يعرض 1 - 10 نتائج من 29 نتيجة بحث عن '"Bacha, Jéssica Maria Ribeiro"', وقت الاستعلام: 1.70s تنقيح النتائج
  1. 1
    دورية أكاديمية

    المصدر: Fisioterapia em Movimento. January 2020 33

    مصطلحات موضوعية: Aged, Mood Disorders, Depression, Exercise, Virtual Reality

    الوصف: Introduction: Depressive and anxiety disorders are considered the main cause of emotional suffering and decrease of quality of life among older adults. It has been suggested that the practice of physical exercise can be a treatment option for anxiety and depression. Alternative approaches such serious games show promise for reducing depression symptoms. Objective: To compare the effect of virtual reality, in the form of commercially available interactive Kinect Adventures video games, compared to a standard physical exercise program on depressive symptoms of older adults. Method: This is a pilot study, parallel group, single-blind randomized controlled pilot trial that recruited two intervention groups: Interactive Video Game Kinect Adventures (IVG, n=8) versus usual physical exercise program (PEP, n=6). The two groups completed a seven week program with a total of fourteen 60-minute sessions divided into two sessions a week. The IVG completed individual training sessions using the Microsoft Xbox Kinect Adventures games and the PEP performed a group exercise program. Depression symptoms were measured using the Geriatric Depression Scale (GDS-15). This measure was assessed pre-intervention, post intervention and at 30-day follow-up. Results: There was a significant effect of assessment without group effect or interaction between factors, in the GDS-15 (RM-ANOVA, P < 0.0001). Both groups showed improvement in the GDS-15 post intervention assessment that was maintained after 30-day follow-up (Bonferroni post hoc test, P < 0.05). Conclusion: The results of this study suggest that both Interactive Kinect Adventures video games and physical exercise provide beneficial effects on depressive symptoms of older adults.

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  2. 2
    دورية أكاديمية

    المصدر: Fisioterapia em Movimento. January 2018 31

    الوصف: Introduction: Parkinson’s disease causes progressive decline of motor and cognitive functions leading to a decrease in the independence and quality of life of people affected. Training through virtual reality is proving effective, as it promotes cognitive and motor stimuli, which can be beneficial for these individuals, improving their quality of life. Objective: To analyze the effects of virtual reality on the cognition and quality of life of patients with Parkinson’s disease. Methods: A total of 11 individuals with a mean age of 65 (9.6) years classified in stages 1 to 3 of the Hoehn and Yahr Scale participated in this study. The subjects participated in fourteen sessions lasting one hour, twice a week for seven weeks in which they practiced four games of Kinect Adventures!. They were evaluated before, immediately after the intervention and 30 days after the intervention. Cognition was assessed using the Montreal Cognitive Scale (MoCA) and quality of life was assessed using the Parkinson’s Disease Questionnaire (PDQ-39). Results: Only PDQ-39 activities from the domain of daily living demonstrated a statistically significant improvement. The MoCA scores, in general, remained the same. Conclusion: Although virtual reality training promoted improvement in PDQ-39 activities in the daily life domain, it was not effective in the other domains assessed for quality of life and cognition.

