Osvaldo Henrique Cemin Becker
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Osvaldo Henrique Cemin Becker has a total of 14 co-authors. Here are the top co-authors by number of shared publications:
- Ana Carolina Bertoletti De Marchi
Institute of Technology, University of Passo Fundo (UPF), Passo Fundo 99052-900, RS, Brazil
6 shared publications - Daiana Biduski
Graduate Program in Applied Computing, Institute of Exact Sciences and Geosciences, University of Passo Fundo (UPF), Passo Fundo, RS, Brazil
5 shared publications - Ericles Andrei Bellei
Institute of Health, University of Passo Fundo (UPF), Passo Fundo 99052-900, RS, Brazil
5 shared publications - Fabrízzio Martin Pelle Perez
Universidade Regional Integrada do Alto Uruguai e das Missões
3 shared publications - Adriano Pasqualotti
Universidade de Passo Fundo, Brazil
2 shared publications - Arthiese Korb
Missões URI-Erechim
2 shared publications
Latest Publications
- Open Access
- 6 February 2022
- Published by Research, Society and Development in Research, Society and Development
- Vol. 11 (3)
Realidade virtual para o tratamento da dor crônica – uma revisão sistemática da literatura
Objetivo: Mapear e discutir os diferentes aplicativos/jogos e dispositivos de realidade virtual utilizados no tratamento da dor crônica. Materiais e Métodos: Foi conduzida uma revisão sistemática da literatura nas bases de dados ACM Digital Library (Association for Computing Machinery), IEEE (Institute of Electrical and Eletronic Engineers), PubMed e Science Direct. O intervalo de busca considerou estudos publicados de 2016 a 2021, sem restrição de idioma. Um total de 258 estudos foram identificados. Após as etapas do processo de seleção, 5 estudos atenderam aos critérios de inclusão para análise. Resultados: Todos os estudos demonstraram resultados positivos do uso da realidade virtual na dor crônica. As métricas utilizadas para a avaliação da dor foram DVPMS, VAS, SFMPQ e WBF. Os dispositivos de realidade virtual utilizados nas pesquisas foram Pico G2 K, HTC Vive, Oculuis Go e Oculus Rift DK2. Conclusão: A realidade virtual traz benefícios quando aplicada no tratamento da dor crônica.
- 6 February 2022
- Published by Research, Society and Development in Research, Society and Development
- Vol. 11 (3)
Open AccessRealidade virtual para o tratamento da dor crônica – uma revisão sistemática da literatura
Objetivo: Mapear e discutir os diferentes aplicativos/jogos e dispositivos de realidade virtual utilizados no tratamento da dor crônica. Materiais e Métodos: Foi conduzida uma revisão sistemática da literatura nas bases de dados ACM Digital Library (Association for Computing Machinery), IEEE (Institute of Electrical and Eletronic Engineers), PubMed e Science Direct. O intervalo de busca considerou estudos publicados de 2016 a 2021, sem restrição de idioma. Um total de 258 estudos foram identificados. Após as etapas do processo de seleção, 5 estudos atenderam aos critérios de inclusão para análise. Resultados: Todos os estudos demonstraram resultados positivos do uso da realidade virtual na dor crônica. As métricas utilizadas para a avaliação da dor foram DVPMS, VAS, SFMPQ e WBF. Os dispositivos de realidade virtual utilizados nas pesquisas foram Pico G2 K, HTC Vive, Oculuis Go e Oculus Rift DK2. Conclusão: A realidade virtual traz benefícios quando aplicada no tratamento da dor crônica.
- Open Access
- 1 October 2021
- Published by JMIR Publications Inc. in JMIR Research Protocols
- Vol. 10 (10) , e32729
Kinesiotherapy With Exergaming as a Potential Modulator of Epigenetic Marks and Clinical Functional Variables of Older Women: Protocol for a Mixed Methods Study
Background: Kinesiotherapy is an option to mitigate worsening neuropsychomotor function due to human aging. Moreover, exergames are beneficial for the practice of physical therapy by older patients. Physical exercise interventions are known to alter the epigenome, but little is known about their association with exergames. Objective: We aim to evaluate the effects of kinesiotherapy with exergaming on older women's epigenetic marks and cognitive ability, as well as on their clinical functional variables. Our hypothesis states that this kind of therapy can elicit equal or even better outcomes than conventional therapy. Methods: We will develop a virtual clinic exergame with 8 types of kinesiotherapy exercises. Afterward, we will conduct a 1:1 randomized clinical trial to compare the practice of kinesiotherapy with exergames (intervention group) against conventional kinesiotherapy (control group). A total of 24 older women will be enrolled for 1-hour sessions performed twice a week, for 6 weeks, totaling 12 sessions. We will assess outcomes using epigenetic blood tests, the Montreal Cognitive Assessment test, the Timed Up and Go test, muscle strength grading in a hydraulic dynamometer, and the Game Experience Questionnaire at various stages. Results: The project was funded in October 2019. Game development took place in 2020. Patient recruitment and a clinical trial are planned for 2021. Conclusions: Research on this topic is likely to significantly expand the understanding of kinesiotherapy and the impact of exergames. To the best of our knowledge, this may be one of the first studies exploring epigenetic outcomes of exergaming interventions.
