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Animering i Maya med Wii RemoteHenriksson, Christofer January 2009 (has links)
<p>Animering i 3d är ett tidskrävande och komplicerat moment som tar lång tid att sätta sig in i. Det krävs att man har en bra känsla för naturliga rörelser för att kunna skapa realistiska animationer. Det här arbetet undersöker möjligheten ett med hjälp av Nintendos Wii Remote-kontroll låta en användare mer intuitivt animera ett enkelt 3d-objekt i Autodesk Maya 2009. Arbetets resultat och slutsatser visar hur man kan koppla Wii Remote-kontrollens utdata in till Autodesk Maya 2009, och tar upp funktioner man skulle kunna lägga till och vilka begränsningar som behöver lösas i framtida arbete med systemet.</p><p> </p>
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Animering i Maya med Wii RemoteHenriksson, Christofer January 2009 (has links)
Animering i 3d är ett tidskrävande och komplicerat moment som tar lång tid att sätta sig in i. Det krävs att man har en bra känsla för naturliga rörelser för att kunna skapa realistiska animationer. Det här arbetet undersöker möjligheten ett med hjälp av Nintendos Wii Remote-kontroll låta en användare mer intuitivt animera ett enkelt 3d-objekt i Autodesk Maya 2009. Arbetets resultat och slutsatser visar hur man kan koppla Wii Remote-kontrollens utdata in till Autodesk Maya 2009, och tar upp funktioner man skulle kunna lägga till och vilka begränsningar som behöver lösas i framtida arbete med systemet.
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The effect of the Nintendo Wii Fit and exercise in improving balance and quality of life in community dwelling eldersFranco, Jessie Rae January 2012 (has links)
Thesis (M.S.)--Boston University / OBJECTIVE: The aim of this research study was to see if Nintendo Wii Fit is better able to improve balance in the elderly population when compared to the Matter of Balance program, which is evidence.-based and designed to promote health, balance and wellbeing to decrease the risk of falls.
PARTICIPANTS: Residents of an independent living senior housing facility in the Boston area were recruited to participate in this study. A total of 32 residents ages 63 to 90 participated: Wii Fit n=11, Matter of Balance n=11, and Control n=1O.
Methods: Participants were separated into three groups. Experimental group 1: The Wii Fit Group performed balance games on the Wii Fit in individual sessions twice a week for three weeks. Experimental group 2: The Matter of Balance Group performed exercises from the Matter of Balance Program in a group setting twice a week for three weeks. The control group received no intervention. Participants in the Wii Fit group had the addition of supplemental home exercises. Two balance and one health and wellness measure were used to determine whether there were any changes following intervention: the Berg Balance Scale, the Tinetti Gait and Balance Assessment, and the Short Form-36 Health Survey (SF-36).
RESULTS: Repeated measures ANOV As were used to determine whether there was an
effect of the interventions on balance, health and well-being and whether there were any differences between intervention groups. Scores were significantly improved at post-test for both balance assessments: Berg Balance Scale (F1,29= 17.034, p < 0.001); Tinetti Gait and Balance Assessment (F1,29 = 9.715, p < 0.004). The mean increases in balance scores were larger, but not significantly so, for the exercise groups as compared to the control group. Results from the Wii Fit Enjoyment Questionnaire showed that 81% of participants reported high levels of enjoyment while playing the Wii games.
DISCUSSION AND CONCLUSION: The Wii Fit is an enjoyable form of exercise as self-reported from an elderly population. Balance improved in the Wii Fit group following intervention, but only a small amount and not significantly more than improvements made by the MOB-exercise and non-exercise control groups. It is likely that the three week duration of the Wii Fit intervention was too short a period to make a large and significant impact on elders' balance.
