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1.
Psychiatry Res ; 332: 115710, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-38194800

RESUMO

The objective of this study was to predict the level of depressive symptoms in emerging adults by analyzing sociodemographic variables, affect, and emotion regulation strategies. Participants were 33 emerging adults (M = 24.43; SD = 2.80; 56.3 % women). They were asked to assess their current emotional state (positive or negative affect), recent events that may relate to that state, and emotion regulation strategies through ecological momentary assessment. Participants were prompted randomly by an app 6 times per day between 10 am and 10 pm for a seven-day period. They answered 1233 of the 2058 surveys (beeps), collectively. The analysis of observations, using Machine Learning (ML) techniques, showed that the Random Forest algorithm yields significantly better predictions than other models. The algorithm used 13 out of the 36 variables adopted in the study. Furthermore, the study revealed that age, emotion of worried and a specific emotion regulation strategy related to social exchange were the most accurate predictors of severe depressive symptoms. By carefully selecting predictors and utilizing appropriate sorting techniques, these findings may provide valuable supplementary information to traditional diagnostic methods and psychological assessments.


Assuntos
Depressão , Avaliação Momentânea Ecológica , Adulto , Feminino , Humanos , Masculino , Depressão/diagnóstico , Depressão/psicologia , Emoções , Aprendizado de Máquina , Inquéritos e Questionários , Adulto Jovem
2.
Artigo em Inglês | MEDLINE | ID: mdl-36901125

RESUMO

High levels of inflammatory markers have been associated with a greater deterioration of renal function and cardiovascular morbidity and mortality. For its part, physical exercise has been shown to be beneficial in improving the functional, psychological, and inflammatory states of patients with chronic kidney failure (CKF) undergoing haemodialysis (HD) treatment, improving their health-related quality of life. In recent years, virtual reality (VR) has been studied and described as an effective and safe tool that improves patients' adherence to exercise programs. For these reasons, we propose to analyse the effect of VR exercise on the functional, psychological, and inflammatory states of patients on HD, as well as their levels of adherence to exercise, and compare them with static pedalling exercises. We will randomise 80 patients with CKF into two blind groups: an experimental group, which will carry out an intradialytic exercise program with non-immersive VR (n = 40), and a control group, which will exercise with a static pedal (n = 40). Functional capacity, inflammatory and phycological status, and exercise adherence will be analysed. Higher levels of adherence to exercise are expected in the VR group, which will have greater effects on the patients' functional capacity and psychological and inflammatory status.


Assuntos
Jogos Eletrônicos de Movimento , Falência Renal Crônica , Humanos , Qualidade de Vida , Diálise Renal/efeitos adversos , Falência Renal Crônica/terapia , Exercício Físico , Ensaios Clínicos Controlados Aleatórios como Assunto
3.
Artigo em Inglês | MEDLINE | ID: mdl-36834042

RESUMO

Patients with chronic kidney disease (CKD) are at risk of both a gradual decline in cognitive function and an increase in psychological distress. This includes symptoms of anxiety, depression, and sleep disturbances, all of which are factors that have been associated with increased morbidity and mortality. In response, we are now seeing that interventions based on new digital technologies are increasingly used in order to optimize patients' quality of life. Systematic research of the literature on electronic databases (MEDLINE/PubMed, Scopus, Web of Science, and PsycInfo/ProQuest) covering the period from 2012 to 2022 was conducted in order to methodically review the existing evidence regarding the implementation and effectiveness of technology-based interventions in the management of cognitive and psychological well-being symptoms in patients with CKD. A total of 739 articles were retrieved, 13 of which are included in the present review. All the studies focused on the usability, acceptability, and feasibility of technology-based interventions aimed at psychological symptoms, with no studies targeting cognitive functioning. Technology-based interventions offer feelings of safety, fun, and satisfaction, and they also have the potential to improve CKD patients' health outcomes regarding their psychological well-being. The diverseness of technologies allows an approximation towards the identification of those types of technologies most frequently used, as well as the symptoms targeted. There was considerable heterogeneity in the types of technologies used for interventions in so few studies, making it difficult to draw conclusive findings with regard to their efficiency. In order to adequately assess the technology-based health interventions effect, future lines of research should consider designing non-pharmacological treatments for the improvement of cognitive and psychological symptoms in this type of patient.


