Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 20 de 22
Filtrar
1.
Artigo em Inglês | MEDLINE | ID: mdl-37754586

RESUMO

Background: Several exercise methods with virtual reality devices have been used in treatments for older adults and patients with neurodegenerative diseases, although the mechanisms continue to be elucidated. The aim of this study is to establish the feasibility and effectiveness of a rehabilitation programme using low-cost virtual reality aimed at improving postural balance in older adults. It also seeks to compare low-cost virtual reality under two delivery modalities, telerehabilitation (TR) in elderly centres and face-to-face (FtF) in rehabilitation centres. Methods: The study is set up as a non-inferiority two-arm parallel triple-blind randomised controlled clinical trial. Sixteen persons aged 65 to 75-years-old will be included. Eighteen Wii therapy sessions (25-30 min) will be provided through both FtF (control group, n = 8) and TR (exposure group, n = 8), both with a Nintendo Wii balance board. Data will be collected at baseline (week 0), during the Wii therapy sessions (weeks 2, 4, and 6), and during the follow-up (weeks 8 and 10). The primary outcome will be the area of centre-of-pressure (CoP) sway; secondary outcomes will be medial-lateral and anterior-posterior velocity and standard deviation of CoP; and tertiary outcomes will be clinical measures: single-leg stand, timed up-and-go tests, Barthel Index, and Tinetti's scale. Statistical analyses will be performed using SPSS 20.00 for Windows. The trial adheres to the Declaration of Helsinki and the Chilean laws of rights and duties of the patient and research in humans. Ethical approval was obtained from the Ethics Committee of the University of Talca. Written informed consent will be obtained from participants. Discussion: In this trial, older adults from a Chilean city with a large rural and underserved population share will be included to test the feasibility and effectiveness of a rehabilitation programme using low-cost VR aimed at improving postural balance to generate evidence to support decision makers generating public health policy. Trial registration: Australian New Zeeland Clinical Trials Registration (ACTRN12621001380886).


Assuntos
Terapia por Exercício , Telerreabilitação , Idoso , Humanos , Terapia por Exercício/métodos , Austrália , Equilíbrio Postural , Inquéritos e Questionários , Ensaios Clínicos Controlados Aleatórios como Assunto
2.
PLoS One ; 18(8): e0268163, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37590295

RESUMO

OBJECTIVE: To establish the feasibility and effectiveness of a rehabilitation programme using low-cost virtual reality aimed at improving postural control in children with cerebral palsy-spastic hemiplegia. It also aims to compare the effectiveness of this programme under two delivery modalities, telerehabilitation (TR) and face-to-face (FtF). METHODS: This is a registered randomized controlled clinical trial protocol (ACTRN12621000117819). Eighteen sessions of low-cost virtual reality therapy will be provided through both, FtF and TR modalities using a Nintendo Wii balance board. Each programme will last for 6 weeks and will consist of 3 sessions per week of 25 minutes each. Twenty patients diagnosed with cerebral palsy-spastic hemiplegia will be recruited for each group: FtF or TR (n = 40). Participants will be assessed at baseline, by the end of weeks 2, 4, and 6, and at weeks 8 and 10 (post-intervention follow-ups). The primary outcome will be the Center of Pressure sway area (CoParea); secondary outcomes will be standard deviation and velocity of the CoP in the mediolateral and anterior-posterior directions; tertiary outcomes will include the Modified-Modified Ashworth Scale for lower limbs, Modified Ashworth Scale for upper limbs, timed up-and-go tests, the timed one-leg standing and 6-minute walk test. RESULTS: This study provides an assessment of the feasibility and effectiveness of an affordable rehabilitation programme using low-cost virtual reality aimed at improving postural control in children with cerebral palsy. CONCLUSION: The designed rehabilitation programme using low-cost virtual reality may improve postural control in children with cerebral palsy-spastic hemiplegia. The TR modality is likely to be as effective as the FtF modality. The TR programme has been designed to overcome access barriers to physiotherapy services for children with cerebral palsy in low-resource settings, remote areas, and in restricted mobility contexts.


