Banca de QUALIFICAÇÃO: LUANNA BÁRBARA DE ARAÚJO FARIAS

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
STUDENT : LUANNA BÁRBARA DE ARAÚJO FARIAS
DATE: 18/09/2025
TIME: 09:00
LOCAL: remoto
TITLE:

CONTENT VALIDATION OF A SERIOUS GAME PROTOTYPE FOR IMMERSIVE VIRTUAL REALITY - A KINETIC FUNCTIONAL VIEW


KEY WORDS:

Immersive Virtual Reality; Serious Games; Validation Study.


PAGES: 47
BIG AREA: Ciências da Saúde
AREA: Fisioterapia e Terapia Ocupacional
SUMMARY:

Introduction: Virtual Reality (VR) emerges as a technological innovation and
a promising tool in rehabilitation, based on three main characteristics:
immersion, interaction, and imagination. Its use advocates for the stimulation
of neuroplasticity, promoting neural stimuli and facilitating adaptive
responses. Serious games have gained prominence over the years for
demonstrating their potential as adaptive and personalized tools; however,
studies addressing their validation in the rehabilitation context, in conjunction with a kinetic-functional assessment, remain scarce. Such validation is
essential to enrich available data and foster the use of VR as a therapeutic
resource. Objective: To validate the content of a VR-based serious game for
upper limb (UL) rehabilitation in post-stroke individuals and to test its usability
with experts in therapeutic games, considering a kinetic-functional analysis.
Methods: This is a descriptive study focused on the content validation of a
VR serious game and its usability testing with experts in computer science
and rehabilitation, under a kinetic-functional perspective. The study will be
conducted in person at LIPERV/UFRN. The validation stage will involve a
sample of 10 judges (5 physical therapists and 5 professionals from science
and technology), all based in Natal/RN, with availability to perform the game
on-site. Judges will be selected by convenience sampling, with screening
conducted by the research team through analysis of curricula available on the
Lattes platform. Data collection will involve the use of the System Usability
Scale (SUS), content validation dimensions, and a descriptive and
observational kinetic-functional analysis based on the Hedman Model. Data
Analysis: Descriptive data will be presented through mean, standard
deviation, median, and 95% confidence interval, while qualitative data will be
reported using absolute and relative frequencies within their respective
categories. For validation and usability, agreement among participants will be
assessed through the Content Validity Index (CVI) and Cronbach’s Alpha
coefficient. Finally, a descriptive analysis containing judges’ comments and
suggestions will be integrated with the kinetic-functional analysis. Preliminary
and Expected Results: Initially designed as a cognitive training tool for older
adults, the game currently includes a new phase for upper limb reach training
in post-stroke patients, aiming at its appropriate applicability in the kinetic-
functional context. The game was enhanced to improve user experience after
the identification of bugs related to design, initiation, interactivity, and
completion. This study is expected to investigate the usability of this VR
prototype and collect kinetic-functional data to provide a more robust,
individualized, and functionality-centered intervention, as well as to establish
a database that will support the refinement of this prototype and the
development of new immersive serious games.

 

 


COMMITTEE MEMBERS:
Presidente - 2374822 - FABRICIA AZEVEDO DA COSTA CAVALCANTI
Externa ao Programa - 2125044 - CANDICE SIMOES PIMENTA DE MEDEIROS - UFRNExterna à Instituição - THAIANA BARBOSA FERREIRA PACHECO - UFRN
Notícia cadastrada em: 11/09/2025 14:55
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