- 1 October 2021
- Published by JMIR Publications Inc. in JMIR Research Protocols
- Vol. 10 (10) , e32729
Open AccessKinesiotherapy With Exergaming as a Potential Modulator of Epigenetic Marks and Clinical Functional Variables of Older Women: Protocol for a Mixed Methods Study
Background: Kinesiotherapy is an option to mitigate worsening neuropsychomotor function due to human aging. Moreover, exergames are beneficial for the practice of physical therapy by older patients. Physical exercise interventions are known to alter the epigenome, but little is known about their association with exergames. Objective: We aim to evaluate the effects of kinesiotherapy with exergaming on older women's epigenetic marks and cognitive ability, as well as on their clinical functional variables. Our hypothesis states that this kind of therapy can elicit equal or even better outcomes than conventional therapy. Methods: We will develop a virtual clinic exergame with 8 types of kinesiotherapy exercises. Afterward, we will conduct a 1:1 randomized clinical trial to compare the practice of kinesiotherapy with exergames (intervention group) against conventional kinesiotherapy (control group). A total of 24 older women will be enrolled for 1-hour sessions performed twice a week, for 6 weeks, totaling 12 sessions. We will assess outcomes using epigenetic blood tests, the Montreal Cognitive Assessment test, the Timed Up and Go test, muscle strength grading in a hydraulic dynamometer, and the Game Experience Questionnaire at various stages. Results: The project was funded in October 2019. Game development took place in 2020. Patient recruitment and a clinical trial are planned for 2021. Conclusions: Research on this topic is likely to significantly expand the understanding of kinesiotherapy and the impact of exergames. To the best of our knowledge, this may be one of the first studies exploring epigenetic outcomes of exergaming interventions.
- Open Access
- 7 August 2021
- Published by JMIR Publications Inc. in JMIR Preprints
Kinesiotherapy With Exergaming as a Potential Modulator of Epigenetic Marks and Clinical Functional Variables of Older Women: Protocol for a Mixed Methods Study (Preprint)
BACKGROUND Kinesiotherapy is an option to mitigate worsening neuropsychomotor function due to human aging. Moreover, exergames are beneficial for the practice of physical therapy by older patients. Physical exercise interventions are known to alter the epigenome, but little is known about their association with exergames. OBJECTIVE We aim to evaluate the effects of kinesiotherapy with exergaming on older women’s epigenetic marks and cognitive ability, as well as on their clinical functional variables. Our hypothesis states that this kind of therapy can elicit equal or even better outcomes than conventional therapy. METHODS We will develop a virtual clinic exergame with 8 types of kinesiotherapy exercises. Afterward, we will conduct a 1:1 randomized clinical trial to compare the practice of kinesiotherapy with exergames (intervention group) against conventional kinesiotherapy (control group). A total of 24 older women will be enrolled for 1-hour sessions performed twice a week, for 6 weeks, totaling 12 sessions. We will assess outcomes using epigenetic blood tests, the Montreal Cognitive Assessment test, the Timed Up and Go test, muscle strength grading in a hydraulic dynamometer, and the Game Experience Questionnaire at various stages. RESULTS The project was funded in October 2019. Game development took place in 2020. Patient recruitment and a clinical trial are planned for 2021. CONCLUSIONS Research on this topic is likely to significantly expand the understanding of kinesiotherapy and the impact of exergames. To the best of our knowledge, this may be one of the first studies exploring epigenetic outcomes of exergaming interventions. CLINICALTRIAL Brazilian Clinical Trials Registry/Registro Brasileiro de Ensaios Clínicos (ReBEC) RBR-9tdrmw; https://ensaiosclinicos.gov.br/rg/RBR-9tdrmw. INTERNATIONAL REGISTERED REPORT DERR1-10.2196/32729
- 7 August 2021
- Published by JMIR Publications Inc. in JMIR Preprints
Open AccessKinesiotherapy With Exergaming as a Potential Modulator of Epigenetic Marks and Clinical Functional Variables of Older Women: Protocol for a Mixed Methods Study (Preprint)