Assuntos
Bem-Estar Psicológico , Insuficiência Renal Crônica , Humanos , Qualidade de Vida/psicologia , Cognição , Tecnologia
4.
BMC Nephrol ; 23(1): 230, 2022 06 27.
Artigo em Inglês | MEDLINE | ID: mdl-35761199

RESUMO

BACKGROUND: Engagement in exercise by haemodialysis (HD) patients has been shown to generate benefits both in terms of improved functional capacity and in the health-related quality of life. The use of non-immersive virtual reality (VR) games represents a new format for the implementation of intradialysis exercise. Some studies have shown that engaging in exercise for 6 months reduces the consumption of antihypertensive drugs and decreases the time spent admitted to hospital among individuals receiving HD treatments. The objective of this study was to evaluate changes in the consumption of healthcare resources and micro-costing for patients on HD who completed a VR exercise program. MATERIALS AND METHODS: Design: This study is a secondary analysis of a clinical trial. The participants performed an intradialysis exercise program with non-immersive virtual reality for 3 months. The variables were recorded in two periods: 12 months before and 12 months after the start of the exercise program. RESULTS: The micro-costing analysis showed a significant decrease in the mean cost, in euros, for the consumption of laboratory tests - 330 (95% CI:[- 533, - 126];p = 0.003), outpatient visits - 351 ([- 566, - 135];p = 0.003), and radiology tests - 111 ([- 209, - 10];p = 0.03) in the 12 months after the implementation of the exercise program relative to the 12 months prior to its start. CONCLUSION: The implementation of intradialysis exercise programs decreased the expenditure of some healthcare resources. Future studies could help clarify if longer interventions would have a stronger impact on these cost reductions.


Assuntos
Qualidade de Vida , Realidade Virtual , Terapia por Exercício , Gastos em Saúde , Humanos , Diálise Renal
5.
Healthcare (Basel) ; 11(1)2022 Dec 27.
Artigo em Inglês | MEDLINE | ID: mdl-36611539

RESUMO

Background: Exercise improves the physical function of people suffering from chronic kidney disease on hemodialysis (HD). Virtual reality is a new type of intradialysis exercise that has a positive impact on physical function. Intradialysis exercise is recommended during the first 2 h, but its safety in the last part of the dialysis session is unknown. Methods: This was a pilot sub-study of a clinical trial. Several hemodynamic control variables were recorded, including blood pressure, heart rate, and intradialytic hypotensive events. These variables were recorded during three different HD sessions, one HD session at rest, another HD session with exercise during the first two hours, and one HD session with exercise during the last 30 min of dialysis. The intradialysis virtual reality exercise was performed for a maximum of 30 min. Results: During exercise sessions, there was a significant increase in heart rate (6.65 (4.92, 8.39) bpm; p < 0.001) and systolic blood pressure (6.25 (0.04,12.47) mmHg; p < 0.05). There was no difference in hemodynamic control between the sessions with exercise during the first two hours and the sessions with exercise during the last 30 min. There was no association between intra-dialytic hypotensive events at rest (five events) or exercise at any point (two vs. one event(s), respectively). Conclusion: performing exercise with virtual reality at the end of a hemodialysis session is not associated with hemodynamic instability.

