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1.
Arch. argent. pediatr ; 122(1): e202202942, feb. 2024.
Article in English, Spanish | LILACS, BINACIS | ID: biblio-1525286

ABSTRACT

La Organización Mundial de la Salud define la salud digital como la incorporación de tecnologías de información y comunicación para mejorar la salud. En los últimos años, se vio una fuerte aceleración en la adopción de estas herramientas digitales, lo que impactó de lleno en los modelos asistenciales tradicionales. Actualmente, estamos observando el surgimiento de un gran entorno virtual inmersivo llamado metaverso. Su aparición genera nuevas y desafiantes oportunidades en la salud. En este artículo se exploran algunos conceptos relacionados con este campo, se dan ejemplos concretos de su aplicación en pediatría, se mencionan algunas experiencias en el ámbito hospitalario para finalmente adentrarse en los desafíos y oportunidades que emergen.


The World Health Organization has defined "digital health" as the use of information and communication technologies to improve health. In recent years, there has been a strong acceleration in the adoption of these digital tools, which has had a major impact on traditional healthcare models. We are currently witnessing the emergence of a large immersive virtual environment called the "metaverse." Its emergence creates new and challenging opportunities in health care. This article explores some metaverse-related concepts, provides specific examples of its use in pediatrics, describes experiences in the hospital setting, and finally delves into the resulting challenges and opportunities.


Subject(s)
Humans , Telemedicine , Communication , Information Technology , Health Facilities , Hospitals
2.
Chinese Journal of Rehabilitation Theory and Practice ; (12): 61-67, 2024.
Article in Chinese | WPRIM | ID: wpr-1013285

ABSTRACT

ObjectiveTo explore the effect of virtual reality on upper limb function in stroke patients through diffusion tensor imaging (DTI). MethodsFrom September, 2021 to March, 2023, 80 stroke patients in the Fuzhou Second General Hospital were randomly divided into control group (n = 40) and experimental group (n = 40). Both groups received routine rehabilitation, while the experimental group received virtual reality training additionally, for four weeks. They were assessed with Fugl-Meyer Assessment-Upper Extremities (FMA-UE) and Action Research Arm Test (ARAT) before treatment, after treatment and after four-week follow-up; and they were scaned with DTI to measure the fractional anisotropy (FA) and relative anisotropy (RA) of cerebral peduncle and posterior limb of inner capsule of the affected side before and after treatment. ResultsTwo cases dropped in each group. The FMA-UE and ARAT scores increased in both groups after treatment and follow-up (F > 2.790, P < 0.001), and increased more in the experimental group than in the control group (t > 2.297, P < 0.05). FA and RA in the posterior limb of inner capsule increased in both groups after treatment (t > 21.013, P < 0.001), and increased more in the experimental group (t > 2.006, P < 0.05). The d-value of FA of the posterior limb of internal capsule before and after treatment (ΔFA) was positively correlated with the d-value of FMA-UE score (r > 0.362, P < 0.05) in both groups, the ΔFA of the posterior limb of internal capsule was positively correlated with the d-value of ARAT score (r = 0.459, P < 0.01). ConclusionVirtual reality training can promote the recovery of upper limb function in stroke patients, which may associate with the conductivity of posterior limb of inner capsule.

3.
Neuroscience Bulletin ; (6): 79-89, 2024.
Article in English | WPRIM | ID: wpr-1010684

ABSTRACT

Sensory conflict impacts postural control, yet its effect on cortico-muscular interaction remains underexplored. We aimed to investigate sensory conflict's influence on the cortico-muscular network and postural stability. We used a rotating platform and virtual reality to present subjects with congruent and incongruent sensory input, recorded EEG (electroencephalogram) and EMG (electromyogram) data, and constructed a directed connectivity network. The results suggest that, compared to sensory congruence, during sensory conflict: (1) connectivity among the sensorimotor, visual, and posterior parietal cortex generally decreases, (2) cortical control over the muscles is weakened, (3) feedback from muscles to the cortex is strengthened, and (4) the range of body sway increases and its complexity decreases. These results underline the intricate effects of sensory conflict on cortico-muscular networks. During the sensory conflict, the brain adaptively decreases the integration of conflicting information. Without this integrated information, cortical control over muscles may be lessened, whereas the muscle feedback may be enhanced in compensation.