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  3. 3
    رسالة جامعية

    المؤلفون: Bacha, Jéssica Maria Ribeiro

    مرشدي الرسالة: Pompeu, José Eduardo

    الوصف: Os objetivos do presente estudo foram analisar os efeitos dos videogames interativos Kinect Adventures comparados com a fisioterapia convencional por meio de um treinamento multimodal no controle postural, na marcha, na aptidão cardiorrespiratória e na cognição de idosos da comunidade e verificar a duração dos efeitos das intervenções após 30 dias de seguimento. Tratou-se de um ensaio clínico aleatorizado e cego. Participaram do estudo 50 idosos que foram aleatorizados entre grupo controle e grupo experimental, 25 em cada grupo. Todos os sujeitos foram submetidos a 14 sessões de intervenção, duas vezes por semana, por sete semanas. O grupo controle realizou treinamento multimodal, que incluiu aquecimento, treinamento de equilíbrio estático e dinâmico, condicionamento físico, treinamento de força muscular, treinamento de coordenação motora, flexibilidade muscular e desaquecimento. O grupo experimental praticou quatro jogos do Kinect Adventures, cinco tentativas de cada jogo por sessão. Todos os participantes foram submetidos a três avaliações: inicial (pré), final (pós) e trinta dias após as intervenções (seguimento), realizadas por um avaliador cego em relação ás intervenções. O desfecho primário do estudo foi o controle postural, avaliado por meio do Mini-Balance Evaluation Systems Test. Os desfechos secundários foram: (1) marcha, avaliada por meio Functional Gait Assessment; (2) aptidão cardiorrespiratória, avaliada por meio do Teste do Degrau de seis minutos e (3) cognição, avaliada por meio da Avaliação Cognitiva de Montreal. A análise estatística foi realizada por meio da ANOVA de medidas repetidas e do teste de pós hoc de Tukey para a verificação de possíveis diferenças entre os grupos e avaliações. Foi adotado alfa de 0,05. Não houve diferença entre os grupos após as intervenções e no seguimento em todos os desfechos. Ambos os grupos apresentaram melhora no controle postural, na marcha e na cognição após as intervenções (testes de Pós hoc de Tukey, P < 0,05). Em relação à aptidão cardiorrespiratória, o grupo experimental apresentou melhora após a intervenção e manutenção dos resultados no período de seguimento. Já o grupo controle apresentou melhora somente no período de seguimento. Conclui-se que ambas as intervenções podem proporcionar efeitos positivos no controle postural, na marcha na aptidão cardiorrespiratória e na cognição de idosos da comunidade, sem superioridade entre elas
    The objectives of the present study were to analyze the effects of Kinect Adventures interactive videogames compared to conventional physiotherapy through multimodal training in postural control, gait, cardiorespiratory fitness and cognition of the elderly in the community and to verify the duration of the effects of the interventions after 30 days of follow-up. It was a randomized, blinded clinical trial. Fifty elderly individuals who were randomized between the control group and the experimental group participated in the study, 25 in each group. All subjects underwent 14 intervention sessions, twice a week, for seven weeks. The control group performed multimodal training, which included warm-up, static and dynamic balance training, physical conditioning, muscle strength training, motor coordination training, muscle flexibility and cooling. The experimental group practiced four games of Kinect Adventures, five attempts of each game per session. All participants were submitted to three evaluations: initial (pre), final (post) and thirty days after the interventions (follow-up), performed by a blind evaluator in relation to the interventions. The primary endpoint of the study was postural control, evaluated through the Mini-Balance Evaluation Systems Test. The secondary outcomes were: (1) gait assessed by Functional Gait Assessment; (2) cardiorespiratory fitness assessed by the Six-Minute Step Test and (3) cognition assessed through the Montreal Cognitive Assessment. Statistical analysis was performed using repeated measures ANOVA and Tukey post hoc test to verify possible differences between groups and evaluations. Alpha of 0.05 was adopted. There was no difference between the groups after the interventions and in the follow-up in all the outcomes. Both groups showed improvement in control, gait and cognition after the interventions (Tukey Post hoc tests, P < 0.05). Regarding cardiorespiratory fitness, the experimental group presented improvement after the intervention and maintenance of the results in the follow-up period. The control group showed improvement only in the follow-up period. It is concluded that both interventions can provide positive effects on postural control, gait in cardiorespiratory fitness and on the cognition of elderly in the community, without any superiority between them

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  4. 4
    تقرير

    المصدر: Fisioterapia e Pesquisa. March 2016 23(1)

    الوصف: A incidência de acidente vascular encefálico (AVE) aumenta com o envelhecimento e pode ter como consequência alterações sensitivas e motoras, as quais limitam a capacidade funcional, em função da redução do equilíbrio e da mobilidade. Diferentes recursos vêm sendo utilizados na prática fisioterapêutica para a recuperação do equilíbrio e da mobilidade, como treinamento sensório-motor e treinamento com plataforma vibratória. O objetivo deste estudo foi investigar o efeito de um protocolo de treinamento sensório-motor com plataforma vibratória no equilíbrio e na mobilidade funcional de um indivíduo idoso com sequela de AVE. Um indivíduo idoso, do gênero feminino, com 72 anos de idade e com sequela de AVE participou deste estudo. A avaliação do equilíbrio foi realizada por meio da Escala de Equilíbrio de Berg (EEB) e a avaliação da mobilidade por meio do teste Timed Up and Go (TUG). As variáveis dependentes para acompanhamento foram: pontuação obtida na EEB e tempo de execução do TUG. Após a avaliação inicial, a idosa realizou um protocolo de treinamento sensório-motor com plataforma vibratória, composto por 10 sessões, de 45 minutos cada. Na avaliação final, os resultados indicaram um aumento da pontuação na EEB (avaliação inicial = 41 pontos e avaliação final = 51 pontos) e uma redução no tempo de execução do TUG (avaliação inicial = 14 segundos e avaliação final = 9 segundos) na idosa com sequela de AVE. Com base nesses resultados, é possível concluir que o treinamento proposto foi efetivo para a melhora do equilíbrio e da mobilidade funcional da idosa com sequela de AVE.