6.
Int J Psychol ; 56(6): 908-916, 2021 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-34254336

RESUMO

Establishing and maintaining relationships is one of the challenges facing young adults at the beginning of this stage in their lives. Emotional competences are related to relationship satisfaction and subjective well-being. This paper aims to study the relationship between emotional competences and subjective well-being in young adults, considering the mediating role of satisfaction with the partner. Two hundred and thirty-three young Spanish people (60.1% women) between 18 and 35 years old (Mean = 22.93; SD = 3.72) participated in the study. All of them had a romantic partner. The Questionnaire of Emotional Skills and Competences (ESCQ-21), the Scale of Evaluation of the Relationships (RAS), the Scale of Satisfaction with Life (SWLS) and the Scale of Positive and Negative Experiences (SPANE) were used to measure the variables. For analysis, the SPSS version 26 and Mplus version 7.0 were used. The results indicate a significant relationship between emotional competences, relationship satisfaction and subjective well-being. The mediation model showed that satisfaction with the relationship plays a mediating role between the ability to regulate emotions and subjective well-being. The importance of emotional education both inside and outside relationships is considered, in order to promote healthy and non-violent relationships among young people.


Assuntos
Emoções , Satisfação Pessoal , Adolescente , Adulto , Cognição , Feminino , Humanos , Masculino , Inquéritos e Questionários , Adulto Jovem
7.
PLoS One ; 16(4): e0250384, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33861813

RESUMO

INTRODUCTION: Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this study was therefore to determine the effectiveness of emoTIC, a game-based social-emotional programme designed according to Mayer, Caruso, and Salovey's model of emotional intelligence. MATERIALS AND METHODS: The participants were 119 adolescents between 11 and 15 years, randomly assigned to the experimental group and the control group. The adolescents completed questionnaires to assess their emotional intelligence, self-esteem, affect balance, difficulties, prosocial behaviour, depression, anxiety and stress. RESULTS: The MANCOVA results showed that adolescents who completed the game-based programme had improved self-esteem, affect balance, emotional symptoms, behavioural problems, and hyperactivity (Wilks' λ = .77; F = 2.10; p = .035). Hierarchical multiple regression indicated that adolescents in the experimental group had a greater change in self-esteem and affect balance (positive ß), while their emotional problems and hyperactivity decreased (negative ß). Anxiety moderated the influence of the intervention on self-esteem (b = .04; t = -2.55; p ≤ .05; LLCI = -0.43, ULCI = -0.05). Adolescents with low or medium anxiety improved their self-esteem with the intervention, while those with high anxiety did not develop it. CONCLUSIONS: The use of technology in social-emotional programmes could be the first step in increasing adolescents' interest in emotions and emoTIC could be considered a useful programme which influences their personal, emotional and social factors. TRIAL REGISTRATION: Clinical Trial identifier: NCT04414449.


Assuntos
Jogos Experimentais , Aprendizagem , Jogos de Vídeo , Adolescente , Criança , Inteligência Emocional , Feminino , Humanos , Masculino , Autoimagem , Inquéritos e Questionários
8.
BMJ Open ; 11(12): e052491, 2021 12 31.
Artigo em Inglês | MEDLINE | ID: mdl-34972764

RESUMO

INTRODUCTION: The development of emotional competences may be a protective factor for mental health problems, promoting well-being at such a complex age as adolescence. Technologies may be used to carry out this empowerment because adolescents are attracted to them. The purpose of the study is to design a serious game based on the Mayer et al's emotional intelligence ability model and analyse the effectiveness of the emoTIC programme to develop emotional competences, well-being, mental health, and personal strengths immediately after completion and at 12 months. METHODS AND ANALYSIS: The new version of emoTIC will be designed following the suggestions of the adolescents who participated in the pilot study and the results obtained from the statistical analysis. The participants will be 385 adolescents aged 11-16 years who will be randomly assigned to the control group and the experimental group. The experimental group will complete the emoTIC programme. The primary outcomes include emotional competences and subjective well-being. The secondary outcomes are self-esteem; general self-efficacy; personality; social and personal responsibility; school social climate; somatic complaints; depression, anxiety and stress symptoms; emotional and behavioural difficulties; suicidal behaviour; and subjective happiness. Data will be collected at three moments: baseline (T1), immediately post-intervention (T2) and 12-month follow-up (T3). The effectiveness of the programme will be analysed using different statistical packages. ETHICS AND DISSEMINATION: The study has been approved by the Ethics Commission of the University of Valencia (H152865096049), and the standards of the Declaration of Helsinki to collect the data will be followed. Results will be disseminated across the scientific community. TRIAL REGISTRATION NUMBER: ClinicalTrials.gov Registry (NCT04414449). TRIAL SPONSOR: University of Valencia. Principal investigator: Inmaculada Montoya-Castilla.


