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1.
Biomed Res Int ; 2019: 7106951, 2019.
Article in English | MEDLINE | ID: mdl-31828120

ABSTRACT

BACKGROUND: Spinal cord injury (SCI) is often associated with long-term impairments related to functional limitations in the sensorimotor system. The use of virtual reality (VR) technology may lead to increased motivation and engagement, besides allowing a wide range of possible tasks/exercises to be implemented in rehabilitation programs. The present review aims to investigate the possible benefits and efficacy of VR-based rehabilitation in individuals with SCI. METHODS: An electronically systematic search was performed in multiple databases (PubMed, BVS, Web of Science, Cochrane Central, and Scielo) up to May 2019. MESH terms and keywords were combined in a search strategy. Two reviewers independently selected the studies in accordance with eligibility criteria. The PEDro scale was used to score the methodological quality and risk of bias of the selected studies. RESULTS: Twenty-five studies (including 482 participants, 47.6 ± 9.5 years, 73% male) were selected and discussed. Overall, the studies used VR devices in different rehabilitation protocols to improve motor function, driving skills, balance, aerobic function, and pain level, as well as psychological and motivational aspects. A large amount of heterogeneity was observed as to the study design, VR protocols, and outcome measures used. Only seven studies (28%) had an excellent/good quality of evidence. However, substantial evidence for significant positive effects associated with VR therapy was found in most of the studies (88%), with no adverse events (88%) being reported. CONCLUSION: Although the current evidence is limited, the findings suggest that VR-based rehabilitation in subjects with SCI may lead to positive effects on aerobic function, balance, pain level, and motor function recovery besides improving psychological/motivational aspects. Further high-quality studies are needed to provide a guideline to clinical practice and to draw robust conclusions about the potential benefits of VR therapy for SCI patients. Protocol details are registered on PROSPERO (registration number: CRD42016052629).


Subject(s)
Spinal Cord Injuries/rehabilitation , Telerehabilitation , Virtual Reality , Adult , Female , Humans , Male , Middle Aged , Treatment Outcome
2.
J. health sci. (Londrina) ; 20(4)30/12/2018.
Article in Portuguese | LILACS | ID: biblio-970630

ABSTRACT

A prática esportiva melhora a qualidade de vida de pessoas com diferentes características, mas ainda não há informações sobre o impacto do esporte na qualidade de vida de pessoas com deficiência visual. O objetivo deste estudo foi identificar a percepção da qualidade de vida de atletas cegos de futebol de cinco e de goalball e compará-la com a qualidade de vida percebida de pessoas com deficiência visual fisicamente inativas. Trinta e sete homens com deficiência visual, separados em três grupos: 12 atletas de futebol de cinco (idade: M = 27,3 anos, DP = 10,2), 13 atletas de goalball (idade: M = 30,3 anos, DP = 7,0) e 12 pessoas fisicamente inativas (idade: M = 25,3 anos, DP = 2,3), responderam ao questionário WHOQOL-Bref. Atletas com deficiência visual obtiveram maior pontuação na Qualidade de Vida Global e Saúde Geral e em todos os domínios do WHOQOL-Bref do que pessoas fisicamente inativas. Não houve diferença entre a qualidade de vida percebida dos atletas de futebol e de goalball. Portanto, a despeito do tipo de esporte, sua prática está relacionada a uma melhor qualidade de vida de pessoas com deficiência visual. (AU).


Sports practice improves quality of life of people with different characteristics, but there is still no information about the impact of sport on quality of life among people with visual disorder. The aim of this study was to identify the perceived quality of life of blind football and goalball athletes and to compare it to perceived quality of life of physically inactive people with visual disorder. Thirty seven men with visual disorder, separated into three groups: 12 blind football athletes (age: M = 27.3 years, SD = 10.2), 13 goalball athletes (age: M = 30.3 years, SD = 7.0) and 12 physically inactive people (age: M = 25.3 years, SD = 2.3), answered the WHOQOL-Bref questionnaire. Athletes with visual disorder obtained a higher score in the Overall Quality of Live and General Health and in all domains of the WHOQOL-Bref than physically inactive people. There was no difference between the perceived quality of life of football and goalball athletes. Therefore, despite the type of sport, its practice is related to a better quality of life of people with visual disorder. (AU).