Subject(s)
Humans , Muscle, Skeletal , Electromyography/methods , Electroencephalography/methods , Brain , Brain Mapping
4.
Indian J Ophthalmol ; 2023 Aug; 71(8): 3064-3068
Article | IMSEAR | ID: sea-225181

ABSTRACT

Purpose: To profile vitreoretinal (VR) fellows?in?training from India exposed to the Eyesi surgical simulator, to identify potential barriers to voluntary use, and enumerate the most preferred tools and tasks before incorporating them into a formal skill?transfer curriculum. Methods: A questionnaire consisting of 22 questions was designed and circulated through an online portal (surveymonkey.com) to four different institutes of India having a VR surgical fellowship program and using a functional Eyesi (Haag–Streit) simulator. All fellows and trainees who were exposed to the simulator were eligible to participate, irrespective of time spent on the simulator and exposure to training steps on real patients. The responses collected were private and anonymous. Results: Of the 37 respondents, most (n = 25, 68%) considered surgical simulators to be the best training tool before operating on the human eye. A majority (n = 35, 94.5%) of participants spent <3 h per week on the simulator, which, most (n = 30, 81%) felt was not enough time. The main reasons for this underutilization were work?hour limitations (54.8%), lack of a structured training program (19.3%), or a dedicated supervisor (16.1%). Again, the majority (n = 33, 89%) of participants responded that VR surgical skills acquired during simulator training were transferrable to the operating room, which was reflected by their response (n = 31, 83.7%) that simulator?based training should be made mandatory before operating room exposure. Conclusion: This study gives an insight into the overall practice patterns and preferences in simulation training of surgical VR fellows?in?training across India. It indicates that the simulator is extremely helpful to fellows and if adopted, VR surgical simulators with organized, directed, and supervised sessions will considerably improve the surgical training experience.

5.
Rev. enferm. Cent.-Oeste Min ; 13: 4960, jun. 2023.
Article in Portuguese | LILACS, BDENF | ID: biblio-1537239

ABSTRACT

Conclusão: a realidade virtual é um recurso que pode ser utilizado como distração durante o cateterismo intravenoso periférico. Para os discentes, houve reflexão sobre o tratamento adequado de enfermagem em pediatria, além do desenvolvimento de habilidades de comunicação e senso crítico


Conclusion: virtual reality is a resource that can be used as a distraction during peripheral intravenous catheterization. For the learners, this experience prompted reflection on appropriate pediatric nursing care, in addition to fostering the development of communication skills and critical thinking


Conclusión: la realidad virtual es un recurso que se puede utilizar como distracción durante la cateterización intravenosa periférica. Para los aprendices, esta experiencia llevó a una reflexión sobre la atención de enfermería pediátrica adecuada, además de fomentar el desarrollo de habilidades de comunicación y pensamiento crítico


Subject(s)
Humans , Male , Female , Child , Adolescent , Catheterization, Peripheral , Child , Adolescent , Nursing , Virtual Reality
6.
Acta fisiátrica ; 30(2): 136-142, jun. 2023.
Article in Portuguese | LILACS-Express | LILACS | ID: biblio-1516452

ABSTRACT

Objetivo: Investigar os efeitos das intervenções com uso de Realidade Virtual (RV) para crianças com Paralisia Cerebral (PC) baseando-se na estrutura da Classificação Internacional de Funcionalidade, Incapacidade de Saúde (CIF). Método: Trata-se de revisão sistemática de ensaios clínicos randomizados, realizada em julho de 2022. Foram investigadas intervenções relacionadas a fisioterapia associada aos jogos de RV para crianças com PC, idade de 6 a 12 anos nas bases de dados: PubMed, Cochrane, MedLine e PEDro. A qualidade metodológica foi avaliada pela Escala PEDro. Foram incluídos 9 estudos envolvendo total de 310 participantes, destes, 5 estavam inseridos em estrutura e funções do corpo, 9 artigos em atividade e nenhum estudo investigaram o componente participação ou fatores contextuais, sendo que alguns foram incluídos em mais do que um componente da CIF. Resultados: A função manual e o equilíbrio corporal foram os desfechos mais avaliados. Como limitação, destaca-se o pequeno número de estudos e a falta de dados sobre os componentes de participação e fatores contextuais. O ponto forte do estudo foi associar a CIF a uma categoria de reabilitação fisioterapêutica para esta população. Conclusão: Pesquisas experimentais recentes relacionadas ao uso da RV na fisioterapia de crianças com PC estão em sua maioria direcionadas ao componente de atividade da CIF. Mais estudos são necessários a fim de investigar se o aprendizado no ambiente terapêutico é transferido no contexto de vida desses indivíduos e se há impacto na participação e funcionalidade. Número de registro na Prospero: CRD42021260011.


Objective: To investigate the effects of interventions using Virtual Reality (VR) for children with Cerebral Palsy (CP) based on the structure of the International Classification of Functioning, Health Disability (ICF). Method: This is a systematic review of randomized clinical trials, carried out in July 2022. Interventions related to physiotherapy associated with VR games for children with CP, aged 6 to 12 years, were investigated in the databases: PubMed, Cochrane, MedLine and PEDro. Methodological quality was assessed using the PEDro Scale. Nine studies were included involving a total of 310 participants, of which 5 were inserted in the structure and functions of the body, 9 articles in activity and no study investigated the participation component or contextual factors, and some were included in more than one component of the CIF. Results: Manual function and body balance were the most appreciated results. As a limitation, the small number of studies and the lack of data on participation components and contextual factors stand out. The strong point of the study was to associate an ICF with a physiotherapeutic rehabilitation category for this population. Conclusion: Recent experimental studies related to the use of VR in the physical therapy of children with CP are mostly focused on the activity component of the ICF. More studies are needed in order to investigate whether learning in the therapeutic environment is transferred in the context of these individuals' lives and whether there is an impact on participation and functionality. Prospero registration number: CRD42021260011