Assuntos
Inteligência Emocional , Gamificação , Aprendizagem , Saúde Mental , Adolescente , Criança , Humanos , Projetos Piloto , Ensaios Clínicos Controlados Aleatórios como Assunto , Software
9.
Artigo em Inglês | MEDLINE | ID: mdl-31766641

RESUMO

Social and emotional factors such as emotional competence and self-esteem are protective factors that promote adolescent mental health and well-being. In this paper, we will examine the combined contribution of these socio-emotional factors in addition to personal factors, in the prediction of psychological adjustment and subjective well-being in adolescence. The study included 840 adolescents aged between 12 and 16 years old (M = 13.37, SD = 1.16, 51.4% girls). We measured personal variables (sex, age, number of siblings), socio-emotional variables (emotional competence and self-esteem), psychological adjustment (emotional and behavioural problems) and subjective well-being (life satisfaction and affect balance). Besides descriptive analysis and Pearson bivariate correlations, two different methodologies were performed, including hierarchical regression models and a fuzzy-set qualitative comparative analysis (fsQCA). The results show that emotional competence is a protective factor for optimal adjustment and well-being, and suggest that self-esteem reinforces this relation. Different patterns were observed for female and male adolescents of different ages and with different family backgrounds. The practical implications of our findings for intervention programs have been discussed.


Assuntos
Ajustamento Emocional , Emoções , Comportamento Problema , Psicologia do Adolescente , Autoimagem , Adolescente , Criança , Feminino , Humanos , Masculino , Irmãos
10.
Scand J Med Sci Sports ; 29(1): 89-94, 2019 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-30230041

RESUMO

OBJECTIVE: The main objective of this investigation was to assess feasibility of conducting a future RCT with an intradialysis non-immersive virtual reality exercise intervention. The secondary aim was to explore the impact of either conventional or VR exercise on physical function. DESIGN: Feasibility randomized trial. PARTICIPANTS: Eighteen subjects who participated in a 16-week intradialysis combined exercise program. INTERVENTIONS: The program lasted four additional weeks of either combined exercise or virtual reality exercise. MAIN OUTCOME MEASURES: Physical function was measured through several reliable tests (sit-to-stand-to-sit tests 10 and 60, gait speed, one-leg heel-rise tests, and 6-minute walk test) at baseline, after 16 weeks of intradialysis combined exercise and by the end of four additional weeks of exercise. Adherence to the exercise programs was registered. RESULTS: There was a significant time effect, so that physical function improved in both groups. By the end of the 20 weeks, function improved as measured through the sit-to-stand-to-sit tests 10 and 60, gait speed, one-leg heel-rise left leg, and the 6-minute walk test. Changes that did not occur due to error in the test were seen after 20 weeks were achieved in the sit-to-stand-to-sit test 60, gait speed, one-leg heel-rise test for the left leg, and 6-minute walking test. CONCLUSION: Virtual reality was a feasible intervention. Both interventions improved physical function. Adherence was not significantly different between groups.