Assuntos
Paralisia Cerebral , Úlcera por Pressão , Telerreabilitação , Realidade Virtual , Humanos , Criança , Hemiplegia , Equilíbrio Postural , Ensaios Clínicos Controlados Aleatórios como Assunto
4.
Aging Clin Exp Res ; 32(5): 907-912, 2020 May.
Artigo em Inglês | MEDLINE | ID: mdl-31332739

RESUMO

BACKGROUND: Single- and dual-tasks are influenced by age-related impaired postural balance. Aim of this study was to analyze the Center of Pressure (CoP) oscillation during static balance in the presence or absence of cognitive task on older women. METHODS: Thirty-one healthy older women were assessed in a stand quiet position with open/closed eyes (single-task, OE and CE) and with cognitive task (dual-task, DT) through Wii Balance Board. Sway area, total displacement and CoP oscillation (CO) based on the number of times that CoP traveled through anteroposterior and mediolateral directions. Friedman test was used to compare OE, CE and DT. Dual-task interference percentage was used to quantify the cognitive load on balance whereas Spearman correlation coefficient was used to assess the association of cognitive domains and CO. RESULTS: The CO was significantly higher in DT than in single-tasks and participants were unable to maintain their limits of stability in mediolateral direction. The cost of DT interference was 30.5%, which is partially explained by the deviation of attention from postural control to spatial and temporal orientation. CONCLUSION: Our findings show that cognitive load during DT impairs balance in mediolateral direction, thus indicating the use of WBB to assess cognitive interference on postural control.


Assuntos
Cognição , Idoso , Atenção , Feminino , Humanos , Pessoa de Meia-Idade , Equilíbrio Postural , Análise e Desempenho de Tarefas
5.
Artigo em Inglês | MEDLINE | ID: mdl-30972138

RESUMO

There is enough evidence that, nowadays, the sedentary lifestyle is one of the major health problems worldwide, linked to many chronic diseases, including mental comorbidities, systemic hypertension, metabolic dysregulation, and cancer. Although health societies recommend engagement to physical activities, there is an overwhelming number of people remaining sedentary, even knowing the health benefits of regular exercises. One of the main factors that justifies this scenario is the lack of motivation, which is a barrier to people intended to start new habits for health. Considering this previous information, new alternatives for exercises may help people engage in a healthier lifestyle. Technology has contributed to this with devices that allow movements based on virtual reality approaches, including the exergames. These are games available even in commercial devices, as video-games, that allow people to work with different physical components. Furthermore, exergames add cognitive gain through its dual-task characteristic. Moreover, due to the combination of these benefits, they are feasible to acquire, and easy to use. Exergames are not only a potential strategy to reduce sedentary lifestyle but also a good method to improve health gains and rehabilitation in different populations and pathological conditions: older adults, stroke survivors, and Parkinson's disease. In this review, we aim to demonstrate some conditions that literature supports the intervention with exergames due to its physical and cognitive benefits. Furthermore, at the end of this review, we also explore the neurobiological mechanisms behind virtual-reality based exercises.

6.
J Phys Ther Sci ; 31(1): 1-4, 2019 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-30774195

RESUMO

[Purpose] This study compared the effect of the Nintendo Wii balance board (NWBB) and Tai Chi Chuan (TCC) on the standing balance (SB) of older adults. [Participants and Methods] Twelve older adults (NWBB=7 and TCC=5) completed the intervention and two testing sessions (pre-post). SB was assessed using posturographic measures with the center of pressure (CoP) in five modes: quiet eyes open (QSB-EO) and eyes closed (QSB-EC), on sponge (SBS-EO and SBS-EC), and with optokinetic field (SB-OF). [Results] Both interventions significantly decrease the area of CoP sway (CoPSway) in QSB-EO and SB-OF. The NWBB-group decreased CoPSway in SBS-EC and CoP velocity (Vmean) in QSB-EO, QSB-EC, and SBS-EC. The TCC-group decreased the Vmean in SBS-EO and conversely the Vmean in QSB-EC increased. [Conclusion] Sponge and optokinetic field were the most unstable assessments. These findings reveal the potential benefits for SB of both interventions, however the NWBB improved more variables in the postural control of older adults.

7.
Med Hypotheses ; 123: 63-66, 2019 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-30696595

RESUMO

For many years lactate was seen as a metabolite from glucose metabolism. However, since the last century researchers have shown that this molecule has an important role on liver, muscle, and brain metabolism. Lactate traffics along whole body mediating many biological processes depending on specific situations. For example, glucose is the main substrate used during exercise but lactate released by striated skeletal muscle is used by own muscle as secondary fuel. On the other hand, neuronal firing in the brain is almost totally lactate-dependent. In addition, lactate has an important role on BDNF-mediated neuroplasticity. As this molecule has a pleiotropic role in the body, it was called as "lactormone" in 2009. Here we show basic concepts on peripheral and central metabolism and discuss neurobiological pathways of lactate, including an alternative hypothesis on lactate released during exercise.


