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1.
Cuestiones infanc ; 24(1): 1-13, May 24, 2023.
Article in Spanish | LILACS, UNISALUD, BINACIS | ID: biblio-1438453

ABSTRACT

¿A qué llamamos lo virtual? En camino a su mejor definición nos encontramos con los nuevos desarrollos conceptuales sobre el tema que dan cuenta de la trascendencia antropológica y subjetiva que va teniendo y cobrando cada vez mayor relevancia. Así pues, distintos teóricos ponen de relieve los cambios que se van produciendo a nivel psicológico y social, de lo que cabe referirnos en particular a la constitución psíquica en niñes y adolescentes. Podemos pensar al psicoanálisis como al juego en tanto espacios virtuales posibilitadores de una elaboración y una recreación subjetivas AU


What do we call the virtual? On the path to its best definition, we encounter new conceptual developments on the subject that account for its anthropological and subjective transcendence, which is increasingly gaining relevance. Different theorists highlight the changes that are occurring at the psychological and social levels, particularly in relation to the psychic constitution of children and adolescents. We can think of psychoanalysis as a game, as virtual spaces that enable subjective elaboration and recreation AU


Qu'appelle-t-on le virtuel? En cheminant vers sa meilleure définition nous trouvons les nouveaux développements conceptuels sur le sujet, qui rendent compte de la transcendance anthropologique et subjective qui devient chaque jour plus importante.Ainsi, différents théoriciens mettent en relief les changements qui se produisent au niveau psychologique et social, et nous nous référons ici tout particulièrement à la constitution psychique des enfants et des adolescents.Nous pouvons penser la psychanalyse ainsi que le jeu comme des espaces virtuels qui rendent possible une élaboration et une re création subjectives AU


O que chamamos de virtualidade? Em direção à sua melhor definição nos encontramos com novos desenvolvimentos conceituais sobre o tema que abrange a transcendência antropológica e subjetiva que vai adquirindo cada vez mais relevância. Assim, diferentes teóricos colocam em destaque as mudanças que são produzidas a nível psicológico e social, do qual podemos nos referir particularmente a constituição psicológica em crianças e adolescentes. Podemos pensar al psicoanálisis como a o jogo en tanto espacios virtuales posibilitadores de una elaboración y un re creación subjetivas. Podemos pensar na psicanálise como um jogo nos diversos espaços virtuais possibilitando uma elaboração e uma recriação subjetiva AU


Subject(s)
Humans , Male , Female , Child , Adolescent , Social Change , Virtual Reality , Psychology, Child , Psychology, Adolescent
2.
Cuestiones infanc ; 24(1): 69-79, May 24, 2023.
Article in Spanish | LILACS, UNISALUD, BINACIS | ID: biblio-1438561

ABSTRACT

El presente artículo aborda las consecuencias psíquicas en los adolescentes, del aislamiento social obligatorio durante la pandemia de Covid19. Un acontecimiento social que dio lugar a procesos creativos y patológicos. La virtualidad como herramienta tecnológica ha transformado las formas del lazo social y de la subjetividad, pero también ha permitido sostener una continuidad en los dispositivos de salud y de educación. En el caso de los tratamientos se modificaron los encuadres dando lugar a nuevas formas de atención, con sus particularidades en el trabajo clínico con adolescentes AU


This article is about the psychological consequences in Atdolescents of mandatory social isolation during the Covid19 pandemic. A social event that gave rise to creative and pathological processes. Virtuality as a technological tool has transformed the forms of social bond and subjectivity, but it has also made it possible to sustain continuity in health and education devices. In the case of treatments, the frames were modified, giving rise to new forms of care, with their particularities in clinical work with adolescents AU


Cet article aborde les conséquences psychologiques chez les adolescents de l'isolement social obligatoire pendant la pandémie de Covid19. Un événement social qui a donné lieu à des processus créatifs et pathologiques. Levirtualité comme outil technologique a transformé les formes de lien social et de subjectivité, mais elle a aussi permis de pérenniser les dispositifs de santé et d'éducation. Dans le cas des traitements, les cadres ont été modifiés, donnant lieu à de nouvelles formes de soins, avec leurs particularités dans le travail clinique avec les adolescents AU


Este artigo aborda as consequências psicológicas em adolescentes do isolamento social obrigatório durante a pandemia de Covid19. Um acontecimento social que deu origem a processos criativos e patológicos. A virtualidade como ferramenta tecnológica transformou as formas de vínculo social e subjetividade, mastambém possibilitou sustentar a continuidade dos dispositivos de saúde e educação. No caso dos tratamentos, os quadros foram modificados, dando origem a novas formas de cuidado, com suas particularidades no trabalho clínico com adolescentes AU


Subject(s)
Humans , Male , Female , Adolescent , Social Isolation/psychology , Psychology, Adolescent , COVID-19/epidemiology , Technology , Puberty , Virtual Reality , Psychological Distress
3.
Braz. j. anesth ; 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
4.
Espaç. saúde (Online) ; 24: 1-7, 01 mar. 2023.
Article in Portuguese | LILACS | ID: biblio-1427129

