Motor learning from virtual reality to natural environments in individuals with Duchenne muscular dystrophy.

Purpose: To examine whether performance improvements in the virtual environment generalize to the natural environment. Study design: we had 64 individuals, 32 of which were individuals with DMD and 32 were typically developing individuals. Methods: The groups practiced two coincidence timing tasks....

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Publicado en:Disability & Rehabilitation: Assistive Technology Vol. 14; no. 1; pp. 12 - 21
Autores principales: Quadrado, Virgínia Helena, Silva, Talita Dias da, Favero, Francis Meire, Tonks, James, Massetti, Thais, Monteiro, Carlos Bandeira de Mello
Formato: pictorial research tables/charts Journal Article
Publicado: Taylor & Francis Ltd Jan2019
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jan2019
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      pub: Taylor & Francis Ltd
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        10.1080/17483107.2017.1389998
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        atl: Motor learning from virtual reality to natural environments in individuals with Duchenne muscular dystrophy.
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        au:
          Quadrado, Virgínia Helena
          Silva, Talita Dias da
          Favero, Francis Meire
          Tonks, James
          Massetti, Thais
          Monteiro, Carlos Bandeira de Mello
        affil: Department of Physical Therapy, Speech and Occupational Therapy, University of São Paulo, São Paulo, Brazil
      sug:
        subj:
          Motor Skills
          Learning
          Simulations
          Natural Environment
          Muscular Dystrophy, Duchenne Rehabilitation
          Psychomotor Performance Evaluation
          Human
          Movement
          Task Performance and Analysis
          Computer-Assisted Instruction
          Child
          Adolescence
          Adult
          Scales
          Comparative Studies
          Multivariate Analysis of Variance
          Repeated Measures
          Post Hoc Analysis
          Regression
          Child: 6-12 years
          Adolescent: 13-18 years
          Adult: 19-44 years
      ab: Purpose: To examine whether performance improvements in the virtual environment generalize to the natural environment. Study design: we had 64 individuals, 32 of which were individuals with DMD and 32 were typically developing individuals. Methods: The groups practiced two coincidence timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key on the computer. In the more abstract task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment using a webcam. Results and Conclusions: For individuals with DMD, conducting a coincidence timing task in a virtual environment facilitated transfer to the real environment. However, we emphasize that a task practiced in a virtual environment should have higher rates of difficulties than a task practiced in a real environment. IMPLICATIONS FOR REHABILITATION: Virtual environments can be used to promote improved performance in ?real-world? environments. Virtual environments offer the opportunity to create paradigms similar ?real-life? tasks, however task complexity and difficulty levels can be manipulated, graded and enhanced to increase likelihood of success in transfer of learning and performance. Individuals with DMD, in particular, showed immediate performance benefits after using virtual reality
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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