7.
Article in Spanish | LILACS-Express | LILACS | ID: biblio-1535292

ABSTRACT

La implementación de herramientas tecnológicas en la educación odontológica a lo largo de los años ha permitido al estudiante mejorar su desempeño en el ámbito preclínico de su formación, desarrollando habilidades motoras finas; en la actualidad este tema cobra relevancia debido a la coyuntura de salubridad del COVID-19. El objetivo de esta revisión fue describir la digitalización en la formación odontológica, las herramientas tecnológicas que se emplean y la percepción de estudiantes frente a la educación digital en Odontología. Se realizó una revisión electrónica en las bases de datos PubMed, SciELO, LILACS y ScienceDirect, en búsqueda de artículos publicados en inglés y español en el periodo 2015 al 2022. Se revisaron 156 artículos seleccionándose 50 directamente relacionados al tema de estudio. Se concluye que existen diversas herramientas digitales que pueden utilizarse en la formación de profesionales en Odontología; además, el aprendizaje mixto genera mejores resultados que el aprendizaje tradicional, y el aprendizaje en on-line, que fue utilizado durante el confinamiento por la pandemia de la COVID-19, demostró un alto grado de insatisfacción en los estudiantes.


The implementation of technological tools in dental education over the years has allowed the student to improve their performance in the preclinical field of their training, developing fine motor skills, currently this issue has become relevant due to the health situation of COVID-19. The objective was to describe digitalization in dental training, the technological tools used and the students´ perception of digital education in dentistry. An electronic review of the PubMed, SciELO, LILACS and ScienceDirect databases was carry out in search of articles published in English and Spanish in the period 2015 to 2022. One hundred fifty-six articles were reviewed, selecting 50 directly related to the subject of study. It is concluded that there are various digital tools that can be used in the training of professionals in dentistry; furthermore, exclusive online learning generates better results than traditional learning; and exclusive online learning, which was used during the COVID-19 pandemic lockdown, demonstrated a high degree of student dissatisfaction.

8.
Braz. J. Anesth. (Impr.) ; 73(2): 159-164, March-Apr. 2023. tab, graf
Article in English | LILACS | ID: biblio-1439600

ABSTRACT

Abstract Background The aim of this study was to evaluate the effect of a virtual reality video on preoperative anxiety, hemodynamic parameters, and patient satisfaction in patients undergoing septorhinoplasty. Methods This was a prospective, observational cohort trial. Forty patients between the ages of 18-65 who were scheduled for elective septorhinoplasty, with an American Society of Anesthesiologists (ASA) physical status I-II were included in the study. Patients experienced a 15-minute virtual reality (VR) video via a phone using a VR device. A three-dimensional, 360° video depicted the beauty of nature and was accompanied by meditation music. Patients' oxygen saturation values, heart rate, and blood pressure were monitored and recorded. Using the State-Trait Anxiety Inventory scale, anxiety scores and hemodynamic parameters were compared before and after VR application. Results Median anxiety scores decreased significantly from 40.5 to 34 (p< 0.001). VR also had positive effects on hemodynamic parameters. Conclusions VR reduces preoperative anxiety and has positive effects on hemodynamic parameters in patients undergoing septorhinoplasty. We anticipate that VR will be increasingly used as a non-pharmacological preoperative approach in the future.


Subject(s)
Humans , Anxiety/prevention & control , Virtual Reality , Patient Satisfaction
9.
Espaç. saúde (Online) ; 24: 1-13, 01 mar. 2023. tab
Article in Portuguese | LILACS | ID: biblio-1512530

ABSTRACT

Avaliar e manejar a dor no período pós-operatório é fundamental, pois a dor aguda, se não ratada, é capaz de alterar diversos sistemas orgânicos. A realidade virtual constitui instrumento promissor de baixo custo para o alívio da dor. Este trabalho objetivou determinar a eficácia da realidade virtual no manejo da dor aguda leve a moderada em pacientes no pós-operatório mediato. Trata-se de um estudo clínico randomizado, realizado em um hospital pediátrico de Curitiba. Os participantes da pesquisa foram randomizados e alocados em dois grupos, submetidos a um vídeo temático relaxante e à realidade virtual. Os dados foram submetidos à análise estatística descritiva e inferencial. A redução da dor proporcionada pela realidade virtual é estatisticamente significativa e superior quando comparada à redução induzida pelo vídeo temático relaxante, podendo otimizar a experiência de hospitalização, com atenção centrada na experiência do paciente, mitigando os efeitos colaterais relacionados ao uso de opioides.