ABSTRACT

Apesar do ensino da medicina ser um dos mais tradicionais, o conceito de educação médica tem se desenvolvido nos últimos séculos em paralelo à evolução da medicina. Uma reflexão sobre este processo é extremamente benéfica e esclarecedora, justamente nesta fase caracterizada pelo aumento de escolas médicas e de um profundo questionamento do paradigma curricular vigente na maior parte destas instituições


Subject(s)
Virtual Reality , Augmented Reality , Medicine , Teaching
6.
Cuestiones infanc ; 23(1): 30-48, Mayo 27, 2022.
Article in Spanish | LILACS, UNISALUD, BINACIS | ID: biblio-1396134

ABSTRACT

El avance de la tecnología es constante, las redes sociales son de uso cotidiano y también una forma de vincularse con otros. La virtualidad llegó para quedarse, y con la pandemia por covid19 su uso se acrecentó. Esto implicó poner en marcha estrategias y herramientas para poder dar continuidad al trabajo clínico con niños y adolescentes. El presente trabajo da cuenta del recorrido terapéutico con una joven que presentaba autolesiones, tricotilomanía y trastornos alimenticios. Ante este cuadro de desvalimiento psíquico de la paciente, se advierten fallas en la constitución de la subjetividad y la perturbación en el sentimiento de estar vivo. A partir del relato de un tipo particular de juego en línea, los juegos de rol, se evidenció un cambio en la actitud de la paciente. La inclusión del material de dichos juegos en el trabajo terapéutico permitió desplegar elementos de su subjetividad AU


Technology's progress is constant. Social networks are the way of connecting with others daily. With the COVID 19 pandemic, virtuality increased noticeably and is here to stay. Different stra-tegies and tools were implemented in order to continue clinical work with children and teena-gers. This article develops the therapeutic work with a young woman who presented self-harm, trichotillomania (pulling out hair) and eating disorders. Given the patient ́s state of psychic hel-plessness, flaws in the constitution of subjectivity were noted, along with the disturbance in the feeling of being alive. Her sessions and stories were focused on role-playing online games. The inclusion of the mate-rial of those games in the therapy allowed to display elements of her subjectivity. Since then, a change in the patient's attitude was evidenced AU


L'avancement de la technologie est constant. Les réseaux sociaux sont le moyen quotidien de se connecter avec les autres. Avec la pandémie de COVID 19, la virtualité s'est développée rapidement et est là pour rester. Différentes stratégies et outils ont été mis en place afin de poursuivre le travail clinique auprès des enfants et des adolescentes. Cet article développe le travail thérapeutique auprès d'une jeunefemme qui présentait de l'automutilation, de la trichotillomanie (arracher les cheveux) et des troubles alimentaires. Face à ce tableau d'impuissance psychique du patient, on constate des défaillances dans la constitution de la subjectivité et des perturbations dans le sentiment d'être vivant.Ses sessions et ses histoires se sont concentrées sur les jeux de rôle en ligne. L'inclusion de ces jeux dans le travail thérapeutique a permis de montrer des éléments de leur subjectivité. De ces histoires de jeux, un changement dans l'attitude du patient était évident AU


O avanço da tecnologia é constante. As redes sociais são a maneira cotidiana de se conectar com os outros. Com a pandemia do COVID 19, a virtualidade cresceu rapidamente e veio para ficar. Diferentes estratégias e ferramentas foram implementadas para dar continuidade ao tra-balho clínico com crianças e adolescentes. O presente trabalho desenvolve a jornada tera-pêutica com uma jovem que apresentava automutilação, tricotilomania (arrancar o cabelo) e transtornos alimentares. Diante desse quadro de desamparo psíquico do paciente, observam-se falhas na constituição da subjetividade e perturbação no sentimento de estar vivo. Suas sessões e histórias se concentravam em jogos de RPG online. A inclusão desses jogos no trabalho terapêutico permitiu evidenciar elementos de sua subjetividade. A partir de então, evidenciou-se uma mudança na atitude do paciente AU


Subject(s)
Humans , Female , Adolescent , Psychology, Clinical , Video Games/psychology , Virtual Reality , Self-Injurious Behavior/psychology , COVID-19/epidemiology
8.
Odovtos (En línea) ; 24(1)abr. 2022.
Article in English | LILACS-Express | LILACS, SaludCR | ID: biblio-1386580

ABSTRACT

Abstract Currently, oral health issues are increasingly been addressed and virtual reality (VR) is being used as an aid in health areas. However, there is little evidence of VR being used in preventing oral health problems. To evaluate the effectiveness of VR in oral hygiene education. Three hundred pupils, aged between 9 and 12 years, received instructions in oral hygiene by immersion VR and they gave their opinions about the performed activities. Chi-square and Fisher's exact tests were applied, with a significance level of 5%. Part perception of oral hygiene showed no statistically significant difference (P>0.550). There was an increase in the use of dental floss (P<0.001), tongue brushing (P<0.001), and tooth brushing (P<0.001). Both drawings and comments made by participants related to oral hygiene were positive regarding the project. Conclusions: The use of VR in oral hygiene instruction was effective. Most participants increased brushing and flossing frequency and produced drawings related to oral hygiene. VR is effective and should be used in dentistry for teaching and prevention , especially with children, as it presents an interactive instructional space that can be approached in a playful way. This study presents dentists with a promising alternative for changing oral hygiene habits.


