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A realidade virtual na intervenção motora em crianças com transtorno do desenvolvimento da coordenação /Campelo, Alexandre Monte. January 2013 (has links)
Orientador: Ana Maria Pellegrini / Banca: Sergio Tosi Rodrigues / Banca: Luiz Eduardo Pinto Basto Tourinho Dantas / Resumo: Ao longo do desenvolvimento motor, algumas crianças apresentam dificuldades no desempenho de tarefas motoras da vida diária e podem ser identificadas com o Transtorno de Coordenação (TDC). Como consequência dessas dificuldades, estas crianças evitam a prática de atividade física com seus colegas de escola o que traz impacto negativo em muitos aspectos de suas vidas. Tendo em vista tais dificuldades, profissionais da saúde realizam intervenção para melhoria do comportamento motor. No presente estudo, as crianças realizaram atividades em ambiente de realidade virtual. Nesses ambientes, affordances com suas propriedades levam a criança a criar novas perspectivas e possibilidades de ação motora, emergentes do processo de auto-organização. A última geração de videogames como Nintendo Wii e Xbox/Kinect permite a interação sujeito com o ambiente virtual. Nessa condição, a ação do sujeito é projetada em ambientes virtuais. O objetivo do presente estudo foi verificar a eficácia da prática de atividade física em ambiente virtual sobre a coordenação motora e equilíbrio dinâmico de crianças com TDC. Do total de 130 crianças avaliadas pela bateria de testes "Movement Assessment Battery for Children 2" (MABC-2) (HENDERSON, SUGDEN e BARNETT, 2007), 28 delas foram selecionadas para o estudo, sendo 14 delas com TDC pareadas em idade e gênero com 14 crianças com desenvolvimento típico (DT). Todos os participantes foram submetidos a um programa diário de intervenção desenvolvido em ambiente virtual com os videogames Wii e Xbox/Kinect. As crianças foram distribuídas em quatro grupos de forma aleatória. O programa de intervenção foi realizado durante dez sessões com duração de 20 minutos cada, de segunda a sexta-feira. Nas 5 sessões da primeira semana metade do grupo de crianças com TDC e metade do grupo DT fizeram... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: Some children throughout development show difficulties in the performance of motor tasks of daily life and they can be identified as shown Developmental Coordination Disorder (DCD). As a consequence of such difficulties, these children get away from physical activity avoiding playing with their school mates and consequently with negative impact in many aspects of their lives. In the present study, children with Developmental Coordination and normal children performed activities in a virtual reality environment. Affordances in this context and its properties stimulate children to create new perspectives in theirs possibilities for motor action that emerges from self-organization processes. The last generation of videogames like Nintendo Wii and Xbox/Kinect allow for the subject interaction with the environment. In this condition, subject's action is used to project the future state of the environment. The aim of this study was to measure the efficacy of the practice of physical activity by children with DCD in two different virtual environments that require dynamic balance and motor coordination. From a total of 130 children assessed by the "Movement Assessment Battery for children 2" (MABC-2), 28 children were selected to participate in the study from which 14 of them were with coordination problems and they were matched by age and gender with typically developing (TD) children. Four groups were formed All participants were submitted to a daily intervention program developed in two virtual environments, the Wii and the Xbox/Kinect. The intervention program was conducted throughout 5 sessions per week from Monday to Friday in each one of the environments. The order of the environments was counterbalanced between groups so that one group had in the first week 5 sessions in the Wii and in the second week... (Complete abstract click electronic access below) / Mestre
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A realidade virtual na intervenção motora em crianças com transtorno do desenvolvimento da coordenaçãoCampelo, Alexandre Monte [UNESP] 29 April 2013 (has links) (PDF)