BACKGROUND Kinesiotherapy is an option to mitigate worsening neuropsychomotor function due to human aging. Moreover, exergames are beneficial for the practice of physical therapy by older patients. Physical exercise interventions are known to alter the epigenome, but little is known about their association with exergames. OBJECTIVE We aim to evaluate the effects of kinesiotherapy with exergaming on older women’s epigenetic marks and cognitive ability, as well as on their clinical functional variables. Our hypothesis states that this kind of therapy can elicit equal or even better outcomes than conventional therapy. METHODS We will develop a virtual clinic exergame with 8 types of kinesiotherapy exercises. Afterward, we will conduct a 1:1 randomized clinical trial to compare the practice of kinesiotherapy with exergames (intervention group) against conventional kinesiotherapy (control group). A total of 24 older women will be enrolled for 1-hour sessions performed twice a week, for 6 weeks, totaling 12 sessions. We will assess outcomes using epigenetic blood tests, the Montreal Cognitive Assessment test, the Timed Up and Go test, muscle strength grading in a hydraulic dynamometer, and the Game Experience Questionnaire at various stages. RESULTS The project was funded in October 2019. Game development took place in 2020. Patient recruitment and a clinical trial are planned for 2021. CONCLUSIONS Research on this topic is likely to significantly expand the understanding of kinesiotherapy and the impact of exergames. To the best of our knowledge, this may be one of the first studies exploring epigenetic outcomes of exergaming interventions. CLINICALTRIAL Brazilian Clinical Trials Registry/Registro Brasileiro de Ensaios Clínicos (ReBEC) RBR-9tdrmw; https://ensaiosclinicos.gov.br/rg/RBR-9tdrmw. INTERNATIONAL REGISTERED REPORT DERR1-10.2196/32729
- Open Access
- 15 June 2021
- Published by Sociedade Brasileira de Computação
- p. 127-132
Desenvolvimento participativo de um exergame para a melhora da capacidade funcional em pessoas idosas
Elderly people often do not achieve the recommended levels of exercise necessary to reduce functional decline. In this regard, exergames can be used as resources to promote exercise. However, most available exergames are generic from commercial sources and are usually not designed or tailored for the elderly. In this study, we present the participatory development of an exergame that aims to improve functional capacity in the elderly. During the creation process, 23 elderly people contributed to the specification, tested and interacted with the game. The results reveal an exergame with mechanics and elements that are more accessible and attractive to this audience, with the potential for positive effects on their health. Pessoas idosas comumente não atingem os níveis recomendados de exercício físico necessário para reduzir a perda da capacidade funcional. Exergames podem ser usados como recursos para gerar engajamento. No entanto, a maioria dos exergames são disponíveis comercialmente e genéricos, usualmente não projetados para o público idoso. Neste trabalho, apresenta-se o desenvolvimento participativo de um exergame que visa a melhora da capacidade funcional em idosos. Durante o processo de criação, 23 idosos participaram contribuindo com a especificação, interagindo e testando o jogo. Os resultados trazem um exergame com mecânica e elementos mais acessíveis e atrativos para esse público, com potencial para efeitos positivos em sua saúde.
- 15 June 2021
- Published by Sociedade Brasileira de Computação
- p. 127-132
Open AccessDesenvolvimento participativo de um exergame para a melhora da capacidade funcional em pessoas idosas
Elderly people often do not achieve the recommended levels of exercise necessary to reduce functional decline. In this regard, exergames can be used as resources to promote exercise. However, most available exergames are generic from commercial sources and are usually not designed or tailored for the elderly. In this study, we present the participatory development of an exergame that aims to improve functional capacity in the elderly. During the creation process, 23 elderly people contributed to the specification, tested and interacted with the game. The results reveal an exergame with mechanics and elements that are more accessible and attractive to this audience, with the potential for positive effects on their health. Pessoas idosas comumente não atingem os níveis recomendados de exercício físico necessário para reduzir a perda da capacidade funcional. Exergames podem ser usados como recursos para gerar engajamento. No entanto, a maioria dos exergames são disponíveis comercialmente e genéricos, usualmente não projetados para o público idoso. Neste trabalho, apresenta-se o desenvolvimento participativo de um exergame que visa a melhora da capacidade funcional em idosos. Durante o processo de criação, 23 idosos participaram contribuindo com a especificação, interagindo e testando o jogo. Os resultados trazem um exergame com mecânica e elementos mais acessíveis e atrativos para esse público, com potencial para efeitos positivos em sua saúde.
