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1.
Adapt Phys Activ Q ; 38(4): 626-642, 2021 10 01.
Article in English | MEDLINE | ID: mdl-34453015

ABSTRACT

The purpose of this study was to examine the effects of two pedagogical strategies in adapted physical education (hybrid virtual/real vs. conventional) on fundamental movement skills (FMS) in children with intellectual disability age 7-10 years. Children with intellectual disability (N = 24) were randomly assigned to either the hybrid (experimental group) or the conventional (control group) group and were evaluated across 10 weeks. The hybrid program was based on virtual and real game situations, while the conventional program was based on adapted sports. FMS were evaluated using the Test of Gross Motor Development-2 at pre- and postprogram for both groups. Both programs significantly improve locomotor skills, with significantly better improvement in the experimental group. However, a significant improvement was observed only among the experimental group for object-control skills and gross motor quotient. Based on these results, a hybrid program may be considered for FMS improvement.


Subject(s)
Intellectual Disability , Adaptation, Physiological , Child , Humans , Motor Skills , Movement , Physical Education and Training
2.
BMC Geriatr ; 21(1): 405, 2021 06 30.
Article in English | MEDLINE | ID: mdl-34193074

ABSTRACT

BACKGROUND: Body movement-controlled video games involving physical motion and visual attention may have the potential to train both abilities simultaneously. Our purpose was to determine the associations between performance in these games and visual attention, balance and mobility in a group of older adults. The long-term goal is to identify the optimal type of interactive games with regards to training potential. METHODS: Fifty healthy adults aged 65+ years participated in this cross-sectional study. Visual attention was measured with static and dynamic versions of a useful field of view (UFV) and a multiple object tracking (MOT) test. Balance was measured with a force plate in bi-pedal quiet stance test (QST) and one-legged stance (OLST). Gait variability and walking speed were assessed with the Five Meter Walk Test (5MWT). Four Microsoft™ Xbox® 360 Kinect™ interactive video games were chosen based on the apparent levels of visual attention demand. RESULTS: Visual attention (UFV and MOT) was significantly associated with performance in Xbox® Kinect™ games that appeared to have a high visual attention demand (p < 0.05), while there was minimal or no significant association with games with apparent low visual attention demand. Balance and mobility show correlations with visual attention, and with Xbox games. CONCLUSION: The results suggest that there are relationships between visual attention, balance, mobility and Xbox® Kinect™ game performance. Since different Xbox® games were associated with different balance, mobility and visual attention scores, a variety of such games, rather than a single game, may be most effective for training for falls prevention.


Subject(s)
Video Games , Accidental Falls , Aged , Cross-Sectional Studies , Humans , Movement , Postural Balance
3.
Healthcare (Basel) ; 9(3)2021 Feb 24.
Article in English | MEDLINE | ID: mdl-33668355

ABSTRACT

BACKGROUND: Xbox Kinect-based virtual reality, being a novel approach, has therapeutic benefits in rehabilitation and its use is encouraged in stroke rehabilitation of upper extremities. OBJECTIVE: Primary aim of the current study is to investigate the additional effects of Xbox Kinect training in combination with routine physiotherapy exercises based on each component of Fugl-Meyer Assessment Scale for Upper Extremity (FMA-UE). Moreover, effect of upper limb rehabilitation on cognitive functions was also assessed. METHODS: This study was a parallel arm randomized control trial. Fifty-six participants were recruited and randomly allocated to either an Xbox Kinect training group (XKGT) or exercise training group (ETG). Measures of concern were recorded using FMA-UE, Box and Block Test (BBT), and Montreal Cognitive Assessment (MOCA). Evaluation was conducted at baseline and after completion of intervention at the sixth week. RESULTS: There were significant differences from pre- to post-intervention scores of FMA-UE and BBT (p < 0.001) in both groups, whereas no difference was observed for MOCA (XKTG p value 0.417, ETG p value 0.113). At six-week follow-up there were significant differences between both groups in FMA-UE total score (p < 0.001), volitional movement within synergies (p < 0.001), wrist (p = 0.021), hand (p = 0.047), grasp (p = 0.006) and coordination/speed (p = 0.004), favoring the Xbox Kinect training group. CONCLUSION: To conclude, results indicate repetitive use of the hemiparetic upper extremity by Xbox Kinect-based upper limb rehabilitation training in addition to conventional therapy has a promising potential to enhance upper limb motor function for stroke patients.

4.
Clin Interv Aging ; 13: 2329-2338, 2018.
Article in English | MEDLINE | ID: mdl-30532523

ABSTRACT

BACKGROUND: Virtual reality (VR) training using modern game consoles is an innovative rehabilitation method for fall-prone elderly people. The aim of this study was to assess the effectiveness of VR training using the "Xbox 360 Kinect" in people over 60 years of age. MATERIALS AND METHODS: The study involved 23 people, including 19 women and 4 men (mean age 75.74±8.09 years). The following functional tests were employed as research instruments: the 6-minute walking test (6MWT), the Dynamic Gait Index (DGI), the tandem stance test (TST), the tandem walk test (TWT), and the Beck Depression Inventory (BDI). A "spring hand dynamometer" was also used. The participants underwent 30-day VR training using an Xbox 360 Kinect. They trained 3 times a week, with each exercise lasting 30 minutes. RESULTS: The 6MWT (P<0.001), the DGI (P=0.008), the TST (P<0.001), the TWT (P=0.002), and the BDI (P<0.001) outcomes were significantly improved. There were differences in the results for the strength of the "pressing muscles" in the right (P=0.106) and left (P=0.043) hands of the participants. Both participants under 80 years of age and those aged 80 years and over had visibly better results on the 6MWT (P<0.001 and P=0.008, respectively), the TST (P<0.001 and P=0.008, respectively), and the BDI (P=0.003 and P=0.012, respectively). CONCLUSION: Training based on VR increases the possibilities of motor training and can help reduce the risk of falls by improving the static and dynamic balance.


