Virtual reality as technology for rehabilitation: a case study
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Outros Autores: | , , , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Revista Educação Especial (UFSM) |
Texto Completo: | http://periodicos.ufsm.br/educacaoespecial/article/view/19806 |
Resumo: | The activities developed in conventional physical therapies are sometimes repetitive and produce a lack of stimulation on the part of the participant. The use of virtual environments can represent, in this reality, a powerful therapeutic tool that provides motivation and makes the sessions more enjoyable. Virtual reality is a technological resource that allows the individual to use their senses and natural body movements during participation in virtual games, thus promoting their interaction with a virtual environment. The purpose of this work was to verify the opinion of an individual with traumatic brain injury on a program with virtual reality games. A XBox Kinect® console was utilized for this intervention, and the selected games required the use of many physical abilities, including balance. The intervention lasted thirty-two days, and twenty-one attendances were performed in this period, with an average therapy time of approximately 25 minutes / attendance. A semi-structured interview with the participant was performed, with a pre-script approved by the evaluators. The qualitative analysis of the interview contents revealed pleasure and joy by performing the activities. According to the results observed in the case study, it was concluded that virtual reality, as a therapeutic means, represents a motivating activity that enables the improvement of the participant's body balance. |
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Virtual reality as technology for rehabilitation: a case studyRealidade virtual como ferramenta para reabilitação: estudo de casoPhysical therapyDisabled personRehabilitationVirtual realityrealidade virtualreabilitaçãofisioterapiaThe activities developed in conventional physical therapies are sometimes repetitive and produce a lack of stimulation on the part of the participant. The use of virtual environments can represent, in this reality, a powerful therapeutic tool that provides motivation and makes the sessions more enjoyable. Virtual reality is a technological resource that allows the individual to use their senses and natural body movements during participation in virtual games, thus promoting their interaction with a virtual environment. The purpose of this work was to verify the opinion of an individual with traumatic brain injury on a program with virtual reality games. A XBox Kinect® console was utilized for this intervention, and the selected games required the use of many physical abilities, including balance. The intervention lasted thirty-two days, and twenty-one attendances were performed in this period, with an average therapy time of approximately 25 minutes / attendance. A semi-structured interview with the participant was performed, with a pre-script approved by the evaluators. The qualitative analysis of the interview contents revealed pleasure and joy by performing the activities. According to the results observed in the case study, it was concluded that virtual reality, as a therapeutic means, represents a motivating activity that enables the improvement of the participant's body balance.As atividades desenvolvidas nas terapias físicas convencionais muitas vezes são repetitivas e produzem a falta de estímulo por parte do participante, os ambientes virtuais pode ser uma poderosa ferramenta terapêutica que proporcione motivação e torne as sessões mais prazerosas. A realidade virtual é um recurso que permite que o indivíduo utilize seus sentidos e os movimentos naturais do corpo durante os jogos virtuais, para assim promover sua interação com um ambiente virtual. O objetivo foi mensurar a satisfação de uso de jogos virtuais durante as sessões de fisioterapia. O estudo foi realizado com um voluntário com diagnóstico de traumatismo cranioencefálico. Para a intervenção foi utilizado o videogame Xbox Kinect e os jogos escolhidos requisitaram a utilização de várias habilidades corporais, dentre elas o equilíbrio. A intervenção durou um mês e dois dias, sendo que nesse período foram realizados 21 atendimentos, com tempo de terapia aproximado de 25 minutos por atendimento. Foi realizada uma entrevista semiestruturada com o participante, com roteiro prévio, apreciado por juízes. A análise qualitativa de conteúdo da entrevista revelou prazer e alegria ao realizar as atividades. De acordo com os resultados observados no estudo, concluiu-se que a realidade virtual, como meio terapêutico, foi uma atividade motivadora e possibilitou melhora do equilíbrio corporal do voluntário.Universidade Federal de Santa Maria2018-03-11info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://periodicos.ufsm.br/educacaoespecial/article/view/1980610.5902/1984686X19806Special Education Magazine; Revista Educação Especial, v. 31, n. 60, jan./mar. 2018; 153-166Revista de Educación Especial; Revista Educação Especial, v. 31, n. 60, jan./mar. 2018; 153-166Revista Educação Especial; Revista Educação Especial, v. 31, n. 60, jan./mar. 2018; 153-1661984-686Xreponame:Revista Educação Especial (UFSM)instname:Universidade Federal de Santa Maria (UFSM)instacron:UFSMporhttp://periodicos.ufsm.br/educacaoespecial/article/view/19806/pdfCopyright (c) 2018 Revista Educação Especialinfo:eu-repo/semantics/openAccessAudi, MauroBarrozo, Amanda LavagniniPerin, Bruna de OliveiraFrota, João Batista BezerraBraccialli, Ligia Maria Presumido2018-03-12T15:07:19Zoai:ojs.pkp.sfu.ca:article/19806Revistahttps://periodicos.ufsm.br/educacaoespecialPUBhttp://cascavel.ufsm.br/revistas/ojs-2.2.2/index.php/educacaoespecial/oaieducacaoespecial@smail.ufsm.br||clenioberni@gmail.com1984-686X1808-270Xopendoar:2018-03-12T15:07:19Revista Educação Especial (UFSM) - Universidade Federal de Santa Maria (UFSM)false |
