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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

An?lise de coer?ncia de ativa??o cortical de indiv?duos jovens e idosos submetidos a uma exposi??o ? realidade virtual

Yano, Kim Mansur 17 February 2017 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2018-03-12T19:37:12Z No. of bitstreams: 1 KimMansurYano_DISSERT.pdf: 4966584 bytes, checksum: 9dce6dbaeb9a570211bb48744f4f8f62 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2018-03-16T15:11:02Z (GMT) No. of bitstreams: 1 KimMansurYano_DISSERT.pdf: 4966584 bytes, checksum: 9dce6dbaeb9a570211bb48744f4f8f62 (MD5) / Made available in DSpace on 2018-03-16T15:11:02Z (GMT). No. of bitstreams: 1 KimMansurYano_DISSERT.pdf: 4966584 bytes, checksum: 9dce6dbaeb9a570211bb48744f4f8f62 (MD5) Previous issue date: 2017-02-17 / Introdu??o ? Durante o processo de envelhecimento, ocorrem altera??es fisiol?gicas que levam uma diminui??o na velocidade de processamento cerebral. Nos ?ltimos anos a realidade virtual (RV), vem se ampliando cada vez mais aplicada nos centros de reabilita??o, portanto conhecer a influ?ncia da RV sob a atividade cerebral, nessas popula??es se faz necess?rio. Dentro desse contexto, a Eletroencefalografia ? considerada como um dos principais meios de capta??o da atividade cerebral. Atrav?s da obten??o da atividade cerebral, podemos estud?-la de diversas formas, uma delas ? o estudo de coer?ncia entre pares de eletrodos, permitindo analisar as rela??es de diferentes ?reas cerebrais e como estas trocam informa??es. Objetivo: Este estudo teve por objetivo, investigar a influ?ncia imediata da exposi??o a uma sess?o de treino de equil?brio em ambiente virtual sobre a coer?ncia entre os lobos frontais de adultos jovens e idosos, mensurada atrav?s do Emotiv EPOC. Metodologia: Estudo comparativo, envolvendo 20 indiv?duos divididos nos grupos: jovem (GJ) e idoso (GI). Ap?s passarem por uma avalia??o do estado geral, do suporte necess?rio para a marcha (FAC) e do estado cognitivo (MEEM), os participantes realizaram durante 4 minutos, o jogo penguin slide da categoria de equil?brio do Nintendo Wii, cujos efeitos sobre a atividade cortical foram observados por meio da coleta realizada pelo EPOC. Resultados: O GJ apresentou valores de coer?ncia inter-hemisf?rica semelhantes na banda alfa e na banda beta em compara??o ao GI. Quanto a coer?ncia de fase o GI apresentou uma antecipa??o do hemisf?rio direito enquanto, o GJ apresentou do hemisf?rio esquerdo. Conclus?o: A realidade virtual parece estimular igualmente o GJ e o GI. Entretanto o GJ, apresentou padr?es de ativa??o e de coer?ncia de fase, que sugerem compatibilidade com aprendizado pr?vio ? RV, justificando as diferen?as encontradas na coer?ncia de fase entre os grupos. / Introduction: During the aging process, physiological changes occur that lead to a decrease in brain processing speed. In recent years virtual reality (VR) has been increasingly applied in rehabilitation centers, so knowing the influence of VR under brain activity, in these populations is necessary. Within this context, Electroencephalography is considered as one of the main means of capturing brain activity. By obtaining the brain activity, we can study it in several ways, one of them is the study of coherence between pairs of electrodes, allowing to analyze the relations of different brain areas and how they exchange information. Objective: This study aims to investigate the immediate influence of exposure to a balance session in a virtual environment on the coherence between the frontal lobes of young and old adults, measured using Emotiv EPOC. Methodology: A comparative study involving 20 individuals divided into the groups: young (GJ) and elderly (GI). After undergoing an evaluation of the general condition, the necessary support for the gait (FAC) and the cognitive state (MEEM), the participants performed during 4 minutes, the penguin slide game of the balancing category of Nintendo Wii, whose effects on the activity Were collected through COPD. Results: The GJ presented similar inter-hemispheric coherence values in the alpha band and in the beta band in comparison to the GI. Regarding phase coherence, the GI presented an anticipation of the right hemisphere while, the GJ presented of the left hemisphere. Conclusion: Virtual reality seems to stimulate both GJ and GI. However, the GJ presented patterns of activation and phase coherence, which suggest compatibility with prior learning to VR, justifying the differences found in phase coherence between the groups.
2

