Considerations about the design and evaluation of immersive exergames for virtual rehabilitation of elderly fallers.

Detalhes bibliográficos
Ano de defesa: 2020
Autor(a) principal: Pereira, Guido Augusto Faria
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: eng
Instituição de defesa: Biblioteca Digitais de Teses e Dissertações da USP
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: https://www.teses.usp.br/teses/disponiveis/3/3142/tde-20102020-123936/
Resumo: The increase in life expectancy has been observed worldwide and led to the inversion of the population pyramids of various countries. The aging process causes physiological changes that can have important health consequences, such as those associated with postural control and balance maintenance, as well as cognitive deficits. Conventional physical therapy has treatments and exercises designed to prevent falls from the elderly, but still faces several challenges. Recent studies indicate that the inclusion, in conventional physical therapy treatment, of exercise-focused video games may contribute to balance rehabilitation and reduction of risk and incidence of falls. This research investigated the main aspects related to the development and evaluation, by physiotherapy specialists, of immersive videogames for physical exercise combined with cognitive-motor activities focused on elderly fallers. For this, besides surveying and analyzing the literature of the area, a video game called BALLOONS was developed, which was implemented in four different immersive systems, three of them in virtual reality and one in augmented reality. Three implementations were tested with eleven physiotherapists in two data collection sessions. In the first session the two systems were tested in virtual reality by six participants. In the second session, the three systems were tested, two in virtual reality and one in augmented reality, with eight participants, three of the participants from the first session. Later a fourth version in virtual reality was implemented but not tested. The results point to positive assessment by experts in terms of safety, tolerability and acceptability, but also point to the need for further adjustments regarding the intensity of physical exercise and the complexity and diversity of cognitive activities.
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spelling Considerations about the design and evaluation of immersive exergames for virtual rehabilitation of elderly fallers.Considerações sobre o design e avaliação de exergames imersivos para reabilitação virtual de idosos caidores.Assistive technologyElderly fallerExergameExergame. immersive technologiesIdosos (Reabilitação)Realidade virtualTecnologia assistiva.,Tecnologias da saúdeVirtual rehabilitationThe increase in life expectancy has been observed worldwide and led to the inversion of the population pyramids of various countries. The aging process causes physiological changes that can have important health consequences, such as those associated with postural control and balance maintenance, as well as cognitive deficits. Conventional physical therapy has treatments and exercises designed to prevent falls from the elderly, but still faces several challenges. Recent studies indicate that the inclusion, in conventional physical therapy treatment, of exercise-focused video games may contribute to balance rehabilitation and reduction of risk and incidence of falls. This research investigated the main aspects related to the development and evaluation, by physiotherapy specialists, of immersive videogames for physical exercise combined with cognitive-motor activities focused on elderly fallers. For this, besides surveying and analyzing the literature of the area, a video game called BALLOONS was developed, which was implemented in four different immersive systems, three of them in virtual reality and one in augmented reality. Three implementations were tested with eleven physiotherapists in two data collection sessions. In the first session the two systems were tested in virtual reality by six participants. In the second session, the three systems were tested, two in virtual reality and one in augmented reality, with eight participants, three of the participants from the first session. Later a fourth version in virtual reality was implemented but not tested. The results point to positive assessment by experts in terms of safety, tolerability and acceptability, but also point to the need for further adjustments regarding the intensity of physical exercise and the complexity and diversity of cognitive activities.O aumento da expectativa de vida tem sido observado em todo o mundo e gerado a inversão das pirâmides populacionais de vários países. O processo de envelhecimento causa alterações fisiológicas que podem ter consequências importantes para a saúde, como as associadas ao controle postural e à manutenção do equilíbrio, além de déficits cognitivos. A fisioterapia convencional tem tratamentos e exercícios destinados a prevenir quedas de idosos, mas ainda enfrenta vários desafios. Estudos recentes indicam que a inclusão, no tratamento fisioterapêutico convencional, do uso de videogames com foco no exercício pode contribuir para a reabilitação do equilíbrio e redução do risco e da incidência de quedas. Esta pesquisa investigou os principais aspectos relacionados ao desenvolvimento e à avaliação, por especialistas da área de fisioterapia, de videogames imersivos para o exercício físico combinado com atividades cognitivo-motoras com foco em idosos caidores. Para isso, além de pesquisar e analisar a literatura da área, foi desenvolvido um videogame chamado BALLOONS, implementado em quatro sistemas imersivos diferentes, três em realidade virtual e um em realidade aumentada. Três implementações foram testadas com onze fisioterapeutas em duas sessões de coleta de dados. Na primeira sessão, os dois sistemas foram testados em realidade virtual por seis participantes. Na segunda sessão, os três sistemas foram testados, dois em realidade virtual e um em realidade aumentada, com oito participantes, três dos participantes da primeira sessão. Posteriormente, uma quarta versão em realidade virtual foi implementada, mas não testada. Os resultados apontam para uma avaliação positiva por especialistas em termos de segurança, tolerabilidade e aceitabilidade, mas também apontam para a necessidade de mais ajustes em relação à intensidade do exercício físico e à complexidade e diversidade das atividades cognitivas.Biblioteca Digitais de Teses e Dissertações da USPLopes, Roseli de DeusPereira, Guido Augusto Faria2020-02-19info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://www.teses.usp.br/teses/disponiveis/3/3142/tde-20102020-123936/reponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USPLiberar o conteúdo para acesso público.info:eu-repo/semantics/openAccesseng2020-12-07T15:39:02Zoai:teses.usp.br:tde-20102020-123936Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212020-12-07T15:39:02Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false
dc.title.none.fl_str_mv Considerations about the design and evaluation of immersive exergames for virtual rehabilitation of elderly fallers.
