wii fit
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2022 ◽  
Vol 11 (1) ◽  
pp. e43911125241
Author(s):  
Alison Brendo Cintra de Souza ◽  
Joel Saraiva Ferreira ◽  
Luis Eduardo Moraes Sinésio ◽  
Fabiano Rodrigues Pissurno ◽  
Gildiney Penaves de Alencar

O objetivo desta pesquisa foi descrever os benefícios dos exergames como ferramenta de promoção de atividade física em crianças. Trata-se de uma revisão integrativa de artigos publicados nas bases de dados Lilacs, SciELO e PubMed, no período de 2011 a 2021, selecionados por meio dos descritores exatos e sinônimos em português e em inglês dos termos “exergames”, “atividade física” e “crianças”. Foram incluídos artigos com texto completo disponível em meio online; de forma gratuita; nos idiomas português, inglês ou espanhol; que respondessem à questão norteadora e; tratassem de estudos experimentais ou revisões de literatura que buscaram analisar os exergames como ferramenta de atividade física em crianças (até 11 anos). A amostra final foi composta por oito artigos. Todos os estudos constataram que o aumento do nível de atividade física foi o principal benefício da prática de exergames, além de aumentar a motivação, o gasto energético, a frequência cardíaca, melhorar a composição corporal, medidas antropométricas e a saúde de forma geral, principalmente nos jogos que envolvem a prática de esportes (Wii Sports), a dança (Dance Dance Revolution e Just Dance) e os exercícios físicos (Wii Fit). Os exergames se mostram como ferramenta efetiva na promoção de atividade física em crianças. Entretanto, é importante que sejam utilizados de forma a complementar as atividades físicas convencionais, para que se tenha um melhor aproveitamento de todos os seus benefícios e estimulem hábitos de vida mais saudáveis.


2021 ◽  
pp. 026921552110612
Author(s):  
Gordon Tao ◽  
William C. Miller ◽  
Janice J. Eng ◽  
Elham Esfandiari ◽  
Bita Imam ◽  
...  

Objective Determine efficacy of the novel WiiNWalk intervention on walking-related outcomes in older adults with lower limb amputation. Design Multi-site, parallel, evaluator-masked randomized controlled trial. Setting Home-setting in three Canadian cities. Participants Community-dwelling lower limb prosthesis users over 50 years of age. Interventions The WiiNWalk group (n = 38) used modified Wii Fit activities for prosthetic rehabilitation. The attention control group (n = 33) used Big Brain Academy: Wii Degree, comprising of cognitive activities. Both groups completed a 4-week supervised phase with three 1-h sessions/week in groups of three overseen by a clinician via videoconferencing and a 4-week unstructured and unsupervised phase. Main Measures Primary outcome was walking capacity (2 min walk test); secondary outcomes were balance confidence (activities-specific balance confidence scale), dynamic balance (four-step square test), and lower limb functioning (short physical performance battery). Outcomes were compared across time points with repeated measures analysis of covariance, adjusting for baseline and age. Results Mean age was 65.0 (8.4) years, with 179.5 (223.5) months post-amputation and 80% transtibial amputation. No group difference in a 2 min walk test with an effect size: 1.53 95% CI [−3.17, 6.23] m. Activities balance confidence was greater in the WiiNWalk group by 5.53 [2.53, 8.52]%. No group difference in the four-step square test −0.16 [−1.25, 0.92] s, nor short physical performance battery 0.48 [−0.65, 1.61]. A post-hoc analysis showed the greatest difference in balance confidence immediately after an unsupervised phase. Conclusions The WiiNWalk intervention improved balance confidence, but not walking-related physical function in older adult lower limb prosthesis users. Future rehabilitation games should be specific to the amputation context. Clinical Trial Registration number, NCT 01942798.


2021 ◽  
pp. 196-206
Author(s):  
João Paulo Argenta ◽  
Kátia Irene Bohrer ◽  
Fabrízzio Martin Pelle Perez ◽  
Patrícia Paula Bazzanello Henrique ◽  
Márcia Bairros de Castro ◽  
...  

2021 ◽  
Vol 21 (43) ◽  
pp. 180-191
Author(s):  
Rosangela Guimarães Romano ◽  
Fábio Raia ◽  
Raquel Cymrot ◽  
Janina Manzieri Prado-Rico ◽  
Gabriel Melo Francisco Correia ◽  
...  

O presente estudo teve como objetivo avaliar o equilíbrio estático em 160 participantes, entre 7 e 14 anos, sendo 80 com Síndrome de Down (GSD) e 80 no grupo controle (GC), em condições olhos abertos (OA) e olhos fechados (OF). Os dados foram coletados com uso do Balance Board™ (BB) do Nintendo® Wii Fit pelo software LabView e processados para cálculo do deslocamento do centro de pressão. Verificou-se o GSD apresentou maior amplitude e velocidade de oscilação que o GC, tanto nas condições OA quanto OF. Notou-se que o BB foi eficiente para avaliação do equilíbrio, reforçando os achados da literatura sobre as características na população estudada e que novos estudos devem ser feitos com equipamentos de baixo custo para avaliação do equilíbrio postural.


