masterThesis
Validação do jogo sério VirtuAlter para reabilitação do equilíbrio postural de idosos por meio da realidade virtual
Fecha
2018-12-17Registro en:
MEDEIROS, Candice Simões Pimenta de. Validação do jogo sério VirtuAlter para reabilitação do equilíbrio postural de idosos por meio da realidade virtual. 2018. 81f. Dissertação (Mestrado em Fisioterapia) - Centro de Ciências da Saúde, Universidade Federal do Rio Grande do Norte, Natal, 2018.
Autor
Medeiros, Candice Simões Pimenta de
Resumen
Introduction: Physiological changes resulting from aging alter postural balance (PB) and
several approaches have been used for its rehabilitation, highlighting Virtual Reality (VR) and
serious games. These games have a purpose beyond pure entertainment, enabling sensorymotor training with content and targeted goals. Despite the promising use of serious games as
a treatment strategy, the analysis of its utility, efficacy and validation in the VR domain for
geriatric rehabilitation is scarce. Objective: To validate the content of the VirtuAlter serious
game for postural balance rehabilitation of the elderly through virtual reality. Methodology:
This is a descriptive study contemplating two stages: 1) Identification of the upper limb lateral
reach reference values in 20 elderly without postural balance impairment with the
instruments: Sociodemographic assessment, Berg Balance Scale, Short Physical Performance
Battery, Lateral Reach Test (TAL); Lateral range analysis using the Microsoft® Kinect
motion capture system (AL Kinect); 2) Content validation of the VirtuAlter serious game by
analysis of 11 expert judges (physiotherapists and science and technology professionals or
correlated areas) who played and expressed their opinions through the instruments: Content
validation dimensions of the VirtuAlter serious game and System Usability Scale (SUS). The
Shapiro-Wilk test, the Bland-altman analysis, the Content Validity Index (CVI) calculation
and the Cronbach's Alpha coefficient were performed. Results: In stage 1, TAL and AL
Kinect values of 23.2 ± 4.77; 21.1 ± 5.47 were observed on the right side and 22.9 ± 4.86;
22.7 ± 6.42 on the left side. The Bland-Altman dispersion model showed a bias of 0.19 for the
left side and 2.02 for the right side. In stage 2, the total CVI of the game was 0.8 and the
Cronbach alpha coefficient was 0.924. The judges identified the game with a satisfaction
score of 67.73 on the SUS scale. The technical element items, clarity of the game narrative,
image quality and speed of motion capture need adjustments before clinical execution.
Conclusion: The lateral reach values will be adopted as parameters of the game for
rehabilitation application in elderly with balance impairment. The content of the VirtuAlter
serious game is valid and corresponds to an adequate technological tool for training the
postural balance of the elderly, presenting good usability.