Avalia??o da atividade cortical durante tarefa funcional de membros inferiores em ambiente virtual e real

Pacheco, Thaiana Barbosa Ferreira 29 January 2016 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2016-10-26T22:41:13Z No. of bitstreams: 1 ThaianaBarbosaFerreiraPacheco_DISSERT.pdf: 1254638 bytes, checksum: ab9fa4652ad82cfd16537ef9c0b943a7 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2016-12-26T18:29:32Z (GMT) No. of bitstreams: 1 ThaianaBarbosaFerreiraPacheco_DISSERT.pdf: 1254638 bytes, checksum: ab9fa4652ad82cfd16537ef9c0b943a7 (MD5) / Made available in DSpace on 2016-12-26T18:29:33Z (GMT). No. of bitstreams: 1 ThaianaBarbosaFerreiraPacheco_DISSERT.pdf: 1254638 bytes, checksum: ab9fa4652ad82cfd16537ef9c0b943a7 (MD5) Previous issue date: 2016-01-29 / Introdu??o: A ativa??o cerebral ? caracterizada como a propaga??o de impulsos el?tricos que promovem integra??o funcional do c?rebro. Na atualidade, uma das t?cnicas que tem permitido o monitoramento da atividade cerebral ? a eletroencefalografia a partir de interfaces n?o-invasivas e wireless. Estudos envolvendo EEG t?m investigado a rela??o entre altera??es nos padr?es de ativa??o cerebral e mudan?as no comportamento do indiv?duo. No entanto, pouco se sabe acerca do comportamento da ativa??o cerebral durante tarefas motoras e de que forma esta ativa??o ? caracterizada em ambientes virtuais ou reais.Objetivo: Investigar o comportamento do potencial de ativa??o das ondas theta, alpha, beta e gamma de adultos jovens saud?veis durante uma tarefa motora para membros inferiores em um ambiente virtual e em um ambiente real. Metodologia: Estudo cross-over, no qual 10 jovens saud?veis foram submetidos a uma avalia??o eletroencefalogr?fica durante a execu??o de tarefa de subir e descer um degrau no ambiente virtual (jogo basic step do Nintendo Wii) e em ambiente real, ambas com dura??o de 1 minuto. Os dados foram analisados atrav?s dos testes de Wilcoxon e o teste t?Student de amostras dependentes.Resultados: Descritivamente, a atividade de theta e alpha foi maior em ambiente real e a atividade de beta e gamma foi maior em ambiente virtual. O ambiente virtual promoveu maior ativa??o do hemisf?rio direito e de canais ?ntero-frontais bilateralmente. Al?m disso, na frequ?ncia theta, a regi?o occipital direita foi mais ativada em ambiente real do que virtual (p<0,05). Conclus?o: O comportamento do potencial de ativa??o das ondas theta, alpha, beta e gamma observado durante a execu??o de uma tarefa motora apresenta-se de forma vari?vel em fun??o do ambiente que o indiv?duo est? sendo exposto - real ou virtual. Dessa forma, ressalta-se a implementa??o de estudos futuros que promovam embasamento para tomada de decis?o cl?nica de forma que a escolha do ambiente terap?utico (real ou virtual) seja de acordo com as ?reas cerebrais que se objetiva ativar. / Introduction: Brain activity is defined as the propagation of electrical impulses in order to promote a functional integration of the brain. Electroencephalography is one of the techniques that allows brain activity?s monitoring by using non-invasive and wireless interfaces. Studies involving EEG have investigated the relationship between changes in patterns of brain activity and in individual behavior. However, knowledge about brain activity during motor tasks and how this activity is characterized in virtual or real environments is still unclear. Objective: Compare theta, alpha, beta and gamma power in healthy young adults during a lower limb motor task performed in a virtual and real environment. Methodology: Cross-over study in which 10 healthy young adults were subjected to an EEG assessment while performing a one-minute task consisted of going up and down a step in a virtual environment (performed by the virtual game ?Basic step?) and real environment. Wilcoxon and t'Student tests were executed to analyze data. Results: Descriptively, theta and alpha power were higher in real environment while beta and gamma power were higher in virtual environment. Virtual environment caused greater activation of the right hemisphere and anterior-frontal channels bilaterally. Furthermore, in theta frequency, the right occipital region?s activity in real environment was higher than in virtual environment (p <0.05). Conclusion: Theta, alpha, beta and gamma power observed while performing a motor task present variation according to environment in which the individual is being exposed - real or virtual. Thus, we emphasize the implementation of future studies in order to promote basis for clinical decision-making so that the choice of the therapeutic environment (real or virtual) would be according to the brain areas that are in need for activation.
3

