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1

6,300원

The purpose of this study is to examine the structural relationship between perceived authenticity from travel TV reality program and travel intention. In order to specify the decision-making process, the theory of planned behavior, which has strong explanation power regarding human behavior was added. For achieving the aim of this study, a survey was obtained from 400 participants who had watched a travel TV reality program of TVN titled Samsi Sekki(Three meals a day) and the results concluded that the perceived authenticity of travel reality program has three dimensions: trustworthy, specificity and vividness. Of the three factors, trustworthy was found to affect attitude and subjective norms, specificity had a significant effect on subjective norms, and vividness had a positive effect on attitude, subjective norms and perceived behavioral control. In addition, attitude, subjective norms and perceived behavioral control were found to affect behavioral intention. This research conducted from the viewer’s point of view through the existing studies on authenticity that has been a controversial issue in reality programs. Also, this study is meaningful in that it suggested a way to predict the demand for tourism.

2

7,900원

이 글은 현재 SBS에서 방송되고 있는 리얼리티 프로그램 <스타부부쇼 자기야>의 텍스트 분석을 통해 그 안에서 나타나는 엔진과 코드를 무엇 이며, 그 엔진과 코드가 리얼리즘 재현 도구로써 텔레비전 리얼리즘이 현 실의 리얼리즘을 어떠한 방식으로 재현하고 있는지, 또 그것의 사회 문화 적 함의는 무엇인지에 관하여 살펴보고자 하였다. 분석결과 <스타부부쇼 자기야>에 나타난 엔진은 사생활 폭로, 묻지마 토크, OX퀴즈, 시민설문, 일반인카메라, 자막, 삽화, 질문토크, 남녀 대적 엔진으로 나타났다. 또한 코드로 작동 된 카메라 기법은 close up과 mid-shot, Deep focus 등의 통해 수용자와의 거리를 좁혀 친밀감과 동일시, 이야기의 신뢰감을 유도했다. 내용면에서는 이야기(narrative)와 대화(dialogue)를 통해 다양한 부호화 (encoding)/해독화(decoding)의 방식을 열어둠으로써 읽는 주체(reading subject)를 넓히는 현상을 살펴보았다. 이러한 엔진과 코드가 실제 생활에서 수용 자로 하여금 자기동일시, 감정개입, 전형성, 사실성, 그럴듯함을 보이면서 간접적 리얼리즘, 도구적 리얼리즘으로 작동되고 있음을 파악할 수 있었 으며, 이는 한국 현실의 사회문화적 함의를 반영하는 도구적 기제로 사용 됨을 알 수 있었다.

This study is currently being broadcast on SBS reality program <Star Couple Show Baby>through the analysis of the text that appears in the code, what is the engine. Television realism, the engine and the code as a tool to representation the realism, should have been representation the realism of reality in what kind of method, and its social and cultural implications of what were conducted. Analytical result, the engine which in <Star Couple Show Baby> appears private life exposes, do not ask talk, OX quiz, civil survey, the common person camera, captions, illustrations, the question talk and the man and woman powerful enemy engine. The code also works such as close up, mid-shot and deep focus of camera techniques as narrow the distance between the audience identification and intimacy, credibility of the story was derived. Through narrative and dialogue for a variety of ways, encoding, decoding by way of an open mind and extend reading subject phenomenon has been investigated. The engine and the code to consumers in real life, showing self-identification, plausibility, typicality, factuality, emotional involvement, perceptual persuasiveness, could find work indirect realism, instrumental realism. This social and cultural implication of South Korea reflects the reality that it was found that the instrumental use basis.

3

Effects of a virtual reality program and simulation training for nursing students on the measurement of vital signs in children: a mixed-methods study in South Korea

