RESUMEN
AIM: To determine the prevalence of computer vision syndrome (CVS) and ergonomic practices among students in the Faculty of Medical Sciences at The University of the West Indies (UWI), Jamaica. METHOD: A cross-sectional study was done with a self-administered questionnaire. RESULTS: Four hundred and nine students participated; 78% were females. The mean age was 21.6 years. Neck pain (75.1%), eye strain (67%), shoulder pain (65.5%) and eye burn (61.9%) were the most common CVS symptoms. Dry eyes (26.2%), double vision (28.9%) and blurred vision (51.6%) were the least commonly experienced symptoms. Eye burning (P = .001), eye strain (P = .041) and neck pain (P = .023) were significantly related to level of viewing. Moderate eye burning (55.1%) and double vision (56%) occurred in those who used handheld devices (P = .001 and .007, respectively). Moderate blurred vision was reported in 52% who looked down at the device compared with 14.8% who held it at an angle. Severe eye strain occurred in 63% of those who looked down at a device compared with 21% who kept the device at eye level. Shoulder pain was not related to pattern of use. CONCLUSION: Ocular symptoms and neck pain were less likely if the device was held just below eye level. There is a high prevalence of Symptoms of CVS amongst university students which could be reduced, in particular neck pain and eye strain and burning, with improved ergonomic practices.
Asunto(s)
Astenopía/etiología , Computadores , Diplopía/etiología , Ergonomía , Dolor de Cuello/etiología , Dolor de Hombro/etiología , Estudiantes , Adolescente , Adulto , Astenopía/diagnóstico , Astenopía/epidemiología , Estudios Transversales , Diplopía/diagnóstico , Diplopía/epidemiología , Femenino , Humanos , Jamaica/epidemiología , Masculino , Dolor de Cuello/diagnóstico , Dolor de Cuello/epidemiología , Prevalencia , Factores de Riesgo , Índice de Severidad de la Enfermedad , Dolor de Hombro/diagnóstico , Dolor de Hombro/epidemiología , Estudiantes/psicología , Estudiantes/estadística & datos numéricos , Encuestas y Cuestionarios , Síndrome , Universidades , Adulto JovenRESUMEN
OBJECTIVE: This study sought to determine the effect of 6 weeks of training, using activities from the Nintendo(®) (Kyoto, Japan) "Wii™ Fit Plus" disc, on balance in community-dwelling Jamaicans 60 years and older. MATERIALS AND METHODS: A single group pretest/posttest design was used. Thirty-three subjects enrolled and 28 completed the study. Participants completed 30-minute training sessions on the Nintendo "Wii Fit" twice per week for 6 weeks. Activities used included "Obstacle Course," "Penguin Slide," "Soccer Heading," "River Bubble," "Snow Board," "Tilt Table," "Skate Board," and "Yoga Single Tree Pose." Balance was assessed with the Berg Balance Scale, the Multi Directional Reach Test, the Star Excursion Balance Test and the Modified Clinical Test for Sensory Integration in Balance. RESULTS: There was significant improvement in the mean Berg Balance Scale score (P=0.004), Star Excursion Balance Test score (SEBT) (P<0.001 both legs), and Multi Directional Reach Test score (P=0.002). There was no significant change on the Modified Clinical Test for Sensory Integration in Balance. CONCLUSIONS: Balance games on the Nintendo "Wii Fit Plus" disc can be used as a tool for balance training in community-dwelling persons 60 years of age and older.
Asunto(s)
Terapia por Ejercicio/métodos , Equilibrio Postural/fisiología , Interfaz Usuario-Computador , Juegos de Video , Accidentes por Caídas/prevención & control , Anciano , Femenino , Humanos , Vida Independiente , Jamaica , Masculino , Persona de Mediana Edad , Programas InformáticosRESUMEN
BACKGROUND: There is little research exploring training effects of engaging in active video gaming activities. OBJECTIVES: This study sought to determine the cardiovascular and metabolic responses, changes in flexibility and exercise adherence to an aerobic dance exercise programme using the XBOX Kinect over a 6 week training period. METHODS: Training was conducted using the Just Dance 4 disc on the XBOX Kinect 360. Participants attended five, 30 minute sessions per week for the first two weeks, four 45 minute sessions per week for the next two weeks and three 60 minute sessions per week for the last two weeks. Outcomes assessed included flexibility, body mass index (BMI), percentage body fat, maximal oxygen consumption (VO2max), resting and post exercise blood pressure, heart rate and blood lactate levels. RESULTS: There were significant improvements in flexibility, maximal oxygen consumption and resting heart rate. There were no significant changes in BMI, percentage body fat or blood lactate levels. Nine (37.5%) participants continued to engage in this form of exercise at least 3-days per week over the 3-month post intervention follow-up period. CONCLUSION: Engaging in dancing using dance videogames can lead to improved cardiovascular conditioning and flexibility in sedentary female university students.
Asunto(s)
Terapia por Ejercicio/métodos , Estudiantes , Universidades , Juegos de Video , Tejido Adiposo , Presión Sanguínea , Índice de Masa Corporal , Baile , Femenino , Frecuencia Cardíaca , Humanos , Ácido Láctico/sangre , Consumo de Oxígeno , Proyectos Piloto , Conducta Sedentaria , Adulto JovenRESUMEN
BACKGROUND AND PURPOSE: Little is known about the effects of community-based walking programs in persons with chronic stroke. The purpose of this study was to determine the effects of aerobic (walking) training on functional status and health-related quality of life in stroke survivors. METHODS: A single-blind randomized controlled trial was conducted. The intervention group (n=64) walked overground for 30 minutes, 3 times per week for 12 weeks. The control group (n=64) received massage to the affected side. Medical Outcomes Short Form, 36-Item Short Form Health Survey (SF-36), was used to assess health-related quality of life; Barthel Index and Older Americans Resource and Services scale for functional status; 6-minute walk test for endurance; and Motricity Index for lower extremity strength. RESULTS: There was a trend toward greater improvement over time for the Physical Health Component of the SF-36 (P=0.077) and significantly greater improvement over time for distance walked in 6 minutes in favor of the walking group (P<0.001). CONCLUSIONS: Aerobic walking improves the physical health component of quality of life and endurance in persons with chronic stroke. It should form part of a comprehensive health promotion strategy. Clinical Trial Registration- Trial was not registered as enrollment commenced before 2005.