lee, "The Effects of the Computer-Assisted Cognitive Rehabilitation on Cognition Perception Activities of Daily Living on Traumatic Head Injury Patients" 9 (9): 123-133, 2001
15 M. O. Mazurek, "Television, video game and social media use among children with ASD and typically developing siblings" 43 (43): 1258-1271, 2013
16 K. E. Armstrong, "Television and video game viewing and its association with substance use by kentucky elementary school students" 125 : 433-440, 2010
17 E. L. Swing, "Television and video game exposure and the development of attention problems" 126 (126): 214-221, 2010
18 R. Labruyere, "Requirements for and impact of a serious game for neuro-pediatric robot-assisted gait training" 34 (34): 3906-3915, 2013
19 C. H. Chang, "Postural activity and motion sickness during video game play in children and adults" 217 (217): 299-309, 2012
20 D. A. Gentile, "Pathological video game use among youths : a two-year longitudinal study" 127 (127): 319-329, 2011
21 E. H. Finke, "Parental intention to support video game play by children with autism spectrum disorder : an application of the theory of planned behavior" 46 (46): 154-165, 2015
22 L. J. Smith, "Parental influences on adolescent video game play : a study of accessibility, rules, limit setting, monitoring, and cybersafety" 18 (18): 273-279, 2015
23 S. Paez, "Parental and environmental factors associated with physical activity among children participating in an active video game" 21 (21): 245-253, 2009
24 E. Y. Park, "Meta-analysis of the effect of strengthening intervention in individuals with cerebral palsy" 35 (35): 239-249, 2014
25 I. Parry, "Keeping up with video game technology : objective analysis of Xbox Kinect and PlayStation 3 Move for use in burn rehabilitation" 40 (40): 852-859, 2014
26 O. Mitrofan, "Is aggression in children with behavioural and emotional difficulties associated with television viewing and video game playing? A systematic review" 35 (35): 5-15, 2009
27 T. Baranowski, "Impact of an active video game on healthy children's physical activity" 129 (129): 636-642, 2012
28 S. M. Coyne, "Game on... girls: associations between co-playing video games and adolescent behavioral and family outcomes" 49 (49): 160-165, 2011
29 S. Serret, "Facing the challenge of teaching emotions to individuals with low-and high-functioning autism using a new Serious game : a pilot study" 5 (5): 1-17, 2014
30 D. Levac, "Exploring children’s movement characteristics during virtual reality video game play" 29 : 1023-1038, 2010
31 M. Robert, "Exercise Intensity Levels in Children With Cerebral Palsy While Playing With an Active Video Game Console" 93 (93): 1084-1091, 2013
32 T. M. Johnson, "Does playing a sports active video game improve young children's ball skill competence?" 19 (19): 432-436, 2016
33 R. L. Rosa, "Development and use of an observation tool for active gaming and movement(OTAGM)to measure children's movement skill components during active video game play" 117 (117): 935-949, 2013
34 D. Levac, "Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play" 4 (4): 1-10, 2016
35 S. K. Campbell, "Clinics in Physical Therapy:Pediatric neurologic physical therapy" Churchill-Livingstone 1984
36 E. K. Howie, "An active video game intervention does not improve physical activity and sedentary time of children at-risk for developmental coordination disorder : a crossover randomized trial" 42 (42): 253-260, 2016
37 J. Howcroft, "Active video game play in children with cerebral palsy : potential for physical activity promotion and rehabilitation therapies" 93 (93): 1448-1456, 2012
38 R. H. Trivedi, "A pilot study evaluating the use of EyeSpy video game software to perform vision screening in school-aged children" 14 (14): 311-316, 2011
39 H. Scholten, "A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents" 11 (11): 1-24, 2016
40 E. T. Yoo, "A Comparison of the Sensory Processing Performance of Children With and Without Cerebral Palsy" 11 (11): 77-86, 2003
장애인의 근무환경과 보조기기 활용정도가 기업성과에 미치는 영향
비타민 B6, B9, B12 보충제 섭취가 신장성 운동에 의한 근 손상 후, 근 통증 및 근 기능 회복에 미치는 효과 분석
특수교육현장에서의 보조공학지원에 대한 장애학생 부모의 인식 및 요구
라이프 스타일 관리 앱의 질적 평가: 한국판 Mobile Application Rating Scale (MARS)를 활용하여
학술지 이력
연월일 | 이력구분 | 이력상세 | 등재구분 |
---|---|---|---|
2028 | 평가예정 | 재인증평가 신청대상 (재인증) | |
2022-01-01 | 평가 | 등재학술지 유지 (재인증) | ![]() |
2019-01-01 | 평가 | 등재학술지 유지 (계속평가) | ![]() |
2016-01-01 | 평가 | 등재학술지 선정 (계속평가) | ![]() |
2015-01-01 | 평가 | 등재후보학술지 유지 (계속평가) | ![]() |
2013-01-01 | 평가 | 등재후보 1차 FAIL (등재후보1차) | ![]() |
2013-01-01 | 평가 | 등재후보 1차 FAIL (등재후보1차) | ![]() |
2012-01-01 | 평가 | 등재후보학술지 유지 (기타) | ![]() |
2010-01-01 | 평가 | 등재후보학술지 선정 (신규평가) | ![]() |
학술지 인용정보
기준연도 | WOS-KCI 통합IF(2년) | KCIF(2년) | KCIF(3년) |
---|---|---|---|
2016 | 0.27 | 0.27 | 0.32 |
KCIF(4년) | KCIF(5년) | 중심성지수(3년) | 즉시성지수 |
0.38 | 0.36 | 0.566 | 0.16 |