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Wii Sports och Sport : En jämförelse av fysiska och emotionella skillnader och likheter i träningsspel jämfört med riktig träning / Wii sports and Sport : A comparison of physical and emotional differences and similarities between an exergame and the real sportAndersson, Martin, Persson, Gustav January 2011 (has links)
Aim The purpose of this study is to compare the level of activity between playing wii Sports Tennis and wii Sports boxing, and the usual sports, and to see how the two variants are perceived.Issues:- How much strain ratio and energy consumption it gives to exercise wii sports compared with the playing of sport for real?- How do the test participants experience the different tests?- How are the two wii sports games against each other in terms of activity and fitness in the school environment? Method This is an experimental study in which 10 test participants (5 men and 5 women) have carried out four different physical tests. The tests consisted of either playing an exergame or playing a sport for 25 minutes. Physical activity was measured during the test using a heart rate monitor. All test participants completed all tests in the same order. After each test, all test participants filled out a questionnaire concerning their immediate subjective experiences of the test. The results from the questionnaire where later compiled with the results from the physical tests. Results The results showed that the physical activity of the tennis and wii tennis differed. Tennis generated in 30% higher average heart rate and 88% higher average energy expenditure. The comparison between boxing and wii boxing, gave no significant results. Wii boxing generated 32% higher average heart rate and 81% higher average energy expenditure compared to wii tennis. Test Study participants also considered wii boxing to be more suitable in physical education than wii tennis. They also felt that both wii boxing and tennis was more enjoyable than wii tennis. Conclusion Wii tennis generated the lowest physical activity as compared to the three other forms of exercise. The real sports were most suitable for school sports, however, wii boxing was more suitable than wii tennis. Test participants also considered the wii boxing as more enjoyable than wii tennis and tennis / Syfte och frågeställningar Syftet med denna studie är att jämföra aktivitetsgraden mellan att spela wii sports tennis och wii sports boxning och, de vanliga idrotterna, samt att se hur de båda varianterna upplevs. Frågeställningar: - Hur stor ansträngsningsgrad och energiförbrukning innebär utövande av wii sports jämfört med att utöva idrotterna på riktigt? - Hur upplever testdeltagarna de olika testerna? - Hur skiljer sig de två wii sportspelen beträffande aktivitet och lämplighet i skolmiljö? Metod Detta är en experimentell studie där 10 testdeltagare (5 män och 5 kvinnor) har genomfört 4 olika fysiska tester. Testerna bestod av att antingen spela ett träningsspel eller utöva en idrott i 25 minuter. Den fysiska aktiviteten mättes under testet med hjälp av pulsklocka. Alla testdeltagare genomförde alla tester i samma ordning. Efter varje avslutat test fick alla testdeltagare fylla i en enkät om deras omedelbara subjektiva upplevelser kring testet. Dessa sammanställdes sedan tillsammans med de fysiska resultaten. Resultat Resultaten visade att tennis och wii tennis skiljde sig åt. Tennis genererade 30% högre genomsnittlig arbetspuls och 88% högre genomsnittlig energiförbrukning. I jämförelsen mellan boxning och wii boxning fanns inga signifikanta resultat. Wii boxning genererade 32% högre genomsnittlig arbetspuls och 81% högre genomsnittlig energiförbrukning jämfört med wii tennis. Testdeltagarna i studien ansåg även att wii boxning passar bättre i skolidrotten jämfört med wii tennis. De upplevde även att både wii boxning och tennis var roligare än wii tennis. Slutsats Wii tennis genererade lägst fysisk aktivitet jämfört med de övriga tre motionsformer. De riktiga idrotterna ansågs mest appliceringsbara till skolidrotten, dock ansågs wii boxning lättare att applicera än wii tennis. Testdeltagarna ansåg också wii boxning som roligare än wii tennis och tennis.