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campelo_am_me_rcla.pdf: 2017667 bytes, checksum: fb98fddfdac2858c32241df896aaf6c2 (MD5) / Ao longo do desenvolvimento motor, algumas crianças apresentam dificuldades no desempenho de tarefas motoras da vida diária e podem ser identificadas com o Transtorno de Coordenação (TDC). Como consequência dessas dificuldades, estas crianças evitam a prática de atividade física com seus colegas de escola o que traz impacto negativo em muitos aspectos de suas vidas. Tendo em vista tais dificuldades, profissionais da saúde realizam intervenção para melhoria do comportamento motor. No presente estudo, as crianças realizaram atividades em ambiente de realidade virtual. Nesses ambientes, affordances com suas propriedades levam a criança a criar novas perspectivas e possibilidades de ação motora, emergentes do processo de auto-organização. A última geração de videogames como Nintendo Wii e Xbox/Kinect permite a interação sujeito com o ambiente virtual. Nessa condição, a ação do sujeito é projetada em ambientes virtuais. O objetivo do presente estudo foi verificar a eficácia da prática de atividade física em ambiente virtual sobre a coordenação motora e equilíbrio dinâmico de crianças com TDC. Do total de 130 crianças avaliadas pela bateria de testes Movement Assessment Battery for Children 2” (MABC-2) (HENDERSON, SUGDEN e BARNETT, 2007), 28 delas foram selecionadas para o estudo, sendo 14 delas com TDC pareadas em idade e gênero com 14 crianças com desenvolvimento típico (DT). Todos os participantes foram submetidos a um programa diário de intervenção desenvolvido em ambiente virtual com os videogames Wii e Xbox/Kinect. As crianças foram distribuídas em quatro grupos de forma aleatória. O programa de intervenção foi realizado durante dez sessões com duração de 20 minutos cada, de segunda a sexta-feira. Nas 5 sessões da primeira semana metade do grupo de crianças com TDC e metade do grupo DT fizeram... / Some children throughout development show difficulties in the performance of motor tasks of daily life and they can be identified as shown Developmental Coordination Disorder (DCD). As a consequence of such difficulties, these children get away from physical activity avoiding playing with their school mates and consequently with negative impact in many aspects of their lives. In the present study, children with Developmental Coordination and normal children performed activities in a virtual reality environment. Affordances in this context and its properties stimulate children to create new perspectives in theirs possibilities for motor action that emerges from self-organization processes. The last generation of videogames like Nintendo Wii and Xbox/Kinect allow for the subject interaction with the environment. In this condition, subject´s action is used to project the future state of the environment. The aim of this study was to measure the efficacy of the practice of physical activity by children with DCD in two different virtual environments that require dynamic balance and motor coordination. From a total of 130 children assessed by the Movement Assessment Battery for children 2 (MABC-2), 28 children were selected to participate in the study from which 14 of them were with coordination problems and they were matched by age and gender with typically developing (TD) children. Four groups were formed All participants were submitted to a daily intervention program developed in two virtual environments, the Wii and the Xbox/Kinect. The intervention program was conducted throughout 5 sessions per week from Monday to Friday in each one of the environments. The order of the environments was counterbalanced between groups so that one group had in the first week 5 sessions in the Wii and in the second week... (Complete abstract click electronic access below)
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Aspectos motores da Paralisia Cerebral Espástica diparética = o Nintendo WII 'MARCA REGISTRADA' como atividade motora complementar = Motor aspects of Spastic Cerebral Palsy : the Nintendo WII 'TRADEMARK' as a supplementary motor activity / Motor aspects of Spastic Cerebral Palsy : the Nintendo WII 'TRADEMARK' as a supplementary motor activityCosta, Poliana Chiemi Yamagute, 1982- 22 August 2018 (has links)
Orientador: Edison Duarte / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação Física / Made available in DSpace on 2018-08-22T12:52:05Z (GMT). No. of bitstreams: 1
Costa_PolianaChiemiYamagute_M.pdf: 15146484 bytes, checksum: ca36299d74b388fb3f24ed7129e0b522 (MD5)
Previous issue date: 2013 / Resumo: As crianças e adolescentes com Paralisia Cerebral (PC) Espástica diparética apresentam comprometimentos músculo-esqueléticos e neuromusculares que restringem o controle normal da postura e as estratégias de equilíbrio estático e dinâmico, interferindo no desempenho de atividades funcionais. As inovações tecnológicas dos últimos anos têm agregado intervenções sensório-motoras através de sistemas de realidade virtual para melhora da estabilidade postural e do controle motor seletivo. Com estes objetivos, o vídeo game Nintendo Wii® que utiliza um sistema de realidade virtual é amplamente utilizado no Brasil, sendo conhecido como Wiireabilitação. Poucos estudos comprovam seus benefícios em crianças com desordens