1.Efficient Suicide Prevention Intervention: Meta-Analysis.
Journal of Korean Academy of Psychiatric and Mental Health Nursing 2013;22(4):273-284
PURPOSE: The purpose of this study was to evaluate the suicide ideation effects of suicide prevention program. METHODS: Using several databases, studies were collected from March, 2012 to August, 2012. For the purpose of a systematic literature review, in this study analysis was done of pretested-posttested research among non-randomized studies utilizing suicide prevention program, and having set the intervention as the independent variable suicidal idea as a dependent variable. RESULTS: The result of interventions on suicide prevention showed a moderate effect at -0.72 (96% CI: -0.96, 0.48). For intervention types, reality therapy was most effective overall, while the life cycle was found to be most effective for young people (d=-1.57, 95% CI: -2.70, -0.43). The periods for the intervention on suicide prevention was shown to be most effective when it was repeated over 20 times (d=-1.55, 95% CI:-2.75, -0.35), and also it worked better for the risk group than a general group (d=-0.89, 95% CI: -1.26, 0.52). CONCLUSION: The findings of this study support basic data for interventions to prevent future suicide and the need for further development of prevention programs.
Life Cycle Stages
;
Reality Therapy
;
Suicide*
2.Effectiveness of Commercial Gaming-Based Virtual Reality Movement Therapy on Functional Recovery of Upper Extremity in Subacute Stroke Patients.
Jun Hwan CHOI ; Eun Young HAN ; Bo Ryun KIM ; Sun Mi KIM ; Sang Hee IM ; So Young LEE ; Chul Woong HYUN
Annals of Rehabilitation Medicine 2014;38(4):485-493
OBJECTIVE: To investigate the effectiveness of commercial gaming-based virtual reality (VR) therapy on the recovery of paretic upper extremity in subacute stroke patients. METHODS: Twenty patients with the first-onset subacute stroke were enrolled and randomly assigned to the case group (n=10) and the control group (n=10). Primary outcome was measured by the upper limb score through the Fugl-Meyer Assessment (FMA-UL) for the motor function of both upper extremities. Secondary outcomes were assessed for motor function of both upper extremities including manual function test (MFT), box and block test (BBT), grip strength, evaluated for activities of daily living (Korean version of Modified Barthel Index [K-MBI]), and cognitive functions (Korean version of the Mini-Mental State Examination [K-MMSE] and continuous performance test [CPT]). The case group received commercial gaming-based VR therapy using Wii (Nintendo, Tokyo, Japan), and the control group received conventional occupational therapy (OT) for 30 minutes a day during the period of 4 weeks. All patients were evaluated before and after the 4-week intervention. RESULTS: There were no significant differences in the baseline between the two groups. After 4 weeks, both groups showed significant improvement in the FMA-UL, MFT, BBT, K-MBI, K-MMSE, and correct detection of auditory CPT. However, grip strength was improved significantly only in the case group. There were no significant intergroup differences before and after the treatment. CONCLUSION: These findings suggested that the commercial gaming-based VR therapy was as effective as conventional OT on the recovery of upper extremity motor and daily living function in subacute stroke patients.
Activities of Daily Living
;
Hand Strength
;
Humans
;
Occupational Therapy
;
Paresis
;
Stroke*
;
Upper Extremity*
;
Virtual Reality Exposure Therapy
3.Jiao's scalp acupuncture combined with virtual reality rehabilitation training for motor dysfunction in patients with Parkinson's disease: a randomized controlled trial.
Zhen-Mei HONG ; Ji-Fang QIU ; Shu-Qing ZHANG ; Yan-Bo WANG ; Ke-Lin HE ; Rui-Jie MA
Chinese Acupuncture & Moxibustion 2022;42(7):726-730
OBJECTIVE:
To compare the clinical efficacy between Jiao's scalp acupuncture combined with virtual reality (VR) rehabilitation training and VR rehabilitation training alone for motor dysfunction in patients with Parkinson's disease (PD).