Resumen Actualmente, los problemas de salud bucal se abordan cada vez más y la realidad virtual (RV) se utiliza como ayuda en las áreas de salud. Sin embargo, hay poca evidencia de que la RV se utilice para prevenir problemas de salud bucal. Evaluar la efectividad de la RV en la educación en higiene bucal. Trescientos alumnos, con edades comprendidas entre los 9 y los 12 años, recibieron instrucciones en higiene bucal por inmersión VR y opinaron sobre las actividades realizadas. Se aplicaron las pruebas de Chi-cuadrado y exacta de Fisher, con un nivel de significancia del 5%. La percepción parcial de la higiene bucal no mostró diferencias estadísticamente significativas (P>0,550). Hubo un aumento en el uso de hilo dental (P<0,001), cepillado de la lengua (P<0,001) y cepillado de dientes (P<0,001). Tanto los dibujos como los comentarios de los participantes relacionados con la higiene bucal fueron positivos con respecto al proyecto. Conclusiones: El uso de la RV en la instrucción de higiene bucal fue eficaz. La mayoría de los participantes aumentaron la frecuencia de cepillado y uso del hilo dental y produjeron dibujos relacionados con la higiene bucal. La realidad virtual es eficaz y debe utilizarse en odontología para la enseñanza y la prevención, especialmente con los niños, ya que presenta un espacio educativo interactivo que se puede abordar de manera lúdica. Este estudio presenta a los odontólogos una alternativa prometedora para cambiar los hábitos de higiene bucal.


Subject(s)
Humans , Male , Female , Child , Oral Health/education , Virtual Reality , School Health Services
9.
Arq. ciências saúde UNIPAR ; 26(1): 13-21, Jan-Abr. 2022.
Article in Portuguese | LILACS | ID: biblio-1362662

ABSTRACT

O objetivo desse artigo é relatar os resultados de um programa de exercícios para indivíduos adultos com deficiências cognitivas e transtornos, utilizando diferentes exergames como ferramentas pedagógicas. A intervenção foi realizada com a participação de 26 indivíduos adultos com deficiências cognitivas e transtornos com idades entre 25 e 59 anos. A pesquisa de abordagem qualitativa, de cunho exploratória, a qual foram utilizados a entrevista semiestruturada e o diário de campo como instrumentos de pesquisa. Para interação com os exergames, foram utilizados os consoles Xbox 360 com Kinect, Xbox One com Kinect e Nintendo Wii U. As intervenções foram realizadas no Exergame Lab Brazil, na Escola Superior de Educação Física da UFPel, por um período de duas horas, uma vez por semana, totalizando 25 encontros. A utilização de Exergames tem grande potencial, tanto nos aspectos relacionados à viabilidade, por ser uma tecnologia de baixo custo e de fácil implementação, quanto nos resultados esperados. O Just Dance e o Kinect Sports foram os games que mais contribuíram nesta pesquisa. Os participantes da pesquisa ganharam independência e socialização, bem como melhoraram as habilidades específicas em cada game. Além disso, a possibilidade de utilização dos Exergames em casa também poderá auxiliar pais e responsáveis a melhorar aspectos da vida diária de adultos com deficiências cognitivas e transtornos.


The purpose of this article is to report the results of an exercise program for adults with cognitive disabilities and disorders using different exergames as pedagogical tools. The intervention was carried out with the participation of 26 individuals with cognitive disabilities and disorders aged between 25 and 59 years old. The exploratory, qualitative research used a semi-structured interview and a field diary as research instruments. The Xbox 360 with Kinect, Xbox One with Kinect and Nintendo Wii U consoles were used for the interactions with the exergames. The interventions were carried out at Exergame Lab Brazil, at the Physical Education School at UFPel, for a period of two hours, once a week, totaling 25 meetings. The use of Exergames presents great potential, both in relation to feasibility, since it is a low-cost, easy-to-implement technology, and in terms of expected results. Just Dance and Kinect Sports were the games that contributed most to this research. Research participants gained independence and socialization, as well as the improvement of specific skills in each game. In addition, the possibility of using Exergames at home can also help parents and guardians to improve aspects of the daily life of adults with cognitive disabilities and disorders.


Subject(s)
Humans , Male , Female , Adult , Middle Aged , Cognitive Dysfunction/therapy , Digital Inclusion , Health Promotion , Socialization , Syndrome , Teaching , Behavior , Exercise , Early Intervention, Educational , Video Games , Exercise Therapy/education , Virtual Reality , Mental Disorders/therapy
10.
Fisioter. Bras ; 22(6): 859-870, Fevereiro 7, 2022.
Article in Portuguese | LILACS | ID: biblio-1358288

