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1.
Exp Gerontol ; 181: 112271, 2023 10 01.
Artigo em Inglês | MEDLINE | ID: mdl-37597710

RESUMO

PURPOSE: Postural control deteriorates with age, especially under dual-task conditions. It is currently unknown how a challenging virtual reality weight-shifting task affects lower back muscle activity. Hence, this study investigated erector spinae neuromuscular control during mediolateral weight-shifting as part of an exergame during single- (ST) and dual-task (DT) conditions in young and older adults. METHODS: Seventeen young and 17 older adults performed mediolateral weight-shifts while hitting virtual wasps in a virtual environment with and without a serial subtraction task (DT). Center of mass position was recorded in real-time using 3D motion capturing. Electromyography recorded bilateral activation of the lumbar longissimus and iliocostalis muscles. RESULTS: Weight-shifting (p < 0.03) and targeting the wasps (p < 0.005) deteriorated with age and DT. Relative muscle activation during both quiet stance and weight-shifting increased with age, while the DT-effect did not differ consistently between age-groups. However, bilateral muscle co-contraction decreased with DT in young adults only. When switching direction and targeting the wasps, variability of muscle activation increased with age and DT and proved related to worse targeting performance. These effects were mainly visible at the non-dominant body side. CONCLUSION: Older adults showed a higher erector spinae muscle contribution to perform weight-shifts with increased variability at the end of a shift, whereby muscle activity was modulated less well in older than in young adults in response to DT. Hence, the current findings point to the potential for developing postural training in which older adults learn to fine-tune trunk muscle activity to improve weight-shifting and reduce fall risk.


Assuntos
Músculos do Dorso , Humanos , Idoso , Músculos , Envelhecimento , Eletromiografia , Aprendizagem
2.
Ergonomics ; 64(6): 712-721, 2021 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-33402050

RESUMO

The supportive effect of arm-support exoskeletons has been mainly studied for single postures or movements. The aim of this study is to analyse the effect of such an exoskeleton on shoulder muscle activity and perceived exertion, in six tasks of plasterers, each including multiple arm movements. The tasks of 'applying gypsum', 'screeding' and 'finishing' were performed at a ceiling and a wall, with exoskeleton (Exo) and without (NoExo). EMG was recorded of six muscles involved in upper arm elevation, four agonists and two antagonists, and plasterers rated their perceived exertion (RPE). In all tasks, the EMG amplitudes of three agonist muscles, Trapezius and Medial Deltoid, and Biceps Brachii, were lower in Exo vs NoExo, while the agonist, Anterior Deltoid, showed lower EMG values in Exo in most tasks. None of the antagonists (Triceps Brachii, Pectoralis Major) showed increased EMG values in the Exo condition. RPE's were lower in Exo condition for all tasks, except for 'applying gypsum to the wall'. Overall, the exoskeleton seems to reduce loads in realistic plastering tasks. Practitioner summary: Exoskeletons are an emerging technology in the field of ergonomics. Passive arm support exoskeletons have mainly been tested in lab studies using continuous overhead work, involving one posture or movement. However, in reality, working tasks generally involve multiple movements. This study investigates the effectiveness of an arm support exoskeleton in work that requires multiple arm movements, specifically in plastering. Muscle activity, as well as perceived exertion were both reduced when working with an exoskeleton. Abbreviations: Exo: with exoskeleton; NoExo: without exoskeleton; RPE: rated perceived exertion; EMG: electromyography; Trap: upper trapezius; AD: anterior deltoid; MD: medial deltoid; BB: biceps brachii; TB: triceps brachii; PM: pectoralis major; RPD: rated perceived discomfort; p50: 50th percentile; p90: 90th percentile; MVC: maximum voluntary contraction; GEE: generalised estimated equations.


