Youn Joo Kang

Youn Joo Kang

orcid

Research Focus & Metrics

Academic Career Length

28Years (1999-Present)

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

Representative Publications

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1 August 2003 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
JLJang Han Lee
Jang Han Lee
JKJeonghun Ku
Jeonghun Ku
WCWongeun Cho
Wongeun Cho
WHWon Yong Hahn
Won Yong Hahn
IKIn Y. Kim
In Y. Kim
SKSun I. Kim
Sun I. Kim
Successful rehabilitation with respect to the activities of daily living (ADL) requires accurate and effective assessment and training. A number of studies have emphasized the requirement for rehabilitation methods that are both relevant to the patient's real world environment, and that can also be transferred to other daily living tasks. Virtual reality (VR) has many advantages over other ADL rehabilitation techniques, and offers the potential to develop a human performance testing and training environment. Therefore, in this study, the virtual supermarket was developed and the possibility of using a VR system to assess and train cognitive ability in ADL investigated. This study demonstrates that VR technology offers great promise in the field of ADL training.

1 January 2014 in Computer Methods and Programs in Biomedicine
Verified
Journal Article
Closed access
SCSangwoo Cho
Sangwoo Cho
JKJeonghun Ku
Jeonghun Ku
YCYun Kyung Cho
Yun Kyung Cho
IKIn Young Kim
In Young Kim
YKYoun Joo Kang
Youn Joo Kang
SKSun I. Kim
Sun I. Kim

1 January 2013 in Annals of Rehabilitation Medicine
Verified
Journal Article
Open access
PDF file
YKYon Joon Kim
Yon Joon Kim
JKJeonghun Ku
Jeonghun Ku
HKHyun Jung Kim
Hyun Jung Kim
DIDal Jae Im
Dal Jae Im
HLHye Sun Lee
Hye Sun Lee
YKYoun Joo Kang
Youn Joo Kang
Kim YJ, et al. Ann Rehabil Med. 2013 Dec;37(6):766-776. http://dx.doi.org/10.5535/arm.2013.37.6.766

1 June 2008 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
YKYoun Joo Kang
Youn Joo Kang
JKJeonghun Ku
Jeonghun Ku
KHKiwan Han
Kiwan Han
SKSun I. Kim
Sun I. Kim
TYTae Won Yu
Tae Won Yu
CPChang Il Park
Chang Il Park
Stroke and traumatic brain injury affect an increasing number of people, many of whom retain permanent damage in cognitive functions. Conventionally, cognitive function has been assessed by a paper-based neuropsychological evaluation. However these test environments differ substantially from everyday life. This problem can be overcome by using virtual reality (VR) to objectively evaluate behaviors and cognitive function in simulated daily activities. With our virtual shopping simulation, we compared people who had undergone a stroke with control participants in an immersive VR program that used a head-mounted display (HMD). We evaluated user satisfaction with the tests, complications, and the user interface. Significant differences were consistently found between the stroke group and the control group for the following tasks: stage 1 performance index, interaction error; stage 2 delayed recognition memory score, attention index; and stage 3 executive index (p < 0.001). Perceptive dysfunction, visuospatial dysfunction, level of computer experience, and level of education affected the performance of the stroke group. The frequency of complications in the stroke group, calculated using the cut-off score for the Simulator Sickness Questionnaire, was 9.6% for nausea, 41.9% for oculomotor complications, and 25.8% for disorientation. The frequency of complications between the stroke and control groups was not significantly different. Thirty-five percent of participants in the stroke group and 13% in the control group reported difficulties with using the joystick. This computer-generated VR-based cognitive test shows promise in assessing cognitive function in patients with stroke. More refinements are needed in the user interface and the projection methods.

4 October 2012 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
YKYoun Joo Kang
Youn Joo Kang
HPHae Kyung Park
Hae Kyung Park
HKHyun Jung Kim
Hyun Jung Kim
TLTaeo Lim
Taeo Lim
JKJeonghun Ku
Jeonghun Ku
EPEun-sook Park
Eun-sook Park
Several experimental studies in stroke patients suggest that mirror therapy and various virtual reality programs facilitate motor rehabilitation. However, the underlying mechanisms for these therapeutic effects have not been previously described.

31 December 2018 in Cyberpsychology, Behavior, and Social Networking
Verified
Journal Article
Closed access
JKJeonghun Ku
Jeonghun Ku
YKYeun Joon Kim
Yeun Joon Kim
SCSangwoo Cho
Sangwoo Cho
TLTeo Lim
Teo Lim
HLHye Sun Lee
Hye Sun Lee
YKYoun Joo Kang
Youn Joo Kang
We attempted to evaluate the clinical efficiency of a novel three-dimensional interactive augmented reality system (3D-ARS) for balance and mobility rehabilitation. This system enables participant training with a realistic 3D interactive balance exercise and assessing movement parameters and joint angles by using a kinetic sensor system. We performed a randomized controlled trial in a general hospital. Thirty-six participants (age, 56–76 years) who could independently walk and stand on one leg were recruited. The participants were randomly assigned to either group. The control group ( n = 18) underwent a conventional physical fitness program such as lower-extremity strengthening and balance training thrice per week for 1 month. The experimental group ( n = 18) experienced 3D-ARS training thrice per week (1 session = 30 minutes) for 4 weeks. Training comprised a balloon game for hip exercise, cave game for knee exercise, and rhythm game for one-leg balance exercise. Lower-extremity clinical scale scores, fall index, and automatic balance score were measured by using Tetrax ® posturography before, during, and after training. Significant group (3D-ARS vs. control) × time (before and after exercise) interaction effect was observed for Berg balance scale (BBS) scores ( p = 0.04) and timed-up-and-go (TUG; p < 0.001). Overall improvements occurred in stability index, weight distribution index, fall risk index, and Fourier transformations index of posturography for both groups. However, score changes were significantly greater in the 3D-ARS group. Significant group × time interaction effect was observed for the fall risk index. This demonstrates that the 3D-ARS system can improve balance in the elderly more effectively.