Assuntos
Terapia por Exercício , Diálise Renal , Insuficiência Renal Crônica/terapia , Adulto , Idoso , Idoso de 80 Anos ou mais , Estudos de Viabilidade , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Cooperação do Paciente , Resultado do Tratamento , Realidade Virtual , Teste de Caminhada
11.
Sensors (Basel) ; 18(8)2018 Aug 01.
Artigo em Inglês | MEDLINE | ID: mdl-30071588

RESUMO

Autism Spectrum Disorder (ASD) is a neurodevelopmental disease that is specially characterized by impairments in social communication and social skills. ASD has a high prevalence in children, affecting 1 in 160 subjects. Virtual reality (VR) has emerged as an effective tool for intervention in the health field. Different recent papers have reviewed the VR-based treatments in ASD, but they have an important limitation because they only use clinical databases and do not include important technical indexes such as the Web of Science index or the Scimago Journal & Country Rank. To our knowledge, this is the first contribution that has carried out an evidence-based systematic review including both clinical and technical databases about the effectiveness of VR-based intervention in ASD. The initial search identified a total of 450 records. After the exclusion of the papers that are not studies, duplicated articles, and the screening of the abstract and full text, 31 articles met the PICO (Population, Intervention, Comparison and Outcomes) criteria and were selected for analysis. The studies examined suggest moderate evidence about the effectiveness of VR-based treatments in ASD. VR can add many advantages to the treatment of ASD symptomatology, but it is necessary to develop consistent validations in future studies to state that VR can effectively complement the traditional treatments.


Assuntos
Transtorno do Espectro Autista/psicologia , Transtorno do Espectro Autista/terapia , Realidade Virtual , Adolescente , Criança , Comunicação , Humanos , Relações Interpessoais
12.
Sensors (Basel) ; 17(7)2017 Jul 07.
Artigo em Inglês | MEDLINE | ID: mdl-28686174

RESUMO

New emerging technologies have proven their efficacy in aiding people in their rehabilitation. The tests that are usually used to evaluate usability (in general) or user satisfaction (in particular) of this technology are not specifically focused on virtual rehabilitation and patients. The objective of this contribution is to present and evaluate the USEQ (User Satisfaction Evaluation Questionnaire). The USEQ is a questionnaire that is designed to properly evaluate the satisfaction of the user (which constitutes part of usability) in virtual rehabilitation systems. Forty patients with balance disorders completed the USEQ after their first session with ABAR (Active Balance Rehabilitation), which is a virtual rehabilitation system that is designed for the rehabilitation of balance disorders. Internal consistency analysis and exploratory factor analysis were carried out to identify the factor structure of the USEQ. The six items of USEQ were significantly associated with each other, and the Cronbach alpha coefficient for the questionnaire was 0.716. In an analysis of the principal components, a one-factor solution was considered to be appropriate. The findings of the study suggest that the USEQ is a reliable questionnaire with adequate internal consistency. With regard to patient perception, the patients found the USEQ to be an easy-to-understand questionnaire with a convenient number of questions.


Assuntos
Satisfação Pessoal , Análise Fatorial , Humanos , Satisfação do Paciente , Inquéritos e Questionários , Telerreabilitação , Interface Usuário-Computador
13.
Methods Inf Med ; 56(2): 138-144, 2017 Mar 23.
Artigo em Inglês | MEDLINE | ID: mdl-28244545

RESUMO

OBJECTIVES: Parkinson's disease (PD) is a progressive neurodegenerative disorder characterized by motor clinical alterations among others. Postural problems have serious consequences for patients, not only limiting their daily life but also increasing some risks, like the risk of fall. Inadequate postural control and postural instability is a major problem in PD patients. A Virtual Motor Rehabilitation System (VMR) has been tested in patients with PD in the intervention period. Our purpose was to analyze the evolution of the spatial postural control during the intervention period, to see if there are any changes caused precisely by this intervention. METHODS: Ten people with PD carried out 15 virtual rehabilitation sessions. We tested a groundbreaking system based on Virtual Motor Rehabilitation in two periods of time (baseline evaluation and final evaluation). In the training sessions, the participants performed a customizable treatment using a low-cost system, the Active Balance Rehabilitation system (ABAR). We stored the pressure performed by the participants every five hundredths of a second, and we analyzed the patients' pressure when they maintained their body on the left, on the right, and in the center in sitting position. Our system was able to measure postural control in every patient in each of the virtual rehabilitation sessions. RESULTS: There are no significant differences in the performance of postural control in any of the positions evaluated throughout the sessions. Moreover, the results show a trend to an improvement in all positions. This improvement is especially remarkable in the left/right positions, which are the most important positions in order to avoid problems such as the risk of fall. With regard to the suitability of the ABAR system, we have found outstanding results in enjoyment, success, clarity, and helpfulness. CONCLUSIONS: Although PD is a progressive neurodegenerative disorder, the results demonstrate that patients with PD maintain or even improve their postural control in all positions. We think that the main factor influencing these results is that patients use more of their available cognitive processing to improve their postural control. The ABAR system allows us to make this assumption because the system requires the continuous attention of patients, promoting cognitive processing.