Assuntos
Metabolismo dos Carboidratos , Metabolismo Energético , Exercício Físico/fisiologia , Glucose/metabolismo , Músculo Esquelético/metabolismo , Plasticidade Neuronal/fisiologia , Astrócitos/metabolismo , Encéfalo/metabolismo , Fator Neurotrófico Derivado do Encéfalo/metabolismo , Humanos , Ácido Láctico/metabolismo , Modelos Biológicos , Neurônios/metabolismo
9.
Phys Ther Sport ; 32: 80-86, 2018 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-29775865

RESUMO

OBJECTIVES: To determine the influence of velocity and fatigue on scapular muscle activation latency and recruitment order during a voluntary arm raise task, in healthy individuals. DESIGN: Cross-sectional study. SETTING: University laboratory. PARTICIPANTS: Twenty three male adults per group (high-velocity and low-velocity). MAIN OUTCOME MEASURES: Onset latency of scapular muscles [Anterior deltoid (AD), lower trapezius (LT), middle trapezius (MT), upper trapezius (UT), and serratus anterior (SA)] was assessed by surface electromyography. The participants were assigned to one of two groups: low-velocity or high-velocity. Both groups performed a voluntary arm raise task in the scapular plane under two conditions: no-fatigue and fatigue. RESULTS: The UT showed early activation (p < 0.01) in the fatigue condition when performing the arm raise task at a high velocity. At a low velocity and with no muscular fatigue, the recruitment order was MT, LT, SA, AD, and UT. However, the recruitment order changed in the high-velocity with muscular fatigue condition, since the recruitment order was UT, AD, SA, LT, and MT. CONCLUSIONS: The simultaneous presence of fatigue and high-velocity in an arm raise task is associated with a decrease in the UT activation latency and a modification of the recruitment order of scapular muscles.


Assuntos
Fadiga Muscular , Ombro/fisiologia , Estudos Transversais , Eletromiografia , Humanos , Masculino , Músculo Esquelético/fisiologia , Escápula/fisiologia , Músculos Superficiais do Dorso/fisiologia , Adulto Jovem
10.
J Sport Rehabil ; 27(4): 319-326, 2018 Jul 01.
Artigo em Inglês | MEDLINE | ID: mdl-28513281

RESUMO

CONTEXT: Kinesio taping is commonly used in sports and rehabilitation settings with the aim of prevention and treatment of musculoskeletal injuries. However, limited evidence exists regarding the effects of 24 and 72 hours of kinesio taping on trunk and lower limb neuromuscular and kinetic performance during a vertical jump. OBJECTIVE: The purpose of this study was to analyze the short-term effects of kinesio taping on height and ground reaction force during a vertical jump, in addition to trunk and lower limb muscle latency and recruitment order. DESIGN: Single-group pretest-posttest. SETTING: University laboratory. PARTICIPANTS: Twelve male athletes from different sports (track and field, basketball, and soccer). INTERVENTIONS: They completed a single squat and countermovement jump at basal time (no kinesio taping), 24, and 72 hours of kinesio taping application on the gluteus maximus, biceps femoris, rectus femoris, gastrocnemius medialis, and longissimus. MAIN OUTCOME MEASURES: Muscle onset latencies were assessed by electromyography during a squat and countermovement jump, in addition to measurements of the jump height and normalized ground reaction force. RESULTS: The kinesio taping had no effect after 24 hours on either the countermovement or squat jump. However, at 72 hours, the kinesio taping increased the jump height (P = .02; d = 0.36) and normalized ground reaction force (P = .001; d = 0.45) during the countermovement jump. In addition, 72-hour kinesio taping reduced longissimus onset latency (P = .03; d = 1.34) and improved muscle recruitment order during a countermovement jump. CONCLUSIONS: These findings suggest that kinesio taping may improve neuromuscular and kinetic performance during a countermovement jump only after 72 hours of application on healthy and uninjured male athletes. However, no changes were observed on a squat jump. Future studies should incorporate a control group to verify kinesio taping's effects and its influence on injured athletes.


