Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos
Autor(a) principal: | |
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Data de Publicação: | 2014 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Repositório Institucional da UFRN |
Texto Completo: | https://repositorio.ufrn.br/jspui/handle/123456789/16753 |
Resumo: | The association of Virtual Reality (VR) to clinical practice has become common in the recent years, showing to be an additional tool on health care, especially for elderly. Its use has been related to higher therapeutic adhesion levels and well being sensation. Such emotional based aspects are often observed by subjective tools of relative validity. This study analyzed the immediate effects of varied VR contexts balance training over emotional behavior, which was observed under peaks of maximum expression of EEG waves. Methodology: 40 individuals, divided in two groups, both gender, 20 young and 20 elderly, were submitted to a 60 minutes intervention, including balance training under VR. The first 25 minutes referred to initial evaluation, general orientation and cognitive assessment by the use of Mini Mental. The next ten minutes were designated to the avatar creation and tutorial video presentation. Through the following 20 minutes, the individuals from both groups were exposed to the exact same sequence of games under virtual contexts, while submitted to electroencephalography by Emotiv EPOC® focusing Adhesion, Frustration and Meditation states. The virtual interface was provided by the Nintendo® game, Wii Fit Plus, with the scenarios Balance Bubble (1), Penguin (2), Soccer (3), Tight Rope (4) and Table Tilt (5). Finally, a questionnaire of personal impressions was applied on the 5 minutes left. Results: data collected showed 64,7% of individuals from both groups presented higher concentration of adhesion peaks on Balance Bubble game. Both groups also presented similar behavior regarding meditation state, with marks close to 40%, each, on the same game, Table Tilt. There was divergence related to the frustration state, being the maximum concentration for the young group on the Soccer game (29,3%), whilst the elderly group referred highest marks to Tight Rope game (35,2%). Conclusion: Findings suggest virtual contexts can be favorable to adhesion and meditation emotional patterns induction, regardless age and for both sexes, whilst frustration seems to be more related to cognitive motor affordance, likely to be influenced by age. This information is relevant and contributes to the orientation for the best choice of games applied in clinical practice, as for other studies regarding this topic |
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Silva, Wagner Henrique de Souzahttp://lattes.cnpq.br/6440721848160478http://lattes.cnpq.br/9579107830132166Campos, Tânia Fernandeshttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4784002J7Silva, Kátia Karina do Montehttp://lattes.cnpq.br/1081515399161086Cavalcanti, Fabrícia Azevedo da Costa2014-12-17T15:16:21Z2014-11-272014-12-17T15:16:21Z2014-05-21SILVA, Wagner Henrique de Souza. Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos. 2014. 87 f. Dissertação (Mestrado em Movimento e Saúde) - Universidade Federal do Rio Grande do Norte, Natal, 2014.https://repositorio.ufrn.br/jspui/handle/123456789/16753The association of Virtual Reality (VR) to clinical practice has become common in the recent years, showing to be an additional tool on health care, especially for elderly. Its use has been related to higher therapeutic adhesion levels and well being sensation. Such emotional based aspects are often observed by subjective tools of relative validity. This study analyzed the immediate effects of varied VR contexts balance training over emotional behavior, which was observed under peaks of maximum expression of EEG waves. Methodology: 40 individuals, divided in two groups, both gender, 20 young and 20 elderly, were submitted to a 60 minutes intervention, including balance training under VR. The first 25 minutes referred to initial evaluation, general orientation and cognitive assessment by the use of Mini Mental. The next ten minutes were designated to the avatar creation and tutorial video presentation. Through the following 20 minutes, the individuals from both groups were exposed to the exact same sequence of games under virtual contexts, while submitted to electroencephalography by Emotiv EPOC® focusing Adhesion, Frustration and Meditation states. The virtual interface was provided by the Nintendo® game, Wii Fit Plus, with the scenarios Balance Bubble (1), Penguin (2), Soccer (3), Tight Rope (4) and Table Tilt (5). Finally, a questionnaire of personal impressions was applied on the 5 minutes left. Results: data collected showed 64,7% of individuals from both groups presented higher concentration of adhesion peaks on Balance Bubble game. Both groups also presented similar behavior regarding meditation state, with marks close to 40%, each, on the same