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Li H, Wang X, Du Z, Shen S. Analysis of technical characteristics of typical lower limb balance movements in Tai Chi: a cross-sectional study based on AnyBody bone muscle modeling. PeerJ 2023; 11:e15817. [PMID: 37551348 PMCID: PMC10404393 DOI: 10.7717/peerj.15817] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2023] [Accepted: 07/10/2023] [Indexed: 08/09/2023] Open
Abstract
BACKGROUND Tai Chi is an excellent traditional Chinese physical fitness exercise, and its unique balancing movements are very important for improving human balance. In this study, the two most representative Tai Chi balance movements, "knee lift balance" and "leg stirrup balance", were selected to establish the lower limb bone muscle model of Tai Chi balance movements by using computer simulation modeling technology, aiming to analyze the characteristics of the lower limb movement mechanisms of typical balance movements, to provide a quantitative theoretical basis for improving the scientific level of Tai Chi. METHOD A total of 16 subjects were recruited for this study. the BTS three-dimensional motion capture system and three-dimensional force platform were used for motion data acquisition, the physiological electromyographic signals were collected using BTS surface electromyography, and the lower limb bone muscle model of Tai Chi balance movements was established by AnyBody human simulation. RESULT In the knee lift balancing movement, the balance leg hip abduction/adduction angle, hip flexion/extension moment, and the strength of the rectus femoris muscle, biceps femoris short capitis, and iliacus muscle of the amateur group was significantly smaller than that of the professional group (P < 0.01). In the leg stirrup balance movement, the knee flexion/extension angle of the balancing leg in the amateur group was significantly greater than that in the professional group (P < 0.01), and the hip flexion/extension angle, hip inversion/abduction angle, knee flexion/extension moment, hip flexion/extension moment, the strength iliacus, gluteus maximus, and obturator internus were significantly smaller than those in the professional group (P < 0.01). The integral EMG of the biceps femoris of the support leg in the amateur group was significantly smaller than that of the professional group (P < 0.01). The integral EMG of the lateral femoral muscle of the balance leg was significantly smaller than that of the professional group (P < 0.01). CONCLUSION In this study, we found that the balancing leg of the balancing movement has a larger hip joint angle, the stirrup balancing knee joint angle is smaller, and the hip and knee joint moments are larger. This is related to joint activity and muscle activation, and amateurs should pay attention to increasing the range of motion of the hip joint and decreasing the range of motion of the knee joint when practicing to better stimulate exercise of the lower limb joints. In addition, the practice of balancing movements should strengthen the iliacus muscle, which plays an important role in maintaining the stable balance of the lower limbs, and strengthen the knee flexor and extensor muscles and hip adductor/abductor muscles of the balancing leg, thus promoting the stability of the balancing leg movements.
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Affiliation(s)
- Haojie Li
- School of P.E and Sports, Beijing Normal University, Beijing, China
| | - Xin Wang
- Zhengzhou University, Zhengzhou, China
| | - Zhihao Du
- China University of Mining and Technology, Xuzhou, China
| | - Shunze Shen
- Southwest Jiaotong University, Chengdu, China
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Benefits of Virtual Reality Program and Motor Imagery Training on Balance and Fall Efficacy in Isolated Older Adults: A Randomized Controlled Trial. MEDICINA (KAUNAS, LITHUANIA) 2022; 58:medicina58111545. [PMID: 36363502 PMCID: PMC9692723 DOI: 10.3390/medicina58111545] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/22/2022] [Revised: 10/21/2022] [Accepted: 10/24/2022] [Indexed: 11/05/2022]
Abstract
Background and Objectives: for isolated older adults, alternative training indoors to maintain balance is essential; however, related studies are lacking. To improve the balance of isolated older adults and reduce their fear of falling, we aimed to examine the balance−keeping effect of a virtual reality (VR) program and motor imagery training (MIT) and propose training that could improve physical activity among older adults. Methods: a total of 34 older adults admitted to a convalescent hospital were assessed. VR (n = 12) and MIT (n = 10) groups completed their assigned intervention in six weeks, whereas the control group (CG) (n = 12) did not. The follow−up was performed after two weeks. Results: in group × time interactions, body center movement area, open and closed eyes balance scores, and fall efficacy were significantly different (p < 0.05). In contrast with the VR group, the MIT group did not show a significant difference in the open or closed eyes balance scores depending on the period. However, there was a significant difference between the MIT group and CG in the open eyes balance score post-test (d = 1.13, 95% confidence interval, 0.40−12.33). Conclusions: we propose VR and MIT as training methods to prevent physical weakness in isolated older adults.
