Jaebum Son

Jaebum Son


Research Focus & Metrics

Academic Career Length

27Years (2000-Present)

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

Representative Publications

View All Publications
1 May 2013 in Archives of Physical Medicine and Rehabilitation
Verified
Journal Article
Closed access
JKJungjin Kim
Jungjin Kim
JSJaebum Son
Jaebum Son
NKNayeon Ko
Nayeon Ko
BYBumChul Yoon
BumChul Yoon

1 September 2015 in Archives of Gerontology and Geriatrics
Verified
Journal Article
Closed access
MLMinyoung Lee
Minyoung Lee
JSJaebum Son
Jaebum Son
JKJungjin Kim
Jungjin Kim
BYBumchul Yoon
Bumchul Yoon

1 January 2016 in Journal of Rehabilitation Research and Development
Verified
Journal Article
Closed access
MLMinyoung Lee
Minyoung Lee
DSDongwon Suh
Dongwon Suh
JSJaebum Son
Jaebum Son
JKJungjin Kim
Jungjin Kim
SESeon-Deok Eun
Seon-Deok Eun
BYBumChul Yoon
BumChul Yoon
This article explored the perspectives of 25 patients regarding virtual reality (VR)-based rehabilitation following knee surgery and identified the important factors that allowed patients to immerse themselves in rehabilitation. Qualitative analysis of data collected via open-ended questionnaire and quantitative analysis of data from physical assessments and surveys were conducted. In the open-ended questionnaire, the majority of participants mentioned level of difficulty as the most common reason for selecting both the most and the least immersive exercise programs. Quantitative analysis showed that participants experienced a high level of flow (3.9 +/- 0.3 out of 5.0) and a high rate of expectation of therapeutic effect (96%) and intention of exercise adherence (96%). Further, participants with more severe pain or physical dysfunction tended to have more positive experiences (e.g., Difficulty-Skill Balance, Clear Goals, and Transformation of Time), leading to high levels of flow during VR-based rehabilitation. In conclusion, VR-based games are potentially acceptable as a motivational rehabilitation tool for patients following knee surgery. However, to best meet patients' needs, it might be useful to equip a VR program with varied levels of difficulty, taking into account the severity of the individual's knee injury. Additionally, severe pain or physical dysfunction might act as an indication rather than a contraindication for VR-based rehabilitation.

1 October 2016 in European Journal of Integrative Medicine
Verified
Journal Article
Closed access
MLMinyoung Lee
Minyoung Lee
JSJaebum Son
Jaebum Son
JKJungjin Kim
Jungjin Kim
SPSung-Bom Pyun
Sung-Bom Pyun
SESeon-Deok Eun
Seon-Deok Eun
BYBumchul Yoon
Bumchul Yoon

1 January 2017 in Archives of Physical Medicine and Rehabilitation
Verified
Journal Article
Closed access
MLMinyoung Lee
Minyoung Lee
SLSang Heon Lee
Sang Heon Lee
TKTaeYeong Kim
TaeYeong Kim
HYHyun-Joon Yoo
Hyun-Joon Yoo
SKSung Hoon Kim
Sung Hoon Kim
BYBumchul Yoon
Bumchul Yoon

1 July 2012 in Journal of Pediatric Ophthalmology & Strabismus
Verified
Journal Article
Closed access
SKSeung Hyun Kim
Seung Hyun Kim
YSYoung-Woo Suh
Young-Woo Suh
JSJong-Suk Song
Jong-Suk Song
JPJi-Hye Park
Ji-Hye Park
YKYong Yeon Kim
Yong Yeon Kim
KPKyung Soo Pyo
Kyung Soo Pyo
Purpose: Watching three-dimensional (3D) images is known to induce ocular and non-ocular symptoms, such as eye discomfort, fatigue, headache, and nausea, which can be referred to as “3D asthenopia”. This study investigated ophthalmic factors associated with 3D asthenopia. Methods: One hundred fifteen volunteers, aged 18 to 55 years, were enrolled in this study. 3D images were shown to all volunteers with 3D high-definition television for 90 minutes. Subjects who felt eyestrain were assigned to the asthenopia group (14 subjects) and subjects without symptoms were assigned to the control group (22 subjects). Ophthalmic factors including visual acuity, refractive errors, interpupillary distance, intraocular pressure, tear break-up time, near point of accommodation, presence of strabismus, stereoacuity, and retinal abnormalities were evaluated and compared between the two groups. Results: Six subjects in the asthenopia group had exophoria and 1 subject in the control group had constant exotropia. None of these participants had previously noticed symptoms of strabismus. Only the presence of strabismus was significantly different between the groups ( P = .008). Conclusion: The presence of exophoria may be a risk factor for 3D asthenopia, and 3D television may induce asthenopia by exacerbating this latent problem.