ABSTRACT

Objetivo: Avaliar os efeitos da realidade virtual sobre a funcionalidade da marcha e percepção de mudança de indivíduos com hemiparesia crônica. Métodos: Estudo clínico piloto do tipo experimental, longitudinal, prospectivo e de braço único. A amostra foi composta por indivíduos hemiparéticos submetidos ao treinamento funcional em ambiente de realidade virtual (RV). Na avaliação inicial (AV1) utilizou-se o Timed Up and Go (TUG) para análise da mobilidade e após 12 sessões de RV, na avaliação final (AV2), acrescentou-se a Escala de Mudança Percebida (EMP). Para verificar a normalidade dos dados utilizou-se o teste de Shapiro-Wilk, o teste T-Student ou de Wilcoxon para comparar os dados (p ≤ 0,05) e o Effect Size (ES) pela fórmula de Cohen (d) para o tamanho do efeito. Resultados: Dez indivíduos hemiparéticos (64,6 ± 9,53 anos) realizaram o TUG (AV1) em 14,59 ± 5,03 segundos e AV2 em 13,96 ± 4,64 segundos (p = 0,18) e o EF teve efeito insignificante (d = 0,14). O jogo Free Step apresentou diferença significativa entre a primeira e última sessão (p = 0,004) e na EMP os valores obtidos foram de 2,57 ± 0,3 de três pontos. Conclusão: A RV não promoveu melhora significante na mobilidade funcional, mas os indivíduos relataram mudanças positivas em alguns componentes da EMP. (AU)


Subject(s)
Virtual Reality , Gait , Paresis , Physical Therapy Modalities , Stroke
11.
Int. j. morphol ; 40(1): 30-36, feb. 2022. ilus, tab
Article in Spanish | LILACS-Express | LILACS | ID: biblio-1385573

ABSTRACT

RESUMEN: El estudio de la anatomía humana, ha transcendido con diversos recursos y escenarios. El objetivo fue compararlos estudios publicados sobre prácticas de laboratorio tradicionales con nuevas tecnologías para el estudio del cuerpo humano en estudiantes de medicina. Se realizó revisión sistemática y meta-análisis. Cuatro revisores efectuaron búsqueda sistemática y exhaustiva de la literatura, a partir de la localización y selección de 54 estudios primarios publicados en diez bases de datos, tres revisores cegados evaluaron calidad metodológica de 33 estudios, con listas de chequeo para la evaluación crítica de la validez interna, según tipo de estudio y el cuarto revisor cegado, calculó grado de acuerdo entre revisores con Kappa de Fleiss y valoró riesgo de sesgo, sensibilidad, heterogeneidad y análisis combinado a través del Software RevMan 5.4. Se obtuvo revisión sistemática cualitativa y combinación mediante métodos estadísticos de los resultados con meta-análisis de siete estudios primarios, con muestra de 465 participantes, 260 expuestos a laboratorios tradicionales y 205 a nuevas tecnologías. Encontrando satisfacción del proceso y resultados positivos de aprendizaje comprensión y aplicación con favorabilidad inicial a las prácticas tradicionales no significativa al valorar los intervalos de confianza. Así, el contraste entre métodos para estas prácticas reveló desenlaces relacionados con reacciones físico-emocionales, focalización en el constructo rendimiento académico y con los procesos de aprendizaje. Concluyendo que los laboratorios con nuevas tecnologías para estudio de anatomía, no impactan en forma prerrogativa a los estudiantes, dada su experiencia favorable con los laboratorios tradicionales, y pueden emplearse como una estrategia útil complementaria.


SUMMARY: The study of human anatomy has transcended with various resources and scenarios. The objective was to compare published studies on traditional laboratory practices with new technologies for the study of the human body in medical students. A systematic review and meta-analysis were carried out. Four reviewers carried out a systematic and exhaustive search of the literature, based on the location and selection of 54 primary studies published in ten databases, three reviewers evaluated the methodological quality of 33 studies, with checklists for the critical evaluation of internal validity, according to type of study. The fourth blinded reviewer, calculated degree of agreement between reviewers with Kappa de Fleiss and assessed risk of bias, sensitivity, heterogeneity and combined analysis using RevMan 5.4. A qualitative systematic review and combination by statistical methods of the results were obtained with meta-analysis of seven primary studies, with a sample of 465 participants, 260 exposed to traditional laboratories and 205 to new technologies. Finding satisfaction with the process and positive results of learning, understanding and application, with initial favorability to traditional practices not significant when assessing the confidence intervals. Thus, the contrast between methods for these practices revealed outcomes related to physical-emotional reactions, focus on the academic performance construct and with the learning processes. Concluding that laboratories with new technologies for the study of anatomy do not prerogatively impact students, given their favorable experience with traditional laboratories, and can be used as a useful complementary strategy.


Subject(s)
Humans , Students, Medical , Virtual Reality , Anatomy/education , Laboratories/trends , Cadaver
12.
Online braz. j. nurs. (Online) ; 21: e20226588, 01 jan 2022. ilus, tab
Article in English, Spanish, Portuguese | LILACS, BDENF | ID: biblio-1412027

ABSTRACT

OBJETIVO: Descrever o uso da realidade virtual durante a punção venosa em crianças hospitalizadas. MÉTODO: Estudo descritivo, de abordagem quantitativa, realizado por meio de observação da punção venosa em crianças em uso de óculos de realidade virtual, em uma unidade de internação pediátrica de um hospital da região noroeste do Paraná. Os dados foram coletados no período de agosto a setembro de 2019. RESULTADOS: Foram observadas 16 crianças com idades entre quatro e oito anos que receberam o procedimento concomitante ao uso dos óculos. Os escores de dor foram predominantemente leves em ambas as faixas etárias e o comportamento psicotomotor mais evidenciado foi um desconforto pequeno. CONCLUSÃO: O estudo demonstrou que as punções realizadas com o uso da realidade virtual apresentaram escores de dor leves e no tangente ao manejo da dor, seu uso pode ser uma alternativa benéfica dentro da assistência pediátrica na realização de procedimentos dolorosos.


