Error measurements during virtual and real darts in patients with stroke: implications for neurological rehabilitation

Detalhes bibliográficos
Autor(a) principal: Cruz, Sayara Cristina Batista da
Data de Publicação: 2020
Outros Autores: Borges, Lorenna Raquel Dantas de Macedo, Passos, Jacilda Oliveira dos, Oliveira, Débora Carvalho de, Fernandes, Aline Braga Galvão Silveira, Campos, Tania Fernandes
Tipo de documento: Artigo
Idioma: por
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/7653
Resumo: Objective: Perform a comparative analysis of error measurements after training with virtual and real darts. Methodology: The study included 15 stroke patients (10 men) and 12 healthy individuals (7 men). The virtual game used was Kinect Sports on the Xbox 360 Kinect®. Participants made 15 attempts at each game. Absolute (AE), constant (CE) and variable (VE) errors were calculated. Data analysis was performed using ANOVA. Results: A significant difference was observed between patients and healthy people in the virtual game (p = 0.003) and in the real game (p = 0.0001) for AE. There was difference in AE between virtual and real games for patients (p = 0.0001). In the EC, no significant difference was found between patients and healthy in the virtual game (p = 0.355) and in the real game (p = 0.544). There was also no difference in EC between virtual and real games for patients (p = 0.452). Through the analysis of the EV, there was no significant difference between patients and healthy people in the virtual game (p = 0.406), but there was in the real game (p = 0.0001). There was no significant difference in EV between virtual and real games for patients (p = 0.579). Conclusion: The results found indicated that the patients had less precision, greater consistency of errors and less variability in performance. The virtual game provided better results for patients compared to the real game, which can be of significant importance for the planning of motor rehabilitation of stroke patients.
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spelling Error measurements during virtual and real darts in patients with stroke: implications for neurological rehabilitation Mediciones de error durante juegos de dardos virtuales y reales em pacientes com acidente cerebrovascular: implicaciones para la rehabilitación neurológica Medidas de erros durante jogos de dardos virtual e real em pacientes com Acidente Vascular Cerebral: implicações para reabilitação neurológica StrokePhysiotherapyVirtual reality exposure therapy.Accidente cerebrovascularFisioterapiaTerapia de exposición a la realidad virtual.Acidente Vascular CerebralFisioterapiaTerapia de exposição à realidade virtual. Objective: Perform a comparative analysis of error measurements after training with virtual and real darts. Methodology: The study included 15 stroke patients (10 men) and 12 healthy individuals (7 men). The virtual game used was Kinect Sports on the Xbox 360 Kinect®. Participants made 15 attempts at each game. Absolute (AE), constant (CE) and variable (VE) errors were calculated. Data analysis was performed using ANOVA. Results: A significant difference was observed between patients and healthy people in the virtual game (p = 0.003) and in the real game (p = 0.0001) for AE. There was difference in AE between virtual and real games for patients (p = 0.0001). In the EC, no significant difference was found between patients and healthy in the virtual game (p = 0.355) and in the real game (p = 0.544). There was also no difference in EC between virtual and real games for patients (p = 0.452). Through the analysis of the EV, there was no significant difference between patients and healthy people in the virtual game (p = 0.406), but there was in the real game (p = 0.0001). There was no significant difference in EV between virtual and real games for patients (p = 0.579). Conclusion: The results found indicated that the patients had less precision, greater consistency of errors and less variability in performance. The virtual game provided better results for patients compared to the real game, which can be of significant importance for the planning of motor rehabilitation of stroke patients.Objetivo: Realizar un análisis comparativo de las medidas de error después del entrenamiento con dardos virtuales y reales. Metodología: El estudio incluyó a 15 pacientes con accidente cerebrovascular (10 hombres) y 12 individuos sanos (7 hombres). El juego virtual utilizado fue Kinect Sports en Xbox 360 Kinect®. Los participantes hicieron 15 intentos en cada juego. Se calcularon errores absolutos (EA), constantes (EC) y variables (EV). El análisis de los datos se realizó mediante ANOVA. Resultados: En cuanto a la EA, se observó una diferencia significativa entre pacientes y personas sanas en el juego virtual (p = 0,003) y en el juego real (p = 0,0001). También hubo una diferencia en EA entre juegos virtuales y reales para pacientes (p = 0,0001). En la CE, no se encontraron diferencias significativas entre pacientes y personas sanas en el juego virtual (p = 0.355) y en el juego real (p = 0.544). Tampoco hubo diferencia en la CE entre los juegos virtuales y reales para los pacientes (p = 0,452). Através del análisis del EV, no hubo diferencia significativa entre pacientes y personas sanas en el juego virtual (p = 0,406), pero sí en el juego real (p = 0,0001). No hubo diferencias significativas en EV entre los juegos virtuales y reales para los pacientes (p = 0,579). Conclusión: Los resultados encontrados indicaron que los pacientes tenían menor precisión, mayor consistencia de errores y menor variabilidad en el desempeño. El juego virtual proporcionó mejores resultados para los pacientes en comparación con el juego real, lo que puede ser de gran importancia para la planificación de la rehabilitación motora de los pacientes con accidente cerebrovascular.Objetivo: Realizar uma análise comparativa de medidas de erros após o treino com jogos de dardos virtual e real. Metodologia: Participaram do estudo 15 pacientes com Acidente Vascular Cerebral (AVC) (10 homens) e 12 indivíduos saudáveis (7 homens). O jogo virtual utilizado foi o Kinect Sports do Xbox 360 Kinect®. Os participantes realizaram 15 tentativas em cada jogo. Foram calculados os erros absoluto (EA), constante (EC) e variável (EV). Os dados foram analisados pela ANOVA. Resultados: Quanto ao EA observou-se diferença significativa entre os pacientes e saudáveis no jogo virtual (p=0,003) e no jogo real (p= 0,0001). Também houve diferença do EA entre os jogos virtual e real para os pacientes (p= 0,0001). No EC não foi encontrada diferença significativa entre pacientes e saudáveis no jogo virtual (p=0,355) e no jogo real (p= 0,544). Também não houve diferença do EC entre os jogos virtual e real para os pacientes (p= 0,452). Pela análise do EV não foi verificada diferença significativa entre pacientes e saudáveis no jogo virtual (p=0,406), mas houve no jogo real (p= 0,0001). Não houve diferença significativa do EV entre os jogos virtual e real para os pacientes (p= 0,579). Conclusão: Os resultados encontrados indicaram que os pacientes tiveram menor precisão, maior consistência de erros e menor variabilidade do desempenho. O jogo virtual proporcionou melhores resultados para os pacientes em comparação ao jogo real, o que pode ser de significativa importância para o planejamento da reabilitação motora dos pacientes com AVC. Research, Society and Development2020-09-02info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/765310.33448/rsd-v9i9.7653Research, Society and Development; Vol. 9 No. 9; e657997653Research, Society and Development; Vol. 9 Núm. 9; e657997653Research, Society and Development; v. 9 n. 9; e6579976532525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/7653/6855Copyright (c) 2020 Sayara Cristina Batista da Cruz; Lorenna Raquel Dantas de Macedo Borges; Jacilda Oliveira dos Passos; Débora Carvalho de Oliveira; Aline Braga Galvão Silveira Fernandes; Tania Fernandes Camposhttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessCruz, Sayara Cristina Batista daBorges, Lorenna Raquel Dantas de Macedo Passos, Jacilda Oliveira dos Oliveira, Débora Carvalho deFernandes, Aline Braga Galvão SilveiraCampos, Tania Fernandes 2020-09-18T01:42:11Zoai:ojs.pkp.sfu.ca:article/7653Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:30:18.864344Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv Error measurements during virtual and real darts in patients with stroke: implications for neurological rehabilitation
Mediciones de error durante juegos de dardos virtuales y reales em pacientes com acidente cerebrovascular: implicaciones para la rehabilitación neurológica
Medidas de erros durante jogos de dardos virtual e real em pacientes com Acidente Vascular Cerebral: implicações para reabilitação neurológica
title Error measurements during virtual and real darts in patients with stroke: implications for neurological rehabilitation
spellingShingle Error measurements during virtual and real darts in patients with stroke: implications for neurological rehabilitation
Cruz, Sayara Cristina Batista da
Stroke
Physiotherapy
Virtual reality exposure therapy.
Accidente cerebrovascular
Fisioterapia
Terapia de exposición a la realidad virtual.