Assuntos
Exoesqueleto Energizado , Músculos Superficiais do Dorso , Braço , Eletromiografia , Humanos , Esforço Físico
3.
Ergonomics ; 64(6): 685-711, 2021 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-33369518

RESUMO

This study is an updated systematic review of papers published in the last 5 years on industrial back-support exoskeletons. The research questions were aimed at addressing the recent findings regarding objective (e.g. body loading, user performance) and subjective evaluations (e.g. user satisfaction), potential side effects, and methodological aspects of usability testing. Thirteen studies of active and twenty of passive exoskeletons were identified. The exoskeletons were tested during lifting and bending tasks, predominantly in laboratory settings and among healthy young men. In general, decreases in participants' back-muscle activity, peak L5/S1 moments and spinal compression forces were reported. User endurance during lifting and static bending improved, but performance declined during tasks that required increased agility. The overall user satisfaction was moderate. Some side effects were observed, including increased abdominal/lower-limb muscle activity and changes in joint angles. A need was identified for further field studies, involving industrial workers, and reflecting actual work situations. Practitioner summary: Due to increased research activity in the field, a systematic review was performed of recent studies on industrial back-support exoskeletons, addressing objective and subjective evaluations, side effects, and methodological aspects of usability testing. The results indicate the efficiency of exoskeletons in back-load reduction and a need for further studies in real work situations. Abbrevaitions: BB: biceps brachii; BF: biceps femoris; CoM: centre of mass; DA: deltoideus anterior; EMG: electromyography; ES: erector spinae; ES-C: erector spinae-cervical; ESI: erector spinae iliocostalis; ESI-L: erector spinae iliocostalis-lumborum; ESL: erector spinae longissimus; ES-L: erector spinae-lumbar; ESL-L: erector spinae longissimus-lumborum; ESL-T: erector spinae longissimus-thoracis; ES-T: erector spinae-thoracic; GM: glutaeus maximus; LBP: low back pain; LD: latissimus dorsi; LPD: local perceived discomfort scale; LPP: local perceived pressure scale; MS: multifidus spinae; MSD: musculoskeletal disorder; M-SFS: modified spinal function sort; NMV: no mean value provided; OA: obliquus abdominis (internus and externus); OEA: obliquus externus abdominis; OIA : obliquus internus abdominis; RA: rectus abdominis; RF: rectus femoris; RoM: range of motion; SUS: system usability scale; T: trapezius (pars Ascendens and Descendens); TA: trapezius pars ascendens; TC: mid-cervical trapezius; TD: trapezius pars descendens; VAS: visual analog scale; VL: vastus lateralis; VM: vastus medialis.


Assuntos
Exoesqueleto Energizado , Eletromiografia , Humanos , Região Lombossacral , Masculino , Músculo Esquelético , Músculos Paraespinais , Amplitude de Movimento Articular
4.
Games Health J ; 9(3): 227-236, 2020 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-32520612

RESUMO

Objective: Muscle weakness is an important risk factor for falls in older adults. Intensity and duration of muscle activity are important determinants of exercise effectiveness in combating muscle weakness. The aim of this article was to assess the intensity and duration of muscle activity in virtual reality (VR) balance games. Materials and Methods: Thirty young and 30 healthy older adults played seven different VR balance games. Muscle activity of the vastus lateralis, vastus medialis, soleus, and gluteus medius was obtained using surface electromyography (EMG). The processed EMG signals were divided into 200-ms blocks, after which each block was categorized by its average normalized EMG activity, that is, >80%, 60%-80%, 40%-60%, or <40% of maximum voluntary contraction (MVC). We calculated the total number of blocks in each category to score intensity, as well as the maximal number of consecutive 200-ms blocks (MCBs) >40% MVC, to identify prolonged muscle activity. Results: Muscle activity during game play was mostly <40% MVC and prolonged activation was lacking. Only the games that included more dynamic movements showed activation blocks of higher intensity and resulted in more MCBs. Conclusion: Our method allowed us to analyze the overall muscle activity and the distribution of activity over a trial. Although the activation levels during these VR games were low in general, we identified game elements that could potentially provide a strength training stimulus. Future research should aim to implement these elements, such that the intensity, prolonged activity, and rest are optimized to sufficiently challenge lower limb muscles in VR training.