Assessing and managing pain in the post-operative period is essential, as acute pain, if left untreated, can alter several organic systems. Virtual reality is a promising low-cost tool for pain relief. This study aimed to determine the effectiveness of virtual reality in the management of mild to moderate acute pain in patients in the immediate postoperative period. This is a randomized clinical study, carried out in a pediatric hospital in Curitiba. Research participants were randomized and allocated into two groups, and shown a relaxing thematic video and virtual reality. Data were subjected to descriptive and inferential statistical analysis. Pain reduction provided by virtual reality is statistically significant and superior when compared to the reduction induced by the relaxing thematic video, and can optimize the hospitalization experience, with attention focused on the patient's experience, mitigating side effects related to the use of opioids


La evaluación y manejo del dolor en postoperatorio es fundamental. Ya que el dolor agudo, si no se trata, es capaz de alterar varios sistemas. La realidad virtual es un instrumento prometedor de bajo costo para alivio del dolor. Este estudio tuvo como objetivo determinar la efectividad de la realidad virtual en el manejo del dolor agudo en pacientes en postoperatorio inmediato. Se trata de un estudio clínico aleatorizado realizado en un hospital pediátrico de Curitiba. Los sujetos de la investigación fueron aleatorizados y distribuidos en dos grupos, sometidos a un video temático relajante y a la realidad virtual. Los datos fueron sometidos al análisis estadístico descriptivo e inferencial. La reducción del dolor proporcionada por la realidad virtual es estadísticamente significativa y superior en comparación con la reducción inducida por el video temático relajante, que puede optimizar la experiencia de hospitalización, con atención contrada en la experiencia del paciente, mitigando efectos secundarios relacionados con opioides.


Subject(s)
Pain, Postoperative , Nursing Care
10.
Article in English, Portuguese | LILACS-Express | LILACS | ID: biblio-1537682

ABSTRACT

Introduction: Down syndrome is the most common genetic cause of intellectual disability, and the use of augmented reality can be improving the cognitive, motor, and literacy skills of this population Objective: to compare statistical differences in learning between individuals with Down syndrome and individuals with typical development using augmented reality games.Methods: we compared the reaction time before and after the virtual reality tasks, in addition to the performance in these tasks, which consisted of correctly identifying numbers and letters in 46 people with Down syndrome and 46 controls with typical development.Results: our results indicate that the total points for the typical development group were higher (M = 13.0 and 11.9) when compared to the Down syndrome group (M = 6.6 and 4.6) for letters of the alphabet and numbers, respectively. Furthermore, the results indicated that participants in both groups were more accurate in identifying alphabetic symbols when compared to numerical symbols, and both groups were sensitive to the number of symbols presented in each phase. The down syndrome group had a lower performance when compared to the typical development group.Conclusion: despite the need for further studies, our results support the outcome that there is clinical utility of an intervention based on virtual reality tasks for people with Down syndrome. In conclusion, the use of this technology to improve the reaction time of this population is considered useful


Introdução: a síndrome de Down é uma das principais doenças genéticas que causam deficiência intelectual, e o uso da realidade aumentada pode aumentar as habilidades cognitivas, motoras e de aprendizado dessa população. Objetivo: comparar diferenças estatísticas na aprendizagem entre indivíduos com síndrome de Down e indivíduos com desenvolvimento típico usando jogos de realidade aumentada.Métodos: comparamos o tempo de reação antes e depois das tarefas de realidade virtual, além do desempenho nessas tarefas, que consistiam em identificar corretamente números e letras em 46 pessoas com síndrome de Down e 46 controles com desenvolvimento típico.Resultados: nossos resultados indicam que o total de pontos para o grupo de desenvolvimento típico foi maior (M = 13,0 e 11,9) quando comparado ao grupo com síndrome de Down (M = 6,6 e 4,6) para letras do alfabeto e números, respectivamente. Além disso, os resultados indicaram que os participantes de ambos os grupos foram mais precisos na identificação de símbolos alfabéticos quando comparados aos símbolos numéricos, e ambos os grupos foram sensíveis ao número de símbolos apresentados em cada fase. O grupo com síndrome de Down teve desempenho inferior quando comparado ao grupo de desenvolvimento típico.Conclusão: apesar da necessidade de mais estudos, nossos resultados suportam a utilidade clínica de uma intervenção baseada em tarefas de realidade virtual para pessoas com síndrome de Down. Em conclusão, considera-se útil o uso dessa tecnologia para melhorar o tempo de reação dessa população