METHODS:
A total of 52 patients with PD were randomly divided into an observation group and a control group, 26 cases in each group. The patients in both groups were treated with routine basic treatment, and the patients in the control group were treated with VR rehabilitation training. The patients in the observation group were treated with Jiao's scalp acupuncture on the basis of the control group. The scalp points included the movement area, balance area and dance tremor control area. Both groups were treated once a day, 5 times a week for a total of 8 weeks. Before treatment and 4 and 8 weeks into treatment, the gait parameters (step distance, step width, step speed and step frequency), timed "up and go" test (TUGT) time and unified Parkinson's disease rating scale part Ⅲ (UPDRS-Ⅲ) score were compared between the two groups, and the clinical efficacy was evaluated.
RESULTS:
Four weeks into treatment, except for the step width in the control group, the gait parameters of the two groups were improved, the TUGT time was shortened, and the UPDRS-Ⅲ scores were reduced (P<0.01, P<0.05); the step distance in the observation group was better than that in the control group, and the UPDRS-Ⅲ score in the observation group was lower than that in the control group (P<0.05). Eight weeks into treatment, the gait parameters of the two groups were improved, the TUGT time was shortened, and the UPDRS-Ⅲ scores were reduced (P<0.01); the step distance and step speed in the observation group were better than those in the control group, the TUGT time in the observation group was shorter than that in the control group, and the UPDRS-Ⅲ score in the observation group was lower than that in the control group (P<0.05, P<0.01). The total effective rate was 92.3% (24/26) in the observation group, which was higher than 69.2% (18/26) in the control group (P<0.05).
CONCLUSION
Jiao's scalp acupuncture combined with VR rehabilitation training could improve the gait parameters, walking ability and motor function in patients with PD. The clinical effect is better than VR rehabilitation training alone.
Acupuncture Therapy/adverse effects*
;
Gait
;
Humans
;
Parkinson Disease/therapy*
;
Scalp
;
Virtual Reality
4.A Study on the Effect of the Group Counseling Program Developed by Applying Reality Therapy on the Body Image and Depression of Adolescent Women.
Korean Journal of Child Health Nursing 2001;7(3):342-358
The purpose of the study is both to develope the group counseling program applying Reality Therapy, by which positive body image could be conceived by adolescent women, by helping them identify their bodies as what they are, and then admit their real bodies, and also find out some practical methodologies of self-esteem, and to verify the program to show how effectively this program can be applied to them. Data were collected by self-reported questionnaires(body image and depression) from 59 high school girls in Seoul who were selected by criteria of this study, from the 1st of September to 10th of November, 2000. The experimental group participated in the group counseling by applying Reality Therapy with 8 sessions for 4 weeks. Descriptive statistics, homogeneity test, hypothesis testing, reliability were performed statistically by utilizing SAS pc program, and additionally the reaction due to the change of body image by adolescent women was also analyzed. The results drawn through the present study are as follows: 1. A hypothesis that "adolescent women who participated in the group counseling program by applying Reality Therapy may get higher points on body image than adolescent women who did not participated" has been adopted (t=6.73, p=.000). 2. A hypothesis that "adolescent women who participated in the group counseling program by applying Reality Therapy may get lower points on depression than adolescent women who did not participated" has been adopted (t=5.28, p=.000). 3. After applying the group counseling program, the degree of depression for upper group who obtained higher preliminary points on depression has decreased rather meaningfully more than that for lower group who obtained higher preliminary points(t=5.58, p=.000). 4. Reactions associated with positive change in body image of adolescent women who participated in the group counseling program by applying Reality Therapy has been shown to be body acceptance, enhancement of self-esteem, and change of value judgment of beauty. 5. The difference in the motivation and attitude of each group has been observed, by analyzing the reactions obtained from those who show the highest change of body image and those who show the lowest change of body image through the group counseling program by applying Reality Therapy. According to the present studies, it can be concluded that the group counseling program by applying Reality Therapy has turned out as an effective strategy for nursing intervention for adolescent women, by helping them form positive body images and reducing depression.
Adolescent*
;
Beauty
;
Body Image*
;
Counseling*
;
Depression*
;
Female
;
Humans
;
Judgment
;
Motivation
;
Nursing
;
Reality Therapy*
;
Seoul
;
Child Health
5.The status of surgical simulation.