Assuntos
Doença de Parkinson/fisiopatologia , Doença de Parkinson/reabilitação , Equilíbrio Postural/fisiologia , Telerreabilitação/métodos , Interface Usuário-Computador , Idoso , Idoso de 80 Anos ou mais , Feminino , Humanos , Masculino
14.
Clin Rehabil ; 29(3): 261-8, 2015 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-25056999

RESUMO

OBJECTIVE: To study the clinical effectiveness and the usability of a virtual reality-based intervention compared with conventional physical therapy in the balance recovery of individuals with chronic stroke. DESIGN: Randomized controlled trial. SETTING: Outpatient neurorehabilitation unit. PARTICIPANTS: A total of 20 individuals with chronic stroke. INTERVENTIONS: The intervention consisted of 20 one-hour sessions, five sessions per week. The experimental group combined 30 minutes with the virtual reality-based intervention with 30 minutes of conventional training. The control group underwent one hour conventional therapy. MAIN MEASURES: Balance performance was assessed at the beginning and at the end of the trial using the Berg Balance Scale, the balance and gait subscales of the Tinetti Performance-Oriented Mobility Assessment, the Brunel Balance Assessment, and the 10-m Walking Test. Subjective data of the virtual reality-based intervention were collected from the experimental group, with a feedback questionnaire at the end of the trial. RESULTS: The results revealed a significant group-by-time interaction in the scores of the Berg Balance Scale (p < 0.05) and in the 10-m Walking Test (p < 0.05). Post-hoc analyses showed greater improvement in the experimental group: 3.8 ±2.6 vs. 1.8 ±1.4 in the Berg Balance Scale, -1.9 ±1.6 seconds vs. 0.0 ±2.3 seconds in the 10-m Walking Test, and also in the number of participants who increased level in the Brunel Balance Assessment (χ(2) = 2.5, p < 0.01). CONCLUSIONS: Virtual reality interventions can be an effective resource to enhance the improvement of balance in individuals with chronic stroke.


Assuntos
Transtornos Neurológicos da Marcha/reabilitação , Equilíbrio Postural/fisiologia , Reabilitação do Acidente Vascular Cerebral , Terapia de Exposição à Realidade Virtual/métodos , Análise de Variância , Doença Crônica , Feminino , Transtornos Neurológicos da Marcha/etiologia , Humanos , Masculino , Pacientes Ambulatoriais , Centros de Reabilitação , Espanha , Acidente Vascular Cerebral/complicações
15.
IEEE J Biomed Health Inform ; 18(1): 391-8, 2014 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-24403439

RESUMO

Acquired brain injury (ABI) is one of the main problems of disability and death in the world. Its incidence and survival rate are increasing annually. Thus, the number of chronic ABI patients is gradually growing. Traditionally, rehabilitation programs are applied to postacute and acute patients, but recent publications determine that chronic patients may benefit from rehabilitation. Also, in the last few years, the potential of virtual rehabilitation (VR) systems has been demonstrated. However, until now, no previous studies have been carried out to compare the evolution of chronic patients with acute patients in a VR program. To perform this study, we developed a VR system for ABI patients. The system, vestibular virtual rehabilitation (V2R), was designed with clinical specialists. V2R has been tested with 21 people ranging in age from 18 to 80 years old that were classified in two groups: chronic patients and acute patients. The results demonstrate a similar recovery for chronic and acute patients during the intervention period. Also, the results showed that chronic patients stop their improvement when they finish their training. This conclusion encourages us to direct our developments toward VR systems that can be easily integrated at home, allowing chronic patients to have a permanent VR training program.