3.
Rev. bras. ativ. fís. saúde ; 23: 1-6, fev.-ago. 2018. fig
Article in English | LILACS | ID: biblio-1026732

ABSTRACT

This study aimed to describe the transition from the intervention protocols of the research project entitled "Active Environment" to the conception of the university extension program known as "EducAtivo". Considering the complexity of the context of physical activity promotion and the need to understand its processes, this manuscript justifies itself as it addresses such need by reporting the procedures adopted along the extension program implementation. The result of this transition is the current proposal of EducAtivo, aimed at creating opportunities for health experiences and reflection, using physical activities/body practices as a health education strategy, apart from approaching related top-ics such as healthy eating. With an itinerant design, this program implements its activities in social spaces, bringing the university closer to the community. Furthermore, EducAtivo welcomes students from different courses, fostering qualification for multi-professional work, since this is fundamental in the health field. Fundraising has been sought, aiming to improve and increase the program


Objetivou-se descrever a transição dos protocolos de intervenção da pesquisa "Ambiente Ativo" à construção do programa de extensão universitária "EducAtivo". Considerando a complexidade do cenário da promoção da atividade física e a necessidade de compreensão de seus processos, este manuscrito se justifica à medida que vai ao encontro de tal necessidade ao relatar os procedimentos adotados no decurso da implementação do pro-grama de extensão. O resultado dessa transição consiste na atual proposta do EducAtivo, que tem por objetivo criar oportunidades à vivência e reflexão em saúde, lançando mão das atividades físicas/práticas corporais como estratégia de educação em saúde, além de abordar temáticas correlatas, como alimentação saudável. De caráter itinerante, o programa realiza atividades em espaços sociais, aproximando a universidade da comunidade e recebe estudantes de diferentes cursos, fomentando a capacitação para atuação multiprofissional, fundamental no campo da saúde. Busca-se aprimorar e ampliar o programa com a captação de recursos


Subject(s)
Exercise , Community-Institutional Relations , Health Promotion
4.
J Sports Sci ; 35(6): 572-578, 2017 Mar.
Article in English | MEDLINE | ID: mdl-27157357

ABSTRACT

The aim of this study was to investigate the effects of different types of practice on learning the o soto gari, focusing on the kuzushi (unbalancing the opponent). A total of 64 children (mean age 9.19 ± 1.41 years) were assigned to one of four groups: (1) static traditional practice, i.e., uchikomi - repetition of the moving pattern that characterises the technique up to the point of throwing; (2) in motion traditional practice - uchikomi with the tori (player executing the technique) moving/walking; (3) whole practice with pre-kuzushi - full technique with a preparatory component for kuzushi; (4) progressive parts practice with pre-kuzushi - progressively introducing kuzushi, tsukuri (set-up to execute the technique) and kake (final part of the technique; projection) with pre-kuzushi. Pre-test, acquisition, post-test and retention test were carried out. Movements were video recorded and analysed regarding three aspects: global technique of the tori, occurrence of a movement pattern performed by the tori to unbalance the uke (player receiving the "attack"), and occurrence of actual unbalance (kuzushi). Results showed no significant differences between-groups. However, different within-groups improvements suggest that using a uchikomi with pre-kuzushi can help learners deal with the motor actions of pulling and pushing in order to unbalance the opponent.


Subject(s)
Learning , Martial Arts/physiology , Martial Arts/psychology , Motor Skills/physiology , Practice, Psychological , Biomechanical Phenomena , Child , Female , Humans , Male , Movement
5.
Pensar prát. (Impr.) ; 17(1): 191-199, jan.-mar. 2014. ilus, tab
Article in Portuguese | LILACS | ID: biblio-982732

ABSTRACT

A utilização de realidade virtual está cada vez mais presente nas tarefas cotidianas.O objetivo deste estudo consistiu em analisar a vivência da tarefa motora em ambiente virtual e real envolvendo a devolução do saque do tênis de mesa. Participaram do estudo 24 crianças que foram aleatoriamente divididas em Grupo Virtual (GV) e Grupo Real (GR). No GV os sujeitos praticaram a tarefa virtual e depois real, no GR os sujeitos praticaram somente a tarefa real. Os resultados indicaram que houve uma superioridade no desempenho daquelas que executaram em um ambiente virtual(p<0,004). Conclui-se que ocorreu a transferência de aprendizagem do ambiente virtual para o real no GV.