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  5. 5
    دورية أكاديمية

    المصدر: Journal of Aging & Physical Activity; Jun2021, Vol. 29 Issue 3, p400-411, 12p, 1 Color Photograph, 8 Charts, 1 Graph

    مستخلص: Objective: To analyze the feasibility, safety, and acceptability of immersive virtual tasks. Methods: The authors recruited 11 young adults and 10 older adults. The participants performed three virtual reaching tasks while walking on a virtual path. The descriptive analysis and comparison between participants were performed using the Mann–Whitney U test and chi-square test for nonparametric and nominal variables, respectively. The authors also used analysis of variance for a between-groups comparison for normal variables. Results: Twenty percent of older adults and 81.8% of young adults completed all three tasks (chi-square test; p =.005). Both groups reported minor symptoms, with no significant differences. The older adults were more motivated to practice the tasks (Mann–Whitney U test; p =.015) and would be more likely to suggest them to others (chi-square test; p =.034). Conclusion: All three tasks were feasible for young adults. All participants, except for one, had cybersickness. The symptoms were mostly mild and subsided once the interaction was complete. [ABSTRACT FROM AUTHOR]

    : Copyright of Journal of Aging & Physical Activity is the property of Human Kinetics Publishers, Inc. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

  6. 6
    دورية أكاديمية
  7. 7
    دورية أكاديمية
  8. 8
    دورية أكاديمية

    المصدر: Journal of Geriatric Physical Therapy ; volume 42, issue 4, page E45-E54 ; ISSN 1539-8412

    الوصف: Background and Purpose: In any given year, 28% to 35% of older adults experience falls. In nursing home environments, the annual rate of falls increases to 30% to 50%. Our objective was to verify and compare the reliability, validity, and ability to identify falls of the Berg Balance Scale (BBS), Balance Evaluation Systems Test (BESTest), Mini-BESTest, and Brief-BESTest for older adults who live in nursing homes. Methods: This was a cross-sectional study. Older adults (n = 49; aged 62-90 years; mean = 77.8; standard deviation = 7.2) were recruited from a nonprofit nursing home. All participants were assessed by 2 physiotherapists using the BBS, BESTest, Mini-BESTest, and Brief-BESTest. The interrater and test-retest (7-14 days) reliability were assessed using intraclass correlation coefficients (ICCs [2, 1]). Minimal detectable changes at the 95% confidence level were established. To analyze each test's ability to identify fall status, we used receiver operating characteristic (ROC) curves, whose statistical significance we verified using the area under the ROC curve (AUC) and respective 95% confidence intervals (CIs). The diagnostic likelihood ratios (positive and negative) and 95% CI were used to verify posttest probability. We used Fagan's nomogram to show the posttest probability of each balance test. Validity was assessed using kappa coefficients and the prevalence-adjusted bias-adjusted kappa (PABAK). Results: Interrater and test-retest reliability for the total scores were good to excellent across all 4 tests (ICC interrater value = 0.992-0.994 and ICC test-retest value = 0.886-0.945). All tests were also able to identify fall status (AUC = 0.712-0.762) and were in good agreement with each other (kappa coefficient for individuals with fall risk = 0.679-0.957 and individuals with no fall risk = 0.135-0.143; PABAK = 83.7%-98%). Conclusion: All balance tests presented similar reliability, reproducibility, and validity. This suggests that any of these tests can be used in clinical practice. However, the ...

  9. 9
    دورية أكاديمية
  10. 10

    المصدر: Motricidade v.17 n.3 2021

    الوصف: Parkinson's disease causes a progressive decline of motor and cognitive functions, often affecting postural control. Training through virtual reality has been shown to be effective in improving this condition. This study aims to analyse the effects of the Kinect Adventures! games in postural control of people with Parkinson's disease. Ten individuals diagnosed with idiopathic Parkinson's disease, in stages I to III of the Hoehn & Yahr scale, aged between 48 and 73 years, were selected. Fourteen training sessions of one hour each, twice a week, were performed. Individuals were evaluated pre, post-intervention and 30 days after the last session of intervention by a force platform that measured the oscillation area and velocity of the centre of pressure in ten different sensory conditions and the Limits of Stability. Limits of Stability showed a statistically significant increase immediately after the training the 14 sessions, as were observed and there were no significant changes in oscillation area and velocity immediately after the intervention or 30 days after the end of training. The results of this study indicate that the training with Kinect Adventures! Games improve the postural control of people with Parkinson's disease, by increasing the Limits of Stability.

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