- Open Access
- 29 January 2021
- Published by JMIR Publications Inc. in JMIR Serious Games
- Vol. 9 (1) , e23423
A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers
Background: Older people often do not meet the recommended levels of exercise required to reduce functional decline. Social interaction is mentioned by this cohort as a reason for joining group-based exercises, which does not occur when exercising alone. This perspective shows that exergames can be used as motivational resources. However, most available exergames are generic, obtained from commercial sources, and usually not specifically designed or adapted for older people. Objective: In this study, we aim to co-design and develop a new exergame alongside older participants to (1) tailor the game mechanics and optimize participants’ adherence to and enjoyment of exercise; (2) test the participants’ functional capacity, motivation, and adherence to the exergaming program; and (3) compare these scores between those who played alone and those who played with peers. Methods: We conducted a co-design process to develop a new exergame adapted to older people. For user testing, 23 participants were divided into 2 groups to play individually (alone group) or to compete in pairs (with peers group). They played the game twice a week, resulting in 21 exergaming sessions. We assessed the participants’ General Physical Fitness Index (GPFI) before and after the user testing. We also administered questionnaires about the gaming experience and exercise adherence with its motivators and barriers. Results: We introduced a new bowling exergame for Xbox with a Kinect motion sensor that can be played in single or multiplayer mode. For the GPFI measurements, the sample was homogeneous in the pretest (with peers group: mean 40.5 [SD 9.6], alone group: mean 33.9 [SD 7.8]; P=.11). After the exergame testing sessions, both groups had significant gains (with peers group: mean 57.5 [SD 8.7], P=.005; alone group: mean 44.7 [SD 10.6]; P=.02). Comparing the posttest between groups, it was found that the group in which participants played with peers had better outcomes than the group in which participants played alone (P=.02). Regarding the gaming experience and exercise adherence, both groups recognized the benefits and expressed enthusiasm toward the exergame. Conclusions: The findings suggest that the developed exergame helps in improving the functional capacity and adherence to physical exercise among older people, with even better results for those who played with peers. In addition to leading to more appropriate products, a co-design approach may positively influence the motivation and adherence of participants.
- 29 January 2021
- Published by JMIR Publications Inc. in JMIR Serious Games
- Vol. 9 (1) , e23423
Open AccessA Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers
Background: Older people often do not meet the recommended levels of exercise required to reduce functional decline. Social interaction is mentioned by this cohort as a reason for joining group-based exercises, which does not occur when exercising alone. This perspective shows that exergames can be used as motivational resources. However, most available exergames are generic, obtained from commercial sources, and usually not specifically designed or adapted for older people. Objective: In this study, we aim to co-design and develop a new exergame alongside older participants to (1) tailor the game mechanics and optimize participants’ adherence to and enjoyment of exercise; (2) test the participants’ functional capacity, motivation, and adherence to the exergaming program; and (3) compare these scores between those who played alone and those who played with peers. Methods: We conducted a co-design process to develop a new exergame adapted to older people. For user testing, 23 participants were divided into 2 groups to play individually (alone group) or to compete in pairs (with peers group). They played the game twice a week, resulting in 21 exergaming sessions. We assessed the participants’ General Physical Fitness Index (GPFI) before and after the user testing. We also administered questionnaires about the gaming experience and exercise adherence with its motivators and barriers. Results: We introduced a new bowling exergame for Xbox with a Kinect motion sensor that can be played in single or multiplayer mode. For the GPFI measurements, the sample was homogeneous in the pretest (with peers group: mean 40.5 [SD 9.6], alone group: mean 33.9 [SD 7.8]; P=.11). After the exergame testing sessions, both groups had significant gains (with peers group: mean 57.5 [SD 8.7], P=.005; alone group: mean 44.7 [SD 10.6]; P=.02). Comparing the posttest between groups, it was found that the group in which participants played with peers had better outcomes than the group in which participants played alone (P=.02). Regarding the gaming experience and exercise adherence, both groups recognized the benefits and expressed enthusiasm toward the exergame. Conclusions: The findings suggest that the developed exergame helps in improving the functional capacity and adherence to physical exercise among older people, with even better results for those who played with peers. In addition to leading to more appropriate products, a co-design approach may positively influence the motivation and adherence of participants.