neuromotoras, portanto, este estudo teve como objetivo analisar as mudanças que o uso do sistema de realidade virtual Nintendo Wii® como terapia complementar pode provocar na função motora grossa, alinhamento postural, equilíbrio estático e dinâmico de crianças e adolescentes com PC espástica diparética com marcha independente. Métodos: 12 sujeitos com PC diparética foram alocados aleatoriamente em: grupo controle submetido à fisioterapia convencional (GC, n=6) e grupo experimental submetido à fisioterapia associada à Wiireabilitação (GE, n=6), ambos para treino de alinhamento postural, equilíbrio e função motora grossa. Equilíbrio estático e dinâmico foram avaliados através do sistema de Baropodometria Eletrônica, o alinhamento postural pelo Software para Avaliação Postural (SAPO), e a função motora grossa através das dimensões D e E da escala Gross Motor Function Measure (GMFM-88). Estas variáveis foram mensuradas nos dois grupos antes e após 20 sessões de intervenção, sendo comparadas entre grupo e entre grupo e momento com o testes estatístico ANOVA one-way para medidas repetidas. Para as comparações pairwise foi utilizada análise gráfica (boxplot e gráfico de interação). Resultados: No teste de estabilometria da baropodometria eletrônica, houve diferença estatisticamente significativa na comparação entre grupo para oscilação médio-lateral e ânteroposterior com olhos fechados (cm) e oscilação do centro de pressão na superfície (cm2) com olhos fechados (p=0.050; p=0.005; p=0.009 respectivamente), e diferença na comparação entre grupo e momento para as mesmas variáveis anteriores (p=0.042; p=0.012 e p=0.006 respectivamente). Neste teste observa-se melhora de todas as variáveis no grupo experimental, e piora de todas no grupo controle. Não foram encontradas diferenças significativas que indicassem melhora para as variáveis da função motora grossa, do alinhamento postural, da baropodometria estática e dinâmica. Conclusão: Os resultados deste estudo sugerem que 20 sessões de fisioterapia convencional associadas à Wiireabilitação produzem melhora no controle do equilíbrio estático, porém não foram suficientes para produzir mudanças significativas na função motora grossa, no alinhamento postural e na distribuição da carga corporal nos pés / Abstract: Children and adolescents with Spastic Diplegia Cerebral Palsy (CP) present musculo-skeletal impairments that restrict normal postural control and static and dynamic balance strategies, interfering in functional performance activities. Recent technological innovations have added sensory-motor interventions through the use of virtual reality systems to improve postural stability and selective motor control. The video game Nintendo Wii® uses a virtual reality system, approaching the objectives before it is widely used in Brazil and is known as Wiihabilitation. Few researches have proved its benefits in children with motor disorders, thus this research aimed to analyze the changes that using the Nintendo Wii® virtual game system, as a complementary therapy, can cause in gross motor function, postural alignment, static and dynamic balance of children and adolescents with spastic diplegia and independent gait. 12 spastic diplegia subjects were randomly allocated into: control group submitted to conventional physiotherapy (CG, n=6) and experimental group submitted to physiotherapy associated with Wiihabilitation (EG, n=6), both for postural alignment, balance and gross motor function training. Static and dynamic balance were assessed through Electronic Baropodometry, postural alignment was assessed by the Software for Posture Assessment (SAPO), and gross motor function through D and E dimensions of the Gross Motor Function Measure (GMFM-88). These variables were measured in both groups before and after 20 sessions of intervention, and were compared between groups and between group and moment with ANOVA one-way for repeated measures. For pairwise comparisons, a graphic analysis was used (boxplot and interaction graph). Results: In the stabilometry test of the electronic baropodometry, there were statistically significant differences between groups for medio-lateral and antero-posterior oscillations with eyes closed (cm) and center of pressure surface oscillation (cm2) with eyes closed (p=0.050; p=0.005; p=0.009 respectively), and in the comparison between group and moment for the same variables (p=0.042; p=0.012 e p=0.006 respectively). In this test, there was improvement in all variables of experimental group, and decline in all variables of control group There were no significant differences that would indicate improvement on gross motor function, postural alignment, static and dynamic baropodometry variables. The results of the present research suggest that 20 sessions of conventional physiotherapy associated with Wiihabilitation improves control of static balance, however were not sufficient to produce significant changes on gross motor function, postural alignment and foot loading distribution / Mestrado / Atividade Fisica Adaptada / Mestra em Educação Física
