본문 바로가기
KERD
논문KCI 등재

치유농업에의 가상현실 기반 신체활동 프로그램 도입을 위한 체계적 고찰 - 심리적 요인에 미치는 효과를 중심으로 -

A Systematic Review for the Introduction of Virtual Reality-Based Physical Activity Therapy Programs in Healing Agriculture - Focusing on the Effects on Psychological Factors -

1

조회

0

다운로드

1

인용

0

참고문헌

키워드

주제분류농학

초록

The purpose of this review was to provide basic data to expand the scope of virtual reality-based therapy programs by analyzing the effects of physical activity therapy programs(PATPs) using virtual reality on psychological factors. This study selected 11 papers published in domestic and foreign journals from 2013 to 2022 using the RISS and PubMed databases. The main search terms were ‘virtual reality’, ‘care’, ‘therapy’, ‘healing’, ‘exercise’, and ‘physical activity’. The results of the systematic review are as follows. First, the nature-based virtual reality environment is effective in relieving stress, providing pleasure, and motivating participation in physical activities. Second, as a virtual reality-based PATPs, treadmill exercise, cycling, virtual reality game, mountain climbing, and musical instrument performance were used, and they were improved psychological factors. Third, the virtual reality-based PATPs increased the motivation to participate in physical activity, pleasure and vitality through physical activity, and reduced stress and depression in the adults, the elderly, and patients. Fourth, the virtual reality-based PATPs lacked scientific basis for the exercise frequency, exercise intensity, exercise type, and exercise time considering the subject. In conclusion, Virtual reality-based PATPs are expected to be useful as a physical activity participation strategy if various and appropriate virtual reality PATPs are provided considering the factors that cause psychological instability and physical characteristics by life cycle.

Abstract

The purpose of this review was to provide basic data to expand the scope of virtual reality-based therapy programs by analyzing the effects of physical activity therapy programs(PATPs) using virtual reality on psychological factors. This study selected 11 papers published in domestic and foreign journals from 2013 to 2022 using the RISS and PubMed databases. The main search terms were ‘virtual reality’, ‘care’, ‘therapy’, ‘healing’, ‘exercise’, and ‘physical activity’. The results of the systematic review are as follows. First, the nature-based virtual reality environment is effective in relieving stress, providing pleasure, and motivating participation in physical activities. Second, as a virtual reality-based PATPs, treadmill exercise, cycling, virtual reality game, mountain climbing, and musical instrument performance were used, and they were improved psychological factors. Third, the virtual reality-based PATPs increased the motivation to participate in physical activity, pleasure and vitality through physical activity, and reduced stress and depression in the adults, the elderly, and patients. Fourth, the virtual reality-based PATPs lacked scientific basis for the exercise frequency, exercise intensity, exercise type, and exercise time considering the subject. In conclusion, Virtual reality-based PATPs are expected to be useful as a physical activity participation strategy if various and appropriate virtual reality PATPs are provided considering the factors that cause psychological instability and physical characteristics by life cycle.

참고문헌 (54)

