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1.
Games Health J ; 13(3): 201-206, 2024 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-38546746

RESUMO

Introduction: Cerebral palsy (CP) is a nonprogressive neuropathological condition that requires lifelong neurocognitive-motor rehabilitation. Evidences indicate that the use of new technologies to assist in rehabilitation processes, such as serious games in virtual reality (VR), have served as adjuncts to therapy and capable of promoting engagement, motivation, and motor activation for these patients. Objective: To investigate the usability of a serious game in VR to help with the stability and balance of the head and trunk of children with CP, focusing on the perception and experience of health professionals. Methods: The collection was carried out with health professionals, and the results were comprehensively evaluated through viability by means of the total score, number of correct answers, number of errors, and level of difficulty during the execution of the game, which were collected from the performance report generated by the application. System satisfaction was also verified by the System Usability Scale (SUS). Results: The mean obtained from the total score of the SUS was 82.10 ± 12.66 points, being considered of high usability for the suggested purpose. The professionals' opinion about the usability of the system did not change due to the performance during the game. Conclusion: The study demonstrated that the developed rehabilitation program has successfully delivered the experience to exercise the head control and trunk balance of subjects with CP.


Assuntos
Paralisia Cerebral , Jogos de Vídeo , Realidade Virtual , Humanos , Paralisia Cerebral/reabilitação , Paralisia Cerebral/psicologia , Jogos de Vídeo/psicologia , Jogos de Vídeo/normas , Masculino , Feminino , Criança , Pessoal de Saúde/psicologia , Pessoal de Saúde/estatística & dados numéricos , Percepção , Interface Usuário-Computador
2.
J Mot Behav ; 49(3): 273-280, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-27593342

RESUMO

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.


Assuntos
Paralisia Cerebral/fisiopatologia , Paralisia Cerebral/reabilitação , Destreza Motora/fisiologia , Reabilitação Neurológica/instrumentação , Avaliação de Resultados em Cuidados de Saúde , Jogos de Vídeo , Criança , Pré-Escolar , Feminino , Humanos , Masculino , Reabilitação Neurológica/métodos , Índice de Gravidade de Doença
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