dc.title.none.fl_str_mv |
Virtual reality as technology for rehabilitation: a case study Realidade virtual como ferramenta para reabilitação: estudo de caso |
title |
Virtual reality as technology for rehabilitation: a case study |
spellingShingle |
Virtual reality as technology for rehabilitation: a case study Audi, Mauro Physical therapy Disabled person Rehabilitation Virtual reality realidade virtual reabilitação fisioterapia |
title_short |
Virtual reality as technology for rehabilitation: a case study |
title_full |
Virtual reality as technology for rehabilitation: a case study |
title_fullStr |
Virtual reality as technology for rehabilitation: a case study |
title_full_unstemmed |
Virtual reality as technology for rehabilitation: a case study |
title_sort |
Virtual reality as technology for rehabilitation: a case study |
author |
Audi, Mauro |
author_facet |
Audi, Mauro Barrozo, Amanda Lavagnini Perin, Bruna de Oliveira Frota, João Batista Bezerra Braccialli, Ligia Maria Presumido |
author_role |
author |
author2 |
Barrozo, Amanda Lavagnini Perin, Bruna de Oliveira Frota, João Batista Bezerra Braccialli, Ligia Maria Presumido |
author2_role |
author author author author |
dc.contributor.author.fl_str_mv |
Audi, Mauro Barrozo, Amanda Lavagnini Perin, Bruna de Oliveira Frota, João Batista Bezerra Braccialli, Ligia Maria Presumido |
dc.subject.por.fl_str_mv |
Physical therapy Disabled person Rehabilitation Virtual reality realidade virtual reabilitação fisioterapia |
topic |
Physical therapy Disabled person Rehabilitation Virtual reality realidade virtual reabilitação fisioterapia |
description |
The activities developed in conventional physical therapies are sometimes repetitive and produce a lack of stimulation on the part of the participant. The use of virtual environments can represent, in this reality, a powerful therapeutic tool that provides motivation and makes the sessions more enjoyable. Virtual reality is a technological resource that allows the individual to use their senses and natural body movements during participation in virtual games, thus promoting their interaction with a virtual environment. The purpose of this work was to verify the opinion of an individual with traumatic brain injury on a program with virtual reality games. A XBox Kinect® console was utilized for this intervention, and the selected games required the use of many physical abilities, including balance. The intervention lasted thirty-two days, and twenty-one attendances were performed in this period, with an average therapy time of approximately 25 minutes / attendance. A semi-structured interview with the participant was performed, with a pre-script approved by the evaluators. The qualitative analysis of the interview contents revealed pleasure and joy by performing the activities. According to the results observed in the case study, it was concluded that virtual reality, as a therapeutic means, represents a motivating activity that enables the improvement of the participant's body balance. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-03-11 |
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 |
http://periodicos.ufsm.br/educacaoespecial/article/view/19806 10.5902/1984686X19806 |
url |
http://periodicos.ufsm.br/educacaoespecial/article/view/19806 |
identifier_str_mv |
10.5902/1984686X19806 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
http://periodicos.ufsm.br/educacaoespecial/article/view/19806/pdf |
dc.rights.driver.fl_str_mv |
Copyright (c) 2018 Revista Educação Especial info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2018 Revista Educação Especial |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidade Federal de Santa Maria |
publisher.none.fl_str_mv |
Universidade Federal de Santa Maria |
dc.source.none.fl_str_mv |
Special Education Magazine; Revista Educação Especial, v. 31, n. 60, jan./mar. 2018; 153-166 Revista de Educación Especial; Revista Educação Especial, v. 31, n. 60, jan./mar. 2018; 153-166 Revista Educação Especial; Revista Educação Especial, v. 31, n. 60, jan./mar. 2018; 153-166 1984-686X reponame:Revista Educação Especial (UFSM) instname:Universidade Federal de Santa Maria (UFSM) instacron:UFSM |
instname_str |
Universidade Federal de Santa Maria (UFSM) |
instacron_str |
UFSM |
institution |
UFSM |
reponame_str |
Revista Educação Especial (UFSM) |
collection |
Revista Educação Especial (UFSM) |
repository.name.fl_str_mv |
Revista Educação Especial (UFSM) - Universidade Federal de Santa Maria (UFSM) |
repository.mail.fl_str_mv |
educacaoespecial@smail.ufsm.br||clenioberni@gmail.com |
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1799944200590983168 |