Virtual reality as technology for rehabilitation: a case study

Detalhes bibliográficos
Autor(a) principal: Audi, Mauro
Data de Publicação: 2018
Outros Autores: Barrozo, Amanda Lavagnini, Perin, Bruna de Oliveira, Frota, João Batista Bezerra, Braccialli, Ligia Maria Presumido
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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spelling 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
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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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