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An?lise cinem?tica de pacientes com acidente vascular cerebral durante jogo de dardos em ambientes virtual e realCosta, Herta Janine Batista 23 February 2017 (has links)
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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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Propuesta de utilización de un sistema de pilas de grava compactada para el mejoramiento de un suelo arenoso en el distrito de San Juan BautistaPlascencia Olivares, Edgar Andres, Obregón Vilca, Manuel Eugenio 09 April 2021 (has links)
Esta Tesis de investigación estudia la propuesta de aplicación de un sistema de mejoramiento de suelos para un proyecto inmobiliario de nueve niveles que se proyecta ejecutar en el distrito de San Juan Bautista, en la región Loreto, la cual colinda con el distrito de Iquitos. Bajo esta premisa, se desarrolla la idea de cómo introducir un sistema de mejoramiento para suelos de baja resistencia, el cual reemplazará el sistema de cimentaciones profundas propuesto inicialmente, en el terreno del proyecto se realizó el estudio de suelos y se concluyó que las capas superficiales son de material orgánico, en la capa intermedia con alta potencia se clasifico a las arenas y finalmente se encontró arcilla dura a una profundidad promedio de 8 a 9 metros. A continuación se procedió a estudiar conceptualmente los diferentes tipos de cimentación profunda y sistemas de reforzamiento de suelos. Finalmente nos centramos en el sistema de Pilas de grava compactada, la cual ya registra eficientes antecedentes en diversos proyectos realizados en la ciudad de Lima, y en el norte del país. Es así, que debido a las características desfavorables de los suelos de la ciudad de San Juan Bautista, se optó a dar inicio con la realización del diseño, luego a la evaluación del proceso constructivo, el análisis de los recursos a emplear; siendo la etapa de exploración de canteras, el proceso más determinante para el inicio de la viabilidad del sistema en términos de diseño, costo y tiempo de ejecución.
Finalmente se concluye que el sistema de Pilas de grava compactada tiene la capacidad de incrementar la presión admisible del suelo, y disminuir los costos de construcción de la cimentación. / This Research Thesis studies the proposal for the application of a soil improvement system for a nine-level real estate project that is planned to be executed in the San Juan Bautista district, in the Loreto region, which borders the Iquitos district. Under this premise, the idea of how to introduce an improvement system for highly compressible soils is developed, which will replace the system of deep foundations initially proposed, in the field of the project the soil study was carried out and it was concluded that the surface layers are of organic material, in the intermediate layer with high power the sands were classified and finally hard clay was found at an average depth of 8 to 9 meters. Next, the different types of deep foundations and soil reinforcement systems were conceptually studied. Finally, we focus on the system of Piles of compacted gravel, which already records efficient records in various projects carried out in the city of Lima, and in the north of the country. Thus, due to the unfavorable characteristics of the soils of the city of San Juan Bautista, it was decided to begin with the realization of the design, then to the evaluation of the construction process, the analysis of the resources to be used; being the quarry exploration stage, the most decisive process for the beginning of the viability of the system in terms of design, cost and execution time.
Finally, it is concluded that the system of compacted gravel piles has the capacity to increase the admissible pressure of the soil, and decrease the construction costs of the foundation / Tesis
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