game, Table Tilt. There was divergence related to the frustration state, being the maximum concentration for the young group on the Soccer game (29,3%), whilst the elderly group referred highest marks to Tight Rope game (35,2%). Conclusion: Findings suggest virtual contexts can be favorable to adhesion and meditation emotional patterns induction, regardless age and for both sexes, whilst frustration seems to be more related to cognitive motor affordance, likely to be influenced by age. This information is relevant and contributes to the orientation for the best choice of games applied in clinical practice, as for other studies regarding this topicA associação de realidade virtual(RV) à prática clínica tem se mostrado comum nos últimos anos, sendo mais uma ferramenta de atenção à saúde, inclusive na terceira idade. Seu uso vem sendo relacionado a maiores índices de adesão terapêutica e bem estar, aspectos de base emocional frequentemente observados através de instrumentos subjetivos e de validade questionável. O presente estudo analisou os efeitos imediatos do treino de equilíbrio em contextos variados de RV sobre o comportamento emocional dos participantes, observado sob a forma de picos de expressão máxima em ondas de EEG. Metodologia: 40 indivíduos, de ambos os sexos, divididos em dois grupos, sendo 20 jovens e 20 idosos, realizaram única intervenção de 60 minutos, incluindo treino em RV. Os primeiros 25 minutos abrangeram a avaliação inicial, com orientações e aplicação de instrumentos manuais (Ficha de avaliação e Mini Mental). Dez minutos subsequentes foram designados à criação do avatar e observação de vídeo tutorial pré treino. Nos 20 minutos seguintes, os sujeitos de ambos os grupos foram expostos a uma sequência idêntica de jogos em contextos virtuais, enquanto submetidos a eletroencefalografia por Emotiv EPOC® com foco em Adesão, Frustração e Meditação. A interface virtual foi proposta pelo jogo Wii Fit Plus, da Nintendo®, sendo usados os cenários Balance Bubble(1), Penguin(2), Soccer(3), Tight Rope(4) e Table Tilt(5). Finalmente, um questionário de impressões foi aplicado nos 5 minutos restantes. Resultados: os dados obtidos mostraram que 64,7% dos indivíduos em ambos os grupos apresentaram maior concentração de picos máximos de adesão no jogo Balance Bubble. Ambos os grupos também apresentaram comportamento semelhante em relação ao estado de meditação, com índices superiores a 40%, cada, no mesmo jogo, Table Tilt. Houve divergência sobre o estado de frustração, sendo o máximo do grupo jovem concentrado no jogo Soccer (29,4%), enquanto o grupo idoso manifestou tal emoção mais intensamente no jogo Tight Rope (35,2%). Conclusão: Os achados sugerem que contextos virtuais podem favorecer à indução de padrões emocionais de adesão e meditação independentemente de idade, ao passo que a frustração aparenta estar mais relacionada ao desempenho cognitivo motor, sendo aparentemente influenciada pelo avanço senil. Estas informações são relevantes e passam a contribuir para a orientação da escolha adequada de jogos utilizados na prática clínica atualapplication/pdfporUniversidade Federal do Rio Grande do NortePrograma de Pós-Graduação em FisioterapiaUFRNBRMovimento e SaúdeEEG. Realidade virtual. Emoção. FisioterapiaEEG. Virtual Reality. Emotion. Physical TherapyCNPQ::CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONALRealidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idososinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFRNinstname:Universidade Federal do Rio Grande do Norte (UFRN)instacron:UFRNORIGINALWagnerHSS_DISSERT.pdfapplication/pdf20414622https://repositorio.ufrn.br/bitstream/123456789/16753/1/WagnerHSS_DISSERT.pdfc4009e659b40e680ec8cb526b1f63a0dMD51TEXTWagnerHSS_DISSERT.pdf.txtWagnerHSS_DISSERT.pdf.txtExtracted texttext/plain139512https://repositorio.ufrn.br/bitstream/123456789/16753/6/WagnerHSS_DISSERT.pdf.txt9b59339c18a4b3154abeb02a6ddbc6c2MD56THUMBNAILWagnerHSS_DISSERT.pdf.jpgWagnerHSS_DISSERT.pdf.jpgIM Thumbnailimage/jpeg3013https://repositorio.ufrn.br/bitstream/123456789/16753/7/WagnerHSS_DISSERT.pdf.jpg19373dc7da9bb88c3ea6427ad6d9a986MD57123456789/167532017-11-04 04:57:38.656oai:https://repositorio.ufrn.br:123456789/16753Repositório de PublicaçõesPUBhttp://repositorio.ufrn.br/oai/opendoar:2017-11-04T07:57:38Repositório Institucional da UFRN - Universidade Federal do Rio Grande do Norte (UFRN)false |
dc.title.por.fl_str_mv |
Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos |
title |
Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos |
spellingShingle |
Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos Silva, Wagner Henrique de Souza EEG. Realidade virtual. Emoção. Fisioterapia EEG. Virtual Reality. Emotion. Physical Therapy CNPQ::CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONAL |
title_short |
Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos |
title_full |
Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos |
title_fullStr |
Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos |
