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Advisor(s)
Abstract(s)
Com o advento tecnológico dos últimos anos, tem-se observado uma proliferação de jogos
sérios com intuito terapêutico, a par do desenvolvimento de novas interfaces humanocomputador para aumentar a sua acessibilidade a qualquer pessoa. Dentro destes, jogos
sérios ativos, que envolvem movimento do utilizador como forma de interação, baseados em
visão computacional e sistemas de realidade virtual têm sido cada vez mais utilizados para
reabilitação e promoção de habilidades funcionais em população pediÔtrica. De acordo com a
literatura, estes jogos virtuais interativos tĆŖm os āingredientesā necessĆ”rios para aumentar a
eficiência de um programa de reabilitação e potenciam a motivação e envolvimento das
crianças com paralisia cerebral no processo de reabilitação.
Crianças com paralisia cerebral necessitam de acompanhamento terapêutico ao longo de
toda a sua vida, levando a uma sobrecarga cada vez maior nos sistemas de saĆŗde e
desmotivação com as tradicionais abordagens de reabilitação, tornando-se desta forma
crucial a implementação de novas metodologias na intervenção do terapeuta ocupacional.
Com este estudo pretende-se avaliar a eficƔcia de dois planos de jogo da plataforma web
Timocco, na promoção de competências de movimento do membro superior em crianças com
paralisia cerebral, quando realizados em formato de telereabilitação. SerÔ igualmente
avaliada a motivação dos participantes, bem como, a experiência de utilizador percecionada
por eles e pelas suas famĆlias.
Neste sentido, foi implementado um programa de reabilitação composto por dois planos
de jogo da plataforma Timocco: o plano 1 designado de āatenção por favor miniā, e o plano 2
designado de ācruzamento da linha mĆ©diaā. Estes planos foram jogados consecutivamente,
num perĆodo de cinco semanas, pelas 10 crianƧas com paralisia cerebral que constituem a
amostra, em formato de telereabilitação. Foram analisadas estatisticamente, as diferenças no
desempenho no jogo ābanho de espumaā no plano 1, e no jogo ācesto de frutasā do plano 2, do
inĆcio para o final da intervenção. O nĆvel de motivação e experiĆŖncia de utilizador obtidos
respetivamente na subescala prazer/interesse do inventĆ”rio de motivação intrĆnseca (IMI) e
no questionÔrio de usabilidade da telereabilitação foram analisados descritivamente.
No plano 1, observou-se um aumento das pontuaƧƵes totais, dos nĆveis jogados e
diminuição do tempo médio de resposta ao longo das repetições do jogo 'banho de espuma',
o que reflete um maior número de repetições de movimentos e movimento mais rÔpidos dos
membros superiores. Observou-se igualmente aumento dos movimentos realizados com o
membro superior mais afetado.
No que respeita o plano 2, verificam-se igualmente evoluções na pontuação total. O
tempo mĆ©dio de resposta e nĆŗmero de nĆveis jogados manteve-se semelhante ao longo das
repetiƧƵes o que pode estar relacionado com o aumento da dificuldade e necessidade de
maior precisão de movimento para completar este jogo.
Os participantes mostraram um alto nĆvel de motivação na utilização da plataforma
Timocco, bem como, uma boa experiência de utilizador, refletida nas médias de classificação
alta dos diferentes domĆnios da usabilidade avaliados.
Esta investigação fornece evidências iniciais de que é viÔvel o recurso a jogos virtuais
interativos em casa, ministrados e supervisionados pela internet em formato de
telereabilitação para intervenção com crianças com paralisia cerebral. De acordo com os
resultados obtidos, a plataforma Timocco Ʃ uma alternativa vƔlida para promover melhorias
no movimento de membro superior.