Efeito de um protocolo de exerc?cios baseado em realidade virtual sobre o equil?brio postural e qualidade de vida de mulheres gr?vidas: ensaio cl?nico randomizado

Sousa, Vanessa Patricia Soares de 22 December 2016 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2017-04-17T23:20:37Z No. of bitstreams: 1 VanessaPatriciaSoaresDeSousa_TESE.pdf: 3487507 bytes, checksum: e49444fb4d47d3a16fe365530e12126e (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2017-04-20T23:57:43Z (GMT) No. of bitstreams: 1 VanessaPatriciaSoaresDeSousa_TESE.pdf: 3487507 bytes, checksum: e49444fb4d47d3a16fe365530e12126e (MD5) / Made available in DSpace on 2017-04-20T23:57:43Z (GMT). No. of bitstreams: 1 VanessaPatriciaSoaresDeSousa_TESE.pdf: 3487507 bytes, checksum: e49444fb4d47d3a16fe365530e12126e (MD5) Previous issue date: 2016-12-22 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior (CAPES) / Introdu??o - A gravidez ? um per?odo de intensas modifica??es hormonais, f?sicas e emocionais que podem resultar em altera??o do equil?brio postural (EP) e piora da qualidade de vida (QV). Objetivo ? O objetivo principal dessa tese foi investigar qual o efeito de um protocolo de exerc?cios, baseados em 12 sess?es de realidade virtual, sobre o EP e QV de mulheres gr?vidas saud?veis. Metodologia ? Estudo do tipo ensaio cl?nico controlado randomizado com amostra de 57 gestantes, divididas em grupo controle (GC=29) e grupo experimental (GE=28). Foram coletadas informa??es sociodemogr?ficas, cl?nicas e obst?trias, avaliado o EP (Balance Master System?) e utilizado o Wii Fit Plus? para treinamento desta fun??o corporal. A avalia??o da QV foi realizada por meio do ?ndice de Qualidade de Vida de Ferrans e Powers. O GC participou de 12 encontros do Curso Preparat?rio para Gesta??o, Parto e P?s-parto (CPGPP). O GE frequentou o CPGPP e, simultaneamente, realizou o protocolo de treinamento, baseado em RV, que consistiu na execu??o de 5 jogos para o equil?brio postural, ao longo de 12 sess?es individuais, realizadas tr?s vezes por semana. Para an?lise estat?stica, foram aplicados os testes T de Student para amostras independentes, Mann-Whitney, Qui-quadrado e ANOVA de medidas repetidas (2x2). Resultados ? O resultado principal desse estudo mostrou que n?o houve diferen?as intra e intergrupos para o EP (P>0,11) e a QV (P=0,20), indicando manuten??o dessas vari?veis com o progredir da gravidez e mediante a execu??o das duas interven??es propostas. Conclus?o ? Os resultados sugerem que o treinamento com o Wii Fit Plus? n?o afeta o equil?brio postural e a qualidade de vida de mulheres gr?vidas saud?veis. / Introduction - Pregnancy is a period of intense hormonal, physical and emotional changes that can result in altered postural balance (PB) and worsening of quality of life (QOL). Objective - The main objective of this thesis was to investigate the influence of an exercise protocol, based on virtual reality, on PB and QOL of pregnant women. Methodology - Randomized controlled clinical trial with a sample of 57 pregnant women divided into a control group (CG = 29) and an experimental group (EG = 28). Sociodemographic, clinical and obstetric information was collected, was evaluated the PB (Balance Master System?) and Wii Fit Plus? was used to train this body function. The evaluation of the quality of life was carried out through the Quality of Life Index of Ferrans and Powers. The CG participated in 12 meetings of the Preparatory Course for Gestation, Childbirth and Postpartum (PCGCP). The GE attended the PCGCP and, simultaneously, performed the training protocol, based on RV, which consisted in the execution of 5 games for postural balance, during 12 individual sessions, held three times a week. For statistical analysis were used Student's t-tests for independent samples, Mann-Whitney, Chi-square and repeated measures ANOVA (2x2). Results - The main result of this study was that there were no intra and intergroup differences for PB (P> 0.11) and QoL (P = 0.20), indicating maintenance of these variables with the progress of pregnancy and through the implementation of the two proposed interventions. Conclusion - The results suggest that health education interventions and training with Wii Fit Plus? prevent worsening of postural balance and quality of life, expected with the onset of the pregnancy period.
4

