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Vpliv prilagodljivosti iger za ravnotežje v navidezni resničnosti na pritiskovni plošči na intenzivnost gibanja in subjektivne izkušnje pacientov v kronični fazi po možganski kapi : magistrsko delo
ID Čelofiga, Nina (Author), ID Puh, Urška (Mentor) More about this mentor... This link opens in a new window, ID Cikajlo, Imre (Reviewer)

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Abstract
Uvod: Pri pacientih v kronični fazi po možganski kapi je priporočena vadba za ravnotežje, kombinirana z navidezno resničnostjo. Uporabljajo se sistemi zabavne elektronike ali sistemi, razviti za rehabilitacijo. Igre na sistemih se razlikujejo po prilagodljivosti hitrosti, količini povratnih informacij ali težavnosti, ki vplivajo na zadovoljstvo, zahtevnost in kakovost gibanja med igranjem. Namen: Primerjati igre za ravnotežje z navidezno resničnostjo na pritiskovni plošči sistema zabavne elektronike in igre sistema, razvitega za rehabilitacijo pri pacientih v kronični fazi po možganski kapi. Metode dela: V raziskavo smo vključili 26 preiskovancev. V prvem delu smo s testi ravnotežja in hoje ocenili njihove sposobnosti (modificiran miniBESTest, 10MWT in FAC). V drugem in tretjem delu so preiskovanci igrali igre, razdeljene v pare, glede na smer premikanja središča pritiska, ki jo spodbujajo. Polovica iger je bila na sistemu za rehabilitacijo (Equio, Kinestica) in polovica na sistemu zabavne elektronike (Wii Balance Board, Nintendo-WBB, z igrami Wii Fit). Igrali so igre, pri katerih je hitrost določala igra, in igre, pri katerih je hitrost določal igralec. Ocenili smo število ponovitev in amplitudo premikanja medenice v centimetrih (analiza videoposnetkov), občuten napor (Borgova lestvica za oceno občutenega napora), zadovoljstvo (mPACES), zanos (FSSOT) in všečnost iger (ocena 1-6). Na pritiskovni plošči smo izmerili simetrijo obremenjevanja spodnjih udov, meje stabilnosti in obseg premikanja središča pritiska. Rezultati: Med igrami ni bilo statistično značilnih razlik v zadovoljstvu pacientov (p = 0,271). Statistično značilne razlike so se pojavile predvsem pri igrah, pri katerih hitrost določa igra. Te igre so na plošči WBB spodbudile večje število ponovitev (p < 0,009), večjo amplitudo premikanja medenice (p < 0,025) in dosegle višjo oceno občutenega napora (p = 0,015), kot igre na plošči Equio. V primerjavi z igrami na plošči WBB so igre na plošči Equio pri oceni zanosa dosegle statistično značilno več točk (p = 0,008) in pri oceni všečnosti bile preiskovancem bolj všeč (Equio: modus 4-6; WBB: modus 1-2). Med igrami, pri katerih hitrost določa igra, in igrami, pri katerih hitrost določa igralec, nismo ugotovili statistično značilnih razlik v mejah stabilnosti, simetriji obremenitve spodnjih udov in obsegu premikanja središča pritiska (p > 0,133). Zaključek: Razlike med sistemoma se pokažejo predvsem pri igrah, pri katerih hitrost določa igra. Igre, pri katerih hitrost določa igra, in igre, pri katerih hitrost določa igralec, so primerljive za izboljšanje mej stabilnosti, simetrije obremenitve spodnjih udov in premikanja središča pritiska.

Language:Slovenian
Keywords:magistrska dela, fizioterapija, možganska kap, ravnotežje, navidezna resničnost, Equio, Nintendo Wii Fit, igre
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:ZF - Faculty of Health Sciences
Place of publishing:Ljubljana
Publisher:[N. Čelofiga]
Year:2023
Number of pages:66 str., [5] str. pril.
PID:20.500.12556/RUL-144680 This link opens in a new window
UDC:615.8
COBISS.SI-ID:144396035 This link opens in a new window
Publication date in RUL:08.03.2023
Views:702
Downloads:157
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Secondary language

Language:English
Title:Influence of adaptability of virtual reality balance games using balance boards on training intensity and subjective experience of patients in chronic phase after stroke : master thesis
Abstract:
Introduction: Balance training combined with virtual reality is recommended for patients after stroke. Off-the-shelf systems or systems developed for rehabilitation can be used. Games on the systems differ in adaptability of speed, amount of feedback, or difficulty, which affects satisfaction, challenge, and quality of movement during gameplay. Purpose: To compare virtual reality balance games on a pressure plate of an off-the-shelf system and a system developed for rehabilitation in patients in the chronic phase after a stroke. Methods: 26 participants were included. In the first part, balance and walking tests were used to assess their abilities (modified miniBESTest, 10MWT and FAC). In the second and third parts, participants played games divided into pairs according to the direction of movement of the center of pressure (COP) they facilitate. Half of the games were on a rehabilitation system (Equio, Kinestica) and the other half on an off-the-shelf system (Nintendo Wii Balance Board with Wii Fit, Nintendo). Participants played self-paced games in one session and game-paced games in the other. The number of repetitions and amplitude of pelvic motion in centimeters (video analysis), perceived exertion (Borg’s perceived exertion rating scale), enjoyment (mPACES), flow (FSSOT), and likeability of the games (rating 1-6) were assessed. The symmetry of weight distribution between lower limbs, limits of stability, and the COP range of motion were measured with a pressure plate. Results: There were no statistically significant differences in patient enjoyment between games (p = 0,271). Statistically significant differences occurred mostly in game-paced games. WBB games facilitated a higher number of repetitions (p < 0,009), a greater range of pelvic motion (p < 0,025) and were perceived as more exerting than the Equio games (p = 0,015). Compared to WBB games, Equio games scored statistically significantly higher in flow state (p = 0,008) and were more likable (Equio: modus 4-6; WBB: modus 1-2). We found no statistically significant differences between game-paced and self-paced games in weight distribution symmetry, limits of stability, and COP range of motion (p > 0,133). Conclusion: The differences between the systems are particularly clear for game-paced games. Game-paced and self-paced games are comparable in terms of facilitation of symmetry of weight distribution, limits of stability, and COP range of motion.

Keywords:master's theses, physiotherapy, stroke, balance, virtual reality, Equio, Nintendo Wii Fit, games

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