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Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine - A Cross-Sectional Pilot Study

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Autor(es):
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Silva, Talita Dias da [1, 2, 3] ; Silva, Paula Lumy da [4, 5] ; Valenzuela, Elisa de Jesus [4] ; Dias, Eduardo Dati [3] ; Simcsik, Amanda Orasmo [3] ; de Carvalho, Mariana Giovanelli [2, 3] ; Fontes, Anne Michelli Gomes Goncalves [4] ; Alberissi, Camila Aparecida de Oliveira [3] ; Araujo, Luciano Vieira de [3] ; Brandao, Murilo Vinicius da Costa [3] ; Dawes, Helen [6, 7] ; Monteiro, Carlos Bandeira de Mello [3, 4]
Número total de Autores: 12
Afiliação do(s) autor(es):
[1] Univ Cidade Sao Paulo UNICID, Fac Med, Sao Paulo - Brazil
[2] Univ Fed Sao Paulo UNIFESP, Dept Med Cardiol, Escola Paulista Med, Sao Paulo - Brazil
[3] Univ Sao Paulo PATER EACH USP, Grp Pesquisa & Aplicacoes Tecnol Reabil, Escola Artes Ciencias & Humanidades, Sao Paulo - Brazil
[4] Univ Sao Paulo FOFITO USP, Fac Med, Dept Fisioterapia Fonoaudiol & Terapia Ocupac, Sao Paulo - Brazil
[5] Fundacao Herminio Ometto FHO UNIARARAS, Sao Paulo - Brazil
[6] Oxford Brookes Univ, Inst Nursing & Allied Hlth Res, Oxford - England
[7] Univ Oxford, Dept Clin Neurol, Oxford - England
Número total de Afiliações: 7
Tipo de documento: Artigo Científico
Fonte: FRONTIERS IN PSYCHOLOGY; v. 12, FEB 2 2021.
Citações Web of Science: 0
Resumo

Introduction: There is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy (CP). Objective: This paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality (VR) implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19. Methods: Using a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of which had CP (14 males and 8 females, mean age = 19 years, ranging between 11 and 28 years) and 22 typically developing individuals, matched by age and sex to the individuals with CP. Participants practiced a coincident timing game(1) and we measured movement performance and physical activity intensity using the rating of perceived exertion Borg scale. Results: All participants were able to engage with the VR therapy remotely, reported enjoying sessions, and improved performance in some practice moments. The most important result in this cross-sectional study was the significant increasing in rating of perceived exertion (through Borg scale) in both groups during practice and with CP presenting a higher rating of perceived exertion. Conclusion: Children with CP enjoyed participating, were able to perform at the same level as their peers on certain activities and increased both their performance and physical activity intensity when using the game, supporting the use of serious games for this group for home therapy and interactive games. (AU)

Processo FAPESP: 18/00775-6 - Análise de desempenho motor em interfaces virtual e real em pessoas com Transtorno do Espectro Autista
Beneficiário:Camila Aparecida de Oliveira Alberissi
Modalidade de apoio: Bolsas no Brasil - Iniciação Científica
Processo FAPESP: 17/24991-7 - Transferência de desempenho motor entre ambientes virtuais e reais em pessoas com Distrofia Muscular de Duchenne
Beneficiário:Carlos Bandeira de Mello Monteiro
Modalidade de apoio: Bolsas no Exterior - Pesquisa
Processo FAPESP: 16/08358-0 - Análise de viabilidade de jogos digitais adaptáveis ao perfil de pessoas com deficiência como instrumento de apoio à reabilitação
Beneficiário:Talita Dias da Silva Magalhães
Modalidade de apoio: Auxílio à Pesquisa - Pesquisa Inovativa em Pequenas Empresas - PIPE
Processo FAPESP: 11/07277-2 - Aprendizagem motora por meio de realidade aumentada na paralisia cerebral
Beneficiário:Carlos Bandeira de Mello Monteiro
Modalidade de apoio: Auxílio à Pesquisa - Regular