Realidade virtual para aprendizagem motora de crianças com paralisia cerebral
| Ano de defesa: | 2025 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso embargado |
| Idioma: | por |
| Instituição de defesa: |
Não Informado pela instituição
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| Programa de Pós-Graduação: |
Não Informado pela instituição
|
| Departamento: |
Não Informado pela instituição
|
| País: |
Não Informado pela instituição
|
| Área do conhecimento CNPq: | |
| Link de acesso: | http://repositorio.ufc.br/handle/riufc/80553 |
Resumo: | Cerebral Palsy (CP) is characterized by a group of disorders of motor development and posture that are attributed to a non-progressive injury that occurs in the fetal brain or childhood. The Virtual Reality (VR) environment can be a conducive environment for motor practice, as children may be able to perform movements and perform activities that they would not be able to do in the real world. The objective of this research was to analyze the application of VR for motor learning in children and adolescents with CP. This research generated two studies: the first of them aimed to describe and summarize the practice in VR for motor learning of children with CP. An integrative literature review was carried out that searched the PubMed, Embase, Scielo, and Lilacs databases for studies available through the PICOT strategy and published between 2000 and 2023. The results indicated that the intervention time varied from thirty to sixty minutes of practice, with a duration of two to twelve weeks of intervention, with immersive and non-immersive interfaces being used for practice and the most used device was the Nintendo Wii. It was possible to verify that the practice in VR had a possible positive effect on motor learning and may be a possibility of intervention for individuals with CP. The second product was a longitudinal experimental research, which aimed to analyze whether the motor performance of children and adolescents with CP can be equivalent to that of children with typical development (TD) during the VR practice sessions. Children and adolescents aged 6 to 14 years, of both sexes, participated in the study, divided into two experimental groups: PC Group, composed of 9 participants with CP, and DT Group, composed of 8 participants with typical development (TD). Participants in both groups participated in 10 practice sessions for the Nintendo Wii archery and tennis games, lasting 30 minutes. The performance of the participants in the two games was recorded throughout the sessions and used for comparison between the groups and between the days of practice through analysis of variance (ANOVA). The performance of the PC group was lower than that of the DT group in the score and number of errors of the game and in the number of correct answers of game 2. In game 1 and game 2, the PC group had a significant improvement in their performance from day 5 to day 6, and also when compared to day 1, while the DT group remained with its performance similar during all days, and even so, superior to the PC group. Thus, it was possible to conclude that, despite the motor limitation, individuals with CP can improve their performance as a function of practice, and that the effect of practice can be beneficial for motor performance. Finally, VR can have positive effects on the motor performance of children with and without CP, and the Nintendo Wii is a viable tool for this type of intervention. |
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Rocha, Yuri Damasceno daCardoso, Kátia Virgínia VianaGama, Marcela de Castro Ferracioli2025-04-23T14:32:59Z2025-04-23T14:32:59Z2025ROCHA, Yuri Damasceno da. Realidade virtual para aprendizagem motora de crianças com paralisia cerebral. 2025. 84 f. Dissertação (Mestrado em Fisioterapia e Funcionalidade) – Faculdade de Medicina, Universidade Federal do Ceará, Fortaleza, 2025. Disponível em: http://www.repositorio.ufc.br/handle/riufc/80553. Acesso em: 23 abril 2025.http://repositorio.ufc.br/handle/riufc/80553Cerebral Palsy (CP) is characterized by a group of disorders of motor development and posture that are attributed to a non-progressive injury that occurs in the fetal brain or childhood. The Virtual Reality (VR) environment can be a conducive environment for motor practice, as children may be able to perform movements and perform activities that they would not be able to do in the real world. The objective of this research was to analyze the application of VR for motor learning in children and adolescents with CP. This research generated two studies: the first of them aimed to describe and summarize the practice in VR for motor learning of children with CP. An integrative literature review was carried out that searched the PubMed, Embase, Scielo, and Lilacs databases for studies available through the PICOT strategy and published between 2000 and 2023. The results indicated that the intervention time varied from thirty to sixty minutes of practice, with a duration of two to twelve weeks of intervention, with immersive and non-immersive interfaces being used for practice and the most used device was the Nintendo Wii. It was possible to verify that the practice in VR had a possible positive effect on motor learning and may be a possibility of intervention for individuals with CP. The second product was a longitudinal experimental research, which aimed to analyze whether the motor performance of children and adolescents with CP can be equivalent to that of children with typical development (TD) during the VR