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Hastürk G, Akyıldız Munusturlar M. The Effects of Exergames on Physical and Psychological Health in Young Adults. Games Health J 2022; 11:425-434. [PMID: 36126314 DOI: 10.1089/g4h.2022.0093] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Objective: This study aims to examine the effects of Kinect-based exergaming on physical (balance and reaction time) and psychosocial health factors (mental well-being and subjective happiness level) in young adults. Materials and Methods: A total of 22 men aged between 18 and 40, who play sedentary videogames at least once a week, were randomly divided into 2 groups to participate in either a Kinect-based exergame program (experimental group, n = 11) or to continue playing sedentary videogames without making any changes (control group, n = 11). The Kinect-based exergame program, including three exergames (Kinect Adventure: Reflex Ridge, Dance Central 3, Kinect Sports: Volleyball), was implemented with the experimental group for 5 weeks, three times a week, and 45 minutes per session. Balance and reaction time were assessed using SportKAT® 4000 Kinesthetic Ability Trainer and FitLight Trainer™ devices, respectively. To measure mental well-being and subjective happiness level, scales with proven psychometric qualities, whose validity and reliability studies were conducted, were used. Results: Results of the study showed statistically significant improvement for the experimental group on the measures of reaction time [t(10) = -4.69, P = 0.001], subjective happiness [t(10) = 8.94, P = 0.000], and mental well-being [t(10) = 4.62, P = 0.001]. In addition, the difference between the groups in reaction time [t(20) = 1.66, P = 0.01], right leg static balance [t(20) = -2.96, P = 0.008], mental well-being [t(20) = 2.77, P = 0.012], and subjective happiness levels (U = 0.50, P = 0.000) was found to be statistically significant in favor of the experimental group. Conclusion: The findings suggest that Kinect-based exergaming positively supports adults' reaction time, mental well-being, and subjective happiness.
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Affiliation(s)
- Günnur Hastürk
- Department of Recreation, Faculty of Sport Sciences, Eskisehir Technical University, Eskisehir, Turkey,
| | - Müge Akyıldız Munusturlar
- Department of Recreation, Faculty of Sport Sciences, Eskisehir Technical University, Eskisehir, Turkey,
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Viana RB, de Oliveira VN, Dankel SJ, Loenneke JP, Abe T, da Silva WF, Morais NS, Vancini RL, Andrade MS, de Lira CAB. The effects of exergames on muscle strength: A systematic review and meta-analysis. Scand J Med Sci Sports 2021; 31:1592-1611. [PMID: 33797115 DOI: 10.1111/sms.13964] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/01/2021] [Revised: 03/24/2021] [Accepted: 03/30/2021] [Indexed: 12/17/2022]
Abstract
This systematic review and meta-analysis examined studies on the chronic effects of exergames on muscle strength in humans. PubMed, Scopus, CENTRAL, Web of Science, SciELO, Biblioteca Virtual em Saúde, and Google Scholar were searched, and manual searches of the reference lists of included studies and hand-searches on Physiotherapy Evidence Database and ResearchGate were conducted from inception to August 10, 2020. Randomized and non-randomized exergame intervention studies with or without a non-exercise group and/or a "usual care intervention group" (any other intervention that did not incorporate exergames), which evaluated muscle strength through direct measurements, were included. Forty-seven and 25 studies were included in the qualitative review and meta-analysis, respectively. The between-groups meta-analyses showed no significant differences between exergames and non-exercise control groups for handgrip strength in heathy/unhealthy middle-aged/older adults or knee extension maximum voluntary isometric contraction (MVIC) in healthy older adults. However, exergames provided a greater increase in handgrip strength, knee flexion MVIC, and elbow extension MVIC, but not knee extension MVIC or elbow flexion MVIC, in individuals with different health statuses when compared to usual care interventions. Also, there was a greater increase in handgrip strength in children with hemiplegic cerebral palsy favouring usual care plus exergames compared to usual care interventions. These results suggest that exergames may improve upper and lower limb muscle strength in individuals with different heath statuses compared to usual care interventions, but not muscle strength in middle age/older adults after accounting for random error. Also, exergames appear to be a useful tool for improving handgrip strength in children with hemiplegic cerebral palsy when added to usual care. However, as the exergame interventions were applied in different populations and there currently are many different approaches to perform exergames, future randomized controlled trials with high methodological quality and large sample sizes are needed to provide more compelling evidence in favour of a specific exergame protocol, or to elucidate exergame protocol design principles that appear to strongly influence outcomes.