Chinese Medical Journal 2012;125(21):3763-3764
6.The Effect of Virtual Reality and Tetra-Ataxiometric Posturography Programs on Stroke Patients With Impaired Standing Balance.
Yoon Bum SONG ; Min Ho CHUN ; Won KIM ; Sook Joung LEE ; Jin Hwa YI ; Dae Hwan PARK
Annals of Rehabilitation Medicine 2014;38(2):160-166
OBJECTIVE: To investigate the effect of virtual reality (VR) and a tetra-ataxiometric posturography (Tetrax) program on stroke patients with impaired standing balance. METHODS: Thirty acute stroke patients with impaired standing balance were recruited and randomly assigned to a VR, Tetrax, or control group. All patients received conventional balance training as a baseline; and VR and Tetrax patients received VR or Tetrax treatment, in addition. The primary outcome measures to evaluate the overall standing balance were the Berg Balance Scale (BBS) and the falling index (FI). The secondary outcome measures were the stability index (SI) and the weight distribution index (WDI), which were used to evaluate the balance status according to specific body positions. The FI, SI, and WDI were measured using the Tetrax instrument. RESULTS: The BBS and FI scores were improved in all groups, with no significant differences between groups. In open-eyed positions, the VR group showed significantly greater improvement in SI and WDI scores than the control group (p<0.017). In closed-eyed positions, the Tetrax group showed significantly greater improvement in SI and WDI scores than the control group (p<0.017). CONCLUSION: The inclusion of VR and Tetrax programs did not lead to an overall benefit in balance. VR and Tetrax did, however, demonstrate a benefit in specific positions. A Tetrax program may benefit patients with abnormal proprioceptive function, whereas a VR program may benefit patients with normal sensory function.
Humans
;
Outcome Assessment (Health Care)
;
Postural Balance
;
Sensation
;
Stroke*
;
Virtual Reality Exposure Therapy
7.The Effect of Virtual Reality and Tetra-Ataxiometric Posturography Programs on Stroke Patients With Impaired Standing Balance.
Yoon Bum SONG ; Min Ho CHUN ; Won KIM ; Sook Joung LEE ; Jin Hwa YI ; Dae Hwan PARK
Annals of Rehabilitation Medicine 2014;38(2):160-166
OBJECTIVE: To investigate the effect of virtual reality (VR) and a tetra-ataxiometric posturography (Tetrax) program on stroke patients with impaired standing balance. METHODS: Thirty acute stroke patients with impaired standing balance were recruited and randomly assigned to a VR, Tetrax, or control group. All patients received conventional balance training as a baseline; and VR and Tetrax patients received VR or Tetrax treatment, in addition. The primary outcome measures to evaluate the overall standing balance were the Berg Balance Scale (BBS) and the falling index (FI). The secondary outcome measures were the stability index (SI) and the weight distribution index (WDI), which were used to evaluate the balance status according to specific body positions. The FI, SI, and WDI were measured using the Tetrax instrument. RESULTS: The BBS and FI scores were improved in all groups, with no significant differences between groups. In open-eyed positions, the VR group showed significantly greater improvement in SI and WDI scores than the control group (p<0.017). In closed-eyed positions, the Tetrax group showed significantly greater improvement in SI and WDI scores than the control group (p<0.017). CONCLUSION: The inclusion of VR and Tetrax programs did not lead to an overall benefit in balance. VR and Tetrax did, however, demonstrate a benefit in specific positions. A Tetrax program may benefit patients with abnormal proprioceptive function, whereas a VR program may benefit patients with normal sensory function.