Acidente Vascular Cerebral
Fisioterapia
Terapia de exposição à realidade virtual.
title_short Error measurements during virtual and real darts in patients with stroke: implications for neurological rehabilitation
title_full Error measurements during virtual and real darts in patients with stroke: implications for neurological rehabilitation
title_fullStr Error measurements during virtual and real darts in patients with stroke: implications for neurological rehabilitation
title_full_unstemmed Error measurements during virtual and real darts in patients with stroke: implications for neurological rehabilitation
title_sort Error measurements during virtual and real darts in patients with stroke: implications for neurological rehabilitation
author Cruz, Sayara Cristina Batista da
author_facet Cruz, Sayara Cristina Batista da
Borges, Lorenna Raquel Dantas de Macedo
Passos, Jacilda Oliveira dos
Oliveira, Débora Carvalho de
Fernandes, Aline Braga Galvão Silveira
Campos, Tania Fernandes
author_role author
author2 Borges, Lorenna Raquel Dantas de Macedo
Passos, Jacilda Oliveira dos
Oliveira, Débora Carvalho de
Fernandes, Aline Braga Galvão Silveira
Campos, Tania Fernandes
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Cruz, Sayara Cristina Batista da
Borges, Lorenna Raquel Dantas de Macedo
Passos, Jacilda Oliveira dos
Oliveira, Débora Carvalho de
Fernandes, Aline Braga Galvão Silveira
Campos, Tania Fernandes
dc.subject.por.fl_str_mv Stroke
Physiotherapy
Virtual reality exposure therapy.
Accidente cerebrovascular
Fisioterapia
Terapia de exposición a la realidad virtual.
Acidente Vascular Cerebral
Fisioterapia
Terapia de exposição à realidade virtual.
topic Stroke
Physiotherapy
Virtual reality exposure therapy.
Accidente cerebrovascular
Fisioterapia
Terapia de exposición a la realidad virtual.
Acidente Vascular Cerebral
Fisioterapia
Terapia de exposição à realidade virtual.
description Objective: Perform a comparative analysis of error measurements after training with virtual and real darts. Methodology: The study included 15 stroke patients (10 men) and 12 healthy individuals (7 men). The virtual game used was Kinect Sports on the Xbox 360 Kinect®. Participants made 15 attempts at each game. Absolute (AE), constant (CE) and variable (VE) errors were calculated. Data analysis was performed using ANOVA. Results: A significant difference was observed between patients and healthy people in the virtual game (p = 0.003) and in the real game (p = 0.0001) for AE. There was difference in AE between virtual and real games for patients (p = 0.0001). In the EC, no significant difference was found between patients and healthy in the virtual game (p = 0.355) and in the real game (p = 0.544). There was also no difference in EC between virtual and real games for patients (p = 0.452). Through the analysis of the EV, there was no significant difference between patients and healthy people in the virtual game (p = 0.406), but there was in the real game (p = 0.0001). There was no significant difference in EV between virtual and real games for patients (p = 0.579). Conclusion: The results found indicated that the patients had less precision, greater consistency of errors and less variability in performance. The virtual game provided better results for patients compared to the real game, which can be of significant importance for the planning of motor rehabilitation of stroke patients.
publishDate 2020
dc.date.none.fl_str_mv 2020-09-02
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/7653
10.33448/rsd-v9i9.7653
url https://rsdjournal.org/index.php/rsd/article/view/7653
identifier_str_mv 10.33448/rsd-v9i9.7653
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/7653/6855
dc.rights.driver.fl_str_mv https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Research, Society and Development
publisher.none.fl_str_mv Research, Society and Development
dc.source.none.fl_str_mv Research, Society and Development; Vol. 9 No. 9; e657997653
Research, Society and Development; Vol. 9 Núm. 9; e657997653
Research, Society and Development; v. 9 n. 9; e657997653
2525-3409
reponame:Research, Society and Development
instname:Universidade Federal de Itajubá (UNIFEI)
instacron:UNIFEI
instname_str Universidade Federal de Itajubá (UNIFEI)
instacron_str UNIFEI
institution UNIFEI
reponame_str Research, Society and Development
collection Research, Society and Development
repository.name.fl_str_mv Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)
repository.mail.fl_str_mv rsd.articles@gmail.com
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