OBJECTIVE: To describe the use of Virtual Reality during venipuncture procedures in hospitalized children. METHOD: A descriptive study with a quantitative approach, carried out through observation of venipuncture procedures in children using Virtual Reality glasses at a pediatric inpatient unit of a hospital in the Northwest region of Paraná. The data were collected from August to September 2019. RESULTS: A total of 16 children were observed, aged between four and eight years old and who were subjected to the procedure along with use of the glasses. The pain scores were predominantly mild in both age groups and the most evident psychomotor behavior was minor discomfort. CONCLUSION: The study showed that the punctures performed using Virtual Reality presented mild pain scores and that, in terms of pain management, its use can be a beneficial alternative within pediatric care in the performance of painful procedures.


OBJETIVO: Describir el uso de la realidad virtual durante la venopunción en niños hospitalizados. MÉTODO: Estudio descriptivo, con enfoque cuantitativo, realizado mediante la observación de la venopunción en niños que usaban lentes de realidad virtual, en una unidad de hospitalización pediátrica de un hospital en la región noroeste de Paraná. Los datos se recolectaron de agosto a septiembre de 2019. RESULTADOS: se observaron 16 niños de cuatro a ocho años que recibieron el procedimiento concomitantemente con el uso de lentes. En ambas franjas etarias predominaron los puntajes de dolor leves y el comportamiento psicomotor más evidente fue el malestar leve. CONCLUSIÓN: El estudio demostró que las punciones realizadas durante el uso de realidad virtual presentaron puntajes de dolor leve y en lo que respecta al manejo del dolor, su uso puede ser una alternativa beneficiosa dentro de la atención pediátrica en la realización de procedimientos dolorosos.


Subject(s)
Humans , Male , Female , Child, Preschool , Child , Punctures , Child, Hospitalized , Virtual Reality , Pain Management , Hospitalization , Injections, Intravenous
14.
Motriz (Online) ; 28: e10220006721, 2022. tab
Article in English | LILACS | ID: biblio-1351120

ABSTRACT

Abstract Aim: This study aims to evaluate the additional acute effect of virtual reality (VR) head-mounted displays (HMD) when associated with balance exercises in balance outcomes in non-disabled individuals. Methods: Thirty individuals were randomized into two groups: balance exercise group (GBE; n = 15); and virtual reality + balance exercise group (GVR + BE; n = 15). The individuals were evaluated by static and dynamic balance using the tandem test (TT), single-leg stance (SLS), and Fukuda stepping test (FST). Both groups performed 30 min of balance exercises. The GVR + BE performed 8 additional minutes of virtual reality prior to balance exercises. A roller coaster application was used for the HMD. The Mann-Whitney test was used for intra-group and differences of inter-group analysis, considering a significance level of p < 0.05. Results: In the GBE group analysis, there was observed an increase of time in TT with closed eyes (p = 0.025) and SLS with closed eyes (p = 0.003). In the same way, the GVR + BE group increase TT with closed eyes (p = 0.003) and SLS with closed eyes (p = 0.002) after the intervention. In the intergroup analysis, the increase in the SLS with closed eyes was superior in the GVR + BE group when compared with GBE (p = 0.006; d = 1.67). Conclusion: The use of HMD in combination with balance exercise has an acute effect on increasing static balance in non-disabled individuals.


Subject(s)
Humans , Physical Therapy Modalities , Postural Balance , Virtual Reality , Proof of Concept Study
15.
Rev. Investig. Innov. Cienc. Salud ; 4(2): 34-49, 2022. ilus, tab
Article in Spanish | LILACS, COLNAL | ID: biblio-1418895

ABSTRACT

Introducción: El deporte paralímpico se originó como parte de procesos de re-habilitación para personas que tuvieran discapacidad. Durante la ejecución de las disciplinas paralímpicas el control motor en la región del tronco y en especial del abdomen es de gran importancia para prevenir lesiones y mejorar el registro de la marca deportiva. Son muchas las herramientas utilizadas por los entrenadores de-portivos para mejorar la fuerza muscular y por consiguiente la estabilidad de tronco, buscando disminuir el riesgo en el ámbito deportivo. Sin embargo, las investigaciones sobre el uso de realidad virtual, junto con plataformas de estabilometría para el en-trenamiento de deportistas paralímpicos con lesiones físicas, son escasas.Objetivo: Establecer el efecto de un programa de entrenamiento del tronco apoya-do en realidad virtual en deportistas de alto rendimiento paralímpicos, lanzadores de bala y jabalina con lesiones físicas y que compiten en sillas de lanzamiento. Materiales y método: La investigación fue diseñada como un estudio cuasiex-perimental intrasujeto. Se evaluaron cinco sujetos deportistas paralímpicos de alto rendimiento con discapacidad física. Se empleó un software de realidad virtual que incluye patrones y juegos lúdicos ajustables en tiempo e intensidad y una platafor-ma de bipedestación dinámico como parte del equipo de intervención, ajustable al paciente, que permite reeducar el equilibrio, la propiocepción, fortalecer y lograr el control del tronco. Las variables de análisis fueron el nivel del desplazamiento ante-roposterior y lateral del tronco y los cambios en el volumen de acción. Se realizó una evaluación inicial, una intervención que duró de seis semanas y la evaluación final. Resultados: En las evaluaciones iniciales de todos los atletas se observó una ten-dencia al desplazamiento en sentido posterior. En la evaluación final, los rangos de desplazamiento aumentan en casi todos los sujetos con excepción del sujeto 5, cuyos valores permanecen casi estables tanto en las evaluaciones iniciales como las finales. La diferencia en el desplazamiento entre la prueba inicial y final en promedio de los participantes fue de 6.26 grados. Conclusiones: los resultados positivos del entrenamiento del tronco apoyado en realidad virtual para los participantes constituyen un aporte al conocimiento sobre el tema y abren la posibilidad de incluir esta tecnología en protocolos de entrenamiento en deporte paralímpico.