  1. Alemanno, F., "Efficacy of virtual reality to reduce chronic low back pain : Proof-of-concept of a non-pharmacological approach on pain, quality of life, neuropsychological and functional outcome", PloS one, 14(5), pp.e0216858~ (2019)
  2. American College of Sports Medicine, "ACSM's guidelines for exercise testing and prescription", pp.151~157 (2018), Lippincott Williams & Wilkins, Hanmi medical publishing
  3. Bae, J. E., "Proposal of fitness service based on virtual reality games and u-healthcare for impoving leisure satisfaction", Journal of Digital Design, 15(1), pp.133~144 (2015)
  4. 배승종, "치유농업 형태별 수요자 인식 및 수요분석", 농촌계획, 25(4), pp.1~11 (2019), 한국농촌계획학회[DOI]
  5. 배승종, "치유농업 서비스 활성화를 위한 정책 우선순위 분석", 농촌계획, 25(3), pp.89~102 (2019), 한국농촌계획학회[DOI]
  6. Beverly, E., "A tranquil virtual reality experience to reduce subjective stress among COVID-19 frontline healthcare workers", Plos one, 17(2), pp.e0262703~ (2022)
  7. Choi, H. J., "VR skywalking : A VR fitness system using a skywalker equipment", Proceedings of HCI Korea, pp.280~283 (2018)
  8. 김경미, "한국 치유농업의 현황 및 특성 분석", 농촌지도와 개발, 20(4), pp.909~936 (2013), 한국농촌지도학회[DOI]
  9. Gutierrez, J., "Subjective Evaluation of Visual Quality and Simulator Sickness of Short 360 degrees Videos: ITU-T Rec. P. 919", IEEE transactions on multimedia, 24, pp.3087~3100 (2022)[DOI]
  10. Hedblom, M., "Reduction of physiological stress by urban green space in a multisensory virtual experiment", Scientific reports, 9(1), pp.1~11 (2019)
  11. 홍성준, "2D 숲동영상 및 Virtual Reality 숲동영상 시청이 성인의 스트레스 감소에 미치는 영향", 한국산림과학회지, 108(3), pp.440~453 (2019), 한국산림과학회[DOI]
  12. Hsin, L. J., "Mild simulator sickness can alter heart rate variability, mental workload, and learning outcomes in a 360°virtual reality application for medical education : a post hoc analysis of a randomized controlled trial", Virtual Reality, pp.1~17 (2022)
  13. 장은화, "응급실 간호사의 감정노동, 건강증진행위 및직무만족도 영향 요인", 한국보건간호학회지, 32(2), pp.249~262 (2018), 한국보건간호학회[DOI]
  14. 진윤달, "VR콘텐츠 활용이 학업스트레스와 시험불안에 미치는 영향", 학습자중심교과교육연구, 20(22), pp.1493~1515 (2020), 학습자중심교과교육학회[DOI]
  15. Kaplan, R., "The experience of nature : A psychological perspective" (1989), Cambridge university press
  16. 김보람, "내외국인 근로자의 직무스트레스의 효율적 관리방안 연구", 인문사회 21, 13(2), pp.81~90 (2022), 인문사회 21
  17. 김일두, "자연숲과 VR숲의 경관 체험에 따른 생리 및 심리적 반응", 한국환경생태학회지, 36(5), pp.525~534 (2022), 한국환경생태학회
  18. 김정은, "성인장애인의 자기 돌봄 활동 유형과 치유농업 서비스 수요와의 관계 탐색", 농촌계획, 26(3), pp.49~56 (2020), 한국농촌계획학회[DOI]
  19. 김지수, "사이버 멀미감 요소 분석을 통한 VR 콘텐츠 제작 연구", 차세대컨버전스정보서비스기술논문지, 10(3), pp.231~241 (2021), 차세대컨버전스정보서비스학회[DOI]
  20. 김경신, "특수교사의 직무스트레스와 직무만족 간의 관계 연구", 직업교육연구, 37(2), pp.145~165 (2018), 한국직업교육학회[DOI]
  21. 김용균, "가상현실 기반 운동이 파킨슨병 환자의 균형, 보행 및 낙상효능감에 미치는 영향: 예비연구", 대한통합의학회지, 4(2), pp.1~11 (2016), 대한통합의학회
  22. Ko, J., "Effects of virtual reality and non–virtual reality exercises on the exercise capacity and concentration of users in a ski exergame : Comparative study", JMIR Serious Games, 8(4), pp.e16693~ (2020)
  23. 구희동, "응답자 특성을 고려한 가상 치유농장 시스템 개발요인 수요분석", 농촌계획, 28(1), pp.1~15 (2022), 한국농촌계획학회
  24. Korea Disease Control and Prevention Agency, "2020 National health statistics", ~ (2020)
  25. 2019national living sports survey, "Korea Sports Promotion Foundation", ~ (2020)
  26. Lee, M. J., "The effect of virtual reality exercise program on sitting balance ability of spinal cord injury patients", In Healthcare, 9(2), pp.183~ (2021)
  27. 이선미, "농촌 폐교 시설의 활용 증대를 위한 치유농업 인식과 제도화 수요에 대한 인식 특성 - 웃다리문화촌, 에제르와 우리누리문화관 이용자를 대상으로 -", 농촌계획, 29(1), pp.29~35 (2023), 한국농촌계획학회[DOI]
  28. 이왕록, "생애주기별 신체활동 치유 프로그램의 현황과 활성화 방안 연구 - 호서지역 보건소 프로그램 중심으로 -", 농촌계획, 27(2), pp.35~42 (2021), 한국농촌계획학회
  29. Lim, Y. G., "Effect of Lumbar Stabilization Exercise and Virtual Reality program on the ability of the balance in 20s adults", The Journal of Korean Society of Health Sciences, 10(1), pp.19~26 (2013)
  30. Litleskare, S., "Taking real steps in virtual nature : a randomized blinded trial", Virtual Reality, 26(4), pp.1777~1793 (2022)