Humans
;
Outcome Assessment (Health Care)
;
Postural Balance
;
Sensation
;
Stroke*
;
Virtual Reality Exposure Therapy
8.Effects of Self-Assertive Training Applying Reality Therapy Techniques on Self-esteem and Internalized Stigma in Schizophrenia Patients
Journal of Korean Academy of Psychiatric and Mental Health Nursing 2019;28(1):37-49
PURPOSE: The aim of this study was to examine the effect of self-assertive training applying the reality therapy techniques (SATART) on self-esteem and internalized stigma of schizophrenia patients. METHODS: This study was a non-equivalent control group pretest-posttest design and enrolled 55 people with schizophrenia (experimental group=27, control group=28) from two community mental health centers. The SATART was offered twice a week for 6 weeks in a total 12 sessions. Data were collected from February to April, 2017, using the Korean version of the Internalized Stigma of Mental Illness Scale and Rosenberg Self-Esteem Scale. The collected data was analyzed using χ2 test, independent t-test, one-way ANCOVA, and repeated measures ANOVA with using the SPSS/WIN 22.0 program. RESULTS: The experimental group showed significant improvements in self-esteem and recudction of internalized stigma compared to the control group. However, there was no significant improvement on stigma resistance measurement among the subscales of internalized stigma between two groups. CONCLUSION: The findings indicate that the SATART program is effective and could be recommended as a psychosocial intervention for self-esteem enhancement and internalized stigma reduction of people with schizophrenia.
Assertiveness
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Community Mental Health Centers
;
Humans
;
Reality Therapy
;
Schizophrenia
;
Self Concept
;
Social Stigma
9.Effects of virtual reality training on limb movement in children with spastic diplegia cerebral palsy.
Kai REN ; Xiao-Ming GONG ; Rong ZHANG ; Xiu-Hui CHEN
Chinese Journal of Contemporary Pediatrics 2016;18(10):975-979
OBJECTIVETo study the effects of virtual reality (VR) training on the gross motor function of the lower limb and the fine motor function of the upper limb in children with spastic diplegia cerebral palsy.
METHODSThirty-five children with spastic diplegia cerebral palsy were randomly assigned to VR training group (n=19) and conventional training group (n=16). The conventional training group received conventional physical therapy and occupational therapy for three months. The VR training group received VR training and occupational therapy for three months. Grip and visual-motor integration subtests in Peabody Developmental Motor Scales-2 were used to evaluate the fine movement in patients before and after treatment. The D and E domains of the 88-item version of the Gross Motor Function Measure (GMFM-88), Modified Ashworth Scale (MAS), and Berg Balance Scale (BBS) were used to evaluate the gross movement in patients before and after treatment.
RESULTSBefore treatment, there were no significant differences in grip, visual-motor integration, fine motor development quotient, scores of D and E domains of GMFM-88, MAS score, or BBS score between the two groups (P>0.05). After treatment, all the indices were significantly improved in the VR training group compared with the conventional training group (P<0.05).
CONCLUSIONSVR training can effectively improve the gross motor function of the lower limb and the fine motor function of the upper limb in children with spastic diplegia cerebral palsy.
Cerebral Palsy ; physiopathology ; therapy ; Child ; Child, Preschool ; Extremities ; physiopathology ; Female ; Humans ; Male ; Movement ; Virtual Reality Exposure Therapy
10.Design and implementation of virtual reality software with psychological treatment for drug-dependent patients.
Bo YANG ; Xu ZHAO ; Yalin OU ; Jingyu ZHANG ; Qing LI ; Zhihong LIU
Journal of Biomedical Engineering 2012;29(6):1174-1177
High relapse rate of drug-dependent patients is a serious problem in the current situation. The present article describes how to design and implement virtual reality technology for drug-dependent patients with psychological treatment, with the aim at the addiction withdrawal. The software was developed based on open-source game engine for 2D models. The form of a game simulates the actual style in the day-to-day living environment of drug-dependent patients and the temptation of using drugs. The software helps the patients deal with different scenarios and different event handling, cause their own thinking, and response to the temptation from high-risk environment and from other drug-dependent patients. The function of the software is close to the real life of drug-dependent patients, and has a prospect to become a new treatment to reduce the relapse rate of drug-dependence.
Computer Simulation
;
Humans
;
Psychotherapy
;
methods
;
Software
;
Substance-Related Disorders
;
psychology
;
therapy
;
User-Computer Interface
;
Virtual Reality Exposure Therapy
;
methods