Introduction: Paralympic sport originated as part of rehabilitation processes for people with disabilities. During the execution of Paralympic disciplines, motor con-trol in the trunk region and especially in the abdomen is of great importance to prevent injuries and improve the registration of the sports record. There are many tools used by sports coaches to improve muscle strength and therefore trunk stability to reduce the risk in the sports field. However, research on the use of virtual reality along with stabilometry platforms for the training of Paralympic athletes with phys-ical injuries are scarce.Objective: To establish the effect of a trunk training program supported by virtual reality in high performance Paralympic athletes, shot put and javelin throwers with physical injuries who compete in throwing frames. Materials and method: The research was designed as an intrasubject quasi-ex-perimental study. Five high-performance Paralympic athletes with physical disabili-ties were evaluated. A virtual reality software that includes patterns and playful games adjustable in time and intensity and a dynamic standing platform were used as part of the intervention equipment, adjustable to the patient, which allows reeducating balance, proprioception, strengthening, and achieving trunk control. The variables of analysis were the level of anteroposterior and lateral displacement of the trunk and changes in the volume of action. An initial evaluation, an intervention that lasted six weeks, and a final evaluation were carried out. Results: In the initial evaluations of all athletes, a tendency towards posterior dis-placement was observed. In the final evaluation, the displacement ranges increase in almost all subjects except for subject 5, which showed values that remain almost sta-ble in both the initial and final evaluations. The difference in displacement between the initial and final test on average of the participants was 6.26 degrees. Conclusions: the positive results of trunk training supported by virtual reality for the participants constitute a contribution to the knowledge on the subject and open the possibility of including this technology in training protocols in Paralympic sports.


Subject(s)
Virtual Reality , Exergaming , Core Stability , Play and Playthings , Rehabilitation , Sports , Muscle Strength , Athletes , Standing Position , Para-Athletes
16.
J. Phys. Educ. (Maringá) ; 33: e3347, 2022. tab
Article in English | LILACS | ID: biblio-1421870

ABSTRACT

ABSTRACT This study aims to investigate the aftereffect of a six-week virtual reality environment training on dynamic and static postural stability in athletes participating in random intermittent dynamic type sports. The pretest and posttest study designs were chosen to conduct this study. Twenty-four male athletes were selected for the study. Participants participated in a six-week virtual reality environment training program three times a week for a session of forty-five minutes. The virtual reality environment was created using CAREN's integrated virtual reality system with Motek's D-flow application. The postural stability was assessed using a stadiometer. Assessments were performed before and after six weeks of training. A paired sample t-test was used to determine differences between pretest and posttest outcome measures. The improvement can be seen as an effect of virtual reality environment training intervention. Statistically significant differences were observed between pretest and posttest for dynamic and static anteroposterior and mediolateral postural stability at 20 and 40 levels of difficulty. The virtual reality environment training helps to improve performance by assessing and optimizing the training load in the process of improving the performance of athletes participating in random intermittent dynamic type sports.


RESUMO Este estudo tem como objetivo investigar o efeito colateral de um treinamento em ambiente de realidade virtual de seis semanas na estabilidade postural dinâmica e estática em atletas que participam de esportes do tipo dinâmico intermitente aleatório. Os desenhos de estudo pré-teste e pós-teste foram escolhidos para conduzir este estudo. Vinte e quatro atletas do sexo masculino foram selecionados para o estudo. Os participantes participaram de um programa de treinamento em ambiente de realidade virtual de seis semanas, três vezes por semana, durante uma sessão de quarenta e cinco minutos. O ambiente de realidade virtual foi criado usando o sistema de realidade virtual integrado da CAREN com o aplicativo D-flow da Motek. A estabilidade postural foi avaliada por meio de um estadiômetro. As avaliações foram realizadas antes e após seis semanas de treinamento. Um teste t de amostra emparelhada foi usado para determinar as diferenças entre as medidas de resultados pré e pós-teste. A melhoria pode ser vista como um efeito da intervenção de treinamento em ambiente de realidade virtual. Diferenças estatisticamente significativas foram observadas entre o pré e pós-teste para estabilidade postural anteroposterior e mediolateral dinâmica e estática em 20 e 40 níveis de dificuldade. O treinamento em ambiente de realidade virtual ajuda a melhorar o desempenho, avaliando e otimizando a carga de treinamento no processo de melhoria do desempenho de atletas que participam de esportes do tipo dinâmico intermitente aleatório.