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Effect of a Wii Fit® Intervention on Balance, Muscular Fitness, and Bone Health in Middle-aged WomenJanuary 2014 (has links)
abstract: Sustaining a fall can be hazardous for those with low bone mass. Interventions exist to reduce fall-risk, but may not retain long-term interest. "Exergaming" has become popular in older adults as a therapy, but no research has been done on its preventative ability in non-clinical populations. The purpose was to determine the impact of 12-weeks of interactive play with the Wii Fit® on balance, muscular fitness, and bone health in peri- menopausal women. METHODS: 24 peri-menopausal-women were randomized into study groups. Balance was assessed using the Berg/FICSIT-4 and a force plate. Muscular strength was measured using the isokinetic dynamometer at 60°/180°/240°/sec and endurance was assessed using 50 repetitions at 240°/sec. Bone health was tracked using dual-energy x-ray absorptiometry (DXA) for the hip/lumbar spine and qualitative ultrasound (QUS) of the heel. Serum osteocalcin was assessed by enzyme immunoassay. Physical activity was quantified using the Women's Health Initiative Physical Activity Questionnaire and dietary patterns were measured using the Nurses' Health Food Frequency Questionnaire. All measures were repeated at weeks 6 and 12, except for the DXA, which was completed pre-post. RESULTS: There were no significant differences in diet and PA between groups. Wii Fit® training did not improve scores on the Berg/FICSIT-4, but improved center of pressure on the force plate for Tandem Step, Eyes Closed (p-values: 0.001-0.051). There were no significant improvements for muscular fitness at any of the angular velocities. DXA BMD of the left femoral neck improved in the intervention group (+1.15%) and decreased in the control (-1.13%), but no other sites had significant changes. Osteocalcin indicated no differences in bone turnover between groups at baseline, but the intervention group showed increased bone turnover between weeks 6 and 12. CONCLUSIONS: Findings indicate that WiiFit® training may improve balance by preserving center of pressure. QUS, DXA and osteocalcin data confirm that those in the intervention group were experiencing more bone turnover and bone formation than the control group. In summary, twelve weeks of strength /balance training with the Wii Fit® shows promise as a preventative intervention to reduce fall and fracture risk in non-clinical middle aged women who are at risk. / Dissertation/Thesis / Ph.D. Exercise and Wellness 2014
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Influência da prática virtual de yoga sobre o controle postural de mulheres idosas utilizando o Nintendo WII / The influence of Yoga\'s virtual practice over elderly womens postural control using the Nintendo WiiSoares, Frederico Augusto Costa e Lima 24 October 2011 (has links)
A população mundial está envelhecendo e as mudanças no perfil, características e funcionalidade própria dos sujeitos idosos geram impacto no desenvolvimento de produtos, nos serviços de cuidados de saúde e assistência social. Durante o processo de envelhecimento o idoso é exposto a diversos tipos de processos transformadores que podem ter impacto na capacidade funcional de forma que interfiram na realização das atividades da vida diária e na participação social. O equilíbrio é uma das habilidades que podem ser afetadas pelo envelhecimento. A atividade física específica auxilia a evitar quedas entre a população idosa. A relação entre a prática virtual de atividade física e o ganho real de habilidades motoras tem sido pesquisada em diversos estudos. A forma de interação dinamizada pelas interfaces como a do Nintendo Wii Fit desperta interesse na área da saúde. Objetivos: verificar os efeitos da prática virtual de posturas de Yoga sobre o controle postural de mulheres idosas ativas utilizando o software de vídeo game do Nintendo Wii Fit. Especificamente pretende-se verificar se houve alteração no equilíbrio postural estático após o período de intervenção e se o software é sensível à variação de desempenho do sujeito no decorrer da prática. Casuística: Seis mulheres idosas com idade média de 67,6, com escolaridade entre o ensino fundamental e superior, de diferentes religiões, procedentes de Ribeirão Preto e de classe socioeconômica média, sem patologias neurológicas, sensoriais ou ortopédicas associadas. Metodologia: Trata-se de um estudo exploratório, longitudinal, do tipo intervenção, que teve três etapas definidas: A primeira consistiu na triagem que incluiu a avaliação inicial do