Comparação da postura corporal nos jogos de dardos real e virtual em pacientes pós acidente vascular cerebral

Introduction: Stroke (CVA) has been presenting with great incidence, occupying the second place in mortality. Most survivors have significant functional limitations in the upper limbs, even after an intense and prolonged rehabilitation program. In view of this situation, virtual reality has been...

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Autor principal: Sousa, Ronnie Peterson Andrade de
Outros Autores: Campos, Tania Fernandes
Formato: Dissertação
Idioma:por
Publicado em: Brasil
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Endereço do item:https://repositorio.ufrn.br/jspui/handle/123456789/25700
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Resumo:Introduction: Stroke (CVA) has been presenting with great incidence, occupying the second place in mortality. Most survivors have significant functional limitations in the upper limbs, even after an intense and prolonged rehabilitation program. In view of this situation, virtual reality has been increasingly used in Neurorehabilitation, however the evidence on the influence of this training on the body posture of patients after stroke are scarce. Objective: To compare body posture in real and virtual darts games in post-stroke patients. Method: The sample consisted of 8 hemiparetics individuals, aged 42-61 years and injury time from six months to three years. The virtual darts game was implemented in the XBOX 360 Kinect and the real in the professional dart game, where participants performed 15 attempts of each game. During the preparation and execution of the games, patients were filmed and kinematic analyzes of the upper limb and trunk were performed using Kinovea Software. Statistical analysis was performed using the chi-square test, in order to compare the percentage frequency of patients who performed the neutral, anterior and posterior position of the head, shoulder and trunk in the virtual and real games. Results: There was a predominance of head anteriorization in individuals with right-side impairment, in the preparation and execution, in both games. Among individuals with left-side impairment, the virtual game had higher values for head anteriority (p <0.001) and head in the neutral position (p <0.001) in the preparation. In the execution, head anteriority in the real game was higher (p <0.001) and the virtual game provided more posteriorization of the head (p <0.001) and in the neutral position (p <0.001). Both real and virtual games presented a trunk and shoulder posteriorization pattern for individuals with left and right side impairment in the preparation and an anterior pattern of the same in the execution. Conclusion: Given the results obtained, we can suggest that the prescription of activities that use the virtual game presents as an additional possibility for motor rehabilitation of the upper limb, since this modality allows a more functional body posture with lower compensation frequencies, which may favor a better reorganization of the motor cortex after stroke.