title_full_unstemmed |
Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos |
title_sort |
Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos |
author |
Silva, Wagner Henrique de Souza |
author_facet |
Silva, Wagner Henrique de Souza |
author_role |
author |
dc.contributor.authorID.por.fl_str_mv |
|
dc.contributor.authorLattes.por.fl_str_mv |
http://lattes.cnpq.br/6440721848160478 |
dc.contributor.advisorID.por.fl_str_mv |
|
dc.contributor.advisorLattes.por.fl_str_mv |
http://lattes.cnpq.br/9579107830132166 |
dc.contributor.referees1.pt_BR.fl_str_mv |
Campos, Tânia Fernandes |
dc.contributor.referees1ID.por.fl_str_mv |
|
dc.contributor.referees1Lattes.por.fl_str_mv |
http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4784002J7 |
dc.contributor.referees2.pt_BR.fl_str_mv |
Silva, Kátia Karina do Monte |
dc.contributor.referees2ID.por.fl_str_mv |
|
dc.contributor.referees2Lattes.por.fl_str_mv |
http://lattes.cnpq.br/1081515399161086 |
dc.contributor.author.fl_str_mv |
Silva, Wagner Henrique de Souza |
dc.contributor.advisor1.fl_str_mv |
Cavalcanti, Fabrícia Azevedo da Costa |
contributor_str_mv |
Cavalcanti, Fabrícia Azevedo da Costa |
dc.subject.por.fl_str_mv |
EEG. Realidade virtual. Emoção. Fisioterapia |
topic |
EEG. Realidade virtual. Emoção. Fisioterapia EEG. Virtual Reality. Emotion. Physical Therapy CNPQ::CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONAL |
dc.subject.eng.fl_str_mv |
EEG. Virtual Reality. Emotion. Physical Therapy |
dc.subject.cnpq.fl_str_mv |
CNPQ::CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONAL |
description |
The association of Virtual Reality (VR) to clinical practice has become common in the recent years, showing to be an additional tool on health care, especially for elderly. Its use has been related to higher therapeutic adhesion levels and well being sensation. Such emotional based aspects are often observed by subjective tools of relative validity. This study analyzed the immediate effects of varied VR contexts balance training over emotional behavior, which was observed under peaks of maximum expression of EEG waves. Methodology: 40 individuals, divided in two groups, both gender, 20 young and 20 elderly, were submitted to a 60 minutes intervention, including balance training under VR. The first 25 minutes referred to initial evaluation, general orientation and cognitive assessment by the use of Mini Mental. The next ten minutes were designated to the avatar creation and tutorial video presentation. Through the following 20 minutes, the individuals from both groups were exposed to the exact same sequence of games under virtual contexts, while submitted to electroencephalography by Emotiv EPOC® focusing Adhesion, Frustration and Meditation states. The virtual interface was provided by the Nintendo® game, Wii Fit Plus, with the scenarios Balance Bubble (1), Penguin (2), Soccer (3), Tight Rope (4) and Table Tilt (5). Finally, a questionnaire of personal impressions was applied on the 5 minutes left. Results: data collected showed 64,7% of individuals from both groups presented higher concentration of adhesion peaks on Balance Bubble game. Both groups also presented similar behavior regarding meditation state, with marks close to 40%, each, on the same game, Table Tilt. There was divergence related to the frustration state, being the maximum concentration for the young group on the Soccer game (29,3%), whilst the elderly group referred highest marks to Tight Rope game (35,2%). Conclusion: Findings suggest virtual contexts can be favorable to adhesion and meditation emotional patterns induction, regardless age and for both sexes, whilst frustration seems to be more related to cognitive motor affordance, likely to be influenced by age. This information is relevant and contributes to the orientation for the best choice of games applied in clinical practice, as for other studies regarding this topic |
publishDate |
2014 |
dc.date.accessioned.fl_str_mv |
2014-12-17T15:16:21Z |
dc.date.available.fl_str_mv |
2014-11-27 2014-12-17T15:16:21Z |
dc.date.issued.fl_str_mv |
2014-05-21 |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
dc.identifier.citation.fl_str_mv |
SILVA, Wagner Henrique de Souza. Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos. 2014. 87 f. Dissertação (Mestrado em Movimento e Saúde) - Universidade Federal do Rio Grande do Norte, Natal, 2014. |
dc.identifier.uri.fl_str_mv |
https://repositorio.ufrn.br/jspui/handle/123456789/16753 |
identifier_str_mv |
SILVA, Wagner Henrique de Souza. Realidade virtual na atividade cerebral: um estudo comparativo entre estados emocionais de adultos jovens e idosos. 2014. 87 f. Dissertação (Mestrado em Movimento e Saúde) - Universidade Federal do Rio Grande do Norte, Natal, 2014. |
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Movimento e Saúde |
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Universidade Federal do Rio Grande do Norte |
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