Subject(s)
Humans , Male , Young Adult , Postural Balance , Athletes , Simulation Training , Virtual Reality , Sports , Teaching , Intervention Studies , Athletic Performance
17.
Psicol. ciênc. prof ; 42: e241107, 2022.
Article in Portuguese | LILACS-Express | LILACS, INDEXPSI | ID: biblio-1422385

ABSTRACT

Buscamos, a partir da revisão teórica em plataformas acadêmicas on-line, apresentar proximidades entre os elementos constituintes da categoria de conhecimento cyberpunk, enfocando sua ficção, e a tecnomodernidade do século XXI, alertando sobre problemáticas decorrentes da dominação tecnológica e do processo de "coisificação" do humano. Para tal empreitada teórica e acessibilidade de leitura, utilizamos exemplos cotidianos e metáforas, elucidando terminologias como ciberespaço, distopia e algoritmos. Concluímos que a antiga ficção cyberpunk "profetizou" quanto à tecnomodernidade que vivenciamos, denunciando a nocividade do uso irrefletido das tecnologias. Também compreendemos que a tecnologia empregada em regimes totalitários guarda semelhanças com a sociedade de controle atual. Podemos, portanto, caminhar para uma sociedade continuamente afirmativa quanto ao avanço tecnológico e seu consumismo, conforme a lógica de maior produção e desempenho, no entanto sem acrescer, necessariamente, ao bem-estar social. Alternativa mais dignificante é trabalharmos nossa potência de negação diante do mau emprego tecnológico, opondo-nos a um presente insustentável e a um futuro mais catastrófico e desigual.(AU)


This work sought, from the theoretical review on online academic platforms, to present the proximity between the constituent elements of the cyberpunk knowledge category, focusing on its fiction components, and the 21st century techno-modernity, warning about problems arising from technological domination and the process of "reification" of the human. For this theoretical endeavor, and for increasing the reading accessibility, we used everyday examples and metaphors, elucidating terminologies, such as cyberspace, dystopia, and algorithms. We concluded that the old cyberpunk fiction "prophesied" about the techno-modernity we experience, denouncing the harmfulness of the thoughtless use of technologies. We also understood that the technology used in fictional totalitarian regimes has similarities with the current control society. Therefore, we can move towards a society that is continually affirmative regarding technological advancement and consumerism, according to the logic of greater production and performance. However, without necessarily adding to social welfare. Thus, a more dignified alternative is to work on the power of negation that the society and the individuals have in the face of bad technological employment, opposing an unsustainable present and a more catastrophic and unequal future.(AU)


A partir de una revisión teórica en las plataformas académicas en línea, este trabajo pretende presentar la proximidad entre los elementos constitutivos de la categoría de conocimiento ciberpunk enfocándose en su ficción y la tecno-modernidad del siglo XXI, advirtiendo sobre los problemas derivados de la dominación tecnológica y el proceso de "reificación" de lo humano. Para tal esfuerzo teórico y accesibilidad a la lectura, se utilizan ejemplos y metáforas cotidianas, aclarando terminologías como las de ciberespacio, distopía y algoritmos. Se concluye que la vieja ficción ciberpunk "profetizó" la tecno-modernidad que experimentamos, denunciando la nocividad del uso irreflexivo de las tecnologías. También se pudo comprender que la tecnología utilizada por los regímenes totalitarios ficcionales guarda similitudes con la sociedad de control actual. Por lo tanto, es posible avanzar hacia una sociedad que sea continuamente afirmativa respecto al avance tecnológico y al consumismo, de acuerdo con la lógica de mayor producción y rendimiento. Pero esto no aumenta necesariamente el bienestar social. Una alternativa mejor sería trabajar el poder de negación que tiene nuestra sociedad y sus individuos frente al uso inadecuado de la tecnología, oponiéndonos a un presente insostenible y a un futuro más catastrófico y desigual.(AU)


Subject(s)
Humans , Male , Female , History, 21st Century , Internet , Culture , Fictional Work , Fascism , Anxiety , Phobic Disorders , Politics , Poverty , Psychology , Quality of Life , Social Problems , Social Values , Socioeconomic Factors , Awareness , Technology , Television , Time , Urban Population , Violence , Warfare , Algorithms , Power, Psychological , Technological Development , Mortality , Comment , Telemedicine , Knowledge , Metaphor , Substance-Related Disorders , Periodical , Capitalism , Narration , Economics , Emotions , Ethics , Existentialism , Fantasy , Genocide , Criminal Behavior , Forecasting , Social Segregation , Virtual Reality , Social Oppression , Respect , Internet of Things , Social Cognition , Speeding , Economic Stability , Ostracism , Social Deprivation , Handling, Psychological , Hate , Humanism , Learning Disabilities , Literature , Logic , Loneliness , Mass Media , Morale , Motion Pictures , Noxae
18.
Rev. cub. inf. cienc. salud ; 33: e1687, 2022. tab
Article in Spanish | LILACS, CUMED | ID: biblio-1408114