practice sessions. Children and adolescents aged 6 to 14 years, of both sexes, participated in the study, divided into two experimental groups: PC Group, composed of 9 participants with CP, and DT Group, composed of 8 participants with typical development (TD). Participants in both groups participated in 10 practice sessions for the Nintendo Wii archery and tennis games, lasting 30 minutes. The performance of the participants in the two games was recorded throughout the sessions and used for comparison between the groups and between the days of practice through analysis of variance (ANOVA). The performance of the PC group was lower than that of the DT group in the score and number of errors of the game and in the number of correct answers of game 2. In game 1 and game 2, the PC group had a significant improvement in their performance from day 5 to day 6, and also when compared to day 1, while the DT group remained with its performance similar during all days, and even so, superior to the PC group. Thus, it was possible to conclude that, despite the motor limitation, individuals with CP can improve their performance as a function of practice, and that the effect of practice can be beneficial for motor performance. Finally, VR can have positive effects on the motor performance of children with and without CP, and the Nintendo Wii is a viable tool for this type of intervention.A Paralisia Cerebral (PC) é caracterizada por um grupo de desordens do desenvolvimento motor e da postura que são atribuídos a uma lesão não progressiva que ocorre no cérebro fetal ou na infância. O ambiente de Realidade Virtual (RV) pode ser um ambiente propício para a prática motora, pois nele as crianças podem ser capazes de realizar movimentos e realizar atividades que não conseguiriam no mundo real. O objetivo dessa pesquisa foi analisar a aplicação da RV para aprendizagem motora em crianças e adolescentes com PC. Esta pesquisa gerou dois estudos: o primeiro deles visou descrever e sumarizar a prática em RV para aprendizagem motora de crianças com PC. Foi realizada uma revisão integrativa da literatura que buscou nas bases PubMed, Embase, Scielo, e Lilacs estudos disponíveis, através da estratégia PICOT, e publicados entre os anos 2000 e 2023. Os resultados indicaram que o tempo de intervenção teve uma variação de trinta a sessenta minutos de prática, com uma duração de duas a doze semanas de intervenção, com interfaces imersivas e não imersivas sendo utilizadas para a prática e o dispositivo mais utilizado foi o Nitendo Wii. Foi possível constatar que a prática em RV teve um possível efeito positivo na aprendizagem motora e pode ser uma possibilidade de intervenção para indivíduos com PC. O segundo produto tratou-se de uma pesquisa experimental do tipo longitudinal, que teve como objetivo analisar se o desempenho motor de crianças e adolescentes com PC pode ser equivalente ao de crianças com desenvolvimento típico (DT) ao longo das sessões de prática em RV. Participaram do estudo crianças e adolescentes de 6 a 14 anos, de ambos os sexos, divididos em dois grupos experimentais: Grupo PC, composto por 9 participantes com PC, e Grupo DT, composto por 8 participantes com desenvolvimento típico (DT). Os participantes de ambos os grupos participaram de 10 sessões de práticas dos jogos arco e flecha e tênis do Nintendo Wii, com duração de 30 minutos. O desempenho dos participantes nos dois jogos foi registrado ao longo das sessões e utilizados para comparação entre os grupos e entre os dias de prática através das análises de variância (ANOVA). O desempenho do grupo PC foi inferior ao do grupo DT na pontuação e no número de erros do jogo e no número de acertos do jogo 2. No jogo 1 e no jogo 2, o grupo PC obteve uma melhora significativa no seu desempenho do dia 5 para o dia 6, e também quando comparados ao dia 1, enquanto o grupo DT permaneceu com seu desempenho semelhante durante todos os dias, e ainda assim, superior ao do grupo PC. Assim, pôde concluir que, apesar da limitação motora, indivíduos com PC conseguem melhorar seu desempenho em função da prática, e que o efeito da prática pode ser benéfico para o desempenho motor. Por fim, a RV pode ter efeitos positivos no desempenho motor de crianças com e sem PC, e o Nintendo Wii é uma ferramenta viável para esse tipo de intervenção.Realidade virtual para aprendizagem motora de crianças com paralisia cerebralVirtual reality for motor learning of children with cerebral palsyinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisParalisia CerebralRealidade VirtualDestreza MotoraCerebral PalsyVirtual RealityMotor SkillsCNPQ::CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONALinfo:eu-repo/semantics/embargoedAccessporreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFChttps://orcid.org/0000-0001-7462-5546http://lattes.cnpq.br/4774417270465334https://orcid.org/0000-0003-1782-691Xhttp://lattes.cnpq.br/8048126782654616https://orcid.org/0000-0002-6552-7124http://lattes.cnpq.br/07297607278078532025-06-15ORIGINAL2025_dis_ydrocha.pdf2025_dis_ydrocha.pdfEmbargado para publicação de artigoapplication/pdf2604708http://repositorio.ufc.br/bitstream/riufc/80553/2/2025_dis_ydrocha.pdfb5dccdf46a4aa04a6d53587ba7368850MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/80553/3/license.txt8a4605be74aa9ea9d79846c1fba20a33MD53riufc/805532025-04-23 11:34:14.525oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2025-04-23T14:34:14Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false |
| dc.title.pt_BR.fl_str_mv |
Realidade virtual para aprendizagem motora de crianças com paralisia cerebral |
