masterThesis
Análise da ativação cortical durante tarefas motoras realizadas em ambiente virtual: um estudo comparativo entre gêneros
Fecha
2018-02-26Registro en:
REGO, Isabelle Ananda Oliveira. Análise da ativação cortical durante tarefas motoras realizadas em ambiente virtual: um estudo comparativo entre gêneros. 2018. 62f. Dissertação (Mestrado em Fisioterapia) - Centro de Ciências da Saúde, Universidade Federal do Rio Grande do Norte, Natal, 2018.
Autor
Rego, Isabelle Ananda Oliveira
Resumen
Introduction: Although there are many similarities in brain structure and function in healthy
men and women, there are important differences that distinguish the male brain from the
female brain, leading to distinct neuroelectric brain responses. Nowadays, one of the
techniques that has allowed the monitoring of the brain in activity is the
electroencephalography, from non-invasive interfaces and wireless. Thereby, it becomes
possible to understand the process of brain activation in a motor task based on virtual
reality, which is a therapeutic resource increasingly used. Objective: To investigate the
influence of a motor task performed in a virtual environment on the brain activity of healthy
young men and women. Methodology: This is a comparative study, involving 30
individuals who were divided into two groups: female (A) and male (B). After undergoing a
physical therapy assessment and cognitive status, through the Mini Mental State
Examination, they were submitted to a session (20 minutes) of balance training in virtual
reality (VR) during which the electroencephalic activity was recorded by Emotiv Epoc for
evaluation of cortical activity. Finally, they were asked about their experience with VR.
Results: In the Penguim Slide, Soccer Heading and Table Tilt games the means of
activation potential in all channels were higher in the men group. In the game Balance
Bubble the women presented greater activation. Already in the game Tight Rope, men and
women presented similar pattern of cerebral activation. Conclusion: it was verified that
virtual reality, in situations of immediate exposure, is capable of leading to a different brain
activation, according to the chosen game.