ABSTRACT

El presente trabajo tuvo por objetivo elaborar una estrategia para la implementación de un modelo didáctico para la enseñanza-aprendizaje del diseño de software mediante el método de proyectos, entre los contenidos de la asignatura Ingeniería y Gestión de Software de la carrera Sistemas de Información en Salud. Se adoptó un enfoque dialéctico -asumido también como base filosófica-, a partir del cual se emplearon métodos y procedimientos teóricos, empíricos y matemático-estadísticos. Atendiendo a las bases teóricas y principios previamente definidos, se elaboró una estrategia didáctica estructurada en seis acciones encaminadas a la preparación de profesores y directivos para el desarrollo de la virtualidad y la investigación. La propuesta se concretó a través de acciones específicas, dirigidas al perfeccionamiento del proceso de formación en diseño de software mediante proyecto, para la solución de problemas profesionales de los estudiantes de la carrera que se investiga(AU)


The objective of this work was to develop a strategy for the implementation of a didactic model for the teaching-learning of software design through the project method, among the contents of the Engineering and Software Management subject of the Health Information Systems career. A dialectical approach was adopted -also assumed as a philosophical basis, from which theoretical, empirical and mathematical-statistical methods and procedures were used. Based on the theoretical bases and previously defined principles, a didactic strategy structured in six actions aimed at preparing teachers and managers for the development of virtuality and research was developed. The proposal was materialized through specific actions, aimed at improving the training process in software design through a project, for the solution of professional problems of the students of the career under investigation(AU)


Subject(s)
Humans , Software Design , Software , Projects , Health Information Systems , Virtual Reality
19.
Article in Chinese | WPRIM | ID: wpr-928199

ABSTRACT

There are two modes to display panoramic movies in virtual reality (VR) environment: non-stereoscopic mode (2D) and stereoscopic mode (3D). It has not been fully studied whether there are differences in the activation effect between these two continuous display modes on emotional arousal and what characteristics of the related neural activity are. In this paper, we designed a cognitive psychology experiment in order to compare the effects of VR-2D and VR-3D on emotional arousal by analyzing synchronously collected scalp electroencephalogram signals. We used support vector machine (SVM) to verify the neurophysiological differences between the two modes in VR environment. The results showed that compared with VR-2D films, VR-3D films evoked significantly higher electroencephalogram (EEG) power (mainly reflected in α and β activities). The significantly improved β wave power in VR-3D mode showed that 3D vision brought more intense cortical activity, which might lead to higher arousal. At the same time, the more intense α activity in the occipital region of the brain also suggested that VR-3D films might cause higher visual fatigue. By the means of neurocinematics, this paper demonstrates that EEG activity can well reflect the effects of different vision modes on the characteristics of the viewers' neural activities. The current study provides theoretical support not only for the future exploration of the image language under the VR perspective, but for future VR film shooting methods and human emotion research.


Subject(s)
Humans , Arousal , Electroencephalography , Emotions/physiology , Motion Pictures , Virtual Reality
20.
Article in Chinese | WPRIM | ID: wpr-939524

ABSTRACT

OBJECTIVE@#To compare the clinical efficacy between Jiao's scalp acupuncture combined with virtual reality (VR) rehabilitation training and VR rehabilitation training alone for motor dysfunction in patients with Parkinson's disease (PD).@*METHODS@#A total of 52 patients with PD were randomly divided into an observation group and a control group, 26 cases in each group. The patients in both groups were treated with routine basic treatment, and the patients in the control group were treated with VR rehabilitation training. The patients in the observation group were treated with Jiao's scalp acupuncture on the basis of the control group. The scalp points included the movement area, balance area and dance tremor control area. Both groups were treated once a day, 5 times a week for a total of 8 weeks. Before treatment and 4 and 8 weeks into treatment, the gait parameters (step distance, step width, step speed and step frequency), timed "up and go" test (TUGT) time and unified Parkinson's disease rating scale part Ⅲ (UPDRS-Ⅲ) score were compared between the two groups, and the clinical efficacy was evaluated.@*RESULTS@#Four weeks into treatment, except for the step width in the control group, the gait parameters of the two groups were improved, the TUGT time was shortened, and the UPDRS-Ⅲ scores were reduced (P<0.01, P<0.05); the step distance in the observation group was better than that in the control group, and the UPDRS-Ⅲ score in the observation group was lower than that in the control group (P<0.05). Eight weeks into treatment, the gait parameters of the two groups were improved, the TUGT time was shortened, and the UPDRS-Ⅲ scores were reduced (P<0.01); the step distance and step speed in the observation group were better than those in the control group, the TUGT time in the observation group was shorter than that in the control group, and the UPDRS-Ⅲ score in the observation group was lower than that in the control group (P<0.05, P<0.01). The total effective rate was 92.3% (24/26) in the observation group, which was higher than 69.2% (18/26) in the control group (P<0.05).@*CONCLUSION@#Jiao's scalp acupuncture combined with VR rehabilitation training could improve the gait parameters, walking ability and motor function in patients with PD. The clinical effect is better than VR rehabilitation training alone.


Subject(s)
Humans , Acupuncture Therapy/adverse effects , Gait , Parkinson Disease/therapy , Scalp , Virtual Reality
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