Transtorno de estresse p?s-traum?tico em banc?rios v?timas de ataques a bancos : rea??es p?s-traum?ticas e terapia de exposi??o virtual

Barbosa, M?rcio Englert 12 January 2018 (has links)
Submitted by PPG Psicologia (psicologia-pg@pucrs.br) on 2018-04-05T16:16:48Z No. of bitstreams: 1 TES_M?RCIO_ENGLERT_BARBOSA.pdf: 3154644 bytes, checksum: 0ca9a1aa1b6e5af8a55e9d93efddc374 (MD5) / Approved for entry into archive by Caroline Xavier (caroline.xavier@pucrs.br) on 2018-04-16T18:58:57Z (GMT) No. of bitstreams: 1 TES_M?RCIO_ENGLERT_BARBOSA.pdf: 3154644 bytes, checksum: 0ca9a1aa1b6e5af8a55e9d93efddc374 (MD5) / Made available in DSpace on 2018-04-16T19:06:40Z (GMT). No. of bitstreams: 1 TES_M?RCIO_ENGLERT_BARBOSA.pdf: 3154644 bytes, checksum: 0ca9a1aa1b6e5af8a55e9d93efddc374 (MD5) Previous issue date: 2018-01-12 / Post-Traumatic Stress Disorder (PTSD) is a disorder characterized by the presence of intrusion, avoidance, negative cognition and mood, and arousal symptoms after an exposure to a traumatic event. Cognitive-Behavioral Therapy (CBT) is one of the most effective therapeutic approaches for PTSD. Although effective, some patients are refractory to imaginal exposure, a frequently used thecnique in CBT for PTSD, and there is a high dropout rate. In order to increase therapeutic efficacity and treatment adherence, Virtual Reality (VR) devices have been developed since 1990 to be used in Virtual Exposure Therapy (VET). This therapy is a variation of CBT therapeutic interventions that have been showing good outcomes. However, most researches in this area study military populations or victims of terrorist attacks. Few studies have been found in literature review about the treatment of victims of urban violence, a very common type of trauma in developing countries such as Brazil. Still, some occupations are more exposed to violence, as is the case of bank employees. The objective of this study is to evaluate posttraumatic reactions in victims of bank robberies and the efficacy of VET in the treatment of PTSD. This study is composed of (1) an introduction to the main concepts used to develop this research; (2) a theoretical review of the advantages and disadvantages of VET in the treatment of PTSD; (3) an empirical section on an assessment of posttraumatic reactions on bank employees victims of bank robberies who sought psychological care; (3) a presentation of a VET protocol for victims of bank robberies who develop PTSD; (4) an evaluation of the proposed treatment protocol through a case study of a bank employee with PTSD and (5) final considerations of the main findings of this work. The results suggest that bank employee?s victims of robberies who sought psychological care present an elevated percentage of psychiatric disorders. Among them, PTSD is the most frequent. In the case