Assuntos
Lesões Encefálicas/reabilitação , Pessoas com Deficiência/reabilitação , Reabilitação , Interface Usuário-Computador , Doença Aguda , Adulto , Idoso , Análise de Variância , Doença Crônica , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Recuperação de Função Fisiológica , Reabilitação/instrumentação , Reabilitação/métodos
16.
JMIR Serious Games ; 2(2): e12, 2014 Nov 12.
Artigo em Inglês | MEDLINE | ID: mdl-25654242

RESUMO

BACKGROUND: The methods used for the motor rehabilitation of patients with neurological disorders include a number of different rehabilitation exercises. For patients who have been diagnosed with multiple sclerosis (MS), the performance of motor rehabilitation exercises is essential. Nevertheless, this rehabilitation may be tedious, negatively influencing patients' motivation and adherence to treatment. OBJECTIVE: We present RemoviEM, a system based on Kinect that uses virtual reality (VR) and natural user interfaces (NUI) to offer patients with MS an intuitive and motivating way to perform several motor rehabilitation exercises. It offers therapists a new motor rehabilitation tool for the rehabilitation process, providing feedback on the patient's progress. Moreover, it is a low-cost system, a feature that can facilitate its integration in clinical rehabilitation centers. METHODS: A randomized and controlled single blinded study was carried out to assess the influence of a Kinect-based virtual rehabilitation system on the balance rehabilitation of patients with MS. This study describes RemoviEM and evaluates its effectiveness compared to standard rehabilitation. To achieve this objective, a clinical trial was carried out. Eleven patients from a MS association participated in the clinical trial. The mean age was 44.82 (SD 10.44) and the mean time from diagnosis (years) was 9.77 (SD 10.40). Clinical effectiveness was evaluated using clinical balance scales. RESULTS: Significant group-by-time interaction was detected in the scores of the Berg Balance Scale (P=.011) and the Anterior Reach Test in standing position (P=.011). Post-hoc analysis showed greater improvement in the experimental group for these variables than in the control group for these variables. The Suitability Evaluation Questionnaire (SEQ) showed good results in usability, acceptance, security, and safety for the evaluated system. CONCLUSIONS: The results obtained suggest that RemoviEM represents a motivational and effective alternative to traditional motor rehabilitation for MS patients. These results have encouraged us to improve the system with new exercises, which are currently being developed.

17.
J Neuroeng Rehabil ; 8: 30, 2011 May 23.
Artigo em Inglês | MEDLINE | ID: mdl-21600066

RESUMO

BACKGROUND: Acquired brain injury (ABI) is the main cause of death and disability among young adults. In most cases, survivors can experience balance instability, resulting in functional impairments that are associated with diminished health-related quality of life. Traditional rehabilitation therapy may be tedious. This can reduce motivation and adherence to the treatment and thus provide a limited benefit to patients with balance disorders. We present eBaViR (easy Balance Virtual Rehabilitation), a system based on the Nintendo® Wii Balance Board® (WBB), which has been designed by clinical therapists to improve standing balance in patients with ABI through motivational and adaptative exercises. We hypothesize that eBaViR, is feasible, safe and potentially effective in enhancing standing balance. METHODS: In this contribution, we present a randomized and controlled single blinded study to assess the influence of a WBB-based virtual rehabilitation system on balance rehabilitation with ABI hemiparetic patients. This study describes the eBaViR system and evaluates its effectiveness considering 20 one-hour-sessions of virtual reality rehabilitation (n = 9) versus standard rehabilitation (n = 8). Effectiveness was evaluated by means of traditional static and dynamic balance scales. RESULTS: The final sample consisted of 11 men and 6 women. Mean ± SD age was 47.3 ± 17.8 and mean ± SD chronicity was 570.9 ± 313.2 days. Patients using eBaViR had a significant improvement in static balance (p = 0.011 in Berg Balance Scale and p = 0.011 in Anterior Reaches Test) compared to patients who underwent traditional therapy. Regarding dynamic balance, the results showed significant improvement over time in all these measures, but no significant group effect or group-by-time interaction was detected for any of them, which suggests that both groups improved in the same way. There were no serious adverse events during treatment in either group. CONCLUSIONS: The results suggest that eBaViR represents a safe and effective alternative to traditional treatment to improve static balance in the ABI population. These results have encouraged us to reinforce the virtual treatment with new exercises, so an evolution of the system is currently being developed.