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Effects of the Nintendo Wii Fit on Functional Gait, Balance and Quality of Life in Ambulatory Individuals with Incomplete Spinal Cord InjuryWall, Tracy E 01 January 2013 (has links)
Purpose: To assess if a balance retraining program using the NintendoTM Wii Fit: 1) can improve balance, gait, and quality of life in ambulatory individuals with incomplete spinal cord injury (iSCI), 2) can improve standing tolerance in individuals with iSCI, 3) requires individuals to work outside of their limits of stability, 4) can determine if there is a relationship between changes in standing balance measures and the RAND Short Form 36 (RAND SF-36) health measure, 5) can determine if there is a change in postural stability, control, and adaptation to the virtual reality (VR) environment. Problem Statement: There are no studies to date on the effects of an intensive virtual reality balance training program on gait, balance, or quality of life in the iSCI population. Relevance: There is a need for continued research to support effective treatment techniques in individuals with iSCI to maximize each individual's potential. Subjects: Five males with a mean age of 58.6 years who had an iSCI greater than one year post injury. Inclusion: 1) iSCI, 2) ambulate with or without assistive devices, AFOs, and no greater than minimal assistance for a minimum of 10 meters, 3) tolerate static standing for at least 5 minutes at a time with no greater than minimal assistance. Exclusion: 4 Significant orthopedic impairments, pain or a spinal stabilization device that may limit standing or ambulation. Methods: A repeated measures design with three pretests over three weeks, a post-test within one week of the intervention, and a four week follow up. Outcome measures: 10 meter walk test (10MWT), Timed Up and Go (TUG), Forward Functional Reach Test (FFRT) and Lateral Functional Reach Test (LFRT), RAND SF-36. Intervention consisted of one hour sessions with varied games using the Nintendo Wii Fit twice per week for seven weeks. Subjects' subjective reports were collected during the intervention phase. Survey data was also collected at post-test. Results: There were statistically significant changes found in FFRT that were clinically meaningful (Z = -1.84, p = 0.07; average change scores 8.00 centimeters). The changes were also maintained at the four week follow up post-test. Subject reports suggested improvements in balance, endurance, and mobility with daily tasks at home. There was a high correlation between the change scores of the TUG and the RAND SF-36 (r=0.90). Discussion: The training using the NintendoTM Wii Fit improved balance in all five individuals with iSCI. There was an increase in standing during the intervention with decrease in rests. VR training practices task specific training of standing balance. Further research is needed to assess different gaming options to focus on task specific training of gait and mobility.
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Ověření efektu terapie kognitivních a motorických funkcí s využitím technických prostředků / Evaluation of therapy cognitive and motor functions with technical equipmentArimiyawu, Lenka January 2015 (has links)
The thesis evaluates the effect of four-week home therapy using stabilometric platform Nintendo Wii Balance Board and tablet with integrated software HomeBalance in patients with brain injury. Software HomeBalance has been developed for the treatment of balance disorders and cognitive function. Manipulating the platform and the tablet may also develop grip and handling abilities of hand, both will be evaluated in this work as well. The theoretical part describes new trends in rehabilitation of cognitive-motor interference, dual-task therapy and therapy using technological equipments. Methods: A total of 9 subjects underwent four weeks of therapy using a therapeutic set HomeBalance. The control group of 12 subjects received therapy without any technological equipment. Patients participated in the initial examination, home therapy and final examination. As an evaluation of the therapy Mini-BESTest, Timed Up and Go test, Montreal cognitive assessment, 9- hole peg test, and also two games from HomeBalance software and questionnaire assessing satisfaction with therapy have been used. Results: After treatment the whole group improved in only two tests evaluated: in Mini- BESTest and the time of diagnostic scene in HomeBalance software. The research group had statistically better results in both tests...