controle postural por meio da Escala de Equilíbrio de Berg (EEB), Timed Up and Go Test (TUG), Índice de Massa Corpórea (IMC), Escala de Depressão Geriátrica (GDS), Health Assessment Questionnarie (HAQ), teste de Romberg clássico e uma avaliação específica com 16 posições modificadas de Romberg sobre uma plataforma de força (PF). A segunda consistiu num protocolo de intervenção utilizando o Nintendo Wii com 14 posturas de Yoga sobre a plataforma Wii Balance Board, durante 2 meses com freqüência de 3x/semana com duração de 40 minutos. A terceira fase incluiu a reavaliação com os instrumentos EEB, TUG, Teste de Romberg modificado na PF e questionário de avaliação da satisfação dos sujeitos. Análise de Dados: estatística descritiva e inferencial. Os resultados sugeriram que houve uma melhora no controle postural para a realização das tarefas motoras e funcionais, melhora no tempo de percurso do equilíbrio dinâmico. Os testes selecionados foram sensíveis a detecção de alterações do equilíbrio de idosos, levando-se em consideração que a população era ativa e praticante de atividade física. / The world population is aging and the changes in profile, characteristics and functionality of the elderly to generate an impact on the development of products, in the health care systems and social assistance. During the aging process the elderly is exposed for a various types of transformers processes that may have impact in the functional capability in order to in the execution of daily living and in the social participation. The balance is one of skills that can be affected by aging. The specific physical activity helps prevent falls among elderly. The relationship between virtual practice of physical activities and the real gain of motor abilities has been researched in various studies. The interaction form promoted by the interfaces like the Nintendo Wii Fit generates great interest in the health area. Objectives: Check the effects of virtual practice of Yoga postures on postural control of active elderly woman using the software of the Nintedo Wii Fit video game. Specifically intended to check that had alteration in the postural balance after the intervention period and if the software is sensitive to variation of subject performance during the practice. Casuistry: Six elderly woman with an average age of 67,6, education level between basic and undergraduate, from different religions, coming from Ribeirão Preto and the middle socioeconomic class, without neurological, sensory or orthopedic patologies associates. Methodology: It is an exploratory, longitudinal, intervention type, which had three stages defined: The first consisted in the screening that included the initial assessment of postural control using the Berg Balance Scale (BBS), Timed Up and Go Test (TUG), Body Mass Index (BMI), Geriatric Depression Scale (GDS), Health Assessment Questionnarie (HAQ), Romberg classic test and a specific assessment with 16 positions modified of Romberg on a force platform (FP). The second consisted of a intervention protocol using the Nintendo Wii with 14 postures of Yoga on the Wii Balance Board plataform, during two months with frequency of 3x/week lasting 40 minutes. The third phase included a reassessment with the instruments BBS, TUG, the Romberg modified test on the FP and assessment questionnaire of subjects satisfaction. Data Analysis: descriptive and inferential statistics. The results suggested an improvement in postural control for the performance of functional motor tasks, improvement in the passage time of dynamic balance. The selected tests were sensitive by detecting changes in the elderly balance, considering that the population was active and practicing physical activity.
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Games e terceira idade: um estudo de caso com o wii sportsQuintana, Guilherme Henrique 28 January 2011 (has links)
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Previous issue date: 2011-01-28 / Currently the focus of the market for digital games is the development of
games for the general public, and especially for the juvenile segment. Moreover,
there is the growing number of elderly people on the planet. Thus, this research aims
to outline the central features of today's games from the interaction with the elderly
population using the Nintendo Wii. The secondary objectives are to create
interactions with Wii workshops for seniors; observe interactions, collect data,
analyze the data and, finally, point of game design elements that may harm or help
the elderly in four areas: visual, sound, interactivity and sociability.