  31. Liu, W., "Acute effects of immersive virtual reality exercise on young adults’ situational motivation", Journal of Clinical Medicine, 8(11), pp.1947~ (2019)
  32. Morales Tejera, D., "Effects of virtual reality versus exercise on pain, functional, somatosensory and psychosocial outcomes in patients with non-specific chronic neck pain : A randomized clinical trial", International Journal of Environmental Research and Public Health, 17(16), pp.5950~ (2020)
  33. Neumann, D. L., "Affective and attentional states when running in a virtual reality environment", Sports, 6(3), pp.71~ (2018)
  34. 박상균, "리듬 점프 트레이닝이 여중생의 체력과 스트레스 및 자율신경계 활성도에 미치는 영향", 학습자중심교과교육연구, 22(15), pp.605~618 (2022), 학습자중심교과교육학회[DOI]
  35. 박신애, "국내 치유농업에 대한 인식 및 수요에 대한 연구", 인간식물환경학회지, 20(1), pp.19~24 (2017), 인간식물환경학회[DOI]
  36. Park, S. K., "Effects of Rhythm Step Training on Physical and Cognitive Functions in Adolescents: A Prospective Randomized Controlled Trial", In Healthcare, 10(4), pp.712~ (2022)
  37. 박상균, "자가 경혈 스포츠마사지를 병행한 리듬 스텝트레이닝이 대학생의 자율신경계와 스트레스 및 압력통증역치에 미치는 영향", 한국사회체육학회지, (86), pp.451~459 (2021), 한국사회체육학회[DOI]
  38. 박상균, "코로나19 전후 도농지역 신체활동 치유 프로그램의 차이와 활성화 방안 연구 - 김천, 정읍, 평택 중심으로 -", 농촌계획, 27(4), pp.25~32 (2021), 한국농촌계획학회[DOI]
  39. 박상균, "도농지역 사회복지형 문화재생 공간의 신체활동 치유 프로그램 참여자의 인식 및 수요분석 - 김천시를 대상으로 -", 농촌계획, 28(1), pp.81~87 (2022), 한국농촌계획학회
  40. Park, S., "Effects of walking training at different speeds on body composition, muscle contractility, and immunocytes in the elderly : A single-blinded randomized controlled trial", Archives of Gerontology and Geriatrics, 106, pp.104871~ (2023)
  41. 박태희, "소방공무원 심신안정을 위한 가상현실 콘텐츠 적합성 평가", 한국화재소방학회 논문지, 34(6), pp.154~162 (2020), 한국화재소방학회[DOI]
  42. Pekyavas, N. O., "Comparison of virtual reality exergaming and home exercise programs in patients with subacromial impingement syndrome and scapular dyskinesis : Short term effect", Acta orthopaedica et traumatologica turcica, 51(3), pp.238~242 (2017)
  43. Strategic Long Term Planning of Green Care Based on Agro-healing Survey, "Rural Development Administration", ~ (2013)
  44. Ryu, H. S., "Prospects and implications of the virtual reality(VR)market", The Optical Journal, pp.52~60 (2015)
  45. Sakhare, A. R., "Cycling and spatial navigation in an enriched, immersive 3D virtual park environment : a feasibility study in younger and older adults", Frontiers in aging neuroscience, 11, pp.218~ (2019)
  46. 신창환, "경북 지역사회서비스투자사업 제공인력의 직무스트레스와 직무만족에 관한 연구: 조직몰입과 경력몰입의 매개효과를 중심으로", 보건사회연구, 42(3), pp.120~136 (2022), 한국보건사회연구원[DOI]
  47. Singh, D. K. A., "Impact of virtual reality games on psychological well-being and upper limb performance in adults with physical disabilities : A pilot study", Med J Malaysia, 72(2), pp.119~121 (2017)
  48. 송근산, "몸통 중심근육 활성화를 위한 근전도 피드백 가상현실 운동 시스템 개발 및 효과 검증", 재활복지공학회논문지, 13(4), pp.326~332 (2019), 한국재활복지공학회[DOI]
  49. 송승일, "가상현실 게임이 뇌졸중 환자의 스트레스와 몰입에 미치는 영향", 특수교육재활과학연구, 55(1), pp.355~370 (2016), 특수교육재활과학연구소[DOI]
  50. Standen, P. J., "A low cost virtual reality system for home based rehabilitation of the arm following stroke : a randomised controlled feasibility trial", Clinical rehabilitation, 31(3), pp.340~350 (2017)
  51. Weiss, P. L., "The potential of virtual reality for rehabilitation", J Rehabil Res Dev, 41(5), pp.7~10 (2004)
  52. Winter, C., "Immersive virtual reality during gait rehabilitation increases walking speed and motivation : a usability evaluation with healthy participants and patients with multiple sclerosis and stroke", Journal of neuroengineering and rehabilitation, 18(1), pp.1~14 (2021)
  53. Yeh, T. M., "The factors affecting older adults’ intention toward ongoing participation in virtual reality leisure activities", International journal of environmental research and public health, 16(3), pp.333~ (2019)
  54. Zhang, X., "Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports", International journal of environmental research and public health, 19(7), pp.3985~ (2022)

관련 논문AI추천

이 간행물의 다른 논문 (9건)