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1.
REVISA (Online) ; 9(3): 419-429, 2020.
Artigo em Português | LILACS | ID: biblio-1122699

RESUMO

Objetivo: observar o efeito da prática do Yoga e do Nintendo Wii no equilíbrio, redução de quedas e medo de cair de idosos caidores. Método: Foram avaliados 20 idosos divididos em 2 grupos e o treinamento foi feito durante um período de 4 meses. A mobilidade foi avaliada pelo teste Time and Up and Go (TUG). O medo de cair foi avaliado pelo FES-I. Foram adotados testes estatísticos apropriados para a comparação inter e intra-grupo antes e após o treinamento, com p ≤0,05. Resultados: não houve diferença significativa no efeito produzido pela Yoga e Nintendo Wii o medo de quedas e mobilidade. Conclusão: as duas técnicas utilizadas, embora tenham levado a uma redução nos escores médios do medo de cair e da mobilidade de idosos caidores, não diferem significativamente no efeito produzido sobre esses desfechos


Objective: to observe or practice the practice of Yoga and the Nintendo Wii unbalanced, reducing the number of falls and the means of falling from the same falls. Method: They were supported by 20 elderly people divided into 2 groups and training was carried out over a period of 4 months. Mobility was assessed by the Time and Up and Go (TUG) test. My hair was rated FES-I. Appropriate statistical tests were presented for inter- and intra-group comparison before and after, with p ≤0.05. Results: there was no significant difference in effect produced by Yoga and Nintendo Wii or by permanence and mobilization. Conclusion: like the techniques used, this led to a reduction in the average scores of the fall and in the mobility of the fallen people, with no significantly different effect produced on these debris.


Objetivo: observar o practicar desequilibrado la práctica de Yoga y Nintendo Wii, reduciendo el número de caídas y los medios para caer de las mismas caídas. Método: fueron apoyados por 20 personas mayores divididas en 2 grupos y la capacitación se llevó a cabo durante un período de 4 meses. La movilidad se evaluó mediante la prueba Time and Up and Go (TUG). Mi cabello fue calificado FES-I. Se presentaron pruebas estadísticas apropiadas para la comparación inter e intragrupo antes y después, con p ≤0.05. Resultados: no hubo diferencias significativas en el efecto producido por Yoga y Nintendo Wii o por permanencia y movilización. Conclusión: al igual que las técnicas utilizadas, esto condujo a una reducción en los puntajes promedio de la caída y en la movilidad de las personas caídas, sin un efecto significativamente diferente producido en estos desechos.


Assuntos
Yoga , Idoso , Idoso Fragilizado
2.
Asian Spine Journal ; : 927-934, 2018.
Artigo em Inglês | WPRIM | ID: wpr-739278

RESUMO

STUDY DESIGN: Pilot randomized controlled trial. PURPOSE: To compare the efficacy between virtual reality intervention (using Nintendo Wii) along with conventional occupational therapy and conventional occupational therapy alone in improving upper limb function in patients with spinal cord injury (SCI). OVERVIEW OF LITERATURE: The use of virtual reality has gained importance in the rehabilitation sector over the last few years. Nintendo Wii has the potential to encourage upper limb function while engaging in an interesting activity, which is important in long-term interventions, such as the treatment of SCI. METHODS: Overall, 22 patients with SCI participated in the study. They were randomly assigned to two groups. Group I received 30 minutes of virtual reality intervention (using Nintendo Wii) and 30 minutes of conventional therapy, whereas group II received conventional therapy only for 30 minutes. Both groups received therapy 3 days a week for 4 weeks. One hand of each patient was identified as the target hand based on the inclusion criteria. All patients were assessed at baseline, 2 weeks and 4 weeks (post-intervention), and 6 weeks (follow-up). The functional ability of the target hand was assessed using the Capabilities of Upper Extremity (CUE) questionnaire. Gross motor dexterity was assessed using the Box and Block Test (BBT). The level of independence in activities of daily living was assessed by the Spinal Cord Independence Measure-Self Report and quality of life by the World Health Organization Quality of Life-BREF. RESULTS: After 4 weeks of intervention, there was no significant difference in improved hand function between the groups. Mean scores were higher for group I than for group II, with a higher percent change (31.5% in CUE questionnaire and 51.7% in BBT) in group I. CONCLUSIONS: Virtual reality along with conventional therapy produces similar results in upper limb function as does conventional therapy alone.


Assuntos
Humanos , Atividades Cotidianas , Sinais (Psicologia) , Mãos , Terapia Ocupacional , Quadriplegia , Qualidade de Vida , Reabilitação , Traumatismos da Medula Espinal , Medula Espinal , Extremidade Superior , Organização Mundial da Saúde
3.
Arq. ciências saúde UNIPAR ; 16(1): 39-43, jan-abr. 2012. tab, ilus
Artigo em Português | LILACS | ID: lil-718755

RESUMO

O objetivo desse estudo foi avaliar a influência do sistema de jogos do Nintendo Wii no equilíbrio, no controle postural e na pressão plantar em um indivíduo com Paralisia Cerebral. Participou do estudo uma estudante de 21 anos com diparesia espástica, a qual foi avaliada antes e após o treinamento com Nintendo Wii. Foram obtidas variáveis estabilométricas, distribuição plantar, Time Up and Go e Alcance Funcional. Os resultados mostraram melhoras na distribuição plantar, no tempo de execução do TUG e nas oscilações do centro de pressão. Concluiu-se que a pressão plantar, o equilíbrio e a velocidade da marcha foram influenciadas positivamente pelos jogos nessa participante.


The aim of this study was to evaluate the influence of the Nintendo Wii games system in the balance, the postural control and plantar pressure in a subject with cerebral palsy. A woman with 21 years old with spastic diplegy, which was evaluated before and after the training with Nintendo Wii, participated the study. The variables that were obtained are body sway (balance), plantar pressure, Time Up and Go and Functional Reach Test. The results showed improvements in the plantar distribution, in TUG?s execution time and some balance variables. The conclusion is that the plantar pressure, balance and gait speed were positively influenced by the games in this participant.


Assuntos
Paralisia Cerebral , Jogos de Vídeo , Especialidade de Fisioterapia
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