Assuntos
Debilidade Muscular/terapia , Músculo Esquelético/fisiologia , Treinamento Resistido/métodos , Jogos de Vídeo , Realidade Virtual , Idoso , Eletromiografia , Humanos , Equilíbrio Postural/fisiologia , Adulto Jovem
5.
J Neuroeng Rehabil ; 17(1): 6, 2020 01 15.
Artigo em Inglês | MEDLINE | ID: mdl-31941518

RESUMO

BACKGROUND: Novel balance-targeting exergames controlled with off-the-shelf hardware, were developed based on current recommendations for balance training in healthy older adults and documented shortcomings of existing games. The aim of this study was to explore the feasibility of these novel exergames as training tool for elderly and, more specifically whether these games can elicit more challenging weight shifts and higher levels of muscle activity compared to existing off-the-shelf exergames. Furthermore, the motivational pull in these new games was studied. METHODS: Sixteen healthy older adults were recruited to play the novel games and two reference games that were found to be the most challenging ones in terms of weight shifts or muscle activity in previous studies. Weight shifts were expressed relative to participants' Functional Limits of Stability (FLOS). Muscular challenge of the games was quantified by dividing the signal into 200 ms blocks and determining the average muscle activity within these blocks. The muscle activity was normalized to maximal voluntary contractions (MVC) to categorize the blocks in zones of < 40, 40-60, 60-80 and > 80% MVC. Subsequently, the number of blocks per intensity level and the number of consecutive blocks above 40% were determined. Motivation to play the games was assessed using the Intrinsic Motivation Inventory (IMI) and scores between the games were analyzed using Generalized Estimated Equations (GEE). RESULTS: The novel exergames successfully elicited center of mass (COM) displacements with medians of around 80% of FLOS or higher for all directions. Furthermore, the COM displacements in the novel games were larger for each direction than in the reference games, although for one game the sideward left direction reached significance only at the third trial. Compared to the existing games, longer blocks of muscle activation above 40% MVC were found, but overall intensity remained low. IMI scores were high on all subscales, indicating that older adults experienced the games as motivating. CONCLUSION: We conclude that affordable hardware can be used to create challenging and enjoyable balance training programs using exergames. The exergames that were successful in eliciting challenging weight shifts and muscle activity should now be further studied in longitudinal randomized controlled interventions, to assess effects on balance, muscle strength and eventually fall risk in healthy older adults.


Assuntos
Terapia por Exercício/métodos , Músculo Esquelético/fisiologia , Equilíbrio Postural/fisiologia , Jogos de Vídeo , Idoso , Fenômenos Biomecânicos , Feminino , Humanos , Masculino
6.
Games Health J ; 2018 Oct 04.
Artigo em Inglês | MEDLINE | ID: mdl-30285493

RESUMO

OBJECTIVE: We studied which games and underlying game mechanics are considered motivating by older adults, so that designers and therapists make informed choices when designing or selecting virtual reality (VR)-training interventions. MATERIALS AND METHODS: We conducted a repeated measures design with 30 older participants, who played eight different VR-training games and afterward filled out the intrinsic motivation inventory (IMI). Differences in intrinsic motivation between games were analyzed using Friedman's tests. In addition, in-depth interviews were conducted according to the laddering technique, to unveil the underlying game mechanics that lead to the players preferences. RESULTS: IMI scores were relatively high for all games, indicating that these VR games seem effective for inducing a high intrinsic motivation. Wii yoga and Kinect Adventures were the highest scoring games on all but the negative subscale tension. Both games provided regular positive feedback. An important game mechanic was Variation, which showed a strong link to important values such as: to Stay Focused, Improve Fitness, and Health and Independency. Furthermore, the game mechanics Visual Feedback and Positive Feedback, which lead to an increased Drive to Perform, were perceived valuable. Seemingly contradicting, but both important attributes such as Speed versus Slow Movements emphasize the importance of designing VR training that adapts to the skill level of the player. CONCLUSION: We have shown that games with different game mechanics can induce high intrinsic motivation. When designing or selecting VR balance training games for older adults, these game mechanics should be incorporated to optimize a positive user experience and increase intrinsic motivation.