11.
Acta fisiátrica ; 30(1): 13-20, mar. 2023.
Article in English | LILACS-Express | LILACS | ID: biblio-1434803

ABSTRACT

Objetivo: Avaliar a eficácia e a usabilidade de um treinamento imersivo de realidade virtual usando o Samsung Gear VR OculusTM (SGVR) para marcha e cognitivo em pessoas com doença de Parkinson (DP). Foi realizado um ensaio clínico controlado, quase experimental e cego. Método: Quarenta pessoas com DP foram divididas em dois grupos. O Samsung Gear Virtual Reality Group (VRG) participou de 10 sessões, duas vezes por semana, com duração de uma hora cada, realizando quatro jogos que exigiam movimento da cabeça e deslocamento do centro de gravidade. O grupo controle não recebeu tratamento. Os participantes foram avaliados antes, após a intervenção e 30 dias após a intervenção, com avaliação da marcha por meio do teste Timed Up and Go, teste de caminhada de 10 metros, teste de caminhada de 30 segundos com tarefa simples e dupla e avaliação cognitiva com teste de fluência verbal, dígito para frente e para trás Testes de amplitude e teste Stroop Color. Ao final do treinamento, a VRG respondeu ao questionário System Usabilidade Scale para avaliar a usabilidade do sistema. Resultados: Embora o sistema tenha sido avaliado com excelente usabilidade pelos usuários, não houve efeitos de interação e, portanto, nossos resultados não suportam que o treinamento de realidade virtual imersiva usando jogos SGVR foi superior a nenhum treinamento. Conclusão: No entanto, quando cada grupo foi examinado separadamente, o VRG apresentou melhoras, após a intervenção e 30 dias após a intervenção, para velocidade da marcha (p<0,005 e p<0,001, respectivamente), memória de trabalho, atenção e processamento de informações (p<0,01 em ambos os momentos de avaliação), inibição de resposta, memória de trabalho e de longo prazo (p< 0,01 em 30 dias após a intervenção). A avaliação adicional do dispositivo SGVR é necessária


Objective: Evaluate the effectiveness and the usability of an immersive virtual reality training using Samsung Gear VR OculusTM (SGVR) for gait and cognitive in people with Parkinson's disease (PD). Controlled, quasi-experimental and blinded clinical trial was carried out. Methods: Forty people with PD were divided into two groups. Samsung Gear Virtual Reality Group (VRG) participated in 10 sessions, twice a week, lasting one hour each, performing four games that required head movement and center of gravity shift. Control group didn't receive treatment. Participants were evaluated before, after the intervention and 30 days after intervention, with the Timed Up and Go test, 10 meters walking test, single and dual tasking 30 seconds walking test, verbal fluency test, forward and backward Digit Span tests and Stroop Color test. At the end of the training, VRG responded to the System Usability Scale questionnaire to assess the usability of the system. Results: Even though the system was rated with excellent usability by the users, there were no interaction effects and, therefore, our results do not support that immersive virtual reality training using SGVR games was superior to no training. However, when each group was examined separately, the VRG experienced improvements, after the intervention and 30 days after intervention, for gait velocity (p<0.005, p<0.001, respectively), working memory, attention, and information processing (p<0.01 in both evaluation time points), response inhibition, working and long-term memory (p< 0.01 in 30 days after intervention). Conclusion: Further evaluation of the SGVR device is required

12.
Article in English, Portuguese | LILACS-Express | LILACS | ID: biblio-1436214

ABSTRACT

Introduction: Cerebral Palsy (CP) is characterized by a disorder of posture and movement, commonly leading to disabling orthopedic alterations, including muscle shortening, especially in the lower limbs. Stretching methods, performed gradually, are necessary to delay the impairment in function from muscle shortening. The use of serial casting aims to promote proper alignment, and an ideal and stable support base, in addition to better bone and joint health, leading to better posture, mobility, muscle function, and, subsequently, increased fitness and health.Objective: evaluate range of motion, postural control, and motor performance in children with CP, using serial casting, as well as to measure its effect on fitness through the autonomic nervous system (ANS).Methods: Sixty children and adolescents with CP, of both sexes, 3 to 12 years of age, will be divided into three groups: Groups A, B, and C, with 20 individuals each. Group A will use serial casting, Group B will use the orthosis continuously (with removal only allowed for bathing), and Group C will use the orthosis in their daily routine. Range of motion of the ankle of first and second resistance levels (R1 and R2), gross motor function measure (GMFM), and balance (measured by BERG scale) will be used in the initial and final assessments, and after 6 months and one year of follow-up. Timed-up-and-go (TUG), load distribution (baropodometry), motor performance measured through a real basketball game and the virtual MoveHero game, analysis of body angulation with "mydartfish", and cardiac autonomic modulation through heart rate variability will be assessed in three different situations: barefoot, with orthosis, and with casting.Conclusion: Serial casting demonstrates the potential to produce positive results in the treatment of individuals with CP regarding better alignment, with consequent motor and autonomic improvement.