Considerações sobre o design e avaliação de exergames imersivos para reabilitação virtual de idosos caidores.
title Considerations about the design and evaluation of immersive exergames for virtual rehabilitation of elderly fallers.
spellingShingle Considerations about the design and evaluation of immersive exergames for virtual rehabilitation of elderly fallers.
Pereira, Guido Augusto Faria
Assistive technology
Elderly faller
Exergame
Exergame. immersive technologies
Idosos (Reabilitação)
Realidade virtual
Tecnologia assistiva.,Tecnologias da saúde
Virtual rehabilitation
title_short Considerations about the design and evaluation of immersive exergames for virtual rehabilitation of elderly fallers.
title_full Considerations about the design and evaluation of immersive exergames for virtual rehabilitation of elderly fallers.
title_fullStr Considerations about the design and evaluation of immersive exergames for virtual rehabilitation of elderly fallers.
title_full_unstemmed Considerations about the design and evaluation of immersive exergames for virtual rehabilitation of elderly fallers.
title_sort Considerations about the design and evaluation of immersive exergames for virtual rehabilitation of elderly fallers.
author Pereira, Guido Augusto Faria
author_facet Pereira, Guido Augusto Faria
author_role author
dc.contributor.none.fl_str_mv Lopes, Roseli de Deus
dc.contributor.author.fl_str_mv Pereira, Guido Augusto Faria
dc.subject.por.fl_str_mv Assistive technology
Elderly faller
Exergame
Exergame. immersive technologies
Idosos (Reabilitação)
Realidade virtual
Tecnologia assistiva.,Tecnologias da saúde
Virtual rehabilitation
topic Assistive technology
Elderly faller
Exergame
Exergame. immersive technologies
Idosos (Reabilitação)
Realidade virtual
Tecnologia assistiva.,Tecnologias da saúde
Virtual rehabilitation
description The increase in life expectancy has been observed worldwide and led to the inversion of the population pyramids of various countries. The aging process causes physiological changes that can have important health consequences, such as those associated with postural control and balance maintenance, as well as cognitive deficits. Conventional physical therapy has treatments and exercises designed to prevent falls from the elderly, but still faces several challenges. Recent studies indicate that the inclusion, in conventional physical therapy treatment, of exercise-focused video games may contribute to balance rehabilitation and reduction of risk and incidence of falls. This research investigated the main aspects related to the development and evaluation, by physiotherapy specialists, of immersive videogames for physical exercise combined with cognitive-motor activities focused on elderly fallers. For this, besides surveying and analyzing the literature of the area, a video game called BALLOONS was developed, which was implemented in four different immersive systems, three of them in virtual reality and one in augmented reality. Three implementations were tested with eleven physiotherapists in two data collection sessions. In the first session the two systems were tested in virtual reality by six participants. In the second session, the three systems were tested, two in virtual reality and one in augmented reality, with eight participants, three of the participants from the first session. Later a fourth version in virtual reality was implemented but not tested. The results point to positive assessment by experts in terms of safety, tolerability and acceptability, but also point to the need for further adjustments regarding the intensity of physical exercise and the complexity and diversity of cognitive activities.
publishDate 2020
dc.date.none.fl_str_mv 2020-02-19
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
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dc.identifier.uri.fl_str_mv https://www.teses.usp.br/teses/disponiveis/3/3142/tde-20102020-123936/
url https://www.teses.usp.br/teses/disponiveis/3/3142/tde-20102020-123936/
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv
dc.rights.driver.fl_str_mv Liberar o conteúdo para acesso público.
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Liberar o conteúdo para acesso público.
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
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dc.publisher.none.fl_str_mv Biblioteca Digitais de Teses e Dissertações da USP
publisher.none.fl_str_mv Biblioteca Digitais de Teses e Dissertações da USP
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institution USP
reponame_str Biblioteca Digital de Teses e Dissertações da USP
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