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Os jogos de Realidade Virtual (RV) foram propostos como uma nova solução tecnológica para
ajudar os idosos a melhorar sua capacidade funcional geral. No entanto, pouco se sabe sobre a
intensidade da atividade física (AF) nas aulas de jogos de RV. Esta informação é de particular
importância para o planeamento de atividades de RV para idosos.
Os objetivos deste estudo foram duplos: (1) investigar a mudança nos scores de aptidão
cognitiva e funcional antes e depois de uma intervenção de 8 semanas, combinando aulas
convencionais de jogos de AF e RVA, e (2) analisar as diferenças nos níveis de intensidade de
AF entre os jogos convencionais e aulas de jogos RVA.
Uma amostra longitudinal de 11 mulheres com idade média de 67.1 (4.0) anos de idade
participaram num estudo experimental constituído por 8 aulas convencionais e 8 sessões de
jogos de RVA. A avaliação da aptidão funcional foi baseada na versão curta da Fullerton
Advance Balance Scale (Rose, 2006) e com recurso a bateria de testes Senior Fitness Test
Manual (Rikli & Jones, 2001). A função cognitiva foi avaliada pelo Mini Mental State
Examination (MMSE, Folstein et al., 1975). Referente a avaliação da composição corporal foi
utilizado o InBody. A intensidade da atividade física foi avaliada usando o Actigraph GT3X
Activity Monitor. As 8 aulas foram avaliadas integralmente nas diferentes intensidades de AF
(ou seja, sedentária, leve, moderada e vigorosa) usando o software ActiLife, versão 6
[(ActiGraph, Pensacola, FL, EUA; utilizando os pontos de corte sugeridos pela literatura
anterior (Freedson et al., 1998)]. O teste de classificação sinalizada de Wilcoxon foi conduzido
para examinar a aptidão cognitiva e funcional entre a pré e pós intervenção. Em segundo lugar,
uma análise de variância mista entre os sujeitos foi conduzida para avaliar as diferenças entre
os dois tipos de aulas em termos de intensidades de AF.
Em termos de aptidão funcional, após 8 semanas, os resultados mostraram uma melhoria
significativa somente na flexibilidade e na marcha. Melhorias nos parâmetros cognitivos, foram
unicamente observadas no MMSE. Não foram observadas mudanças nas variáveis da
composição corporal. Finalmente, as aulas convencionais apresentaram uma maior
percentagem de tempo despendido em AF sedentária. Contudo, foram também aquelas que
apresentaram percentagens maiores de AF moderada a vigorosa. As aulas de RVA apresentaram
valores superiores de AF leve.
Virtual Reality (VR) games have been proposed as a new technological solution to help older adults improve their overall functional capacity. However, little is known about the intensity of physical activity (PA) in VR gaming classes. This information is of particular importance for planning VR activities for seniors. The objectives of this study were twofold: (1) to investigate the change in cognitive and functional fitness scores before and after an 8-week intervention, combining conventional PA and RVA game classes, and (2) to analyze the differences in levels of PA intensity between conventional games and RVA game classes. A longitudinal sample of eleven women with a mean age of 67.1 (4.0) years old participated in an experimental study consisting of 8 conventional classes and 8 VRA gaming sessions. The assessment of functional fitness was based on the short version of the Fullerton Advance Balance Scale (Rose, 2006) and using the Senior Fitness Test Manual Test Battery (Rikli & Jones, 2001). Cognitive function was assessed by the Mini Mental State Examination (MMSE, Folstein et al., 1975). Regarding the assessment of body composition, InBody was used. Physical activity intensity was assessed using the Actigraph GT3X Activity Monitor. The 8 classes were fully evaluated at different intensities of PA (i.e., sedentary, light, moderate and vigorous) using the ActiLife software, version 6 [(ActiGraph, Pensacola, FL, USA; using the cutoff points suggested by previous literature (Freedson et al., 1998)]. The Wilcoxon signed rank test was conducted to examine cognitive and functional fitness between pre- and post intervention. Second, a between-subjects mixed analysis of variance was conducted to assess differences between the two types of classes in terms of PA intensities. In terms of functional fitness, after 8 weeks, the results showed a significant improvement only in flexibility and gait. Improvements in cognitive parameters were only observed in the MMSE. No changes were observed in body composition variables. Finally, conventional classes showed a higher percentage of time spent on sedentary PA. However, they were also those who showed higher percentages of moderate to vigorous PA. RVA classes showed higher values of light PA.
Virtual Reality (VR) games have been proposed as a new technological solution to help older adults improve their overall functional capacity. However, little is known about the intensity of physical activity (PA) in VR gaming classes. This information is of particular importance for planning VR activities for seniors. The objectives of this study were twofold: (1) to investigate the change in cognitive and functional fitness scores before and after an 8-week intervention, combining conventional PA and RVA game classes, and (2) to analyze the differences in levels of PA intensity between conventional games and RVA game classes. A longitudinal sample of eleven women with a mean age of 67.1 (4.0) years old participated in an experimental study consisting of 8 conventional classes and 8 VRA gaming sessions. The assessment of functional fitness was based on the short version of the Fullerton Advance Balance Scale (Rose, 2006) and using the Senior Fitness Test Manual Test Battery (Rikli & Jones, 2001). Cognitive function was assessed by the Mini Mental State Examination (MMSE, Folstein et al., 1975). Regarding the assessment of body composition, InBody was used. Physical activity intensity was assessed using the Actigraph GT3X Activity Monitor. The 8 classes were fully evaluated at different intensities of PA (i.e., sedentary, light, moderate and vigorous) using the ActiLife software, version 6 [(ActiGraph, Pensacola, FL, USA; using the cutoff points suggested by previous literature (Freedson et al., 1998)]. The Wilcoxon signed rank test was conducted to examine cognitive and functional fitness between pre- and post intervention. Second, a between-subjects mixed analysis of variance was conducted to assess differences between the two types of classes in terms of PA intensities. In terms of functional fitness, after 8 weeks, the results showed a significant improvement only in flexibility and gait. Improvements in cognitive parameters were only observed in the MMSE. No changes were observed in body composition variables. Finally, conventional classes showed a higher percentage of time spent on sedentary PA. However, they were also those who showed higher percentages of moderate to vigorous PA. RVA classes showed higher values of light PA.
Description
Keywords
Idosos Realidade virtual Atividade física Aptidão funcional Função cognitiva Elderly Virtual reality Physical activity Functional fitness Cognitive function Atividade Física e Desporto . Faculdade de Ciências Sociais