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1.
Int. j. cardiovasc. sci. (Impr.) ; 35(2): 191-201, Mar.-Apr. 2022. tab, graf
Artigo em Inglês | LILACS | ID: biblio-1364978

RESUMO

Abstract Background Physical Fitness Tests (PFTs) are part of military routines and are usually administered to applicants for the Brazilian corps member, including the civil police. Objective To identify in the literature, scientific articles aimed at assessing physical fitness of police and military personnel in Brazil, using PFTs. Methods This was a systematic review, using the PRISMA systematization, using the following search keywords "police", "military", "physical fitness test" and " PFT", in English and Portuguese. The databases used were ScienceDirect, PubMed, BVS (Lilacs) and Scielo. Only original works performed with police and military personnel in Brazil were selected, through the application of inclusion and exclusion criteria. Results After the screening process, 11 articles were selected from a total of 1,487. Conclusions The data collected from the selected articles suggest that older age is related to a decrease in physical fitness, and better performance in the tests is related to a lower risk of comorbidities. Although high-intensity training improves physical fitness and anthropometric data, it is associated with injury rates; physically active lifestyle is associated with better flexibility.


Assuntos
Humanos , Masculino , Feminino , Adulto , Pessoa de Meia-Idade , Adulto Jovem , Aptidão Física , Polícia , Teste de Esforço/métodos , Militares , Pesos e Medidas Corporais , Brasil , Exercício Físico , Comorbidade , Fatores de Risco , Fatores Etários , Saúde Militar , Estilo de Vida
2.
Arq Neuropsiquiatr ; 78(6): 361-369, 2020 06.
Artigo em Inglês | MEDLINE | ID: mdl-32520231

RESUMO

BACKGROUND: Active games based on virtual reality have been widely used in the rehabilitation of many clinical conditions. However, studies on the use of Xbox/Kinect are rare, and technology application in stroke treatment is not clear yet. OBJECTIVE: To verify the outcomes (O) analyzed in randomized controlled trials (C; S) that investigated the use of Xbox/Kinect (I) in patients with stroke (P). METHODS: This is a systematic literature review that meets PRISMA standards and the eligibility criteria according to the PICOS strategy. The search procedure was performed by two researchers. The research strategy was repeated in case of divergence. Effect size was calculated by Cohen's formula and Hopkins rank. The risk of individual bias was assessed using PEDro Score and Higgins Classification. RESULTS: The main outcomes were postural balance and activities of daily living, with four studies addressing these variables. However, only one study showed the effect of Xbox/Kinect intervention on balance as large, as in two other studies evaluating manual dexterity and depression, respectively. CONCLUSION: The greater use of Xbox/Kinect in treating patients after stroke is in recovery of balance and motor function, and the evidence support its application. These findings enable the use of virtual reality technology through Xbox/Kinect in rehabilitation programs, focusing on postural balance and motor skills. However, conclusive results are still not possible. Therefore, caution in the use of this technology is required.


Assuntos
Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Jogos de Vídeo , Atividades Cotidianas , Humanos , Equilíbrio Postural/fisiologia
3.
Arq. neuropsiquiatr ; 78(6): 361-369, June 2020. tab, graf
Artigo em Inglês | LILACS | ID: biblio-1131715

RESUMO

ABSTRACT Background: Active games based on virtual reality have been widely used in the rehabilitation of many clinical conditions. However, studies on the use of Xbox/Kinect are rare, and technology application in stroke treatment is not clear yet. Objective: To verify the outcomes (O) analyzed in randomized controlled trials (C; S) that investigated the use of Xbox/Kinect (I) in patients with stroke (P). Methods: This is a systematic literature review that meets PRISMA standards and the eligibility criteria according to the PICOS strategy. The search procedure was performed by two researchers. The research strategy was repeated in case of divergence. Effect size was calculated by Cohen's formula and Hopkins rank. The risk of individual bias was assessed using PEDro Score and Higgins Classification. Results: The main outcomes were postural balance and activities of daily living, with four studies addressing these variables. However, only one study showed the effect of Xbox/Kinect intervention on balance as large, as in two other studies evaluating manual dexterity and depression, respectively. Conclusion: The greater use of Xbox/Kinect in treating patients after stroke is in recovery of balance and motor function, and the evidence support its application. These findings enable the use of virtual reality technology through Xbox/Kinect in rehabilitation programs, focusing on postural balance and motor skills. However, conclusive results are still not possible. Therefore, caution in the use of this technology is required.


RESUMO Introdução: Jogos ativos baseados em realidade virtual têm sido amplamente utilizados na reabilitação de muitas condições clínicas. No entanto, estudos sobre a utilização do Xbox/Kinect são raros, e não está clara a aplicabilidade da tecnologia no tratamento de pacientes que tiveram acidente vascular cerebral. Objetivo: Verificar os desfechos (O) analisados em ensaios clínicos randomizados e controlados (C; S), que investigaram a utilização do Xbox/Kinect (I) em pacientes que tiveram acidente vascular cerebral (P). Métodos: Trata-se de uma revisão sistemática da literatura que atende aos padrões do PRISMA e aos critérios de elegibilidade, de acordo com a estratégia PICOS. O procedimento de busca foi realizado por dois pesquisadores e, em caso de divergência, a estratégia de busca foi repetida. O tamanho do efeito foi calculado por meio da fórmula de Cohen e da escala de Hopkins. O risco de viés individual foi analisado utilizando o escore PEDro e a classificação de Higgins. Resultados: Os principais desfechos foram o equilíbrio postural e as atividades de vida diária, com quatro estudos abordando essas variáveis. No entanto, apenas um estudo mostrou o efeito da intervenção com Xbox/Kinect sobre o equilíbrio como sendo grande, assim como em dois outros artigos que avaliaram destreza manual e depressão, respectivamente. Conclusão: A utilização mais comum do Xbox/Kinect no tratamento de pacientes que tiveram acidente vascular cerebral acontece na recuperação do equilíbrio e da função motora, e as evidências apoiam o seu uso. Esses achados permitem o uso da tecnologia de realidade virtual por meio do Xbox/Kinect em programas de reabilitação, com foco no equilíbrio postural e nas habilidades motoras. Porém, resultados conclusivos ainda não são possíveis, o que exige cautela no uso dessa tecnologia.


Assuntos
Humanos , Jogos de Vídeo , Acidente Vascular Cerebral , Reabilitação do Acidente Vascular Cerebral , Atividades Cotidianas , Equilíbrio Postural/fisiologia
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