Assuntos
Desempenho Atlético/fisiologia , Fita Atlética , Músculo Esquelético/fisiologia , Adulto , Atletas , Basquetebol , Fenômenos Biomecânicos , Eletromiografia , Humanos , Masculino , Projetos Piloto , Futebol , Atletismo , Adulto Jovem
11.
J. oral res. (Impresa) ; 6(3): 60-60, Mar. 2017.
Artigo em Inglês | LILACS | ID: biblio-907713
12.
J Back Musculoskelet Rehabil ; 30(3): 441-449, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-27858687

RESUMO

Graded motor imagery (GMI) and mirror therapy (MT) is thought to improve pain in patients with complex regional pain syndrome (CRPS) types 1 and 2. However, the evidence is limited and analysis are not independent between types of CRPS. The purpose of this review was to analyze the effects of GMI and MT on pain in independent groups of patients with CRPS types 1 and 2. Searches for literature published between 1990 and 2016 were conducted in databases. Randomized controlled trials that compared GMI or MT with other treatments for CRPS types 1 and 2 were included. Six articles met the inclusion criteria and were classified from moderate to high quality. The total sample was composed of 171 participants with CRPS type 1. Three studies presented GMI with 3 components and three studies only used the MT. The studies were heterogeneous in terms of sample size and the disorders that triggered CRPS type 1. There were no trials that included participants with CRPS type 2. GMI and MT can improve pain in patients with CRPS type 1; however, there is not sufficient evidence to recommend these therapies over other treatments given the small size and heterogeneity of the studied population.


Assuntos
Terapias Mente-Corpo , Distrofia Simpática Reflexa/terapia , Causalgia , Síndromes da Dor Regional Complexa/terapia , Humanos , Imagens, Psicoterapia , Medição da Dor
13.
Dev Neurorehabil ; 20(6): 388-391, 2017 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-27538127

RESUMO

OBJECTIVE: This study sought to evaluate the effects of a Nintendo Wii Balance Board (NWBB) intervention on ankle spasticity and static standing balance in young people with spastic cerebral palsy (SCP). METHODS: Ten children and adolescents (aged 72-204 months) with SCP participated in an exercise program with NWBB. The intervention lasted 6 weeks, 3 sessions per week, 25 minutes for each session. Ankle spasticity was assessed using the Modified Modified Ashworth Scale (MMAS), and static standing balance was quantified using posturographic measures (center-of-pressure [CoP] measures). Pre- and post-intervention measures were compared. RESULTS: Significant decreases of spasticity in the ankle plantar flexor muscles (p < 0.01). There was also a significant reduction in the CoP sway area (p = 0.04), CoP mediolateral velocity (p =0.03), and CoP anterior-posterior velocity (p = 0.03). CONCLUSION: A 6-session NWBB program reduces the spasticity at the ankle plantar flexors and improves the static standing balance in young people with SCP.


Assuntos
Paralisia Cerebral/reabilitação , Terapia por Exercício/métodos , Reabilitação Neurológica/métodos , Equilíbrio Postural , Jogos de Vídeo , Adolescente , Tornozelo/fisiopatologia , Paralisia Cerebral/fisiopatologia , Criança , Feminino , Humanos , Masculino , Músculo Esquelético/fisiopatologia
14.
Eur J Phys Rehabil Med ; 53(4): 535-544, 2017 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-27882910

