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Analysis of Muscle On-set Time of Fully Immersive Virtual Reality Motions and Actual Motions in Healthy Adults

정상성인에서의 완전 몰입형 가상현실 동작과 실제 동작에서의 근수축 개시시간의 분석

  • Park, Tae-Sung (Department of Rehabilitation Medicine, Pusan National University Hospital) ;
  • Kang, Jong-Ho (Department of Physical Therapy, Catholic University) ;
  • Kim, In-Bae (Department of Physical Therapy, Graduate School of Catholic University)
  • 박태성 (부산대학교병원 재활의학과) ;
  • 강종호 (부산가톨릭대학교 물리치료학과) ;
  • 김인배 (부산가톨릭대학교 물리치료학과 대학원)
  • Received : 2017.12.19
  • Accepted : 2018.02.20
  • Published : 2018.02.28

Abstract

This study compared the muscle on-set time of fully immersive virtual reality motions with that of actual motions to if there difference. The subjects were 30 healthy adults subjects and compared the virtual reality moction group(punch, archery) and actual motion group(punch, archery) muscle on-set time. In this study, there was no significant difference between the virtual reality motion group and actual motion group muscle on-set time(p>0.05). Fully immersive virtual reality is deemed to be applicable for use in physical therapy. In future studies, it is necessary to investigate whether a fully immersive virtual reality can be applied to patients.

본 연구는 완전 몰입형 가상현실 게임을 통하여 완전 몰입형 가상현실 동작과 실제 동작에서의 근수축 개시시간을 비교 하여 보고자 한다. 정상성인 30명을 대상으로 가상현실 동작(펀치, 활쏘기)과 실제 동작(펀치, 활쏘기)에서의 근수축 개시시간을 비교하여 보았다. 본 연구 결과 가상현실 동작과 실제 동작에서의 근수축 개시시간에는 유의한 차이가 없었다(p>0.05). 본 연구를 통하여 물리치료와 완전 몰입형 가상현실을 융합하여 새로운 완전 몰입형 가상현실 콘텐츠를 개발 하여 물리치료에 적용 할 수 있을 것으로 생각되며, 다양한 치료 방법이 개발 될 것으로 보인다. 또한 추후 연구에서 뇌졸중 환자를 대상으로 완전 몰입형 가상현실을 적용하여 치료에 적용 할 수 있을지 알아볼 필요가 있다.

Keywords

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