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The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) – a cross-sectional randomized study

BACKGROUND: Cerebral Palsy (CP) is characterised by variable difficulties in muscular action, resulting in inability of the individual to perform functional movement. An option to provide functionality to the individual with CP is the use of computer innovation. The aim of this paper was to verify i...

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Autores principales: Leal, Andréa Fernanda, da Silva, Talita Dias, Lopes, Priscila Bianchi, Bahadori, Shayan, de Araújo, Luciano Vieira, da Costa, Murillo Vinicius Brandão, de Moraes, Íbis Ariana Peña, Marques, Ricardo Henrique, Crocetta, Tania Brusque, de Abreu, Luiz Carlos, Monteiro, Carlos Bandeira de Mello
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7191706/
https://www.ncbi.nlm.nih.gov/pubmed/32349752
http://dx.doi.org/10.1186/s12984-020-00689-z
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author Leal, Andréa Fernanda
da Silva, Talita Dias
Lopes, Priscila Bianchi
Bahadori, Shayan
de Araújo, Luciano Vieira
da Costa, Murillo Vinicius Brandão
de Moraes, Íbis Ariana Peña
Marques, Ricardo Henrique
Crocetta, Tania Brusque
de Abreu, Luiz Carlos
Monteiro, Carlos Bandeira de Mello
author_facet Leal, Andréa Fernanda
da Silva, Talita Dias
Lopes, Priscila Bianchi
Bahadori, Shayan
de Araújo, Luciano Vieira
da Costa, Murillo Vinicius Brandão
de Moraes, Íbis Ariana Peña
Marques, Ricardo Henrique
Crocetta, Tania Brusque
de Abreu, Luiz Carlos
Monteiro, Carlos Bandeira de Mello
author_sort Leal, Andréa Fernanda
collection PubMed
description BACKGROUND: Cerebral Palsy (CP) is characterised by variable difficulties in muscular action, resulting in inability of the individual to perform functional movement. An option to provide functionality to the individual with CP is the use of computer innovation. The aim of this paper was to verify if there was any performance improvement in a task performed in a virtual environment and if there was transfer to the task performed in the real environment and vice versa in this population. METHODS: A computer program was developed comprising a motor task, but with two possibilities of user interaction: a) concrete interface (with physical contact): in which the individual touches the computer screen to finish the task and b) abstract interface (no physical contact): in which the individual performs a hand movement in front of the Kinect device. Participants were split into two groups. The experimental group consisted of 28 individuals with CP within the ages of 6 and 15 years old. The control group included 28 typically developing individuals mirroring the age and sex of the experimental group. RESULTS: Individuals from both groups were able to improve task performance and retain acquired information. The CP group presented worse performance than the control group in all phases of the study. Further findings showed that the CP group presented better performance in the abstract interface than in the concrete interface, whereas, in the control group, the opposite occurred: their best performance was in the concrete. CONCLUSIONS: Motor tasks performed by individuals with CP through an interface with a more virtual environment feature (abstract interface: Kinect) provided better performance when compared to an interface with a more real characteristic (concrete interface: Touchscreen). TRIAL REGISTRATION: ClinicalTrials.gov Identifier - NCT03352440; Date of registration - November 17, 2017.
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spelling pubmed-71917062020-05-04 The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) – a cross-sectional randomized study Leal, Andréa Fernanda da Silva, Talita Dias Lopes, Priscila Bianchi Bahadori, Shayan de Araújo, Luciano Vieira da Costa, Murillo Vinicius Brandão de Moraes, Íbis Ariana Peña Marques, Ricardo Henrique Crocetta, Tania Brusque de Abreu, Luiz Carlos Monteiro, Carlos Bandeira de Mello J Neuroeng Rehabil Research BACKGROUND: Cerebral Palsy (CP) is characterised by variable difficulties in muscular action, resulting in inability of the individual to perform functional movement. An option to provide functionality to the individual with CP is the use of computer innovation. The aim of this paper was to verify if there was any performance improvement in a task performed in a virtual environment and if there was transfer to the task performed in the real environment and vice versa in this population. METHODS: A computer program was developed comprising a motor task, but with two possibilities of user interaction: a) concrete interface (with physical contact): in which the individual touches the computer screen to finish the task and b) abstract interface (no physical contact): in which the individual performs a hand movement in front of the Kinect device. Participants were split into two groups. The experimental group consisted of 28 individuals with CP within the ages of 6 and 15 years old. The control group included 28 typically developing individuals mirroring the age and sex of the experimental group. RESULTS: Individuals from both groups were able to improve task performance and retain acquired information. The CP group presented worse performance than the control group in all phases of the study. Further findings showed that the CP group presented better performance in the abstract interface than in the concrete interface, whereas, in the control group, the opposite occurred: their best performance was in the concrete. CONCLUSIONS: Motor tasks performed by individuals with CP through an interface with a more virtual environment feature (abstract interface: Kinect) provided better performance when compared to an interface with a more real characteristic (concrete interface: Touchscreen). TRIAL REGISTRATION: ClinicalTrials.gov Identifier - NCT03352440; Date of registration - November 17, 2017. BioMed Central 2020-04-29 /pmc/articles/PMC7191706/ /pubmed/32349752 http://dx.doi.org/10.1186/s12984-020-00689-z Text en © The Author(s) 2020 Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research
Leal, Andréa Fernanda
da Silva, Talita Dias
Lopes, Priscila Bianchi
Bahadori, Shayan
de Araújo, Luciano Vieira
da Costa, Murillo Vinicius Brandão
de Moraes, Íbis Ariana Peña
Marques, Ricardo Henrique
Crocetta, Tania Brusque
de Abreu, Luiz Carlos
Monteiro, Carlos Bandeira de Mello
The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) – a cross-sectional randomized study
title The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) – a cross-sectional randomized study
title_full The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) – a cross-sectional randomized study
title_fullStr The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) – a cross-sectional randomized study
title_full_unstemmed The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) – a cross-sectional randomized study
title_short The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) – a cross-sectional randomized study
title_sort use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) – a cross-sectional randomized study
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7191706/
https://www.ncbi.nlm.nih.gov/pubmed/32349752
http://dx.doi.org/10.1186/s12984-020-00689-z
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