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Affiliation(s)
- Ricardo Borges Viana
- Faculty of Physical Education and Dance, Federal University of Goiás, Goiânia, Brazil
| | | | - Scott J Dankel
- Department of Health and Exercise Science, Rowan University, Glassboro, NJ, USA
| | - Jeremy P Loenneke
- Kevser Ermin Applied Physiology Laboratory, University of Mississippi, University, MS, USA
| | - Takashi Abe
- Kevser Ermin Applied Physiology Laboratory, University of Mississippi, University, MS, USA
| | | | - Naiane Silva Morais
- Faculty of Physical Education and Dance, Federal University of Goiás, Goiânia, Brazil
| | - Rodrigo Luiz Vancini
- Centro de Educação Física e Desportos, Universidade Federal do Espírito Santo, Vitória, Brazil
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Davoodeh S, Sheikh M, Houminiyan Sharifabadi D, Bagherzadeh F. The effect of Wii Fit exergames on static balance and motor competence in obese and non-obese college women. ACTA GYMNICA 2020. [DOI: 10.5507/ag.2020.008] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022] Open
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Chou HY, Chen SC, Yen TH, Han HM. Effect of a Virtual Reality-Based Exercise Program on Fatigue in Hospitalized Taiwanese End-Stage Renal Disease Patients Undergoing Hemodialysis. Clin Nurs Res 2020; 29:368-374. [PMID: 30009636 DOI: 10.1177/1054773818788511] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 09/14/2023]
Abstract
The purpose of this study was to evaluate the short-term effect of a virtual reality-based exercise program on fatigue in patients with end-stage renal disease (ESRD) who receive hemodialysis (HD). In this quasi-experimental study design, an experimental group (n = 32) received virtual reality training that promoted exercise, and a control group (n = 32) received routine care (advice on physical activities). Fatigue and physiologic parameters were assessed pretest (before intervention) as well as posttest (4 weeks after the onset of intervention). Our results showed that patients in the experimental group had significantly lower levels of overall fatigue, reduction in vigor and motivation, distress and loss of control in mood, and higher hemoglobin levels compared with the control group. ANCOVA revealed that there were no differences in overall fatigue and different domains of fatigue. Exercise only increased the blood urea nitrogen (BUN) and creatinine levels significantly in the intervention group.
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Affiliation(s)
- Hsiao-Yu Chou
- Linkou Chang Gung Memorial Hospital, Taoyuan, Taiwan
| | - Shu-Ching Chen
- Linkou Chang Gung Memorial Hospital, Taoyuan, Taiwan
- Chang Gung University of Science and Technology, Taoyuan, Taiwan
| | - Tzung-Hai Yen
- Linkou Chang Gung Memorial Hospital, Taoyuan, Taiwan
- Chang Gung University, Taoyuan, Taiwan
| | - Hui-Mei Han
- Linkou Chang Gung Memorial Hospital, Taoyuan, Taiwan
- Chang Gung University of Science and Technology, Taoyuan, Taiwan
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Wolf R, Rodacki ALF, Silveira MC, Krueger E, Pereira G. Effects of additional external load manipulation on perceptual and physiological responses during exergame. MOTRIZ: REVISTA DE EDUCACAO FISICA 2018. [DOI: 10.1590/s1980-6574201800040017] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
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Liangruenrom N, Suttikasem K, Craike M, Bennie JA, Biddle SJH, Pedisic Z. Physical activity and sedentary behaviour research in Thailand: a systematic scoping review. BMC Public Health 2018; 18:733. [PMID: 29898706 PMCID: PMC6001063 DOI: 10.1186/s12889-018-5643-y] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/13/2018] [Accepted: 05/31/2018] [Indexed: 12/12/2022] Open
Abstract
BACKGROUND The number of deaths per year attributed to non-communicable diseases is increasing in low- and middle-income countries, including Thailand. To facilitate the development of evidence-based public health programs and policies in Thailand, research on physical activity (PA) and sedentary behaviour (SB) is needed. The aims of this scoping review were to: (i) map all available evidence on PA and SB in Thailand; (ii) identify research gaps; and (iii) suggest directions for future research. METHODS A systematic literature search was conducted through 10 bibliographic databases. Additional articles were identified through secondary searches of reference lists, websites of relevant Thai health organisations, Google, and Google Scholar. Studies written in Thai or English were screened independently by two authors and included if they presented quantitative or qualitative data relevant to public health research on PA and/or SB. RESULTS Out of 25,007 screened articles, a total of 564 studies were included in the review. Most studies included PA only (80%), 6.7% included SB only, and 13.3% included both PA and SB. The most common research focus was correlates (58.9%), followed by outcomes of PA/SB (22.2%), prevalence of PA/SB (12.4%), and instrument validation (3.2%). Most PA/SB research was cross-sectional (69.3%), while interventions (19.7%) and longitudinal studies (2.8%) were less represented. Most studies (94%) used self-reports of PA/SB, and few (2.5%) used device-based measures. Both sexes were examined in most studies (82.5%). Adults were the main target population group (51.1%), followed by older adults (26.9%), adolescents (15.7%), and children (6.3%). Clinical populations were investigated in the context of PA/SB in a relatively large number of studies (15.3%), most frequently those with cardiovascular disease, diabetes, and hypertension (22%, 21%, and 21% respectively). CONCLUSIONS The number of Thai papers on PA published per year has been increasing, indicating a growing interest in this research area. More studies using population-representative samples are needed, particularly among children and adolescents, and investigating SB as a health risk factor. To provide stronger evidence on determinants and outcomes of PA/SB, longitudinal studies using standardised measures of PA and SB are required.