박선남, 황혜영, 구현영

[NRF 연계] 한국아동간호학회 Child Health Nursing Research Vol.31 No.4 2025.10 pp.296-307

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Purpose: This study aimed to evaluate the effects of a virtual reality (VR) program and simulation training on nursing students’ ability to measure vital signs in children. Methods: This mixed-methods study, which included a randomized controlled trial and a qualitative study, was conducted from June 12 to November 15, 2023. Forty-four nurs- ing students from a university in South Korea were randomly assigned to either the ex- perimental or control group. The experimental group first participated in a VR program focused on measuring vital signs in children, followed by a high-fidelity simulation training. The control group received the training in the reverse order. The participants’ knowledge, confidence in practice, and satisfaction with the practice were analyzed us- ing the repeated-measures analysis of variance. VR learning experiences were analyzed through qualitative content analysis. Results: Both the experimental and control groups showed significant increases in knowledge and confidence in practice after the interventions compared to baseline. However, there were no significant differences in changes in knowledge, confidence in practice, and satisfaction with practice between the two groups. Three themes were iden- tified from the nursing students’ experiences with VR learning: ‘realistic learning train- ing,’ ‘overcoming learning limitations,’ and ‘perceiving drawbacks.’Conclusion: The VR program was as effective as high-fidelity simulation training in im- proving nursing students’ ability to measure children’s vital signs. Moreover, VR pro- gram offered additional benefits in addressing limitations of simulation-based learning. These findings suggest that VR program can serve as a valuable educational tool to en- hance pediatric nursing skills.

4

Development of a virtual reality program in South Korea for the measurement of vital signs in children: a methodological study

박선남, Hye Young Hwang, 구현영

[NRF 연계] 한국아동간호학회 Child Health Nursing Research Vol.29 No.2 2023.04 pp.137-148

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Purpose: We developed a virtual reality (VR) program for use in pediatric nursing practicums to help nursing students learn to measure vital signs in children. Methods: The analysis, design, development, implementation, and evaluation model was employed between July 2021 and December 2021 at a university in South Korea. In the analysis phase, in-depth interviews were conducted with four nursing students, two nursing school graduates, and four experts. The topic and contents of the VR program were settled in the design phase. The VR program was developed and subsequently used and evaluated by 20 nursing students and four experts. Results: The contents of the VR program for pediatric nursing practicums included the measurement of vital signs in a newborn baby and a young child, as well as an evaluation system. The mean score for the nursing students' satisfaction with practice was 4.02 out of 5 points. The mean scores for overall satisfaction with the VR program were 4.15 and 4.79 out of 5 points for nursing students and experts, respectively. Conclusion: The VR program developed in this study allows nursing students to practice measuring vital signs in children, thus improving the students' clinical performance in pediatric nursing.

5

Utility of a Three-Dimensional Interactive Augmented Reality Program for Balance and Mobility Rehabilitation in the Elderly: A Feasibility Study

임달재, 구정훈, 김연준, 조상우, 조윤경, 임태하, 이혜선, 김현정, 강윤주

[NRF 연계] 대한재활의학회 Annals of Rehabilitation Medicine Vol.39 No.3 2015.06 pp.462-472

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Objective To improve lower extremity function and balance in elderly persons, we developed a novel, three-dimensional interactive augmented reality system (3D ARS). In this feasibility study, we assessed clinical and kinematic improvements, user participation, and the side effects of our system.Methods Eighteen participants (age, 56?76 years) capable of walking independently and standing on one leg were recruited. The participants received 3D ARS training during 10 sessions (30-minute duration each) for 4 weeks. Berg Balance Scale (BBS) and the Timed Up and Go (TUG) scores were obtained before and after the exercises. Outcome performance variables, including response time and success rate, and kinematic variables, such as hip and knee joint angle, were evaluated after each session. Results Participants exhibited significant clinical improvements in lower extremity balance and mobility following the intervention, as shown by improved BBS and TUG scores (p<0.001). Consistent kinematic improvements in the maximum joint angles of the hip and knee were observed across sessions. Outcome performance variables, such as success rate and response time, improved gradually across sessions, for each exercise. The level of participant interest also increased across sessions (p<0.001). All participants completed the program without experiencing any adverse effects.Conclusion Substantial clinical and kinematic improvements were observed after applying a novel 3D ARS training program, suggesting that this system can enhance lower extremity function and facilitate assessments of lower extremity kinematic capacity.

6

Effects of Virtual Reality Simulation Program Regarding High-risk Neonatal Infection Control on Nursing Students