7.
Gait Posture ; 59: 111-116, 2018 01.
Artigo em Inglês | MEDLINE | ID: mdl-29028622

RESUMO

BACKGROUND: Virtual Reality (VR) balance training may have advantages over regular exercise training in older adults. However, results so far are conflicting potentially due to the lack of challenge imposed by the movements in those games. Therefore, the aim of this study was to assess to which extent two similar skiing games challenge balance, as reflected in center of mass (COM) movements relative to their Functional Limits of Stability (FLOS). METHODS: Thirty young and elderly participants performed two skiing games, one on the Wii Balance board (Wiiski), which uses a force plate, and one with the Kinect sensor (Kinski), which performs motion tracking. During gameplay, kinematics were captured using seven opto-electronical cameras. FLOS were obtained for eight directions. The influence of games and trials on COM displacement in each of the eight directions, and maximal COM speed, were tested with Generalized Estimated Equations. RESULTS: In all directions with anterior and medio-lateral, but not with a posterior component, subjects showed significantly larger maximal %FLOS displacements during the Kinski game than during the Wiiski game. Furthermore, maximal COM displacement, and COM speed in Kinski remained similar or increased over trials, whereas for Wiiski it decreased. CONCLUSIONS: Our results show the importance of assessing the movement challenge in games used for balance training. Similar games impose different challenges, with the control sensors and their gain settings playing an important role. Furthermore, adaptations led to a decrease in challenge in Wiiski, which might limit the effectiveness of the game as a balance-training tool.


Assuntos
Terapia por Exercício/métodos , Equilíbrio Postural/fisiologia , Esqui/fisiologia , Jogos de Vídeo , Realidade Virtual , Adolescente , Adulto , Idoso , Fenômenos Biomecânicos , Feminino , Humanos , Masculino , Adulto Jovem
8.
PLoS One ; 10(7): e0133147, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26222790

RESUMO

PURPOSE: An anterior cruciate ligament (ACL) injury involves a multi-planar injury mechanism. Nevertheless, unexpected multi-planar perturbations have not been used to screen athletes in the context of ACL injury prevention yet could reveal those more at risk. The objective of this study was to compare neuromuscular responses to multi-planar (MPP) and single-planar perturbations (SPP) during a stepping-down task. These results might serve as a basis for future implementation of external perturbations in ACL injury screening programs. METHODS: Thirteen young adults performed a single leg stepping-down task in eight conditions (four MPP and four SPP with a specified amplitude and velocity). The amplitudes of vastus lateralis (VL), vastus medialis (VM), hamstrings lateralis (HL), hamstrings medialis (HM) EMG activity, medio-lateral and anterior-posterior centre of mass (COM) displacements, the peak knee flexion and abduction angles were compared between conditions using an one-way ANOVA. Number of stepping responses were monitored during all conditions. RESULTS: Significantly greater muscle activity levels were found in response to the more challenging MPP and SPP compared to the less challenging conditions (p < 0.05). No differences in neuromuscular activity were found between the MPP conditions and their equivalents in the SPP. Eighteen stepping responses were monitored in the SPP versus nine in the MPP indicating that the overall neuromuscular control was even more challenged during the SPP which was supported by greater COM displacements in the SPP. CONCLUSION: The more intense MPP and SPP evoked different neuromuscular responses resulting in greater muscle activity levels compared to small perturbations. Based on the results of COM displacements and based on the amount of stepping responses, dynamic neuromuscular control of the knee joint appeared less challenged during the MPP. Therefore, future work should investigate extensively if other neuromuscular differences (i.e. co-activation patterns and kinetics) exist between MPP and SPP. In addition, future work should examine the influence on the neuromuscular control of the magnitude of the perturbations and the magnitude of stepping height and stepping distance.


Assuntos
Lesões do Ligamento Cruzado Anterior , Exercício Físico/fisiologia , Traumatismos do Joelho/prevenção & controle , Articulação do Joelho/fisiologia , Extremidade Inferior/fisiologia , Músculo Esquelético/fisiologia , Adulto , Ligamento Cruzado Anterior/fisiologia , Fenômenos Biomecânicos , Eletromiografia , Feminino , Humanos , Masculino , Adulto Jovem
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