Virtual and augmented reality technologies in Human Performance: a review

Detalhes bibliográficos
Autor(a) principal: Brusque Crocetta, Tânia
Data de Publicação: 2017
Outros Autores: de Oliveira, Sandra Rogéria, de Liz, Carla Maria, Andrade, Alexandro
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Fisioterapia em Movimento
Texto Completo: https://periodicos.pucpr.br/fisio/article/view/21783
Resumo: Introduction: Today´s society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective: To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods: We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results: Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo® Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson´s disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion: Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.
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spelling Virtual and augmented reality technologies in Human Performance: a reviewIntroduction: Today´s society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective: To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods: We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results: Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo® Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson´s disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion: Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.Editora PUCPRESS2017-09-20info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.pucpr.br/fisio/article/view/2178310.1590/0103-5150.028.004.AR01Fisioterapia em Movimento (Physical Therapy in Movement); Vol. 28 No. 4 (2015)Fisioterapia em Movimento; v. 28 n. 4 (2015)1980-5918reponame:Fisioterapia em Movimentoinstname:Pontifícia Universidade Católica do Paraná (PUC-PR)instacron:PUC_PRenghttps://periodicos.pucpr.br/fisio/article/view/21783/20911Copyright (c) 2022 PUCPRESSinfo:eu-repo/semantics/openAccessBrusque Crocetta, Tâniade Oliveira, Sandra Rogériade Liz, Carla MariaAndrade, Alexandro2022-03-07T19:01:28Zoai:ojs.periodicos.pucpr.br:article/21783Revistahttps://periodicos.pucpr.br/fisioPRIhttps://periodicos.pucpr.br/fisio/oairubia.farias@pucpr.br||revista.fisioterapia@pucpr.br1980-59180103-5150opendoar:2022-03-07T19:01:28Fisioterapia em Movimento - Pontifícia Universidade Católica do Paraná (PUC-PR)false
dc.title.none.fl_str_mv Virtual and augmented reality technologies in Human Performance: a review
title Virtual and augmented reality technologies in Human Performance: a review
spellingShingle Virtual and augmented reality technologies in Human Performance: a review
Brusque Crocetta, Tânia
title_short Virtual and augmented reality technologies in Human Performance: a review
title_full Virtual and augmented reality technologies in Human Performance: a review
title_fullStr Virtual and augmented reality technologies in Human Performance: a review
title_full_unstemmed Virtual and augmented reality technologies in Human Performance: a review
title_sort Virtual and augmented reality technologies in Human Performance: a review
author Brusque Crocetta, Tânia
author_facet Brusque Crocetta, Tânia
de Oliveira, Sandra Rogéria
de Liz, Carla Maria
Andrade, Alexandro
author_role author
author2 de Oliveira, Sandra Rogéria
de Liz, Carla Maria
Andrade, Alexandro
author2_role author
author
author
dc.contributor.author.fl_str_mv Brusque Crocetta, Tânia
de Oliveira, Sandra Rogéria
de Liz, Carla Maria
Andrade, Alexandro
description Introduction: Today´s society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective: To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods: We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results: Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo® Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson´s disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion: Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.
publishDate 2017
dc.date.none.fl_str_mv 2017-09-20
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dc.identifier.uri.fl_str_mv https://periodicos.pucpr.br/fisio/article/view/21783
10.1590/0103-5150.028.004.AR01
url https://periodicos.pucpr.br/fisio/article/view/21783
identifier_str_mv 10.1590/0103-5150.028.004.AR01
dc.language.iso.fl_str_mv eng
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dc.relation.none.fl_str_mv https://periodicos.pucpr.br/fisio/article/view/21783/20911
dc.rights.driver.fl_str_mv Copyright (c) 2022 PUCPRESS
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2022 PUCPRESS
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Editora PUCPRESS
publisher.none.fl_str_mv Editora PUCPRESS
dc.source.none.fl_str_mv Fisioterapia em Movimento (Physical Therapy in Movement); Vol. 28 No. 4 (2015)
Fisioterapia em Movimento; v. 28 n. 4 (2015)
1980-5918
reponame:Fisioterapia em Movimento
instname:Pontifícia Universidade Católica do Paraná (PUC-PR)
instacron:PUC_PR
instname_str Pontifícia Universidade Católica do Paraná (PUC-PR)
instacron_str PUC_PR
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reponame_str Fisioterapia em Movimento
collection Fisioterapia em Movimento
repository.name.fl_str_mv Fisioterapia em Movimento - Pontifícia Universidade Católica do Paraná (PUC-PR)
repository.mail.fl_str_mv rubia.farias@pucpr.br||revista.fisioterapia@pucpr.br
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