RESUMO

BACKGROUND: Evidence on the effect of systemic exercise programs to improve the standing balance with the Nintendo Wii system is very limited and its post-treatment effectiveness is unknown in cerebral palsy (CP) patients. AIM: Primary aim was to compare the effect of Nintendo Wii balance board (Wii-therapy) and standard physiotherapy (SPT), on the performance of standing balance in children and adolescents with CP. Secondary aim was to determine the post-treatment effectiveness of Wii-therapy and SPT. DESIGN: Two-arm, matched-pairs, parallel-groups, randomized, controlled clinical trial. SETTING: Outpatient Rehabilitation Centre in the city of Talca. POPULATION: Patients with CP type spastic hemiplegia (SHE) and spastic diplegia (SDI), aged 7 to 14 years, and level I or II of GMFCS or GMFCS-ER. Were excluded patients with FSIQ<80, epilepsy, previous surgeries and application of Botulinum Toxin-A in the lower limb, uncorrected vision and hearing disorders. METHODS: Thirty-two CP patients (10.7±3.2 years old) were randomly assigned to either Wii-therapy (SDI=7; SHE=9) or SPT intervention (SDI=7; SHE=9). In each group, patients received three sessions per week over a period of 6 weeks. Standing balance was assessed at baseline and every 2 weeks. Additionally, two follow-up assessments (4 additional weeks) were performed to determine post-treatment effectiveness. Standing balance was quantified on force platform obtaining the outcomes area of center-of-pressure (CoP) sway (CoPSway), standard deviation in the medial-lateral (SDML) and the anterior-posterior (SDAP) directions, and velocity in both directions (VML and VAP). RESULTS: Compared to SPT, Wii-therapy significantly reduced the CoPSway (P=0.02) and SDAP in the eyes-open condition (P=0.01). However, the effects wane after 2-4 weeks. Post-hoc analysis revealed that only SHE children benefited from Wii-therapy. CONCLUSIONS: Wii-therapy was better than SPT in improving standing balance in patients with CP, but improves the balance only in SHE patients. Also, Wii-therapy effectiveness waned 2-4 weeks after the end the intervention. CLINICAL REHABILITATION IMPACT: A systematic exercise program like Wii-therapy using the Nintendo Wii Balance Board device can be considered to improves the standing balance in patients with CP, specifically in the SHE type. This program is easy to transfer to physiotherapists and rehabilitation centers.


Assuntos
Paralisia Cerebral/diagnóstico , Paralisia Cerebral/reabilitação , Terapia por Exercício/métodos , Equilíbrio Postural/fisiologia , Jogos de Vídeo , Adolescente , Análise de Variância , Austrália , Criança , Feminino , Humanos , Masculino , Índice de Gravidade de Doença , Estatísticas não Paramétricas , Resultado do Tratamento
15.
Contemp Clin Trials Commun ; 6: 17-21, 2017 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-29740634

RESUMO

BACKGROUND: Patients with cerebral palsy (CP) typically receive limited physical therapy services. However, the Nintendo Wii system offers a simple and affordable mode of virtual reality therapy. There are no clinical trials assessing the Nintendo Wii balance board for improving standing balance in CP. METHODS: This randomised clinical trial will evaluate the effectiveness of an 18-session/six-week protocol using Wii therapy (W-t) compared with conventional therapy (C-t) in Chilean CP patients. The C-t group will perform the typical exercises prescribed by physical therapists for 40 min each session. W-t will consist of a virtual reality training session using the Nintendo Wii balance board console for 30 min each session. The primary outcome variable is the area of centre-of-pressure (CoP) sway (CoPSway). The secondary outcomes are the standard deviation (SDML; SDAP) and velocity (VML; VAP) of CoP in the ML and AP directions. For a mean difference of 21.5 cm2 (CoPSway) between the groups, we required a minimum of 16 participants in each group. Data will be collected at baseline (week 0), during the study (weeks 2 and 4), at the end of the study (week 6), and during the follow-up (weeks 8 and 10). Measurements of postural control during quiet standing for both groups will be assessed on a force platform AMTI OR67. DISCUSSION: This is the first trial that measures and compares the effects of a Nintendo Wii Balance Board exercise programme on standing balance in children with cerebral palsy compared to conventional therapy.

16.
J Phys Ther Sci ; 28(8): 2350-2, 2016 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-27630430

RESUMO

[Purpose] This study aimed to determine the correlation between center of pressure and functional balance in non-faller elderly practitioners of Tai Chi. [Subjects and Methods] For the study, nine non-faller elderly practitioners of Tai Chi who were able to maintain a standing posture and walk independently were recruited. Timed one-leg standing and timed up-and-go tests were used as functional balance tests and force platform to measure the center of pressure. The Pearson correlation coefficient was calculated for the timed up-and-go/timed one-leg standing test scores and center of pressure parameter values. [Results] None of the correlations was statistically significant, but moderate correlations were observed between the pairs timed one-leg standing/sway area of center of pressure, timed one-leg standing/standard deviation of center of pressure in the mediolateral direction, timed one-leg standing/mean velocity of center of pressure in the anteroposterior direction, and timed up-and-go test sway area of center of pressure. [Conclusion] Timed one-leg standing is more appropriate than timed up-and-go test for the measurement of functional balance in non-faller elderly practitioners of Tai Chi.