13.
Indian J Ophthalmol ; 2023 Feb; 71(2): 625-630
Article | IMSEAR | ID: sea-224857

ABSTRACT

Purpose: This study aimed to investigate the effect of virtual reality (VR) technology in children after surgery for concomitant strabismus. Methods: A total of 200 children with concomitant exotropia or concomitant esotropia were randomly divided into a training group and a control group according to the single even number random method (100 cases in each group). Patients in the training group received VR intervention training within 1 week after surgery. Patients in the control group did not receive any training. Results: Six months after the surgery, the orthophoria (the far or near strabismus degree was ?8?) rate was significantly higher in the training group than in the control group (P = 0.001), while the eye position regression rate (compared to the strabismus degree within 1 week after the surgery, the amount of regression >10?) was significantly lower in the training group than in the control group (P = 0.001). Six months after the surgery, the number of children with simultaneous vision and remote stereovision was significantly higher in the training group than in the control group (P = 0.017 and 0.002, respectively). The differences in the number of patients with peripheral stereopsis, macular stereopsis, and stereopsis in macular fovea centralis at 1, 3, and 6 months after the surgery between the training and the control groups were not statistically significant (P = 0.916, 0.274, and 0.302, respectively). Conclusion: The intervention of VR technology after strabismus correction effectively improved children’s visual function and maintained their eye position

14.
Junguiana ; 41(3)2º sem. 2023.
Article in English, Portuguese | LILACS | ID: biblio-1524434

ABSTRACT

O artigo integra a pesquisa de 2021 de pós-doutorado "Contribuição à história da psicologia analítica pelo olhar de Léon Bonaventure", baseada em entrevistas com esse autor e em seus textos. A inserção da psicologia analítica no Brasil por meio dos pioneiros Nise da Silveira, na saúde mental, Pethö Sandor, com a integração fisio psíquica e Léon Bonaventure, na clínica com ênfase na realidade da alma, reflete o diálogo interdisciplinar presente na construção da concepção. Psicoterapeuta, pesquisador e editor responsável pela transmissão da obra de Jung no Brasil, firmado na existência da alma per se ­ sujeito e objeto do conhecimento psicológico ­ Bonaventure a vê como matriz das experiências, apresenta o modo de conhecê-la, discute a presença da tipologia nos textos. Tematiza a noção de Si-mesmo com base nos textos da mística Teresa de Ávila e compara a compreensão da alma e seu centro à de Jung. Como um "jardineiro da alma", se aproximou dela como experiência e realidade, numa atitude simbólica.


The article is part of the 2021 postdoctoral research Contribution to the history of analytical psychology through the eyes of Léon Bonaventure based on interviews with him and his texts. The insertion of the analytical psychology in Brazil through the pioneers Nise da Silveira in mental health, Pethö Sandor with the physiopsychic integration and Léon Bonaventure at the clinic emphasizing the reality of the soul reflects the interdisciplinary dialogue present in the construction of the conception. Psychotherapist, researcher and editor responsible for the transmission of Jungian work in Brazil, based on the existence of the soul per se - subject and object of psychological knowledge - Bonaventure highlights it as a matrix of experiences, presents the way of knowing it, discusses the presence of the typology in the authors' production. He thematizes the notion of the Self, based on the writings of the mystic Teresa of Ávila and compares the understanding of the soul and its center to that of Jung. As a "gardener of the soul", he approached it as experience and reality, in a symbolic attitude.


El artículo integra la investigación de 2021 de posdoctorado "Contribución a la historia de la psicología analítica por la mirada de Léon Bonaventure, basada en entrevistas con él y en sus textos. La inserción de la psicología analítica en Brasil a través de los pioneros Nise da Silveira en la salud mental, Pethö Sandor con la integración fisio-psíquica y Léon Bonaventure en la clínica con el énfasis en la realidad del alma, refleja el diálogo interdisciplinario presente en la construcción de la concepción. Psicoterapeuta, investigador y editor responsable por la transmisión de la obra de Jung en Brasil, firmado en la existencia del alma per se ­ sujeto y objeto del conocimiento psicológico ­ Bonaventure la ve como matriz de las experiencias, presenta el modo de conocerla, discute la presencia de la tipología en los textos. Tematiza la noción del Sí-mismo con base en los textos de la mística Teresa de Ávila y compara la comprensión del alma y su centro con la de Jung. Como un "jardinero del alma" se acercó a ella como experiencia y realidad, en una actitud simbólica.


Subject(s)
Jungian Theory
15.
Arq. neuropsiquiatr ; 81(1): 19-26, Jan. 2023. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1429886

ABSTRACT

Abstract Background Spatial orientation is a cognitive domain frequently compromised in patients with Alzheimer disease (AD) and may be one of its first clinical manifestations. Some studies have shown that allocentric integration with egocentric spatial information seems to be impaired in this pathology. There is no consensus on how best to assess spatial orientation and traditional tests lack ecological validity, but, recently, virtual reality (VR) has provided new opportunities for this assessment. Objectives To analyze the applicability and stability of an immersive virtual task developed to assess spatial orientation, the Spatial Orientation in Immersive Virtual Environment Maze Test (SOIVET-Maze) in older adults with and without mild cognitive impairment. Methods Forty-three older adults were included in the study, 24 without cognitive impairment and 19 with mild cognitive impairment. Applicability was assessed by the Witmer and Singer Sense of Presence Questionnaire and a questionnaire for adverse events of cybersickness. To assess stability, participants were assessed twice with an interval of 7 to 14 days, and the intraclass correlation coefficient was calculated between visits. The t test or the Mann-Whitney test was used to compare applicability and stability between groups. Results There was no significant difference between the groups regarding applicability. A strong correlation between the first and second day of testing was found in the mild cognitive impairment group. Conclusion The SOIVET-Maze task showed excellent applicability and good stability, favoring its clinical application for the evaluation of spatial orientation in older adults.


