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가상현실 상호작용 게임이 무릎 골관절염 여성 노인의 균형능력에 미치는 영향
The Effects of Virtual Reality Interactive Games on the Balance Ability of Elderly Women with Knee Osteoarthritis 원문보기

대한물리의학회지 = Journal of the korean society of physical medicine, v.7 no.3, 2012년, pp.387 - 393  

위삼열 (남산병원 물리치료실) ,  강종호 (부산가톨릭대학교 물리치료학과)

초록
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연구목적 : 본 연구는 Xbox 360 Kinetic Sensor를 사용한 가상현실 상호작용 게임이 무릎 골관절염을 앓는 여성 노인의 균형능력에 미치는 영향을 알아보는 것이다. 연구방법 : 65세 이상의 지역사회에 거주하는 여성 노인으로 무릎 골관절염으로 진단받은 40명을 대상자로 선정하였다. 대상자는 20명씩 무작위로 실험군과 대조군에 배치되었다. 실험군은 Xbox 360 Kinetic Sensor를 사용한 가상현실 상호작용 게임을 매 30분, 주 3회, 4주간 처치하였다. 대조군은 가상현실 상호작용 게임을 적용하지 않았다. 결과 측정은 눈을 뜬 상태와 눈을 감은 상태에서 신체 중심의 이동거리로 측정하였다. 연구결과 : 실험군의 신체중심 이동거리는 눈을 뜬 상태와 눈을 감은 상태 모두 중재 전보다 유의하게 증가하였다. 또한 중재후 실험군의 신체중심 이동거리는 눈을 뜬 상태와 눈을 감은 상태 모두 대조군보다 유의하게 높게 증가하였다. 결론 : Xbox 360 Kinetic Sensor를 이용한 가상현실 상호작용 게임은 무릎 골관절염을 앓는 여성 노인의 균형 능력을 증진시키는데 효과적이었다.

주제어

AI 본문요약
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제안 방법

  • The present work derived similar results by applying virtual reality interactive games using the Xbox 360 Kinetic Sensor. Additionally, this study conducted an experiment by placing each 20 subjects to a experiment group and a control group, and observed any improvement in the postural sway between the pre- and post-intervention phases in the experiment group. Thereafter, a comparison between the experiment group and control group after a four-week experience was made by translating the pre-intervention balance abilities in the experiment group and control group into covariances.
  • In order to identify if there are any differences in the postural sway between the experiment group and control group after a four-week period of applying virtual reality interactive games, ANCOVA was carried out processing pre-intervention values into covariances. According to this, in both open and closed eye conditions, the postural sway in the experiment group were revealed to be lower than those in the control group at a statistically significant level (Table 2).
  • In this study, virtual reality interactive games using the Xbox 360 Kinetic Sensor were applied to older women with osteoarthritis for four weeks. During this experiment, no subjects exhibited a problem of balance loss.
  • As for the experiment group, an actual experiment was performed 30 minutes after the completion of the basic physical therapy. The experiment group performed virtual reality interactive games three times a week and for 30 minutes each time for a four-week period.
  • The virtual reality interactive games used in this study provided visual and auditory feedback by immediately responding to physical activities and movements through their screens and speakers. Such visual and auditory feedback is considered to have had an effect on improving balance abilities.

대상 데이터

  • The subjects of this study were 40 elderly women aged 65 or older who could walk on their own, were diagnosed with degenerative osteoarthritis by a doctor, and were provided with a full explanation about this study and voluntarily agreed to participate in its experiment. Meanwhile, the candidates who experienced nervous system diseases, mental disorders, rheumatoid diseases, knee joint operations, arthritis except degenerative osteoarthritis, and were unable to communicate properly were excluded in the screening process.

데이터처리

  • 0 for Windows and all the data were indicated by means and standard errors. In order to compare the results between the pre-application and post-application of virtual reality interactive games, paired t-tests were conducted. To identify whether any changes occurred between the experiment group and the control group after virtual reality interactive games were applied, ANCOVA, which processed pre-intervention values into covariances, was performed.
  • In order to compare the results between the pre-application and post-application of virtual reality interactive games, paired t-tests were conducted. To identify whether any changes occurred between the experiment group and the control group after virtual reality interactive games were applied, ANCOVA, which processed pre-intervention values into covariances, was performed. The statistical significant slevel was set at 0.
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참고문헌 (20)

  1. Agmon M, Perry CK, Phelan E et al. A pilot study of Wii Fit exergames to improve balance in older adults. J Geriatr Phys Ther. 2011;34(4): 161-7. 

