Campos, Tania FernandesCruz, Sayara Cristina Batista da2019-06-252021-09-202019-06-252021-09-202019-06-12CRUZ, Sayara Cristina Batista da. Análise comparativa de medidas de erros durante jogos de dardos virtual e real em pacientes com acidente vascular cerebral. 2019. 39 f. Trabalho de Conclusão de Curso (Graduação em Fisioterapia) - Departamento de Fisioterapia, Universidade Federal do Rio Grande do Norte, Natal, 2019.https://repositorio.ufrn.br/handle/123456789/35918Stroke is a pathology that causes several neuromotor compromises, so the objective of this study was to perform a comparative analysis of error measures after training with virtual and real darts game. Fifteen stroke patients (10 men and 5 women) and 12 healthy individuals (7 men and 5 women) participated in the study. The virtual game used was the Kinect Sports for Xbox 360 Kinect®. Participants made 15 attempts in each game. The lower was the proximity of the central target, the greater the calculated error value. The absolute error (EA), constant error (EC) and variable error (EV) calculations were calculated. The two-way ANOVA was performed to verify the differences between patients and healthy individuals, and between the virtual and real games, with post hoc Bonferroni test. Regarding EA, a significant difference was observed between patients and healthy individuals in the virtual game (p= 0.003) and in the real game (p= 0.0001). There was also a significant difference in the EA between the virtual and real games for the patients (p= 0.0001) and for the healthy ones (p= 0.010; virtual= 3.2 ± 0.4, real= 4.9 ± 0.2). For the EC, no significant difference was found between healthy subjects and patients in the virtual game (p= 0.355) and in the real game (p= 0.544). There was also no significant difference, in EC, between the virtual and real games for the patients (p= 0.452; virtual= 4.2 ± 0.4, real= 2.2 ± 1) and for healthy subjects (p= 0.474; virtual= 2 ± 0.5, real= 0.2 ± 0.2). Through EV analysis, no statistically significant difference was observed between patients and healthy individuals in the virtual game (p= 0.406), but a significant difference was found in the real game (p= 0.0001). There was no significant difference, in the EV, between the virtual and the real games for the patients (p= 0.579; virtual= 1.7 ± 0.3, real= 2.6 ± 0.4), but there was a significant difference for the healthy (p= 0.005; virtual= 1.7 ± 0.2, real= 4.2 ± 0.3). The results indicated that the patients had less precision, greater consistency and lower variability of performance in relation to healthy individuals. The virtual game provided better results for the patients compared to the real game, which can be considered of significant importance for the planning of the physiotherapeutic intervention of patients with stroke.Attribution-NonCommercial-NoDerivs 3.0 Brazilhttp://creativecommons.org/licenses/by-nc-nd/3.0/br/Acidente Vascular Cerebral, Fisioterapia, Terapia de Exposição à Realidade Virtual.Stroke, Physiotherapy, Virtual Reality Exposure TherapyAnálise comparativa de medidas de erros durante jogos de dardos virtual e real em pacientes com acidente vascular cerebralbachelorThesis