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Aktivní videohry wii systému jako forma balančního tréninku - pilotní studie / Active Wii video game system as a form of balance training - pilot studyReichertová, Simona January 2015 (has links)
Introduction: The theoretical part of the thesis summarizes findings from foreign literature on virtual reality and its use in rehabilitation, as well as the possibility of the benefits of active video games as part of balance training, specifically gaming console Nintendo Wii. The practical part is a pilot study to evaluate the effect of balance training in patients with cerebral palsy using this gaming console. Methods: The study included five patients with cerebral palsy, three in the form of spastic hemiparesis, two in the form of spastic triparesis. Patients were aged 8-18 years. Therapy took place on the Nintendo Wii, selecting five games from cd/dvd Wii Fit Plus. Patients underwent a total of 8 treatments with a frequency of once a week. One therapy lasted 20-30 minutes, according to success in individual games. The effect of therapy was evaluated using the Balance Master, specifically through tests Weight / Bearing squat (weight distribution of the lower limbs), mCTSIB (modified test balance sensory interaction) Limits of Stability (CoG sway to the borders of support base), Rhytmic Weight Shift (fast active transfer of CoG), Walk Across, Tandem walk and Step/Quick Turn (walking with a turn). For statistical evaluation and comparison of the results before and after treatment was used...
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Feasibility of Using Nintendo Wii Fit System to Assess Balance in Older AdultsHall, Courtney D., Clevenger, C. K., Byrd, J. Sellers, Wolf, R., Lin, J., Johnson, T. M., Wolf, S. 08 February 2012 (has links) (PDF)
No description available.
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A framework for the design of systems with intelligent and interactive information flowSinghee, Mukul 24 May 2010 (has links)
Potentially transformational ideas in several applications of human and computer interaction form the motivation for this work. It is targeted towards a systematic approach to the design of systems with complex, intelligent and interactive exchange of information between a system and the environment it is meant to monitor, and gather knowledge about. The Pahl and Beitz systematic design method is modified with the inclusion of generic sub-systems from Living Systems Theory, modeling and simulation tools and other adaptations within the context of the validation square to synthesize a design method for the design of systems with intelligent and interactive information flow. The validation of the proposed design method is carried out with the aid of an example wherein a motion capture system is designed based on the Nintendo Wii Remote(TM). Results include an evaluation of the performance of a prototype as well as the design method itself in the context of the requirements that the method must fulfill.
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Změny jemné a hrubé motoriky u pacientů s dětskou mozkovou obrnou po terapii pomocí aktivní videohry Nintendo Wii a pomocí Vojtovy reflexní lokomoce / Changes of the fine and gross motor functions at patients with cerebral palsy after therapy by Nintendo Wii and Reflex Locomotion according VojtaPíšťková, Marie January 2017 (has links)
Aim: The aim of this study is to assess benefits of therapy by Vojta method and by using the active videogame Nintendo Wii. The manual dexterity and gross motor function were evaluated. Methodology: The study was attended by 14 children aged 6 - 18 years. They were divided into two equal groups. The Vojta method was applied for the first group and exercising with Nintendo Wii for the second group. Each therapy took 30 days. After a 6 months break the two groups were changed. During those 6 months no targeted physiotherapy was done. The manual dexterity and gross motor functions were measured before and after the therapy and 8 weeks after finishing the therapy. The Box and Block test and the Nine Hole Peg test were used for assessment of manual dexterity and GMFM was used for testing of gross motor function. The children completed the PACES questionnaire after each of the interventions. Results: Statistics showed a significant change in the manual dexterity over the time when the Box and Block test was used. A difference between the two types of therapy has not been proven. Results of the Nine Hole Peg test were not statistically significant, neither in time nor when comparing the therapies. GMFM was not statistically significant either. The PACES did not show any difference between the therapies....
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