GyuChang Lee

Prof. GyuChang Lee

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Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 January 2014 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
DPDae Sung Park
Dae Sung Park
GLGyuChang Lee
GyuChang Lee
A balance test provides important information such as the standard to judge an individual’s functional recovery or make the prediction of falls. The development of a tool for a balance test that is inexpensive and widely available is needed, especially in clinical settings. The Wii Balance Board (WBB) is designed to test balance, but there is little software used in balance tests, and there are few studies on reliability and validity. Thus, we developed a balance assessment software using the Nintendo Wii Balance Board, investigated its reliability and validity, and compared it with a laboratory-grade force platform.

1 October 2017 in Journal of Stroke and Cerebrovascular Diseases
Verified
Journal Article
Closed access
DPDae-Sung Park
Dae-Sung Park
DLDo-Gyun Lee
Do-Gyun Lee
KLKyeongbong Lee
Kyeongbong Lee
GLGyuChang Lee
GyuChang Lee

1 August 2020 in Neuroscience Letters
Verified
Journal Article
Closed access
SPSoHu Park
SoHu Park
GLGyuChang Lee
GyuChang Lee

1 January 2013 in Journal of Physical Therapy Science
Verified
Journal Article
Open access
GLGyuChang Lee
GyuChang Lee
[Purpose] The purpose of this study was to investigate the effects of training using video games played on the Xbox Kinect on the muscle strength, muscle tone, and activities of daily living of post-stroke patients. [Subjects] Fourteen stroke patients were recruited. They were randomly allocated into two groups; the experimental group (n=7) and the control group (n=7). [Methods] The experimental group performed training using video games played on the Xbox Kinect together with conventional occupational therapy for 6 weeks (1 hour/day, 3 days/week), and the control group received conventional occupational therapy only for 6 weeks (30 min/day, 3 days/week). Before and after the intervention, the participants were measured for muscle strength, muscle tone, and performance of activities of daily living. [Results] There were significant differences pre- and post-test in muscle strength of the upper extremities, except the wrist, and performance of activities of daily living in the experimental group. There were no significant differences between the two groups at post-test. [Conclusion] The training using video games played on the Xbox Kinect had a positive effect on the motor function and performance of activities of daily living. This study showed that training using video games played on the Xbox Kinect may be an effective intervention for the rehabilitation of stroke patients.

1 May 2019 in Journal of Stroke and Cerebrovascular Diseases
Verified
Journal Article
Closed access
KLKyeongbong Lee
Kyeongbong Lee
DPDaesung Park
Daesung Park
GLGyuChang Lee
GyuChang Lee

27 August 2015 in Nursing & Health Sciences
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Journal Article
Closed access
PDF file
SASeungHeon An
SeungHeon An
YLYunBok Lee
YunBok Lee
HSHyeonHui Shin
HyeonHui Shin
GLGyuChang Lee
GyuChang Lee