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Affiliation(s)
- Nucharapon Liangruenrom
- Institute for Health and Sport, Victoria University, PO Box 14428, Melbourne, VIC, 8001, Australia
- Institute for Population and Social Research, Mahidol University, Phutthamonthon Sai 4 Road, Salaya, Phutthamonthon, Nakhon Pathom, 73170, Thailand
| | - Kanyapat Suttikasem
- Institute for Population and Social Research, Mahidol University, Phutthamonthon Sai 4 Road, Salaya, Phutthamonthon, Nakhon Pathom, 73170, Thailand
| | - Melinda Craike
- Institute for Health and Sport, Victoria University, PO Box 14428, Melbourne, VIC, 8001, Australia
| | - Jason A Bennie
- Institute for Resilient Regions, University of Southern Queensland, Education City, 37 Sinnathamby Boulevard, Springfield Central, QLD, 4300, Australia
| | - Stuart J H Biddle
- Institute for Resilient Regions, University of Southern Queensland, Education City, 37 Sinnathamby Boulevard, Springfield Central, QLD, 4300, Australia
| | - Zeljko Pedisic
- Institute for Health and Sport, Victoria University, PO Box 14428, Melbourne, VIC, 8001, Australia.
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Abstract
The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame was not restricted and the end of the search time frame was 31 December 2015. Only randomized controlled trial, cohort, and observational studies evaluating the effect of VGs on physical rehabilitation were included in the review. A total of 4728 abstracts were screened, 275 were fully reviewed, and 126 papers were eventually included. The following information was extracted from the selected studies: device type, number and type of patients, intervention, and main outcomes. The integration of VGs into physical rehabilitation has been tested for various pathological conditions, including stroke, cerebral palsy, Parkinson's disease, balance training, weight loss, and aging. There was large variability in the protocols used (e.g. number of sessions, intervention duration, outcome measures, and sample size). The results of this review show that in most cases, the introduction of VG training in physical rehabilitation offered similar results as conventional therapy. Therefore, VGs could be added as an adjunct treatment in rehabilitation for various pathologies to stimulate patient motivation. VGs could also be used at home to maintain rehabilitation benefits.
