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Estudio de percepción de un entrenamiento para uso de prótesis de mano a través de un juego serio

dc.contributor.advisorJiménez Hernández, Mario Fernando
dc.creatorDávila Rivera, Juan Manuel
dc.creator.degreeProfesional en Matemáticas Aplicadas y Ciencias de la Computación
dc.creator.degreeProfesional en Matemáticas Aplicadas y Ciencias de la Computación
dc.creator.degreeLevelPregrado
dc.creator.degreetypeFull time
dc.date.accessioned2024-09-10T21:28:18Z
dc.date.available2024-09-10T21:28:18Z
dc.date.created2024-09-09
dc.descriptionYa sea en el aprendizaje de una materia tediosa en el aula de clases, el entrenamiento de seguridad de una empresa o la simulación de vehículos, los juegos serios se han presentado como una manera en la que se puede mejorar la interacción de las personas con una tarea en específico. Con su expansión y la facilidad de desarrollo, estos se han transferido al área de la asistencia y rehabilitación, tanto para mejorar el proceso y reducir el dolor del paciente, o para estudiar el progreso de una manera más directa y objetiva. Uno de los métodos para lograr esto último es el uso de la electromiografía (EMG), un estudio que recolecta los impulsos eléctricos que causan que un músculo se contraiga. Éste método es el más utilizado para la fabricación de prótesis ortopédicas, pues no es invasivo y hace uso de los músculos que permanecen aún funcionales después de una amputación. Éste estudio, aprovechando el método de EMG, busca el desarrollo de un videojuego serio enfocado a un entrenamiento para el uso de prótesis unilateral de mano, para entender la progresión de una persona a través de un procedimiento didáctico que involucra también la tecnología de la realidad virtual para lograr una inmersión que asocie los esfuerzos musculares con una acción real. En este videojuego se presentaron diferentes retos de la vida cotidiana que serían completados de manera exitosa haciendo uso de los impulsos musculares de una manera organizada. Los datos obtenidos a partir de catorce participantes revelaron una aceptación a un proceso de entrenamiento virtual, con un puntaje de 80 sobre 100 en una escala de usabilidad para sistemas, además de una mejora en los tiempos de ejecución en un 91% de los participantes, siendo favorable para el uso de juegos serios en estos procedimientos.
dc.description.abstractWhether it’s learning a tedious subject in the classroom, safety training in an office or vehicle simulation, serious games have been presented as a way to improve the interaction between a person and a specific task. With its expansion and its development becoming easier, these serious games have been used in the area of assistance and rehabilitation with the objective being improving the process, reducing the patient’s pain or studying the progress in more direct and objective way. One of the methods used for this last objective is the electromyography (EMG), a study that recollects those electric impulses causing the contraction of the muscles. This method is broadly used in the fabrication and usage of orthopedic prostheses, since it is non-invasive and is able to use the muscles that are still functional after an amputation. This study, taking advantage of the EMG method, aims to develop a serious video game focused towards the training for the use of a unilateral hand prosthesis, with the purpose of understanding a person’s perception and progression given a didactic procedure that also uses virtual reality technology to achieve an immersion, facilitating the association between the muscular efforts and real actions. In this videogame there are real-life challenges that are completed successfully through the use of muscular impulses in an organized way. The data obtained from fourteen volunteers revealed an acceptance of a virtual training, with a score of 80 points out of 100 in a system usability scale, while also showing an improvement in execution times in a 91% of the participants, favoring the use of serious games in training procedures.
dc.format.extent81 pp
dc.format.mimetypeapplication/pdf
dc.identifier.doihttps://doi.org/10.48713/10336_43385
dc.identifier.urihttps://repository.urosario.edu.co/handle/10336/43385
dc.language.isospa
dc.publisherUniversidad del Rosario
dc.publisher.departmentEscuela de Ingeniería, Ciencia y Tecnología
dc.publisher.programPrograma de Matemáticas Aplicadas y Ciencias de la Computación - MACC
dc.rightsAttribution-ShareAlike 4.0 International*
dc.rights.accesRightsinfo:eu-repo/semantics/openAccess
dc.rights.accesoAbierto (Texto Completo)
dc.rights.urihttp://creativecommons.org/licenses/by-sa/4.0/*
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dc.source.instnameinstname:Universidad del Rosario
dc.source.reponamereponame:Repositorio Institucional EdocUR
dc.subjectGamificación
dc.subjectRealidad virtual
dc.subjectMano
dc.subjectPrótesis de mano
dc.subjectElectromiografía
dc.subjectRehabilitación
dc.subjectUnity
dc.subjectJuegos serios
dc.subject.keywordGamification
dc.subject.keywordVirtual reality
dc.subject.keywordHand
dc.subject.keywordHand prosthesis
dc.subject.keywordRehabilitation
dc.subject.keywordElectromyography
dc.subject.keywordUnity
dc.subject.keywordSerious games
dc.titleEstudio de percepción de un entrenamiento para uso de prótesis de mano a través de un juego serio
dc.typebachelorThesis
dc.type.documentTrabajo de grado
dc.type.hasVersioninfo:eu-repo/semantics/acceptedVersion
dc.type.spaTrabajo de grado
local.department.reportEscuela de Ingeniería, Ciencia y Tecnología
local.regionesBogotá
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