Subject(s)
Accidental Falls/prevention & control , Physical Conditioning, Human/methods , Video Games , Virtual Reality , Aged , Aged, 80 and over , Depression/diagnosis , Female , Gait , Humans , Male , Muscle Strength , Physical Conditioning, Human/physiology , Postural Balance , Psychiatric Status Rating Scales , Risk Reduction Behavior , Walk Test
5.
J Physiol Sci ; 68(5): 671-678, 2018 Sep.
Article in English | MEDLINE | ID: mdl-29189992

ABSTRACT

The aim of this study was to examine the effects of exergaming on the cardiovascular risk factors and adipokine levels of women engaged in the music video game Just Dance using the Xbox 360 Kinect console. Triglycerides, total cholesterol, HDL, LDL, FFA, CRP, TNF-α, Il-1ß, IL-6, leptin, and resistin were measured in sedentary women before and 1 month after the practice of exergaming. We also evaluated anthropometric parameters. Our results indicate that total serum cholesterol, triglycerides, and LDL were reduced by 64, 29, and 12%, respectively. HDL levels were not altered in the conditions of this study. A significant decrease was also found in the concentrations of TNF-α (57%), CRP (84.7%), resistin (68.4%), leptin (35%), FFA (90%), body mass index (10.5%), fat percentage (10.9%), weight (5.6%), abdominal circumference (2.3%), hip circumference (2.5%), and waist circumference (1.9%) after the training period. We concluded that exergaming was successful in reducing body fat, serum adipokine levels, and lipid profiles, thus reducing cardiovascular risks for women.


Subject(s)
Adipokines/metabolism , Cardiovascular Diseases/prevention & control , Exercise , Video Games , Adipokines/blood , Adult , Biomarkers , Female , Humans , Risk Factors
6.
J Mot Behav ; 49(3): 273-280, 2017.
Article in English | MEDLINE | ID: mdl-27593342

ABSTRACT

The authors aimed to investigate the effects of an intervention based on interactive game set with the movement sensor Kinect on children with cerebral palsy (CP). Twenty-eight participants were recruited. Their age was between 3 and 12 years old, and rated as level I, II, or III on the Gross Motor Function Classification System. They played two games from the Xbox 360 Kinect system and were evaluated using the Gross Motor Function Measure (GMFM) after a period of 8 weeks. The intervention led to significant motor function improvement as increase of the global scores on the GMFM (p < .001). Rehabilitation interventions using the Xbox 360 Kinect interactive games may represent useful tools for children with CP.


Subject(s)
Cerebral Palsy/physiopathology , Cerebral Palsy/rehabilitation , Motor Skills/physiology , Neurological Rehabilitation/instrumentation , Outcome Assessment, Health Care , Video Games , Child , Child, Preschool , Female , Humans , Male , Neurological Rehabilitation/methods , Severity of Illness Index
7.
Rev. CES psicol ; 9(1): 47-64, ene.-un. 2016. ilus, tab
Article in Portuguese | LILACS | ID: lil-791133

ABSTRACT

Para identificar e analisar as funções de respostas de interação com os estímulos de um ambiente virtual e suas relações com o grau de senso de presença relatado, utilizou-se o Xbox 360® com o jogo Kinect Adventures. Foram executadas quatro fases do jogo e feita aplicação de um questionário. As respostas verbais dirigidas aos estímulos virtuais não apresentaram um padrão comportamental, mas a frequência de respostas não verbais direcionadas a estímulos virtuais (RNV-EV) e o senso de presença aumentaram com o avanço nos estágios. Sugere-se que a frequência de RNV-EV é uma medida complementar apropriada do senso de presença e que fazer análises funcionais dos comportamentos emitidos durante a imersão pode ser uma forma útil de acessar o senso de presença.


To identify and analyze the functions of interactions responses to the stimuli of a virtual environment and their relation to the degree of reported presence of sense, the Xbox 360® with the Kinect Adventures game was used. Four phases of the game were executed and a questionnaire was administered. Verbal responses directed to virtual stimuli did not show a behavioral pattern, but the frequency of non-verbal responses directed to virtual stimuli (NVS-VS) and the sense of presence increased with the advance in stages. It is suggested that the frequency of VR-VS is an appropriate complementary measure of the sense of presence and perform functional analyzes of behavior during immersion can be useful to access the sense of presence.


Para identificar y analizar las funciones de las respuestas de interacción a los estímulos de un ambiente virtual y su relación con el grado de presencia relatado, se utilizó el Xbox 360® con el juego Kinect Adventures. Se llevaron a cabo cuatro fases del juego y un cuestionario. Las respuestas verbales dirigidas a los estímulos virtuales no mostraron un patrón de conducta, pero la frecuencia de respuestas no verbales dirigidas a los estímulos virtuales (RNV-EV) y la presencia aumentaron con el avance en etapas. Se sugiere que la frecuencia de RNV-EV es una medida complementaria apropiada de la presencia y que hacer análisis funcional de la conducta emitida durante la inmersión puede ser una forma útil para acceder al sentido de presencia.

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