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Natal JZ, Vojciechowski AS, Gomes ARS, Rodrigues EV, Melo Filho J, Korelo RIG. Efeitos do treinamento com Kinect Sports e Kinect Adventures na resistência da musculatura lombopélvica de adultos jovens saudáveis: ensaio clínico não randomizado. FISIOTERAPIA E PESQUISA 2016. [DOI: 10.1590/1809-2950/15727523042016] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022] Open
Abstract
RESUMO O treinamento com exergames (EXG) tem sido utilizado como técnica para prevenção em saúde, embora pouco se saiba sobre sua influência na resistência da musculatura da região lombopélvica. Assim, analisou-se os efeitos dos jogos Kinect Sports ® e Kinect Adventures ® sobre a resistência muscular da região lombopélvica de adultos jovens saudáveis. Tivemos 40 participantes (26 mulheres e 14 homens, com idade entre 18 e 30 anos) divididos por conveniência em grupo controle (GC, n=20) e grupo intervenção (GI, n=20), e submetidos a avaliações da resistência da musculatura flexora, extensora e flexora lateral do tronco, em três períodos: inicial (T0), depois de cinco semanas (T5) e depois de 12 semanas (T12). Somente o GI realizou treinamento com videogame, jogos Kinect Sports ® e Kinect Adventures ® (Xbox 360 Kinect®), em duplas, duas vezes por semana, durante 12 semanas. Para analisar as diferenças entre os grupos foi utilizado o teste de ANOVA mista com medidas repetidas design 2 (grupo de tratamento: GC vs. GI) x3 (testes do complexo lombopélvico: T0 vs. T5 vs. T12) (p<0,05). Resultados: O GI apresentou aumento significativo da resistência de extensores de tronco e flexores laterais de tronco (F2,76=3.947, p=0,03; F2,76=3.763, p=0,02, respectivamente) depois de 12 semanas de intervenção com o videogame, em comparação ao GC. Concluiu-se que o treinamento com EXG (Xbox 360 Kinect Sports ® e Kinect Adventures ®) incrementou a resistência da musculatura da região lombopélvica de adultos jovens saudáveis. Este protocolo pode ser considerado na prevenção de desordens musculoesqueléticas da região lombar.
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Rodrigues GAA, Felipe DDS, Silva E, De Freitas WZ, Higino WP, Da Silva FF, De Carvalho WRG, Aparecido de Souza R. Acute cardiovascular responses while playing virtual games simulated by Nintendo Wii(®). J Phys Ther Sci 2015; 27:2849-51. [PMID: 26504308 PMCID: PMC4616109 DOI: 10.1589/jpts.27.2849] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/11/2015] [Accepted: 06/09/2015] [Indexed: 01/08/2023] Open
Abstract
[Purpose] This investigation evaluated the acute cardiovascular responses that occur
while playing virtual games (aerobic and balance) emulated by Nintendo Wii®.
[Subjects] Nineteen healthy male volunteers were recruited. [Methods] The ergospirometric
variables of maximum oxygen consumption, metabolic equivalents, and heart rate were
obtained during the aerobic (Obstacle Course, Hula Hoop, and Free Run) and balance (Soccer
Heading, Penguin Slide, and Table Tilt) games of Wii Fit Plus® software. To
access and analyze the ergospirometric information, a VO2000 analyzer was used. Normalized
data (using maximum oxygen consumption and heart rate) were analyzed using repeated
measures analysis of variance and Scheffe’s test. [Results] Significant differences were
found among the balance and aerobic games in all variables analyzed. In addition, the Wii
exercises performed were considered to be of light (balance games) and moderate (aerobic
games) intensity in accordance with American College Sports Medicine exercise
stratification. [Conclusion] Physical activity in a virtual environment emulated by
Nintendo Wii® can change acute cardiovascular responses, primarily when Wii
aerobic games are performed. These results support the use of the Nintendo Wii®
in physical activity programs.
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Affiliation(s)
- Gusthavo Augusto Alves Rodrigues
- Group of Studies and Research in Health Sciences (GEP-CS), Federal Institute of Education, Science and Technology of The South of Minas Gerais (IFSULDEMINAS), Brazil
| | - Danilo De Souza Felipe
- Group of Studies and Research in Health Sciences (GEP-CS), Federal Institute of Education, Science and Technology of The South of Minas Gerais (IFSULDEMINAS), Brazil
| | - Elisangela Silva
- Group of Studies and Research in Health Sciences (GEP-CS), Federal Institute of Education, Science and Technology of The South of Minas Gerais (IFSULDEMINAS), Brazil
| | - Wagner Zeferino De Freitas
- Group of Studies and Research in Health Sciences (GEP-CS), Federal Institute of Education, Science and Technology of The South of Minas Gerais (IFSULDEMINAS), Brazil
| | - Wonder Passoni Higino
- Group of Studies and Research in Health Sciences (GEP-CS), Federal Institute of Education, Science and Technology of The South of Minas Gerais (IFSULDEMINAS), Brazil
| | - Fabiano Fernandes Da Silva
- Group of Studies and Research in Health Sciences (GEP-CS), Federal Institute of Education, Science and Technology of The South of Minas Gerais (IFSULDEMINAS), Brazil ; Biomedical Engineering Institute, Camilo Castelo Branco University (UNICASTELO), Brazil
| | | | - Renato Aparecido de Souza
- Group of Studies and Research in Health Sciences (GEP-CS), Federal Institute of Education, Science and Technology of The South of Minas Gerais (IFSULDEMINAS), Brazil
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