study performed, the VET protocol proved to be efficient, with reduction of posttraumatic, depressive and anxiety symptoms. / O Transtorno de Estresse P?s-Traum?tico (TEPT) ? um transtorno mental que pode se desenvolver a partir da exposi??o a um evento traum?tico. Suas caracter?sticas s?o a reviv?ncia do trauma, evita??o de situa??es que relembrem o evento ou provocam ansiedade, altera??es negativas nas cogni??es e humor, e excitabilidade aumentada. A Terapia Cognitivo-Comportamental (TCC) ? uma das abordagens terap?uticas com maior efic?cia no tratamento do TEPT. Apesar de eficaz, alguns pacientes s?o refrat?rios ?s t?cnicas de exposi??o atrav?s da imagina??o frequentemente usadas na TCC para o TEPT, e o percentual de abandono do tratamento ? elevado. Visando ao aumento da efic?cia terap?utica e uma maior ades?o ao tratamento, v?m sendo desenvolvidos desde a d?cada de 1990 dispositivos de Realidade Virtual (RV) que possam ser utilizados para realiza??o da Terapia de Exposi??o Virtual (TEV). Esta terapia ? uma varia??o das interven??es terap?uticas tradicionalmente utilizadas na TCC e tem apresentado bons resultados. Por?m, a maior parte dos estudos nesta ?rea explora popula??es militares ou v?timas de ataques terroristas. Poucos estudos s?o encontrados sobre o tratamento de v?timas de viol?ncia urbana, um tipo de trauma muito frequente em pa?ses em desenvolvimento como o Brasil. Ainda, profissionais de algumas ?reas est?o mais expostos ? viol?ncia, como ? o caso dos banc?rios. O objetivo deste estudo ? avaliar as rea??es p?s-traum?ticas em banc?rios v?timas de ataques a banco e a efic?cia da TEV no tratamento do TEPT desenvolvido a partir deste trauma. Esta tese ? composta de (1) uma introdu??o aos principais conceitos utilizados no desenvolvimento desta pesquisa; (2) uma revis?o te?rica sobre as vantagens e desvantagens da utiliza??o da TEV no tratamento do TEPT; (3) um se??o emp?rica sobre a avalia??o de rea??es p?s-traum?ticas em banc?rios v?timas de assaltos a banco que buscaram atendimento psicol?gico; (3) a apresenta??o de um protocolo de TEV para v?timas de assaltos a banco que desenvolveram TEPT; (4) a avalia??o da efic?cia do protocolo de tratamento proposto atrav?s do estudo de caso de uma banc?ria portadora de TEPT e (5) considera??es finais compilando os principais achados deste trabalho. Os resultados encontrados indicam que banc?rios v?timas de ataques a banco que buscaram atendimento psicol?gico apresentam um elevado percentual de transtornos psiqui?tricos. Entre eles, o TEPT ? o mais frequente. No estudo de caso realizado, a TEV proposta se mostrou eficaz, com redu??o significativa dos sintomas p?s-traum?ticos, depressivos e de ansiedade.
5

An?lise cinem?tica de pacientes com acidente vascular cerebral durante jogo de dardos em ambientes virtual e real