유미, 양미란, Boram Ku, Jon S. Mann

[NRF 연계] 한국간호과학회 Asian Nursing Research Vol.15 No.3 2021.08 pp.189-196

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Purpose: Virtual reality simulation can give nursing students a safe clinical experience involving highrisk infants where access to neonatal intensive care units is limited. This study aimed to examine the effects of a virtual reality simulation program on Korean nursing students’ knowledge, performance selfefficacy and learner satisfaction. Methods: A nonequivalent control group design was applied. Senior nursing students were divided into an experimental group (n = 25) experiencing virtual reality simulation and routine neonatal intensive care unit practice and a control group (n = 25) having routine neonatal intensive care unit practice. The program consisted of three scenarios: basic care, feeding management and skin care and environmental management for prevention of neonatal infection. The total execution time for the three scenarios was 40 minutes. The simulation created immersive virtual reality experiences using a head-mounted display with hand-tracking technology. Data were collected from December 9, 2019, to January 17, 2020, and were analyzed using descriptive statistics and the t-test, paired t-tests, Mann-Whitney test and Wilcoxon signed-ranks test. Results: Compared to the control group, the experimental group showed significantly greater improvements in high-risk neonatal infection control performance self-efficacy (t = _2.16, p = .018) and learner satisfaction (t = _5.59, p < .001). Conclusion: The virtual reality simulation program can expand the nursing students’ practice experience in safe virtual spaces and enhance their performance self-efficacy and learning satisfaction.

7

A systematic review and meta-analysis of studies on extended reality-based pediatric nursing simulation program development

김은주, 임지영, Geun Myun Kim

[NRF 연계] 한국아동간호학회 Child Health Nursing Research Vol.29 No.1 2023.01 pp.24-36

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Purpose: This systematic literature review and meta-analysis explored extended reality (XR)-based pediatric nursing simulation programs and analyzed their effectiveness. Methods: A literature search was conducted between May 1 and 30, 2022 in the following electronic databases: MEDLINE, Embase, Cochrane Central Register of Controlled Trials (CENTRAL), and CINAHL. The search period was from 2000 to 2022. In total, 6,095 articles were reviewed according to the inclusion and exclusion criteria, and 14 articles were selected for the final content analysis and 10 for the meta-analysis. Dataanalysis was performed using descriptive statistics and the Comprehensive Meta-Analysis program. Results: XR-based pediatric nursing simulation programs have increased since 2019. Studies using virtual reality with manikins or high-fidelity simulators were the most common, with six studies. The total effect size was statistically significant at 0.84 (95% confidence interval=0.50-1.19, z=4.82, p<.001). Conclusion: Based on the findings, we suggest developing standardized guidelines for the operation of virtual pediatric nursing simulation education and practice. Simultaneously, theapplication of more sophisticated research designs for effect measurement and the combined applications of various virtual simulation methods are needed to validate the most effective simulation methodology.

8

Preliminary Evaluation of Experiential Learning?Based Fall and Medication Error Prevention Education (EFMPE) using a Virtual Reality Room of Errors program: A Randomized Controlled Trial

Hyeran Park, JuHee Lee, Eun Kyoung Choi, Seung Eun Lee, Eunbae B. Yang, Yoonju Lee

[NRF 연계] 한국성인간호학회 Korean Journal of Adult Nursing Vol.37 No.2 2025.05 pp.140-152

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Purpose: Falls and medication errors are the most common patient safety incidents globally. Kolb’s experiential learning theory supports the application of cognitive learning in clinical settings. This study examined the effectiveness of Experiential Learning?Based Fall and Medication Error Prevention Education (EFMPE), utilizing virtual reality and room of errors. Methods: A randomized controlled trial was conducted with 28 fourth-year nursing students (15 experimental, 13 control). The experimental group participated in EFMPE from February 1 to 6, 2024, comprising six sessions of 2 hours each. The control group received traditional lectures. Safety control confidence and course interest were measured before and immediately after the intervention; safety control confidence was reassessed 6 weeks later. Results: Both groups showed immediate improvement; however, only the experimental group sustained increased safety control confidence after 6 weeks (Wald χ2=13.21, p<.001). Course interest was significantly higher in the experimental group post-intervention (Wald χ2=10.64, p=.001). Conclusion: These preliminary findings suggest that EFMPE potentially supports the prevention of falls and medication errors in clinical practice.

9

4,200원

This study aims to investigate the effects of squat training combined with virtual reality program on lower extremity muscle activity and balance abilities of healthy university students. The subjects of this study were assigned to either the experimental group or the control group using the drawing lots method to minimize selection bias. The experimental group conducted squat training using a VR fitness program while wearing an oculus rift, whereas the control group performed squat training without VR equipment. Both groups trained for 30 minutes per day, three times a week, for a total of six weeks. Lower extremity muscle activity and balance abilities were assessed before the experiment and after six weeks. Muscle activity was measured using wireless surface electromyography, and balance was measured using BioRescue. As a result of this study, significant differences were observed in both groups regarding lower extremity muscle activity and balance abilities before and after the experiment. The experimental group showed a statistically significant increase in muscle activity compared to the control group after six weeks. Additionally, in terms of balance abilities, the experimental group demonstrated a statistically significant improvement compared to the control group. The results of this study indicate that squat training combined with virtual reality positively affects lower extremity muscle activity and balance abilities compared to the control group. Therefore, in the absence of issues such as 3D motion sickness, squat exercises combined with virtual reality using VR-HMD can be used as an important intervention method in clinical settings to enhance muscle activity and balance abilities.