Resumo Antecedentes A orientação espacial é um domínio cognitivo frequentemente comprometido em pacientes com doença de Alzheimer (DA) e pode ser uma das suas primeiras manifestações clínicas. Alguns estudos demonstraram que a integração alocêntrica com informações espaciais egocêntricas parece prejudicada nessa patologia. Não há um consenso sobre qual a melhor forma de avaliar a orientação espacial e os testes tradicionais carecem de validade ecológica; porém, recentemente, a realidade virtual (RV) proporcionou novas oportunidades para esta avaliação. Objetivos Analisar a aplicabilidade e estabilidade de uma tarefa virtual imersiva desenvolvida para avaliar a orientação espacial, o Spatial Orientation in Immersive Virtual Environment Maze Test (SOIVET-Maze) em idosos com e sem comprometimento cognitivo leve. Métodos Quarenta e três idosos foram incluídos no estudo, 24 sem comprometimento cognitivo e 19 com comprometimento cognitivo leve. A aplicabilidade foi avaliada pelo Witmer and Singer Sense of Presence Questionnaire e um questionário para eventos adversos de cybersickness. Para avaliar a estabilidade, os participantes foram avaliados 2 vezes com intervalo de 7 a 14 dias, e o coeficiente de correlação intraclasse foi calculado entre as visitas. O teste t ou o teste de Mann-Whitney foi utilizado para comparar a aplicabilidade e estabilidade entre os grupos. Resultados Não houve diferença significativa entre os grupos quanto à aplicabilidade. Uma forte correlação entre o primeiro e o segundo dia de teste foi encontrada no grupo de comprometimento cognitivo leve. Conclusão A tarefa SOIVET-Maze apresentou excelente aplicabilidade e boa estabilidade, favorecendo sua aplicação clínica para avaliação da orientação espacial em idosos.

16.
Journal of Forensic Medicine ; (6): 382-387, 2023.
Article in English | WPRIM | ID: wpr-1009369

ABSTRACT

OBJECTIVES@#To study the virtual reality-pattern visual evoked potential (VR-PVEP) P100 waveform characteristics of monocular visual impairment with different impaired degrees under simultaneous binocular perception and monocular stimulations.@*METHODS@#A total of 55 young volunteers with normal vision (using decimal recording method, far vision ≥0.8 and near vision ≥0.5) were selected to simulate three groups of monocular refractive visual impairment by interpolation method. The sum of near and far vision ≤0.2 was Group A, the severe visual impairment group; the sum of near and far vision <0.8 was Group B, the moderate visual impairment group; and the sum of near and far vision ≥0.8 was Group C, the mild visual impairment group. The volunteers' binocular normal visions were set as the control group. The VR-PVEP P100 peak times measured by simultaneous binocular perception and monocular stimulation were compared at four spatial frequencies 16×16, 24×24, 32×32 and 64×64.@*RESULTS@#In Group A, the differences between P100 peak times of simulant visual impairment eyes and simultaneous binocular perception at 24×24, 32×32 and 64×64 spatial frequencies were statistically significant (P<0.05); and the P100 peak time of normal vision eyes at 64×64 spatial frequency was significantly different from the simulant visual impairment eyes (P<0.05). In Group B, the differences between P100 peak times of simulant visual impairment eyes and simultaneous binocular perception at 16×16, 24×24 and 64×64 spatial frequencies were statistically significant (P<0.05); and the P100 peak time of normal vision eyes at 64×64 spatial frequency was significantly different from the simulant visual impairment eyes (P<0.05). In Group C, there was no significant difference between P100 peak times of simulant visual impairment eyes and simultaneous binocular perception at all spatial frequencies (P>0.05). There was no significant difference in the P100 peak times measured at all spatial frequencies between simulant visual impairment eyes and simultaneous binocular perception in the control group (P>0.05).@*CONCLUSIONS@#VR-PVEP can be used for visual acuity evaluation of patients with severe and moderate monocular visual impairment, which can reflect the visual impairment degree caused by ametropia. VR-PVEP has application value in the objective evaluation of visual function and forensic clinical identification.