17.
J Phys Ther Sci ; 28(8): 2414-7, 2016 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-27630446

RESUMO

[Purpose] This study aimed to explore the possibility of improving functional balance using an exercise program with Nintendo and the Balance Board peripheral in subjects with cerebral palsy. [Subjects and Methods] This study included 4 male outpatients of a neurological center. All participants received an exercise program based on the use of Nintendo with the Balance Board peripheral. Training consisted of three 25-min sessions per week for 6 weeks. Each session was guided by a physical therapist. Timed up-and-go and one-leg standing tests were conducted before and after the intervention. [Results] All subjects showed significant improvements in the results of the timed up-and-go test. However, there were no significant changes in the results of the one-leg standing test. [Conclusion] The exercise protocol involving Nintendo with the Balance Board peripheral appears to improve functional dynamic balance in patients with cerebral palsy. However, static functional balance does not improve after 6 weeks of training.

18.
J Electromyogr Kinesiol ; 31: 40-47, 2016 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-27639316

RESUMO

Previous studies show that the scapular muscle recruitment order could possibly change according to the characteristics of the postural task. We aimed to compare the activation latencies of serratus anterior (SA), upper, middle, and lower trapezius (UT, MT and LT, respectively) between an unpredictable perturbation (sudden arm destabilization) and a predictable task (voluntary arm raise) and, to determine the differences in the muscle recruitment order in each task. The electromyographic signals of 23 participants were recorded while the tasks were performed. All scapular muscles showed earlier onset latency in the voluntary arm raise than in the sudden arm destabilization. No significant differences were observed in the muscle recruitment order for the sudden arm destabilization (p>0.05). Conversely, for voluntary arm raise the MT, LT SA and anterior deltoid (AD) were activated significantly earlier than the UT (p<0.001). Scapular muscles present a specific recruitment order during a predictable task: SA was activated prior to the AD and the UT after the AD, in a recruitment order of SA, AD, UT, MT, and LT. While in an unpredictable motor task, all muscles were activated after the destabilization without a specific recruitment order, but rather a simultaneous activation.


Assuntos
Músculo Esquelético/fisiologia , Postura , Recrutamento Neurofisiológico , Escápula/fisiologia , Eletromiografia , Feminino , Humanos , Masculino , Músculo Esquelético/inervação , Tempo de Reação , Escápula/inervação , Ombro/fisiologia , Articulação do Ombro/fisiologia
19.
Phys Ther Sport ; 16(3): 242-7, 2015 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-25869423

RESUMO

BACKGROUND: Motor control evaluation in subjects with functional ankle instability is questionable when both ankles of the same subject are compared (affected vs non-affected). OBJECTIVE: To compare the postural control and reaction time of ankle muscles among: basketball players with FAI (instability group), basketball players without FAI (non-instability group) and healthy non-basketball-playing participants (control group). DESIGN: Case-control study. SETTING: Laboratory. PARTICIPANTS: Instability (n = 10), non-instability (n = 10), and control groups (n = 11). MAIN OUTCOME MEASURES: Centre of pressure variables (area, velocity and sway) were measured with a force platform. Reaction time of ankle muscles was measured via electromyography. RESULTS: A one-way ANOVA demonstrated that there were significant differences between the instability and non-instability groups in the fibularis longus (p < 0.001), fibularis brevis (p = 0.031) and tibialis anterior (p = 0.049) muscles. Repeated-measures ANOVA and post hoc analysis determined significant differences for the area between the instability and non-instability groups (p = 0.001). CONCLUSION: Basketball players with FAI have reduced postural control and longer reaction time of the fibularis and tibialis anterior muscles.


Assuntos
Traumatismos do Tornozelo/fisiopatologia , Articulação do Tornozelo/fisiopatologia , Basquetebol/fisiologia , Instabilidade Articular/fisiopatologia , Músculo Esquelético/fisiopatologia , Equilíbrio Postural/fisiologia , Tempo de Reação/fisiologia , Traumatismos do Tornozelo/complicações , Fenômenos Biomecânicos , Eletromiografia , Feminino , Humanos , Instabilidade Articular/etiologia , Perna (Membro)/fisiopatologia , Masculino , Projetos Piloto , Estudos Retrospectivos , Adulto Jovem
20.
Neural Regen Res ; 9(8): 888-96, 2014 Apr 15.
Artigo em Inglês | MEDLINE | ID: mdl-25206907

RESUMO

Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual reality interface devices such as the Nintendo® Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addition, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients' brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies.

SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...