10

4,000원

본 연구는 뇌졸중 환자의 상지 재활에 사용되는 컴퓨터-인간 연동을 이용한 가상현실 기반 훈련 프로그램 중재의 효과를 알아보고자 하였다. 2015년 2월까지 Medline 데이터베이스에서 뇌졸중 환자의 상지 재활을 위한 가상 현실 중재를 다루는 무작위 대조군 임상 연구들을 검색하였다. PEDro 스케일이 연구의 질을 사정하기 위해 사용되 었다. 선정된 8개의 연구가 분석되어졌다. PEDro 스케일은 5 부터 8/10까지 다양했다. 모든 연구들은 가상현실 기반 훈련 그룹에서 상지 기능 회복에 유의한 결과를 보였다. 본 연구는 뇌졸중 환자의 상지 회복을 위해 사용되는 가상 현실 기반 훈련 프로그램의 적용이 다양하고 예측할 수 없는 실행으로 구성된 과제 지향적이고 점진적인 학습을 제 공함을 통해 특히 배움에 효과가 있음을 보여주었다. 본 연구에서는 가상현실 훈련 프로그램을 뇌졸중 환자의 상지 기능 재활에 탁월한 학습 효과를 기대할 수 있으며 과제-지향과 등급화된 학습을 제공하는데 효과적이다.

To identify virtual reality (VR) interventions used for upper extremity rehabilitation in stroke patients. The Medline database was searched up to February 11, 2015. Randomized controlled and clinical trials that included a VR intervention for upper extremity rehabilitation in stroke patients were included. The Physiotherapy Evidence Database (PEDro) scale was used to assess the quality of the included studies. In total, 8 studies were included. PEDro scores varied from 5 to 8/10. All studies showed significant improvement in outcomes in favor of the VR group. This review suggests that VR applications used for upper extremity rehabilitation in stroke patients predominantly mediate learning through providing task-oriented and graduated learning with variable and unpredictable practice.

11

Integrated Evaluation of an Augmented Reality-Based Radiation Protection Education Program for Nursing Students KCI 등재 SCOPUS

Shinnosuke Matsumoto, Kiyomitsu Shinsho, Saori Miura, Yuko Murakami, Yuko Ito, Yumi Nishimura

대한방사선방어학회 방사선방어학회지 VOLUME 51 NUMBER 1 2026.03 pp.19-26

Background: Radiation plays a vital role in medical diagnosis and treatment. However, insufficient radiation protection education poses serious risks to patients and healthcare professionals. Nursing students often have limited formal training, and traditional lecture-based methods foster passive learning, which may not promote deep understanding. Augmented reality (AR) technology offers a novel approach by overlaying digital models onto real-world images, enabling students to intuitively visualize abstract concepts such as time, distance, and shielding. This study was conducted to evaluate an AR-based radiation protection application integrated with conventional lectures to enhance the knowledge of nursing students and calibrate their perceptions of radiation safety. Materials and Methods: A cross-sectional, pre–post-intervention study was conducted at Tokyo Metropolitan University among 80 second-year nursing students (95% female) without prior radiation safety training. The intervention comprised two phases: a standardized 90-minute lecture covering the nature and biological effects of ionizing radiation and the principles of time, distance, and shielding; and a hands-on AR session using an Android-based application that overlays a three-dimensional model of scattered radiation dose onto a live camera view, demonstrating exposure effects. Radiation knowledge was assessed using a 50-item questionnaire, and risk perception was measured using a 30-item, seven-point Likert scale. Data in this study were analyzed using nonparametric tests and compared with reference data. Results and Discussion: Post-intervention knowledge scores were significantly higher than pre-intervention and reference scores (p<0.05). Additionally, risk perception ratings for ‘nuclear power’ and ‘X-ray’ decreased by one rank, suggesting a more balanced and realistic evaluation of risks. Conclusion: Integrating AR with traditional lectures significantly improves radiation protection knowledge and risk assessment among nursing students, supporting the promising role of AR in healthcare education. Future research should include longitudinal follow-up and explore AR features, such as dose simulation.