  2. Cho HJ, Chang CB, Kim KW et al. Gender and prevalence of knee osteoarthritis types in elderly Koreans. J Arthroplasty. 2011;26(7):994-9. 

  3. Clark R, Kraemer T. Clinical use of Nintendo Wii bowling simulation to decrease fall risk in an elderly resident of a nursing home: a case report. J Geriatr Phys Ther. 2009;32(4):174-80. 

  4. Crilly RG, Willems DA, Trenholm KJ et al. Effect of exercise on postural sway in the elderly. Gerontology. 1989;35(2-3):137-43. 

  5. Gil-Gomez JA, Llorens R, Alcaniz M et al. Effectiveness of a Wii balance board-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trial in patients with acquired brain injury. J Neuroeng Rehabil. 2011;8:30. 

  6. Guccione AA, Felson DT, Anderson JJ et al. The effects of specific medical conditions on the functional limitations of elders in the Framingham Study. Am J Public Health. 1994;84(3):351-8. 

  7. Jee Yong Seok, Choi Pil Byung, Kim Chang Ju et al. Influence of each other rehabilitative exercise therapies modes on body composition andisokinetic functional levels in patients with osteoarthritis. J Kor Sports Med. 2006;24(1): 55-63. 

  8. Kim Jong Im, Kim Tae Sook. Effects of lower extremity exercise program on muscle strength and flexibility in women with knee osteoarthritis. J Korean Acad Fundam Nurs. 2006;13(3):401-8. 

  9. Laver K, Ratcliffe J, George S et al. Is the Nintendo Wii Fit really acceptable to older people? A discrete choice experiment. BMC Geriatr. 2011;11:64. 

  10. Lord SR, Castell S. Physical activity program for older persons: effect on balance, strength, neuromuscular control, and reaction time. Arch Phys Med Rehabil. 1994;75(6):648-52. 

  11. Lyytinen T, Liikavainio T, Bragge T et al. Postural control and thigh muscle activity in men with knee osteoarthritis. J Electromyogr Kinesiol. 2010;20(6):1066-74 

  12. Maclean N, Pound P, Wolfe C et al. Qualitative analysis of stroke patients' motivation for rehabilitation. BMJ. 2000;321(7268):1051-4. 

  13. Roddy E, Zhang W, Doherty M. Aerobic walking or strengthening exercise for osteoarthritis of the knee? A systematic review. Ann Rheum Dis. 2005;64(4):544-8. 

  14. Silva A, Serrao PR, Driusso P et al. The effects of therapeutic exercise on the balance of women with knee osteoarthritis: a systematic review. Rev Bras Fisioter. 2012;Epub ahead of print. 

  15. Topp R, Mikesky A, Wigglesworth J et al. The effect of a 12-week dynamic resistance strength training program on gait velocity and balance of older adults. Gerontologist. 1993;33(4):501-6. 

  16. Willems T, Witvrouw E., Verstuyft J et al. Proprioception and muscle strength in subjects with history of ankle sprain and chronic instability. J Athl Train. 2002;37(4):487-93. 

  17. Williams MA, Soiza RL, Jenkinson AM et al. Exercising with Computers in Later Life EXCELL) - pilot and feasibility study of the acceptability of the Nintendo ${(R})$ WiiFit in community-dwelling fallers. BMC Res Notes. 2010;3:238. 

  18. Winter DA. Biomechanics and motor control of human movement. 2nd ed. New York. Wiley-Interscience. 1990. 

  19. Yuk Goon-chang. The Acute Effects of 15 minutes plantarflexor static stretch in quite stance. Journal of the Korean Society of Physical Medicine. 2012;7(2):191-7. 

  20. Zijlstra A, Mancini M, Chiari L et al. Biofeedback for training balance and mobility tasks in older populations: a systematic review. J Neuroeng Rehabil, 2010;7:58. 

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