| dc.title.en.pt_BR.fl_str_mv |
Virtual reality for motor learning of children with cerebral palsy |
| title |
Realidade virtual para aprendizagem motora de crianças com paralisia cerebral |
| spellingShingle |
Realidade virtual para aprendizagem motora de crianças com paralisia cerebral Rocha, Yuri Damasceno da CNPQ::CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONAL Paralisia Cerebral Realidade Virtual Destreza Motora Cerebral Palsy Virtual Reality Motor Skills |
| title_short |
Realidade virtual para aprendizagem motora de crianças com paralisia cerebral |
| title_full |
Realidade virtual para aprendizagem motora de crianças com paralisia cerebral |
| title_fullStr |
Realidade virtual para aprendizagem motora de crianças com paralisia cerebral |
| title_full_unstemmed |
Realidade virtual para aprendizagem motora de crianças com paralisia cerebral |
| title_sort |
Realidade virtual para aprendizagem motora de crianças com paralisia cerebral |
| author |
Rocha, Yuri Damasceno da |
| author_facet |
Rocha, Yuri Damasceno da |
| author_role |
author |
| dc.contributor.co-advisor.none.fl_str_mv |
Cardoso, Kátia Virgínia Viana |
| dc.contributor.author.fl_str_mv |
Rocha, Yuri Damasceno da |
| dc.contributor.advisor1.fl_str_mv |
Gama, Marcela de Castro Ferracioli |
| contributor_str_mv |
Gama, Marcela de Castro Ferracioli |
| dc.subject.cnpq.fl_str_mv |
CNPQ::CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONAL |
| topic |
CNPQ::CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONAL Paralisia Cerebral Realidade Virtual Destreza Motora Cerebral Palsy Virtual Reality Motor Skills |
| dc.subject.ptbr.pt_BR.fl_str_mv |
Paralisia Cerebral Realidade Virtual Destreza Motora |
| dc.subject.en.pt_BR.fl_str_mv |
Cerebral Palsy Virtual Reality Motor Skills |
| description |
Cerebral Palsy (CP) is characterized by a group of disorders of motor development and posture that are attributed to a non-progressive injury that occurs in the fetal brain or childhood. The Virtual Reality (VR) environment can be a conducive environment for motor practice, as children may be able to perform movements and perform activities that they would not be able to do in the real world. The objective of this research was to analyze the application of VR for motor learning in children and adolescents with CP. This research generated two studies: the first of them aimed to describe and summarize the practice in VR for motor learning of children with CP. An integrative literature review was carried out that searched the PubMed, Embase, Scielo, and Lilacs databases for studies available through the PICOT strategy and published between 2000 and 2023. The results indicated that the intervention time varied from thirty to sixty minutes of practice, with a duration of two to twelve weeks of intervention, with immersive and non-immersive interfaces being used for practice and the most used device was the Nintendo Wii. It was possible to verify that the practice in VR had a possible positive effect on motor learning and may be a possibility of intervention for individuals with CP. The second product was a longitudinal experimental research, which aimed to analyze whether the motor performance of children and adolescents with CP can be equivalent to that of children with typical development (TD) during the VR practice sessions. Children and adolescents aged 6 to 14 years, of both sexes, participated in the study, divided into two experimental groups: PC Group, composed of 9 participants with CP, and DT Group, composed of 8 participants with typical development (TD). Participants in both groups participated in 10 practice sessions for the Nintendo Wii archery and tennis games, lasting 30 minutes. The performance of the participants in the two games was recorded throughout the sessions and used for comparison between the groups and between the days of practice through analysis of variance (ANOVA). The performance of the PC group was lower than that of the DT group in the score and number of errors of the game and in the number of correct answers of game 2. In game 1 and game 2, the PC group had a significant improvement in their performance from day 5 to day 6, and also when compared to day 1, while the DT group remained with its performance similar during all days, and even so, superior to the PC group. Thus, it was possible to conclude that, despite the motor limitation, individuals with CP can improve their performance as a function of practice, and that the effect of practice can be beneficial for motor performance. Finally, VR can have positive effects on the motor performance of children with and without CP, and the Nintendo Wii is a viable tool for this type of intervention. |
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ROCHA, Yuri Damasceno da. Realidade virtual para aprendizagem motora de crianças com paralisia cerebral. 2025. 84 f. Dissertação (Mestrado em Fisioterapia e Funcionalidade) – Faculdade de Medicina, Universidade Federal do Ceará, Fortaleza, 2025. Disponível em: http://www.repositorio.ufc.br/handle/riufc/80553. Acesso em: 23 abril 2025. |
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ROCHA, Yuri Damasceno da. Realidade virtual para aprendizagem motora de crianças com paralisia cerebral. 2025. 84 f. Dissertação (Mestrado em Fisioterapia e Funcionalidade) – Faculdade de Medicina, Universidade Federal do Ceará, Fortaleza, 2025. Disponível em: http://www.repositorio.ufc.br/handle/riufc/80553. Acesso em: 23 abril 2025. |
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