Assuntos
Lesões Encefálicas/complicações , Lesões Encefálicas/reabilitação , Equilíbrio Postural/fisiologia , Transtornos de Sensação/etiologia , Transtornos de Sensação/reabilitação , Jogos de Vídeo , Adolescente , Adulto , Idoso , Análise de Variância , Simulação por Computador , Estudos de Viabilidade , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Testes Neuropsicológicos , Paresia/reabilitação , Projetos Piloto , Recuperação de Função Fisiológica , Método Simples-Cego , Software , Resultado do Tratamento , Jogos de Vídeo/efeitos adversos , Adulto Jovem
18.
Stud Health Technol Inform ; 154: 34-8, 2010.
Artigo em Inglês | MEDLINE | ID: mdl-20543265

RESUMO

In this experimental study, we present the results of user motor responses with and without the use of Tracking Feedback to complete correct movements in Virtual Rehabilitation Therapy. To carry out this study, we used a VRT system for standing balance rehabilitation. We applied it under two different conditions to twenty patients (with and without tracking feedback). We then analyzed their motor responses. By means of this analysis, we have confirmed the importance of Tracking Feedback in the achievement of rehabilitation goals. We also tested the possibility of eliminating the tracking components from the system to lower cost to make the integration of Virtual Rehabilitation systems available to more patients. Our results indicate that is currently not feasible.


Assuntos
Retroalimentação , Atividade Motora , Reabilitação/métodos , Adulto , Feminino , Humanos , Masculino , Inquéritos e Questionários , Interface Usuário-Computador , Adulto Jovem
19.
Stud Health Technol Inform ; 154: 61-6, 2010.
Artigo em Inglês | MEDLINE | ID: mdl-20543271

RESUMO

eBaViR is a virtual rehabilitation system, which has been developed for balance rehabilitation for patients suffering from acquired brain injury. It is a game-based system that uses a low-cost interface, the Nintendo Wii Balance Board. The games have been specifically designed with the help of experts in the rehabilitation of balance disorders and can be adapted to patients according to their needs. We present an experimental study that has been carried out using the system. The aim of the study is to determine whether this setup could be applied as a Virtual Rehabilitation System for balance rehabilitation in Acquired Brain Injury. We randomly divided patients into two groups: a trial group and a control group. The trial group used eBaViR system during the rehabilitation sessions, and the control group followed traditional rehabilitation sessions. We obtained encouraging results.


Assuntos
Equilíbrio Postural/fisiologia , Reabilitação/métodos , Interface Usuário-Computador , Adolescente , Adulto , Idoso , Lesões Encefálicas/terapia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Adulto Jovem
20.
Artigo em Inglês | MEDLINE | ID: mdl-15455855

RESUMO

Microscopes and neuronavigators are often used in neurosurgical procedures. Our Mixed Reality prototype proposes to show neuronavigator imaging overlayed onto the surgical field of view. The proposal is to replace the traditional optical microscope with a digital one. The system is presented in this article. Firsts trials have been performed at the laboratory with satisfactory results.


Assuntos
Simulação por Computador , Neurocirurgia , Humanos , Imageamento Tridimensional , Interface Usuário-Computador
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