Virtual and augmented reality technologies in Human Performance: a review
Autor(a) principal: | |
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Data de Publicação: | 2017 |
Outros Autores: | , , |
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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Fisioterapia em Movimento |
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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 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
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 |
language |
eng |
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 |
institution |
PUC_PR |
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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1799138747592212480 |