Subject(s)
Humans , Evoked Potentials, Visual , Vision, Ocular , Vision, Binocular/physiology , Vision Disorders/diagnosis , Virtual Reality
17.
China Journal of Orthopaedics and Traumatology ; (12): 1159-1164, 2023.
Article in Chinese | WPRIM | ID: wpr-1009204

ABSTRACT

OBJECTIVE@#To explore application value and effectiveness of virtual reality technology combined with isokinetic muscle strength training in the rehabilitation of patients after anterior cruciate ligament (ACL) reconstruction surgery.@*METHODS@#Forty patients who underwent ACL reconstruction surgery from December 2021 to January 2023 were selected and divided into control group and observation group according to treatment methods, 20 patients in each group. Control group was received routine rehabilitation training combined with isokinetic muscle strength training, including 15 males and 5 females, aged from 17 to 44 years old, with an average of (29.10±8.60) years old. Observation group was performed virtual reality technology combined with isokinetic muscle strength training, including 16 males and 4 females, aged from 17 to 45 years old with an average of (30.95±9.11) years old. Lysholm knee joint score, knee extension peak torque, and knee flexion peak torque between two groups at 12 (before training) and 16 weeks (after training) after surgery were compared.@*RESULTS@#All patients were followed up for 1 to 6 months with an average of (3.30±1.42) months. There were no statistically significant difference in Lysholm knee joint score, peak knee extension peak torque, and peak knee flexion peak torque between two groups (P>0.05) before training. After training, Lysholm knee joint score, knee extension peak torque, and knee flexion peak torque of both groups were improved compared to before training (P<0.05);there were significant difference in Lysholm knee joint score, knee extension peak torque, and knee flexion peak torque between two groups(P<0.05).@*CONCLUSION@#The application of virtual reality technology combined with isokinetic muscle strength training could promote recovery of knee joint function and enhance muscle strength in patients after ACL reconstruction surgery in further.


Subject(s)
Male , Female , Humans , Adolescent , Young Adult , Adult , Middle Aged , Anterior Cruciate Ligament Injuries/surgery , Resistance Training , Knee Joint/surgery , Anterior Cruciate Ligament Reconstruction/methods , Knee Injuries/surgery , Muscle Strength/physiology
18.
Journal of Biomedical Engineering ; (6): 1062-1070, 2023.
Article in Chinese | WPRIM | ID: wpr-1008935

ABSTRACT

Electronic skin has shown great application potential in many fields such as healthcare monitoring and human-machine interaction due to their excellent sensing performance, mechanical properties and biocompatibility. This paper starts from the materials selection and structures design of electronic skin, and summarizes their different applications in the field of healthcare equipment, especially current development status of wearable sensors with different functions, as well as the application of electronic skin in virtual reality. The challenges of electronic skin in the field of wearable devices and healthcare, as well as our corresponding strategies, are discussed to provide a reference for further advancing the research of electronic skin.


Subject(s)
Humans , Wearable Electronic Devices , Virtual Reality
19.
Journal of Biomedical Engineering ; (6): 709-717, 2023.
Article in Chinese | WPRIM | ID: wpr-1008891

ABSTRACT

Patients with amyotrophic lateral sclerosis ( ALS ) often have difficulty in expressing their intentions through language and behavior, which prevents them from communicating properly with the outside world and seriously affects their quality of life. The brain-computer interface (BCI) has received much attention as an aid for ALS patients to communicate with the outside world, but the heavy device causes inconvenience to patients in the application process. To improve the portability of the BCI system, this paper proposed a wearable P300-speller brain-computer interface system based on the augmented reality (MR-BCI). This system used Hololens2 augmented reality device to present the paradigm, an OpenBCI device to capture EEG signals, and Jetson Nano embedded computer to process the data. Meanwhile, to optimize the system's performance for character recognition, this paper proposed a convolutional neural network classification method with low computational complexity applied to the embedded system for real-time classification. The results showed that compared with the P300-speller brain-computer interface system based on the computer screen (CS-BCI), MR-BCI induced an increase in the amplitude of the P300 component, an increase in accuracy of 1.7% and 1.4% in offline and online experiments, respectively, and an increase in the information transfer rate of 0.7 bit/min. The MR-BCI proposed in this paper achieves a wearable BCI system based on guaranteed system performance. It has a positive effect on the realization of the clinical application of BCI.


Subject(s)
Humans , Amyotrophic Lateral Sclerosis , Brain-Computer Interfaces , Quality of Life , Event-Related Potentials, P300 , Wearable Electronic Devices
20.
Acta Academiae Medicinae Sinicae ; (6): 980-986, 2023.
Article in Chinese | WPRIM | ID: wpr-1008156

ABSTRACT

Visually induced motion sickness(VIMS)is the major barrier to be broken in the development of virtual reality(VR)technology,which seriously affects the progress in the VR industry.Therefore,the detection and evaluation of VIMS has become a hot research topic nowadays.We review the progress in physiological assessment of VIMS in VR based on several physiological indicators,including electroencephalogram(EEG),postural sway,eye movements,heart rate variability,and skin electrical signals,and summarize the available therapies,aiming to provide an outlook on the future research directions of VIMS.


Subject(s)
Humans , Motion Sickness/diagnosis , Virtual Reality , Heart Rate
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