Nathália Stéphany Araújo Tavares

ORCID: 0000-0003-1170-193X
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About
Contact & Profiles
Research Areas
  • Stroke Rehabilitation and Recovery
  • Balance, Gait, and Falls Prevention
  • Cerebral Palsy and Movement Disorders
  • Diverse Topics in Contemporary Research
  • Spatial Neglect and Hemispheric Dysfunction
  • Motor Control and Adaptation
  • Visual perception and processing mechanisms
  • Multisensory perception and integration
  • Education and Learning Interventions
  • Diverse Approaches in Healthcare and Education Studies
  • Tactile and Sensory Interactions

Universidade Federal do Rio Grande do Norte
2013-2020

The aim of the study was to describe technique an electroencephalographic (EEG) assessment using Emotiv EPOC® during performance a virtual reality motor task and compare theta, alpha, beta gamma power frequencies between left right hemispheres. This is technical note in which 9 healthy young subjects were submitted evaluation with Nintendo® Wii 'Basic Step' game Balance Board (WBB) on support 13 centimeters high. Wilcoxon statistical test applied pairing cerebral hemispheres performed....

10.1080/01616412.2017.1420584 article EN Neurological Research 2018-01-01

AbstractThis study aimed to investigate the effect of a rehabilitation program using virtual reality (VR) in addition conventional therapy for improvement balance (BERG scale) and functional independence (FIM chronic stroke patients. Ten individuals, mean age 51.4 (± 6.7 years), participated eight 60-minute sessions comprising kinesiotherapy (15min), Nintendo Wii (30min) Learning transfer (15min) exercises. After training, nonparametric statistical analysis showed significant total FIM (p=...

10.1590/s1980-65742015000300003 article EN cc-by Motriz Revista de Educação Física 2015-09-01

The improvement of maintaining postural balances its essential i for those who have some motor impairment, such as Cerebral Palsy (CP). Virtual Reality (VR) is a feature that standing out in neurological rehabilitation, but there are few studies regarding adult patients with CP. This study aimed to investigate the infl uence VR through Wii on balance position from patient Spastic Hemiplegic It was used equipment Nintendo® Wii, game Fit Plus, where training chosen stimulated latero-lateral...

10.11606/issn.2238-6149.v24i2p121-126 article EN cc-by-nc-sa Revista de Terapia Ocupacional da Universidade de São Paulo 2013-08-02

Objetivo: Investigar a atividade cortical no lobo frontal de idosos e adultos jovens durante execução um exergame para o equilíbrio postural. Metodologia: Estudo transversal com 20 indivíduos (10 10 idosos) submetidos exergame. Foi realizada inicialmente uma avaliação sociodemográfica clínica em seguida, eletroencefalografica (EEG) Emotiv EPOC® do Penguin slide da Nintendo Wii Fit. Foram utilizados 8 canais região análise frequência das ondas alfa beta. Os dados EEG foram gravados pelo...

10.33448/rsd-v9i8.5726 article PT Research Society and Development 2020-07-01
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