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The effect of different interfaces during virtual game practice on motor performance of individuals with genetic ataxia: A cross-sectional study

2Citations signalées, ce qui n’est pas une note de qualité
9Institutions déclarées
3Pays d’affiliation déclarés

Rattachement africain : br, gb, us. Niveau de preuve : code pays fourni par la source.

Le résumé fourni par la source

PURPOSE: Reaching and coordination tasks are widely used in traditional physical rehabilitation programs for individuals with Ataxia. Virtual reality interventions could optimize the motor performance of these individuals; however, the type of virtual interface may influence performance during virtual practice. We aimed to estimate the extent of the effect of different interfaces (webcam and touchscreen) on the motor performance of individuals with various types of genetic ataxia, compared to a control group, during virtual computer game tasks. METHODS: Repeated exposure quasi-experimental design, which included seventeen volunteers diagnosed with progressive ataxia between 21 and 64 years of age and sixteen age-matched controls. The virtual game tasks were based on the MoveHero software, performed using different interfaces (webcam or touchscreen). Subgroups of participants with genetic ataxia performed the virtual games using the interfaces in different orders (webcam interface followed by touchscreen interface, or vice-versa). The absolute error (AE), variable error (VE), number of hits, and anticipation were used to reflect the motor performance during the virtual task. RESULTS: Participants with ataxia presented more variable and absolute errors, a lower number of hits, and greater anticipation error than controls (p<0.05). For participants with ataxia, a greater AE was found only in the sequence touchscreen followed by webcam interface (i.e., the sequence webcam before touchscreen presented lower AE). CONCLUSION: The group of participants with genetic ataxia presented lower performance than the control group regardless of the interface (webcam or touchscreen). The most interesting observation was that although practicing with the webcam interface offers features that make the task more complex than the touchscreen interface, resulting in lower performance, this interface facilitated performance in a subsequent touchscreen task only in individuals with ataxia, suggesting that a virtual interface engenders greater transfer to other tasks. Registered at Registro Brasileiro de Ensaios Clínicos (ReBEC) database number identifier: RBR-3q685r5.

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Le contrôle bibliographique ouvert

DOI retrouvé dans Crossref DOI retrouvé ; titre concordant.

Titre Crossref
The effect of different interfaces during virtual game practice on motor performance of individuals with genetic ataxia: A cross-sectional study
Date Crossref
01/11/2024
Éditeur
Public Library of Science (PLoS)
Type
journal-article

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Les institutions déclarées

Une affiliation ne permet pas de déduire la nationalité d’un auteur.

Les sujets associés

Genetic Neurodegenerative DiseasesStroke Rehabilitation and RecoveryGenetics and Physical Performance

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