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Comparison between Motor Performance of People with Multiple Sclerosis during a Virtual Reality Task Practiced on Concrete and Abstract Devices: A Cross-Sectional Randomized Study

dc.contributor.authorCapelini, Camila Miliani
dc.contributor.authorFerrero, Giulianna Mendes
dc.contributor.authorCanzonieri, Ana Maria
dc.contributor.authorSilva, Roger Pereira
dc.contributor.authorBando, Mauricio Ossamu
dc.contributor.authorRosa, Renata Martins
dc.contributor.authorFerreira, Cintia Ramari
dc.contributor.authorda Silva, Talita Dias
dc.contributor.authorRé, Alessandro Hervaldo Nicolai
dc.contributor.authorMassa, Marcelo
dc.contributor.authorde Araújo, Luciano Vieira
dc.contributor.authorMagalhães, Fernando Henrique [UNESP]
dc.contributor.authorde Mello Monteiro, Carlos Bandeira
dc.contributor.institutionUniversidade de São Paulo (USP)
dc.contributor.institutionBrazilian Association of Multiple Sclerosis
dc.contributor.institutionUniversity Brazil
dc.contributor.institutionUniversidade Estadual Paulista (UNESP)
dc.date.accessioned2025-04-29T18:35:29Z
dc.date.issued2024-09-01
dc.description.abstractMultiple sclerosis (MS) is an autoimmune demyelinating disease of the central nervous system with unknown etiology, resulting in various impairments that necessitate continuous rehabilitation to enhance functionality, quality of life, and motor function, including through Virtual Reality (VR) therapy. Comparing tasks in virtual environments and their potential skill transfer to real-world settings could aid in optimizing treatment programs to improve motor performance in individuals with MS. This study aimed to determine whether practicing acquisition and retention phases using two distinct interfaces (concrete—Touch Screen or abstract—Kinect system) affects performance in a subsequent task using a different interface (transfer phase). A randomized clinical trial was conducted with 56 volunteers with MS and 41 controls. Participants engaged in a computer game where they burst as many bubbles as possible within 10 s per attempt. After the acquisition and retention phases, all participants switched interfaces (e.g., those using Kinect switched to Touchscreen and vice versa). Significant performance improvements were observed in both groups during the acquisition phase, which were maintained in the retention phase. Although the abstract interface was more challenging for both groups, only the MS group that practiced with the abstract interface successfully transferred their improvements to the concrete interface. Thus, despite the increased difficulty of the abstract task during practice, it led to better performance transfer when required to complete a subsequent concrete task, suggesting that abstract devices may be beneficial in clinical practice for improving motor function in people with MS.en
dc.description.affiliationGraduate Program in Rehabilitation Sciences Faculty of Medicine University of São Paulo (FMUSP)
dc.description.affiliationGraduate Program in Physical Activity Sciences School of Arts Science and Humanities University of São Paulo (EACH-USP)
dc.description.affiliationBrazilian Association of Multiple Sclerosis
dc.description.affiliationGraduate Program in Bioengineering University Brazil
dc.description.affiliationDepartment of Physical Therapy Faculty of Sciences and Technology (FCT/UNESP) State University of São Paulo
dc.description.affiliationUnespDepartment of Physical Therapy Faculty of Sciences and Technology (FCT/UNESP) State University of São Paulo
dc.description.sponsorshipCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
dc.description.sponsorshipIdCAPES: 001
dc.identifierhttp://dx.doi.org/10.3390/brainsci14090916
dc.identifier.citationBrain Sciences, v. 14, n. 9, 2024.
dc.identifier.dimensionspub.1175711827
dc.identifier.doi10.3390/brainsci14090916
dc.identifier.issn2076-3425
dc.identifier.orcid0000-0002-9687-5367
dc.identifier.orcid0000-0001-8368-6631
dc.identifier.orcid0000-0002-1472-8495
dc.identifier.orcid0000-0002-9405-5437
dc.identifier.orcid0000-0002-4683-4671
dc.identifier.orcid0000-0003-0783-6102
dc.identifier.orcid0000-0002-2661-775X
dc.identifier.orcid0000-0001-8809-1688
dc.identifier.orcid0000-0001-6038-5668
dc.identifier.pmcidPMC11429547
dc.identifier.pmid39335411
dc.identifier.scopus2-s2.0-85205228071
dc.identifier.urihttps://hdl.handle.net/11449/297880
dc.language.isoeng
dc.publisherMDPI
dc.relation.ispartofBrain Sciences
dc.rights.accessRightsAcesso abertopt
dc.rights.sourceRightsoa_all
dc.rights.sourceRightsgold
dc.sourceScopus
dc.sourceDimensions
dc.subjectlearning
dc.subjectmotor activity
dc.subjectmultiple sclerosis
dc.subjectvirtual reality exposure therapy
dc.titleComparison between Motor Performance of People with Multiple Sclerosis during a Virtual Reality Task Practiced on Concrete and Abstract Devices: A Cross-Sectional Randomized Studyen
dc.typeArtigopt
dspace.entity.typePublication
relation.isOrgUnitOfPublicationbbcf06b3-c5f9-4a27-ac03-b690202a3b4e
relation.isOrgUnitOfPublication.latestForDiscoverybbcf06b3-c5f9-4a27-ac03-b690202a3b4e
unesp.author.orcid0000-0002-1472-8495[1]
unesp.author.orcid0000-0002-9405-5437[7]
unesp.author.orcid0000-0001-8809-1688[9]
unesp.author.orcid0000-0001-6038-5668[10]
unesp.author.orcid0000-0003-0783-6102[12]
unesp.author.orcid0000-0002-2661-775X[13]
unesp.campusUniversidade Estadual Paulista (UNESP), Faculdade de Ciências e Tecnologia, Presidente Prudentept

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