Entornos inmersivos y rehabilitación motriz: Un enfoque con realidad virtual y gamificación
DOI:
https://doi.org/10.56931/sel.2024.e3Palabras clave:
Realidad virtual, Rehabilitación motriz, GamificaciónResumen
La integración de tecnologías de realidad virtual en la educación y rehabilitación ha revolucionado la manera en que se gestionan procesos terapéuticos y de aprendizaje, especialmente en ejercicios motrices repetitivos. Este estudio presenta un sistema interactivo basado en un simulador virtual de laboratorio de química diseñado para promover movimientos de muñeca, como flexión y pronación. El sistema combina el seguimiento de manos integrado del visor Meta Quest 2 con Unity3D, elementos gamificados y retroalimentación multimodal en tiempo real. Siete participantes realizaron pruebas durante tres sesiones consecutivas, obteniendo resultados prometedores. El cuestionario SEQ reflejó una puntuación global de 57.45/65, destacando la facilidad de uso, claridad y satisfacción del usuario. Además, se observó una mejora del 20% en la precisión de los movimientos y la fluidez tras las sesiones. Los elementos de gamificación y los indicadores visuales y auditivos garantizaron un alto nivel de compromiso, permitiendo que los participantes completaran tareas con un promedio de 50 minutos de interacción activa por sesión. Este sistema no solo ofrece una herramienta efectiva para rehabilitación motriz, sino que también presenta aplicaciones potenciales en la educación STEM, al proporcionar entornos interactivos donde conceptos abstractos pueden ser explorados de manera práctica. Sin embargo, la muestra limitada sugiere la necesidad de estudios futuros con mayor diversidad de usuarios y análisis longitudinales.
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