12

4,000원

The occupation of firefighting is characterized by a high risk of exposure to traumatic events, which can result in the development of post-traumatic stress disorder. This study aims to investigate firefighters’ perceptions and needs on virtual reality (VR) psychological intervention programs. The study is qualitative and uses a focus group interview. Semi-structured interviews were conducted with two focus groups of six people, one for field staff and one for internal and psychological support staff. Consequently, two themes and eight categories were identified for VR psychological intervention programs. Firefighters' perceptions of the VR psychological intervention program were categorized into three categories. Their needs included “a form of group counseling with realistic virtual colleagues,” “content modules that reflect different trauma experiences for each job, such as rescue and resuscitation, firefighting, and desk work,” “a standardized, one-hour, non-face-to-face program,” “support for manual development and program utilization that considers individual differences in age and digital proficiency,” and “professional firefighters’ participation in development and outreach to individuals, managers, and organizations." The key findings of the study are expected to be considered in developing future VR psychological intervention programs for firefighters.

13

4,000원

This study aims to identify the effect of a virtual reality (VR)-based isolation patient infection control education program on nursing students' infection control knowledge, awareness, and performance confidence. This research design was a quasi-experimental pre-test and post-test research design. The participants were 55 nursing students (experimental group 28, control group 27). Data were analyzed using descriptive analysis, the independent t-tests, and paired t-tests with SPSS version 27.0. The VR content included hand hygiene, donning and doffing personal protective equipment (PPE), post-exposure prophylaxis of sharps injury, and disposal of medical waste. The experimental group showed significantly improved in infection control knowledge (t=3.117, p=.003) and performance confidence (t=3.059, p=.004) than the control group,. However, after applying the education program, awareness of the control group showed a more significant change. This VR-based isolation patient infection control education program for nursing students can help increase competency in infection control practice.

14

4,300원

본 연구는 국내 노인을 대상으로 가상현실 프로그램 중재가 균형에 미치는 효과를 알아보기 위한 체계적 고찰 연구로, 가상현실 프로그램에 대한 근거자료를 제공하고자 하였다. 2005년 1월부터 2020년 5월까지 출판된 문헌을 대상으로 데이터베이스 누리미디어(DBpia), 학술교육원(earticle), 한국학술정보(KISS), 국가과학기술정보센터(NDSL), 한국교육학술정보원(RISS), 교보문고스콜라, 학지사뉴논문을 통해 총 94편의 논문이 검색되었고, PRISMA flow chart 를 사용한 문헌선정과정을 바탕으로 최종 6편의 문헌이 분석에 사용되었다. 문헌의 질적수준은 근거수준 Ⅰ이 3편 (50.0%), Ⅱ가 1편(16.7%), Ⅲ이 2편(33.3%)으로 나타났고, 가상현실 프로그램 종류는 wii fit 밸런스가 4편(66.7%)으로 가장 많았으며, 균형능력 및 보행능력에 대한 평가도구를 통해 가상현실 프로그램 중재의 효과는 전반적으로 유의미하 게 나타났다. 이는 일반 노인을 대상으로 가상현실 프로그램을 효과적으로 적용할 수 있을 것으로 기대하며 임상적 적용 근거를 제공하였으며, 앞으로 다양한 가상현실 프로그램 중재를 적용한 연구가 많이 다루어져야 할 필요가 있다.

This study approached the elderly in Korea with a systematic review to find out the effect of virtual reality program arbitration on balance, which the evidence for the virtual reality program is provided. Total of 94 papers were searched through the database Nuri Media (DBpia), Scholarship (earticle), Korean Studies Information (KISS), National Digital Science Library (NDSL), the Korea Educational Research and Information Service (RISS), Kyobo Book Scholar (RISS), and Hakjisa New Thesis on Literature Selection using PRISMA flow-chart from January 2005 to May 2020 based on the final literature selection process and analysis. The quality level of the literature was found to be three volumes (50.0%) of the base level I, one (16.7%) of the II, and two of the III (33.3%). The most common type of virtual reality program was Wii-fit balance of 4 (66.7%), and the effect of virtual reality program arbitration was significant overall through evaluation tools for balance and walking ability. This is expected to effectively apply the virtual reality program to the elderly. In addition, since clinical application basis has been provided, further studies applying various virtual reality program interventions need to be addressed.