The research involved different strategies and methods: encounters with the
elderly group, workshops, practical activities with the Wii, asking questions, reading
of texts on the elderly and game design, review and reformulation of the initial
questions and the development of the dissertation. Data collection was conducted
through questionnaires prepared by the researcher, video recordings, photographs
and data from the video game software through the use of games in the collection
Wii Sports, which include five sports: tennis, boxing, bowling, baseball and golf in
weekly meetings during two months with the group of participants in the volleyball
team "Golden Age" of Itatiba / SP, composed of elderly.
To analyze the data collected, authors were used in areas that include
psychology in the elderly (Argimon), caloric expenditure with the use of games similar
to those used in this study (Robin R. Mellecker and Alison M. McManus), cognitive
effects in elderly users of games, the market revolution promoted by the Wii, game
development, the possible insertion of the elderly population in this market and the
tools used in creating these works (Nelson Zagalo and Rui Prada).
In the field of critical studies about games, were fundamental to the research
Jesus de Paula Assis, Roger Tavares, Vinicius Mano, Edson P. Pfutzenreuter,
Andrés Rollings, Ernest Adams, Celia Pearce, among others.
The results highlighted the need for the reformulation of the game design
aimed at the elderly as this segment of the population has physical and behavioral
characteristics significantly different from the adult audience and / or juvenile.
Aspects such as the choice of colors and arrangement of information on the screen,
the sound frequencies used, methods of handling the interaction and preference for
more cooperative than competitive games stood out as key factors to please and
meet the needs of this growing audience in our society / Atualmente, o foco do mercado de jogos digitais está no desenvolvimento de
games para o público em geral, e, principalmente, para o segmento infanto-juvenil.
Por outro lado, observa-se o crescimento do número de idosos no planeta. Neste
contexto, esta pesquisa tem como objetivo central delinear as características dos
jogos atuais a partir da interação com o público idoso através da utilização do
Nintendo Wii. Os objetivos secundários são: criar oficinas de interações com Wii
para idosos; observar as interações; coletar dados; analisar os dados obtidos e,
finalmente, apontar elementos de Game Design que possam prejudicar ou auxiliar
os idosos em quatro âmbitos: visualidade, sonoridade, interatividade e sociabilidade.
A pesquisa envolveu diferentes estratégias e métodos: encontros com o
grupo de idosos; oficinas de atividades práticas com o Wii; formulação de perguntas;
leitura de textos sobre a terceira idade e Game Design; revisão e reformulação das
questões iniciais; desenvolvimento da dissertação. A coleta de dados foi realizada
através de questionários confeccionados pelo pesquisador, gravações de vídeo,
fotografias e dados retirados do software do videogame através do uso de games na
coletânea Wii Sports, que englobam cinco modalidades: tênis, boxe, boliche,
beisebol e golfe, em encontros semanais durante o período de dois meses com o
grupo de participantes do time de vôlei Melhor Idade de Itatiba/SP, composto por
idosos.
Para a análise dos dados colhidos foram utilizados autores que englobam
psicologia em idosos (Argimon), gasto calórico com a utilização de jogos similares
aos utilizados nesta pesquisa (Robin R. Mellecker e Alison M. McManus), efeitos
cognitivos em idosos utilizadores de games, a revolução do mercado promovida pelo
Wii, o desenvolvimento de games, a possível inserção do público idoso neste
mercado e as ferramentas utilizadas na criação destas obras (Nelson Zagalo e Rui
Prada).
No campo dos estudos críticos sobre games, foram fundamentais as
pesquisas de Jesus de Paula Assis, Roger Tavares, Vinícius Mano, Edson P.
Pfutzenreuter, Andrés Rollings, Ernest Adams, Célia Pearce, entre outros.
