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

Bibliographic Details
Main Author: Leal A.F.
Publication Date: 2020
Other Authors: Da Silva T.D., Lopes P.B., Bahadori S., De Araujo L.V., Da Costa M.V.B., De Moraes I.A.P., Marques R.H., Crocetta T.B.*, De Abreu L.C., Monteiro C.B.D.M.
Format: Article
Language: eng
Source: Repositório Institucional da Udesc
dARK ID: ark:/33523/001300000n9s0
Download full: https://repositorio.udesc.br/handle/UDESC/4674
Summary: © 2020 The Author(s).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.
id UDESC-2_422cc9bda28b706450326d73a20b531a
oai_identifier_str oai:repositorio.udesc.br:UDESC/4674
network_acronym_str UDESC-2
network_name_str Repositório Institucional da Udesc
repository_id_str 6391
spelling The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) - A cross-sectional randomized study© 2020 The Author(s).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, 2017.2024-12-06T11:58:56Z2020info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/article1743-000310.1186/s12984-020-00689-zhttps://repositorio.udesc.br/handle/UDESC/4674ark:/33523/001300000n9s0Journal of NeuroEngineering and Rehabilitation171Leal A.F.Da Silva T.D.Lopes P.B.Bahadori S.De Araujo L.V.Da Costa M.V.B.De Moraes I.A.P.Marques R.H.Crocetta T.B.*De Abreu L.C.Monteiro C.B.D.M.engreponame:Repositório Institucional da Udescinstname:Universidade do Estado de Santa Catarina (UDESC)instacron:UDESCinfo:eu-repo/semantics/openAccess2024-12-07T20:45:21Zoai:repositorio.udesc.br:UDESC/4674Biblioteca Digital de Teses e Dissertaçõeshttps://pergamumweb.udesc.br/biblioteca/index.phpPRIhttps://repositorio-api.udesc.br/server/oai/requestri@udesc.bropendoar:63912024-12-07T20:45:21Repositório Institucional da Udesc - Universidade do Estado de Santa Catarina (UDESC)false
dc.title.none.fl_str_mv 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
spellingShingle 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 A.F.
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_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_sort The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) - A cross-sectional randomized study
author Leal A.F.
author_facet Leal A.F.
Da Silva T.D.
Lopes P.B.
Bahadori S.
De Araujo L.V.
Da Costa M.V.B.
De Moraes I.A.P.
Marques R.H.
Crocetta T.B.*
De Abreu L.C.
Monteiro C.B.D.M.
author_role author
author2 Da Silva T.D.
Lopes P.B.
Bahadori S.
De Araujo L.V.
Da Costa M.V.B.
De Moraes I.A.P.
Marques R.H.
Crocetta T.B.*
De Abreu L.C.
Monteiro C.B.D.M.
author2_role author
author
author
author
author
author
author
author
author
author
dc.contributor.author.fl_str_mv Leal A.F.
Da Silva T.D.
Lopes P.B.
Bahadori S.
De Araujo L.V.
Da Costa M.V.B.
De Moraes I.A.P.
Marques R.H.
Crocetta T.B.*
De Abreu L.C.
Monteiro C.B.D.M.
description © 2020 The Author(s).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.
publishDate 2020
dc.date.none.fl_str_mv 2020
2024-12-06T11:58:56Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv 1743-0003
10.1186/s12984-020-00689-z
https://repositorio.udesc.br/handle/UDESC/4674
dc.identifier.dark.fl_str_mv ark:/33523/001300000n9s0
identifier_str_mv 1743-0003
10.1186/s12984-020-00689-z
ark:/33523/001300000n9s0
url https://repositorio.udesc.br/handle/UDESC/4674
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Journal of NeuroEngineering and Rehabilitation
17
1
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.source.none.fl_str_mv reponame:Repositório Institucional da Udesc
instname:Universidade do Estado de Santa Catarina (UDESC)
instacron:UDESC
instname_str Universidade do Estado de Santa Catarina (UDESC)
instacron_str UDESC
institution UDESC
reponame_str Repositório Institucional da Udesc
collection Repositório Institucional da Udesc
repository.name.fl_str_mv Repositório Institucional da Udesc - Universidade do Estado de Santa Catarina (UDESC)
repository.mail.fl_str_mv ri@udesc.br
_version_ 1842258150407798784