15

4,500원

본 연구는 뇌졸중 환자의 기능회복에 대한 가상현실 운동프로그램의 효과를 검증하기 위해 수행된 체계적 문헌 고찰 및 메타분석 연구이다. 데이터베이스는 학술연구정보서비스(RISS), 한국학술정보(Korean studies Information Service System, KISS), 한국 의학논문데이터베이스(KMbase)를 활용하여 ‘뇌졸중’, ‘뇌경색’, ‘상지기능’, ‘균형’, ‘일상 생활능력’, ‘운동훈련’, ‘운동중재’ ‘재활’ ‘가상현실’, ‘가상현실 교육’, ‘가상현실 프로그램’ 을 검색어로 최근 10년(2009년 ∼2018년)간 문헌을 검토하였다. 분석은 R을 이용한 임의효과모형을 적용하여 상지기능, 균형과 일상생활 능력의 효과 크기를 각각 산출하였다. 최종적으로는 RCT 9편을 분석하였다. 개별문헌은 Cochrane Collaboration의 RoB (Risk of Bias) 도구를 통해 비뚤림 위험을 평가하였으며, 전반적인 비뚤림 위험은 낮았다. 본 연구결과 균형에 대한 효과크기 (g=.77), 일상생활 활동에 대한 효과크기(g=.80)로 “큰 효과크기”를 나타내었다. 따라서, 뇌졸중 환자의 균형과 일상생활 능력 향상을 위한 가상현실 운동프로그램이 효과적임을 확인하게 되었다. 향후 가상현실 운동프로그램 이용한 보다 효 과적인 프로그램 개발과 적용에 대한 연구가 필요하다고 생각된다.

This study was carried out to evaluate the efficacy of Virtual Reality(VR) program on recovery of functional in Stroke through systematic literature review and meta-analysis. The following databases were used to search the literature: RISS, KISS, KMbase. Keywords included ‘stroke’, ‘CVA’ ‘virtual reality’, ‘rehabilitation’, ‘virtual reality program’ and the evaluated articles were published from 2009 to November 2018. The statistical was used R program, the effect size of upper limb, balance and ADL were calculated by random-effects model. As a result, 9 RCT studies were meta-analyzed and were evaluated for the risk of bias by the RoB of Cochrane Collaboration; the overall risk of bias was low. The effect sizes of VR program was balance(g=.77), ADL(g=.80) as indicated by a “large effect size”. Therefore, VR program is large effective in reducing balance and ADL in strokes. It is necessary to develop and apply a virtual reality-based program using more efficient program development.

16

4,000원

본 연구는 뇌졸중 환자를 대상으로 가상현실 프로그램에 대한 융복합적 효과를 알아보기 위해 메타분석을 실시 하였다. PICOS 기준에 따라 국내 문헌을 검색하여 ‘뇌졸중’, ‘가상현실 프로그램’ 관련하여 최종 9편의 연구를 선정하였 다. 개별 연구물의 비뚤림 평가는 각 연구의 설계에 따른 평가 도구를 이용하여 실시하였다. CMA 프로그램을 이용하여 메타분석의 효과크기를 산출하였다. 조절효과분석은 하위그룹분석과 메타회귀분석으로 실시하였다. 가상현실 프로그램 의 일상생활활동 능력에 대한 전체 효과크기는 Hedges’s g=0.302(95% CI: 0.064∼0.540)이었다. 따라서 가상현실 프로그램은 뇌졸중 환자의 일상생활활동 능력을 증가시켜 가상현실 산업과 의료 보건 산업을 융복합한 의료산업에 긍정 적인 영향을 제공할 수 있다.

This study was designed to test the convergence effectiveness of virtual reality programs for patients with stroke by using meta-analysis. Based on the PICOS criteria, we searched domestic literature and selected the final 9 studies in relation to ‘stroke’ and ‘virtual reality programs’. Evaluation of the risk of bias in individual studies was conducted using evaluation tools according to the design of each study. The effect size of the meta-analysis was calculated using CMA program. The mediating effect analysis was conducted by sub-group analysis and meta-regression analysis. The overall effect size of the virtual reality program on the activities of daily living ability was Hedges’s g=0.302(95% CI: 0.064∼0.540), Therefore, virtual reality programs can increase the activities of daily living in stroke patients and have a positive impact on the medical industry that the convergence of virtual reality industry and healthcare industry.