Os resultados obtidos realçaram a necessidade da reformulação do Game
Design direcionado à terceira idade à medida que essa parcela da população tem
características físicas e comportamentais significativamente diferentes do público
adulto e/ou infanto-juvenil. Aspectos como a escolha de cores e disposição de
informações na tela, frequências sonoras utilizadas, métodos de movimentação na
interação e a preferência por jogos mais cooperativos que competitivos se
destacaram como fatores decisivos para agradar e atender às necessidades deste
público crescente em nossa sociedade
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Arbetssimulator med Wii Remote : En guide till utveckling av en simulatorGomez Ortega, Daniel, Djerf, Henrik January 2010 (has links)
<p>Detta är ett uppsats på D-nivå. I en tidigare kurs, inom vårat program Data- och Systemvetenskap, kom vi på en idé om hur man kan förbättra/komplettera utbildningen av nyanställda som befinner sig i en stressig arbetsplats på företag där det är ett ständigt behov av återanställning av personal. Vi utvecklade detta koncept och kom med idén till en simulator som kan utbilda personal samt minska stress hos nyanställda. Idén mognade till en Serious Game simulator baserad på en Wii-kontrollerad PC-baserad simulator med Bluetooth-stöd.Syftet med denna uppsats är att skapa en guide om grunderna i en simulator som utnyttjar Wii-kontroller som externa inmatningsenheter. I denna guide kommer vi att täcka hur Nintendos Wii-kontroll fungerar, hur man kan skapa enkla 3D-modeller i Blender och även hur detta kan implementeras i Microsoft XNA. Med denna guide som bas kommer vi också att visa hur vi utvecklat en prototyp med hjälp av ett designkoncept som utvecklats av våra kollegor Christopher Saarinen & Evin Antoniadis forskning. Detta examensarbete har resulterat i både en guide och en fungerande prototyp som implementerar de grundläggande delarna av våra kollegors designkoncept.</p> / <p>This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support. The aim of this thesis is to create a developer’s guide on the basis of a simulator with the use of Wii remotes as external input devices. In this guide we will cover how the Nintendo Wii Remote works, how to create simple 3D-models in Blender and also how this can be implemented in Microsoft XNA. With this guide as a base we will also show how we developed a prototype using a design concept developed through the research of our coworkers Christopher Saarinen & Evin Antoniadis. This thesis has resulted in both a guide and a working prototype that implement the basic elements of our coworkers’ design concept.</p> / Detta är ett projekt i två delar en teoretisk och en teknisk, den teoretiska är separat från denna och är skriven av Christopher Saarinen och Evin Antoniadis. / Simulerad interaktiv arbetsmiljö
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Alternative Steuerungen für das VR-LaborJobst, Christoph 20 January 2011 (has links) (PDF)
Für das Virtual Reality-Labor des Instituts für Wirtschaftsinformatik der Universität Leipzig sollen Alternativen zu den bestehenden Steuerungsmöglichkeiten gefunden, an die Anlage angeschlossen und evaluiert werden. Es werden Vorgehensweisen dargelegt, die den Anschluss neuer Geräte ermöglichen sowie deren Anwendung am Beispiel der Nintendo Wii-Remote gezeigt.