- Open Access
- 22 August 2020
- Published by JMIR Publications Inc. in JMIR Preprints
A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers (Preprint)
BACKGROUND Older people often do not meet the recommended levels of exercise required to reduce functional decline. Social interaction is mentioned by this cohort as a reason for joining group-based exercises, which does not occur when exercising alone. This perspective shows that exergames can be used as motivational resources. However, most available exergames are generic, obtained from commercial sources, and usually not specifically designed or adapted for older people. OBJECTIVE In this study, we aim to co-design and develop a new exergame alongside older participants to (1) tailor the game mechanics and optimize participants’ adherence to and enjoyment of exercise; (2) test the participants’ functional capacity, motivation, and adherence to the exergaming program; and (3) compare these scores between those who played alone and those who played with peers. METHODS We conducted a co-design process to develop a new exergame adapted to older people. For user testing, 23 participants were divided into 2 groups to play individually (alone group) or to compete in pairs (with peers group). They played the game twice a week, resulting in 21 exergaming sessions. We assessed the participants’ General Physical Fitness Index (GPFI) before and after the user testing. We also administered questionnaires about the gaming experience and exercise adherence with its motivators and barriers. RESULTS We introduced a new bowling exergame for Xbox with a Kinect motion sensor that can be played in single or multiplayer mode. For the GPFI measurements, the sample was homogeneous in the pretest (with peers group: mean 40.5 [SD 9.6], alone group: mean 33.9 [SD 7.8]; P=.11). After the exergame testing sessions, both groups had significant gains (with peers group: mean 57.5 [SD 8.7], P=.005; alone group: mean 44.7 [SD 10.6]; P=.02). Comparing the posttest between groups, it was found that the group in which participants played with peers had better outcomes than the group in which participants played alone (P=.02). Regarding the gaming experience and exercise adherence, both groups recognized the benefits and expressed enthusiasm toward the exergame. CONCLUSIONS The findings suggest that the developed exergame helps in improving the functional capacity and adherence to physical exercise among older people, with even better results for those who played with peers. In addition to leading to more appropriate products, a co-design approach may positively influence the motivation and adherence of participants.
- 22 August 2020
- Published by JMIR Publications Inc. in JMIR Preprints
Open AccessA Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers (Preprint)
BACKGROUND Older people often do not meet the recommended levels of exercise required to reduce functional decline. Social interaction is mentioned by this cohort as a reason for joining group-based exercises, which does not occur when exercising alone. This perspective shows that exergames can be used as motivational resources. However, most available exergames are generic, obtained from commercial sources, and usually not specifically designed or adapted for older people. OBJECTIVE In this study, we aim to co-design and develop a new exergame alongside older participants to (1) tailor the game mechanics and optimize participants’ adherence to and enjoyment of exercise; (2) test the participants’ functional capacity, motivation, and adherence to the exergaming program; and (3) compare these scores between those who played alone and those who played with peers. METHODS We conducted a co-design process to develop a new exergame adapted to older people. For user testing, 23 participants were divided into 2 groups to play individually (alone group) or to compete in pairs (with peers group). They played the game twice a week, resulting in 21 exergaming sessions. We assessed the participants’ General Physical Fitness Index (GPFI) before and after the user testing. We also administered questionnaires about the gaming experience and exercise adherence with its motivators and barriers. RESULTS We introduced a new bowling exergame for Xbox with a Kinect motion sensor that can be played in single or multiplayer mode. For the GPFI measurements, the sample was homogeneous in the pretest (with peers group: mean 40.5 [SD 9.6], alone group: mean 33.9 [SD 7.8]; P=.11). After the exergame testing sessions, both groups had significant gains (with peers group: mean 57.5 [SD 8.7], P=.005; alone group: mean 44.7 [SD 10.6]; P=.02). Comparing the posttest between groups, it was found that the group in which participants played with peers had better outcomes than the group in which participants played alone (P=.02). Regarding the gaming experience and exercise adherence, both groups recognized the benefits and expressed enthusiasm toward the exergame. CONCLUSIONS The findings suggest that the developed exergame helps in improving the functional capacity and adherence to physical exercise among older people, with even better results for those who played with peers. In addition to leading to more appropriate products, a co-design approach may positively influence the motivation and adherence of participants.