17

4,200원

목적 : 본 연구는 가상현실 프로그램을 통해 뇌졸중 환자의 낙상 효능감과 일상생활활동에 미치는 영향을 알아보고자 하였다. 연구방법 : 뇌졸중 진단을 받은 환자를 대상으로 총 4주 동안 가상현실 프로그램 중재를 받는 실험군 10명 과 작업치료 중재를 받는 대조군 10명으로 나누어 실시하였다. 치료 중재 전․후 낙상 효능감을 비교하 기 위하여 낙상 효능감 척도(Fall Efficacy Scale: FES)를 시행하였고, 일상생활활동 수행능력을 비교하기 위하여 기능적 독립척도(Functional Independence Measure: FIM)를 시행하였다. 결과 : 실험군과 대조군의 치료 중재 전․후 뇌졸중 환자의 낙상 효능감과 일상생활활동 수행능력은 통계학 적으로 유의한 차이를 보였고(p<.05), 실험군이 대조군에 비해 통계학적으로 유의하게 낙상 효능감과 일 상생활활동 수행능력이 향상되었다(p<.05). 결론 : 작업치료와 더불어 가상현실 프로그램을 적용할 때 뇌졸중 환자의 낙상 효능감과 일상생활활동 수행 능력을 향상시킨다는 것을 알 수 있었다. 따라서 가상현실 프로그램이 뇌졸중 환자의 낙상 효능감과 일상 생활활동 수행능력을 위한 치료방법으로 작업치료와 더불어 임상에서 유용하게 적용될 수 있을 것이다.

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.

18

4,300원

본 연구에서는 국내 임상재활 현장에서 적용된 컴퓨터 기반 가상현실 프로그램의 효과를 알아보기 위하여 ICF 분류 기준을 근거하여 메타분석을 실시하였다. 국내 논문 데이터베이스에서 1995년~2014년까지 게재된 연구들 중 15편을 선정하였다. 연구의 질적 평가는 PEDro score를 사용하였고 대상 논문들의 표본수와 사전-사후 평균, 표준 편차를 사용하여 메타분석을 실시하였다. 연구결과 선정된 연구는 PEDro score 6점 이상이었고 연구 대상자는 338명 이었다. 효과크기 분석 결과 분석대상의 통합된 효과크기는 1.030, ICF 분류의 활동과 참여 1.120, 감각기능 1.199로 큰 효과크기를 보였고 정신기능의 효과크기는 0.557로 중간효과크기를 나타내었다. 본 연구의 결과로 임상재활 현장 에서 가상현실 프로그램이 전통적인 재활 치료에 대한 대체 또는 보조적 치료 프로그램으로서의 효과가 입증되었다. 특히 ICF 분류의 활동과 참여, 신체기능의 감각기능에 대한 효과가 입증되었고 신체기능의 정신기능에 대한 효과는 통계적 근거가 미흡하였다.

Meta-analysis was conducted to examine effects of computer based virtual reality on clinical rehabilitation in Korea. The data were analyzed as the ICF categorizations. The papers used in this study were located through domestic data search engines. The fifteen studies were selected among the studies published between 1995 and 2014. The PEDro score was used for qualitative assessment. The sample size and the average and standard deviations of pre and post tests were analyzed through a meta-analysis. The PEDro scores of the selected studies were 6 points higher and 338 participants were involved. The effect size of combined data was 1.030, activities and participation 1.120, sensory function 1.199 as indicated by a “large effect size” and the effect size of mental function was 0.557 as indicated by a “medium effect size.” As a result, virtual reality program as a adjunctive therapeutic methods has proven the effect. In particular, the effects were demonstrated in activities and participation, sensory function. However there was no evidence of the effectiveness of mental function.

19

이완을 유도한 가상현실 프로그램이 치과불안에 미치는 효과

이든샘, 김미리혜, 김정호, 김제중

[NRF 연계] 한국건강심리학회 한국심리학회지: 건강 Vol.22 No.2 2017.06 pp.257-269

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원문보기

본 연구의 목적은 평화로운 풍경을 통해 이완을 유도하는 가상현실 프로그램이 치과치료 대기 상황에서의 치과불안, 상태불안 및 이완에 미치는 효과를 검증하는 것이다. 이를 위해 대구광역시 G 치과에 내원한 환자들 중 66명을 모집하여 각각 33명씩 실험집단(평균 나이: 38.27세, 나이 범위: 12-70세)과 통제집단(평균 나이: 35.24세, 나이 범위: 23-75세)으로 무선할당 하였다. 실험집단은치과 진료 전 가상현실을 통해 약 3분 동안 이완을 유도했고, 통제집단은 대기하라고 지시했다. 각 집단은 처치 전과 후에 각각 사전검사와 사후검사를 실시했다. 검사를 위해 자기보고식 측정도구와 생리적 측정도구를 사용했다. 전자는 한국판 치과 불안 검사, 상태불안검사, 이완정도에대한 자기-보고 척도로 구성되었으며, 후자로는 맥박측정기가 사용되었다. 자료 분석 결과, 실험집단이 통제집단에 비해 치과불안, 상태불안, 및 맥박이 모두 유의하게 낮아졌으며 이완이 증가되었다. 이 결과는 가상현실로 이완을 유도하여 치과 진료 전 불안상태를 완화해 줄 수 있음을 시사한다. 끝으로 본 연구의 의의와 추후 연구를 위한 제언이 논의되었다.