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Influência da prática virtual de yoga sobre o controle postural de mulheres idosas utilizando o Nintendo WII / The influence of Yoga\'s virtual practice over elderly womens postural control using the Nintendo WiiFrederico Augusto Costa e Lima Soares 24 October 2011 (has links)
A população mundial está envelhecendo e as mudanças no perfil, características e funcionalidade própria dos sujeitos idosos geram impacto no desenvolvimento de produtos, nos serviços de cuidados de saúde e assistência social. Durante o processo de envelhecimento o idoso é exposto a diversos tipos de processos transformadores que podem ter impacto na capacidade funcional de forma que interfiram na realização das atividades da vida diária e na participação social. O equilíbrio é uma das habilidades que podem ser afetadas pelo envelhecimento. A atividade física específica auxilia a evitar quedas entre a população idosa. A relação entre a prática virtual de atividade física e o ganho real de habilidades motoras tem sido pesquisada em diversos estudos. A forma de interação dinamizada pelas interfaces como a do Nintendo Wii Fit desperta interesse na área da saúde. Objetivos: verificar os efeitos da prática virtual de posturas de Yoga sobre o controle postural de mulheres idosas ativas utilizando o software de vídeo game do Nintendo Wii Fit. Especificamente pretende-se verificar se houve alteração no equilíbrio postural estático após o período de intervenção e se o software é sensível à variação de desempenho do sujeito no decorrer da prática. Casuística: Seis mulheres idosas com idade média de 67,6, com escolaridade entre o ensino fundamental e superior, de diferentes religiões, procedentes de Ribeirão Preto e de classe socioeconômica média, sem patologias neurológicas, sensoriais ou ortopédicas associadas. Metodologia: Trata-se de um estudo exploratório, longitudinal, do tipo intervenção, que teve três etapas definidas: A primeira consistiu na triagem que incluiu a avaliação inicial do controle postural por meio da Escala de Equilíbrio de Berg (EEB), Timed Up and Go Test (TUG), Índice de Massa Corpórea (IMC), Escala de Depressão Geriátrica (GDS), Health Assessment Questionnarie (HAQ), teste de Romberg clássico e uma avaliação específica com 16 posições modificadas de Romberg sobre uma plataforma de força (PF). A segunda consistiu num protocolo de intervenção utilizando o Nintendo Wii com 14 posturas de Yoga sobre a plataforma Wii Balance Board, durante 2 meses com freqüência de 3x/semana com duração de 40 minutos. A terceira fase incluiu a reavaliação com os instrumentos EEB, TUG, Teste de Romberg modificado na PF e questionário de avaliação da satisfação dos sujeitos. Análise de Dados: estatística descritiva e inferencial. Os resultados sugeriram que houve uma melhora no controle postural para a realização das tarefas motoras e funcionais, melhora no tempo de percurso do equilíbrio dinâmico. Os testes selecionados foram sensíveis a detecção de alterações do equilíbrio de idosos, levando-se em consideração que a população era ativa e praticante de atividade física. / The world population is aging and the changes in profile, characteristics and functionality of the elderly to generate an impact on the development of products, in the health care systems and social assistance. During the aging process the elderly is exposed for a various types of transformers processes that may have impact in the functional capability in order to in the execution of daily living and in the social participation. The balance is one of skills that can be affected by aging. The specific physical activity helps prevent falls among elderly. The relationship between virtual practice of physical activities and the real gain of motor abilities has been researched in various studies. The interaction form promoted by the interfaces like the Nintendo Wii Fit generates great interest in the health area. Objectives: Check the effects of virtual practice of Yoga postures on postural control of active elderly woman using the software of the Nintedo Wii Fit video game. Specifically intended to check that had alteration in the postural balance after the intervention period and if the software is sensitive to variation of subject performance during the practice. Casuistry: Six elderly woman with an average age of 67,6, education level between basic and undergraduate, from different religions, coming from Ribeirão Preto and the middle socioeconomic class, without neurological, sensory or orthopedic patologies associates. Methodology: It is an exploratory, longitudinal, intervention type, which had three stages defined: The first consisted in the screening that included the initial assessment of postural control using the Berg Balance Scale (BBS), Timed Up and Go Test (TUG), Body Mass Index (BMI), Geriatric Depression Scale (GDS), Health Assessment Questionnarie (HAQ), Romberg classic test and a specific assessment with 16 positions modified of Romberg on a force platform (FP). The second consisted of a intervention protocol using the Nintendo Wii with 14 postures of Yoga on the Wii Balance Board plataform, during two months with frequency of 3x/week lasting 40 minutes. The third phase included a reassessment with the instruments BBS, TUG, the Romberg modified test on the FP and assessment questionnaire of subjects satisfaction. Data Analysis: descriptive and inferential statistics. The results suggested an improvement in postural control for the performance of functional motor tasks, improvement in the passage time of dynamic balance. The selected tests were sensitive by detecting changes in the elderly balance, considering that the population was active and practicing physical activity.
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