The technological advent of the last few years has been promoting a proliferation of serious games for therapeutic purposes, together with the development of new humancomputer interfaces to increase their accessibility to anyone. Within these, exergames, which involve user movement as a form of interaction, based on computer vision and virtual reality systems, have been increasingly used for rehabilitation and promotion of functional skills in the pediatric population. According to the literature, these virtual interactive games have the right āingredientsā to increase the efficiency of a rehabilitation program and enhance the motivation and involvement of children with cerebral palsy in the rehabilitation process. Children with cerebral palsy need therapeutic monitoring throughout their lives, leading to an increasing burden on health systems and lack of motivation with traditional rehabilitation approaches, thus making it crucial to implement new methodologies in the Occupational Therapist's intervention. The aim of the present study is to evaluate the effectiveness of Timoccoās web platform games plans, in promoting upper limb movement skills in children with cerebral palsy, in telerehabilitation context. Participants' motivation will also be assessed, as well as the user experience perceived by them and their families. In this sense, a rehabilitation program was implemented consisting of two Timoccoās game plans platform: plan 1 called āattention please miniā, and plan 2 called ācrossing midlineā. These plans were played consecutively over a period of five weeks by the 10 children with cerebral palsy who make up the sample, in telerehabilitation format. The performance differences in ābubble bathā game in plan 1, and in āfruit basketā game in plan 2 were analyzed statistically from the beginning to the end of the intervention. The level of motivation and user experience obtained respectively in the pleasure / interest subscale of the intrinsic motivation inventory (IMI) and in the tele-rehabilitation usability questionnaire (TUQ) were descriptively analyzed. In plan 1, there was an increase in total scores, levels played and a decrease in the average response time over the repetitions of the 'bubble bath' game, which reflects a greater number of repetitions of movements and faster movement of upper limbs. There was also an increase in movements performed with the most affected upper limb. Regarding plan 2, there were also developments in the total score. The average response time and number of levels played remained similar throughout the repetitions, which may be related to the increased difficulty and the need for greater precision of movement to complete this game. The participants showed a high level of motivation with Timocco platform, as well as a good user experience, reflected in the high-ranking averages of the different usability domains assessed. This investigation provides initial evidence that it is viable to use interactive virtual games at home, taught and supervised by the internet in a telerehabilitation format for intervention with children with cerebral palsy. According to the results obtained, the Timocco platform is a valid alternative to promote improvements in upper limb movement.
The technological advent of the last few years has been promoting a proliferation of serious games for therapeutic purposes, together with the development of new humancomputer interfaces to increase their accessibility to anyone. Within these, exergames, which involve user movement as a form of interaction, based on computer vision and virtual reality systems, have been increasingly used for rehabilitation and promotion of functional skills in the pediatric population. According to the literature, these virtual interactive games have the right āingredientsā to increase the efficiency of a rehabilitation program and enhance the motivation and involvement of children with cerebral palsy in the rehabilitation process. Children with cerebral palsy need therapeutic monitoring throughout their lives, leading to an increasing burden on health systems and lack of motivation with traditional rehabilitation approaches, thus making it crucial to implement new methodologies in the Occupational Therapist's intervention. The aim of the present study is to evaluate the effectiveness of Timoccoās web platform games plans, in promoting upper limb movement skills in children with cerebral palsy, in telerehabilitation context. Participants' motivation will also be assessed, as well as the user experience perceived by them and their families. In this sense, a rehabilitation program was implemented consisting of two Timoccoās game plans platform: plan 1 called āattention please miniā, and plan 2 called ācrossing midlineā. These plans were played consecutively over a period of five weeks by the 10 children with cerebral palsy who make up the sample, in telerehabilitation format. The performance differences in ābubble bathā game in plan 1, and in āfruit basketā game in plan 2 were analyzed statistically from the beginning to the end of the intervention. The level of motivation and user experience obtained respectively in the pleasure / interest subscale of the intrinsic motivation inventory (IMI) and in the tele-rehabilitation usability questionnaire (TUQ) were descriptively analyzed. In plan 1, there was an increase in total scores, levels played and a decrease in the average response time over the repetitions of the 'bubble bath' game, which reflects a greater number of repetitions of movements and faster movement of upper limbs. There was also an increase in movements performed with the most affected upper limb. Regarding plan 2, there were also developments in the total score. The average response time and number of levels played remained similar throughout the repetitions, which may be related to the increased difficulty and the need for greater precision of movement to complete this game. The participants showed a high level of motivation with Timocco platform, as well as a good user experience, reflected in the high-ranking averages of the different usability domains assessed. This investigation provides initial evidence that it is viable to use interactive virtual games at home, taught and supervised by the internet in a telerehabilitation format for intervention with children with cerebral palsy. According to the results obtained, the Timocco platform is a valid alternative to promote improvements in upper limb movement.
Description
Dissertação de mestrado
Keywords
Jogos virtuais interativos Neuroreabilitação Paralisia cerebral Telereabilitação Exergames Neurorehabilitation Cerebral palsy Tele-rehabilitation