The use of virtual reality is increasingly present in everyday tasks. The objective of this study is to analyze the experience of the motor task in a virtual and real environment involving the return of serve tennis table. The study included 24 children who were randomly divided into Virtual Group (VG) and Real Group (RG). In the VG the participants performed the virtual task first and then the real task. In the RG the participants performedonly the real task. The results indicated that the performance of the participants performing in a virtual environment was superior than the other group (p<0,004). We conclude that the transfer of learning from the virtual environment to the real occurred inthe VG.


El uso de la realidad virtual está cada vez más presente en las tareas cotidianas. El objetivode este estudio es analizar la experiencia de una tarea motora en un entorno virtual yreal la utilizando la devolución del saque do tenis de mesa. El estudio incluyó 24 niños que fueron divididos aleatoriamente en Grupo Virtual (GV) y Grupo Real (GR). Los sujetos GV practicaron la tarea virtual y luego la real. Los sujetos GR practicaron sólo la tareareal. Los resultados indicaron que había un rendimiento mayor en los niños que habíanrealizado la tarea en un entorno virtual (p<0,004). Por lo tanto concluimos que se produjola transferencia de aprendizaje do entorno virtual para el real ocurrido no GV.


Subject(s)
Male , Female , Humans , Child , Motor Skills , Transfer, Psychology , Video Games , Social Media
6.
Rev. bras. psicol. esporte ; 2(1): 01-14, jun. 2008. ilus, tab
Article in Portuguese | Index Psychology - journals | ID: psi-58095

ABSTRACT

Classificadas nos pólos extremos da Escala de Traços de Personalidade para Crianças (ETPC) quanto aos traços de personalidade Extroversão e Neuroticismo, sessenta crianças 10,3 ± 0,8 anos, 28 meninos e 32 meninas foram aleatoriamente alocadas em quatro grupos experimentais: baixa Extroversão, alta Extroversão, baixo Neuroticismo e alto Neuroticismo. A tarefa motora consistiu em arremessar o dardo de salão com a mão dominante em um alvo circular. Cinco tentativas foram executadas com fornecimento de conhecimento dos resultados. Os resultados indicaram associações entre a pontuação na tarefa e os escores dos grupos de Extroversão e de Neuroticismo.(AU)


Sixty Brazilian children (10.3 yr.-old, SD = 0.8), 28 boys and 32 girls, were classified on an adapted Eysenck Personality Questionnaire (Brazilian version). Only extreme scorers on Extraversion and Neuroticism were considered. The dimension ®Psychoticism» was controlled for. Four experimental groups were formed: low Extraversion, high Extraversion, low Neuroticism, and high Neuroticism. The motor task consisted of throwing a dart with the dominant hand at a circular dartboard. The children performed 5 trials with the provision of knowledge of results. The results showed association between the scores on Extraversion and Neuroticism and the scores on a dart-throwing task.(AU)


Clasificadas en los polos extremos da Escala de Rasgos de Personalidad para Niños cuanto a los rasgos de personalidad Extraversión y Neuroticismo, sesenta niños - 10,3 ± 0,8 años, 28 hombres y 32 mujeres fueran aleatoriamente ubicadas en cuatro grupos experimentales: baja Extraversión, alta Extroversión, bajo Neuroticismo y alto Neuroticismo. La tarea motriz consistió en el lanzamiento de dardo de salón con la mano dominante en uno panel circular. Cinco tentativas fueran ejecutadas con la presencia de conocimiento de resultado. Los resultados indicaron asociación entre la puntuación en la tarea y la puntuación de los grupos de Extraversión y Neuroticismo.(AU)

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