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Virtual Television Reality

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Virtual television reality

Introduction

The main objective of this review was to analyze virtual reality therapy in the quality of life in children with cerebral palsy. In addition, the effectiveness of virtual reality therapeutic programs with conventional physiotherapy was compared. The main results obtained were improvements in equilibrium, in the body scheme, in functional mobility, in ambulation, in the temporal organization and in the general motor function, both in fine motor skills and in the thick motor function.

Developing

Cerebral paralysis is the most frequent cause of child disability that affects the development of movement, tone and / or posture. All this is impact on the performance of daily basic activities and the activities of daily life, which generates limitation on the realization of activities and a possible restriction on social participation.

The PC has no treatment, however, it is important to establish adequate therapy to maximize the quality of life and reduce the disability load. Neuropediatrry physiotherapy raises the objective of the intervention based on the child’s abilities, continuously revaluing them to adapt the therapy based on its evolution and in this way, achieve optimal functional results, in addition to a possible social interaction. The physiotherapist must remain effective communication with the interdisciplinary team to achieve considerable therapeutic quality.

Cerebral plasticity and children’s behavior changes improve when they are assigned therapeutic tasks or methods that require problem solving.

Wait! Virtual Television Reality paper is just an example!

Therefore, the review focuses on the treatment of virtual reality, in which children did not take into account their own body movements, but paid attention to games. The repetition of the exercises was carried out unconsciously producing a considerable increase in their performance and future learning, thus being the basis of neuroplasticity.

On the other hand, rehabilitation without virtual reality does not focus so much on the playful component, so it can be monotonous and form a habituation process, limiting motorcycle learning. In addition, virtual reality intervention showed a more evident effect on improvement when compared to conventional therapy.

conclusion

Nintendo Wii and Xbox were the most used game consoles to carry out the treatment. They are systems based on feedback, low cost and easy accessibility, which provide safe and complete training, since they generate motivation and fun in patients, facilitating adherence to therapy. In all cases, positive responses were obtained in the selective motor control, in balance, march and strength. 

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