This study examined the effects of a virtual reality program on dental anxiety, state anxiety and relaxation among patients waiting to receive dental treatment. The virtual reality program was developed to induce relaxation, by showing patients peaceful scenery. Sixty-six dental patients who visited a dental clinic were recruited and randomly assigned either to the experimental group (n = 33, mean age = 38.27 years, age range = 12-70 years), or to the control group (n = 33, average age = 35.24 years, age range = 23-75 years). While in the waiting room, the experimental group received Virtual Reality-induced Relaxation treatment for approximately 3 minutes prior to their dental treatment, whereas the control group sat and waited as usual. Both groups completed a questionnaire before and after the treatment (or waiting) period. The battery of questionnaires consisted of the Korean Dental Anxiety Inventory, the Anxiety Inventory, and a self-report scale asking patients about their degree of relaxation. The Fingertip Pulse Oximeter was also used to measure patients' heart rates. Statistical analyses revealed that compared to the control group, the experimental group reported significantly greater reductions following the treatment/waitlist period in dental anxiety [F(1, 64) = 30.49, p < 0.001], state anxiety [F(1, 64) = 19.12, p < 0.001], and heart rate [F(1, 64) = 19.12, p < 0.001], as well as significantly greater increases in subjective reports of relaxation [F(1, 64) = 38.07, p < 0.001]. These results suggest that prior to dental treatments, relaxation induced by virtual reality program eases anxiety and provides relaxation to the patients. Lastly, we discuss the implications of this study and suggestions for future research.

20

치매교육을 위한 가상현실 프로그램에 대한 체계적 고찰 KCI 등재

김수현, 박희옥

한국디지털정책학회 디지털융복합연구 제19권 제3호 2021.03 pp.195-202

※ 기관로그인 시 무료 이용이 가능합니다.

4,000원

본 연구는 치매교육으로 제공한 국내·외 가상현실 프로그램의 특성, 효과, 적용 전략 등을 확인하는 체계적고찰 연구이다. 연구방법은 2020년 7월까지 국내·외에서 발표된 문헌을 대상으로 국외는 CINAHL, Cochrane, EMBASE, Pubmed 전자 데이터베이스를 사용하였으며, 국내는 RISS, KISS, DBpia에 대한 검색을 시행하였다. 선정기준과 배제 기준을 근거로 최종 6편의 논문이 분석에 사용되었다. 분석결과 선정된 문헌의 연구대상자는 비전문 간병인 2편 (33.3%), 일반인 1편(16.7%), 간호학생과 의학 및 약학대 학생을 포함한 학생들 3편(50.0%)이었다. 가상현실 프로그램 은 총 5개(공감능력, 치매 지식과 편안감을 포함한 치매태도, 자신의 능력에 대한 신뢰, 양자관계척도)영역에 효과가 있었으며, 이 중 공감능력에 대한 평가가 가장 많았으며 공감능력을 측정한 연구의 75%에서 가상현실 프로그램이 유의 한 효과를 나타내었다. 본 연구 결과를 통해 공감을 기반으로 한 인간중심적 간호에 가상현실 기술을 활용할 수 있음을 확인하였다.

This study is a systematic review study to confirm the characteristics, effects, and application strategies of domestic and foreign virtual reality programs provided by dementia education. This study is based on the literature published up to July 2020, CINAHL, Cochrane, EMBASE, and Pubmed electronic databases were used overseas, and RISS, KISS, and DBpia were searched in Korea. Based on the selection criteria and exclusion criteria, the final six papers were used for analysis. As a result of the analysis, the subjects of the selected literature were two informal caregivers (33.3%), one general (16.7%), and three students (50.0%) including nursing students and medical and pharmacy students. The virtual reality program was effective in a total of five areas(empathy ability, dementia attitude including knowledge and comfort of dementia, trust in own abilities, dyadic relationship scale), of which 75% of the studies measured empathy ability had significant effects. The results of this study confirm that virtual reality technology can be used for human-centered nursing based on empathy.

 
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