2021 ◽  
Vol 2021 ◽  
pp. 1-27
Author(s):  
Soheila Saeedi ◽  
Marjan Ghazisaeedi ◽  
Sorayya Rezayi

Objective. A large number of patients need critical physical rehabilitation after the stroke. This study aimed to review and report the result of published studies, in which newly emerged games were employed for physical rehabilitating in poststroke patients. Materials and Methods. This systematic review study was performed based on the PRISMA method. A comprehensive search of PubMed, Scopus, IEEE Xplore Digital Library, and ISI Web of Science was conducted from January 1, 2014, to November 9, 2020, to identify related articles. Studies have been entered in this review based on inclusion and exclusion criteria, in which new games have been used for physical rehabilitation. Results. Of the 1326 retrieved studies, 60 of them met our inclusion criteria. Virtual reality-oriented games were the most popular type of physical rehabilitation approach for poststroke patients. “The Nintendo Wii Fit” game was used more than other games. The reviewed games were mostly operated to balance training and limb mobilization. Based on the evaluation results of the utilized games, only in three studies, applied games were not effective. In other studies, games had effective outcomes for target body members. Conclusions. The results indicate that modern games are efficient in poststroke patients’ physical rehabilitation and can be used alongside conventional methods.


2021 ◽  
Vol 71 (9) ◽  
pp. 1-10
Author(s):  
Kiran Khushnood ◽  
Shafaq Altaf ◽  
Nasir Sultan ◽  
Malik Muhammad Ali Awan ◽  
Riafat Mehmood ◽  
...  

Objective: To determine the effects of Wii Fit exer-gaming on balance confidence, quality of life and fall risk in elderly population Methods: A double blinded randomized control was conducted at Kulsum International Hospital, Islamabad from July 31st to October 30th, 2018. Following screening, 90 subjects fulfilled inclusion criteria and gave consent to be part of trial. Subjects were randomly allocated into experimental and control group by concealed envelope method. After baseline assessment, experimental group received Wii fit gaming while controls received balance training for 30 minutes twice a week for 8 weeks. Activities balance confidence (ABC), Euro 5Q5L, timed up and go (TUG) and Fukuda were used as outcome measures. Data was analysed by SPSS 21. Results: ABC improved in experimental group from 76.47±3.69 to 86.53±3.99, and in control group from 77.51±3.01 to 82.70±2.78 with significance < 0.001. The components of Euro 5Q5L; mobility, self-care, usual activities, pain/discomfort, anxiety/depression have changed with intergroup significance of 0.05, 0.006, 0.595, <0.001, 0.001 respectively. TUG and Fukuda improved in experimental and control group as 15.73±2.30 to 12.02±1.40 and 16.24±1.75 to 13.68±1.58 with significance <0.001, and from 41.78±6.to 71 to 30.09±8.05 and 43.36±5.59 to 38.68±5.75 with significance <0.001 respectively. Conclusion: Wii fit improves balance confidence and quality of life reducing fall risk in elderly. Clinical Trial Number: IRCT20180417039344N1 Keywords: Balance training, Elderly, Exer-gaming, Quality of life, Wii fit Continuous...


2021 ◽  
Author(s):  
Barry Vuong

The goal of this study was to apply recurrence quantification analysis (RQA) to surface electromyographic (sEMG) signals during motor learning and training activities. It has been previously demonstrated that the RQA variable, percentage of determinism (�T), is related to the synchronization of motor units. It is suggested that �T will change throughout the motor learning and training process. As a result, the experiment consisted of two separate parts. The motor learning part required a male subject to train using the Nintendo Wii Fit® software, Wii Fit® balance board and the Nintendo Wii® gaming console. The myoelectric signals were acquired from the peroneus longus (PL) and soleusu (S) muscles. During the course of this experiment a soccor simulator and three in-game balance tests were used to evaluate motor learning. The second part of the experiment consisted of a chronic incomplete spinal cord injured patient from Toronto Rehabilitation Institute. The subject trained three times a week for fourteen days. Each training session consisted of the subject performing weighted dorsal and plantar flexion. Both parts of the experiments suggests that there is a decrease in synchronization of motor units after motor learning and training (decrease in �T). Additionally, the time course of �T displayed a convergence of levels between the right PL and right S during the virtual environment training. It is concluded that RQA demonstrates the ability to detect motor learning and training. Possible applications for the use of RQA on sEMG signal could be the evaluation of rehabilitation programs. By monitoring the �T, it may be possible to determine if a particular rehabilitation program is effective for a patient. This could lead to customizable programs, suited for a specific person, in order to increase the rate of recovery.


2021 ◽  
Author(s):  
Barry Vuong

The goal of this study was to apply recurrence quantification analysis (RQA) to surface electromyographic (sEMG) signals during motor learning and training activities. It has been previously demonstrated that the RQA variable, percentage of determinism (�T), is related to the synchronization of motor units. It is suggested that �T will change throughout the motor learning and training process. As a result, the experiment consisted of two separate parts. The motor learning part required a male subject to train using the Nintendo Wii Fit® software, Wii Fit® balance board and the Nintendo Wii® gaming console. The myoelectric signals were acquired from the peroneus longus (PL) and soleusu (S) muscles. During the course of this experiment a soccor simulator and three in-game balance tests were used to evaluate motor learning. The second part of the experiment consisted of a chronic incomplete spinal cord injured patient from Toronto Rehabilitation Institute. The subject trained three times a week for fourteen days. Each training session consisted of the subject performing weighted dorsal and plantar flexion. Both parts of the experiments suggests that there is a decrease in synchronization of motor units after motor learning and training (decrease in �T). Additionally, the time course of �T displayed a convergence of levels between the right PL and right S during the virtual environment training. It is concluded that RQA demonstrates the ability to detect motor learning and training. Possible applications for the use of RQA on sEMG signal could be the evaluation of rehabilitation programs. By monitoring the �T, it may be possible to determine if a particular rehabilitation program is effective for a patient. This could lead to customizable programs, suited for a specific person, in order to increase the rate of recovery.


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