Costa, Herta Janine Batista 23 February 2017 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2017-07-04T12:09:26Z No. of bitstreams: 1 HertaJanineBatistaCosta_DISSERT.pdf: 1722649 bytes, checksum: f76b6d868dbd593d399a9e5f9130e4d3 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2017-07-11T14:43:49Z (GMT) No. of bitstreams: 1 HertaJanineBatistaCosta_DISSERT.pdf: 1722649 bytes, checksum: f76b6d868dbd593d399a9e5f9130e4d3 (MD5) / Made available in DSpace on 2017-07-11T14:43:49Z (GMT). No. of bitstreams: 1 HertaJanineBatistaCosta_DISSERT.pdf: 1722649 bytes, checksum: f76b6d868dbd593d399a9e5f9130e4d3 (MD5) Previous issue date: 2017-02-23 / Introdu??o: O Acidente Vascular Cerebral (AVC) ? a principal causa de incapacidade a longo prazo no mundo resultando em defici?ncias sensoriomotoras que comprometem a funcionalidade dos indiv?duos nas Atividades de Vida Di?ria (AVD?s). Assim, tecnologias de realidade virtual veem sendo cada vez mais usadas visando ? reabilita??o motora. No entanto, h? poucas evid?ncias de que os movimentos realizados em ambientes virtuais se assemelhem aos realizados em ambientes f?sicos. Objetivo: Analisar os componentes cinem?ticos do membro superior em pacientes com AVC durante um jogo de dardos em ambientes virtual e real. Metodologia: Estudo quase experimental, com amostra de 11 hemipar?ticos cr?nicos, com idade entre 40-65 anos, tempo de les?o de seis meses a tr?s anos. O ambiente virtual foi apresentado no XBOX 360 Kinect e o ambiente real usou um jogo de dardo profissional. Os participantes realizaram 15 tentativas de cada jogo e a cinem?tica do membro superior foi registrada em v?deo para an?lise no Software Kinovea. Os ambientes foram comparados usando o teste t-Student pareado. Resultados: Houve diferen?a significativa entre os ambientes virtual e real. O jogo real apresentou maior ?ngulo de extens?o de cotovelo (p=0,008), maior flex?o de ombro (p=0,008) e maior velocidade m?dia da trajet?ria do ombro (p=0,001), cotovelo (p=0,0001) e punho (p=0,001). Quantos aos picos de velocidade e acelera??o, valores m?ximos foram encontrados no jogo real para velocidade de ombro (p=0,04), cotovelo (p=0,002) e punho (p=0,002) e acelera??o de cotovelo (p=0,004) e punho (p=0,028). As velocidades de flex?o e extens?o foram maiores no jogo real para ombro (p=0,021), cotovelo (p=0,004; p=0,005) e punho (p=0,009; p=0,039). O jogo virtual obteve maior tempo de flex?o (p=0,0001) e extens?o (p=0,021) e maior desempenho (p<0,0001). Conclus?es: O jogo de dardo pode ser empregado na reabilita??o do membro superior ap?s AVC de acordo com os objetivos que a terapia quer atingir. Se for para aumentar a amplitude de movimento, velocidade e acelera??o o jogo de dardo real ? mais indicado. O jogo virtual pode contribuir para a precis?o do movimento, controle dos graus de liberdade e ajustes posturais, porque necessita de menor tempo para realiza??o do movimento. / Introduction: Stroke is the leading cause of long-term disability worldwide resulting in sensorimotor impairments that compromise functionality of individuals in Activities of daily living (ADLs). Thus, virtual reality technologies have been used increasingly aimed at motor rehabilitation. However, there is little evidence that the movements performed in virtual environments are similar to those made in physical environments. Objective: Analyze kinematics components of the upper limb in stroke patients during a game of darts in virtual and real environment. Methodology: The quasi-experimental study with a sample of 11 chronic hemiparesis, aged 40-65 years, time injury of six months to three years. The virtual environment was presented at the XBOX 360 Kinect? and the real environment used a professional dart game. Participants performed 15 trials of each game and the kinematics of the upper limb was recorded on video for analysis in Kinovea Software. The environments were compared using the t-Student test. Results: There were significant differences between the virtual and real environments. The real game showed higher elbow extension angle (p = 0.008), greater shoulder flexion (p = 0.008) and a higher mean speed of the shoulder (p = 0.001), elbow (p = 0.0001) and wrist (p = 0.001) path. As to velocity and acceleration peaks, maximum values were found in the real game shoulder (p = 0.04), elbow (p = 0.002) and wrist (p = 0.002) velocity, and elbow (p = 0.004) and wrist (p = 0.028) acceleration. The flexion and extension speeds were higher in the real game shoulder (p = 0.021), elbow (p = 0.004; p = 0.005) and wrist (p = 0.009; p = 0.039). The virtual game got longer flexion (p = 0.0001) and extension (p = 0.021) and a higher performance (p <0.0001). Conclusions: The dart game can be used in rehabilitation of the upper limb after stroke according to the goals that the therapy wants to achieve. If it is to increase the range of motion, speed and acceleration, the actual dart game is more indicated. The virtual game can contribute to the accuracy of movement, control of degrees of freedom and postural adjustments, because it requires less time to perform the movement.

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