Efecto De Un Entrenamiento Con Realidad Virtual Por Medio De Exergames En El Balance La Anticipación E Imagen Corporal En Futbolistas

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Efecto De Un Entrenamiento Con Realidad Virtual Por Medio De Exergames En El Balance La Anticipación E Imagen Corporal En Futbolistas EFECTO DE UN ENTRENAMIENTO CON REALIDAD VIRTUAL POR MEDIO DE EXERGAMES EN EL BALANCE LA ANTICIPACIÓN E IMAGEN CORPORAL EN FUTBOLISTAS Leidy Katherin Calderon Solano Universidad Nacional de Colombia Facultad de Medicina, Departamento del Movimiento Corporal Humano Bogotá, Colombia 2020 EFECTO DE UN ENTRENAMIENTO CON REALIDAD VIRTUAL POR MEDIO DE EXERGAMES EN EL BALANCE LA ANTICIPACIÓN E IMAGEN CORPORAL EN FUTBOLISTAS Leidy Katherin Calderon Solano Tesis presentada como requisito parcial para optar al título de: Magister en Fisioterapia del Deporte y la Actividad Física Director (a): Fisioterapeuta, Msc en Salud Pública. Imma Quitzel Caicedo Codirector (a): Fisioterapeuta, Msc en Fisioterapia del Deporte y la Actividad Fisica.Javier Andres Anzola Moreno Universidad Nacional de Colombia Facultad de Medicina, Departamento del Movimiento Corporal Humano Bogotá, Colombia 2021 Dedicado a A Dios y a la virgen de Guadalupe que me dieron la fortaleza y la luz para alcanzar este logro. A mi madre por soportarme y apoyarme en cada momento de dificultad con su amor y palabras constantes. A mi padre por su firmeza y coraje que me impartió en cada instante. A mi hermana y mis sobrinas que siempre me brindaron sus palabras de apoyo y compañía. A mis compañeras de maestría Carolina Cortes y Carolina Hernández por sus risas y amistad incondicional. A mis ángeles perrunos que siempre me acompañaron en mis largas noches de estudio. Todo este trabajo ha sido posible gracias a ellos. Agradecimientos A la Universidad Nacional de Colombia por permitirme tener esta oportunidad. Al Laboratorio De Movimiento Corporal Humano y sus funcionarios por facilitarme el espacio y los implementos necesarios para el desarrollo de esta investigación. A mi codirector de tesis Ft. Javier Andres Anzola Moreno, quien me dio su valioso voto de confianza, estuvo presente en cada momento de dificultad y progreso durante mi proceso y me animo a emprender este reto, con su apoyo, conocimiento y experiencia. A mi directora de tesis Ft. Imma Quitzel Caicedo Molina, por su apoyo en este reto y sus valiosas correcciones y sugerencias que sacaron adelante este proyecto. Al grupo de futbolistas de la escuela Willsport por aceptar su participación, interés y compromiso, parte fundamental para esta investigación. Resumen y Abstract IX Resumen Esta investigación estudió el efecto que tiene un programa de entrenamiento en un entorno de realidad virtual por medio de exergames en la anticipación, el balance e imagen corporal de un grupo de futbolistas de la categoría juvenil de una escuela de formación deportiva de Bogotá, con edades entre 12 y 16 años. El diseño metodológico consistió en un estudio cuasi experimental mixto con un componente cuantitativo en el que se obtuvieron los datos de las pruebas de balance estático, balance dinámico y anticipación, cada una con dos evaluaciones en diferentes condiciones establecidas con su respectivo análisis mediante estadística descriptiva y ANOVA factorial; y un componente cualitativo que estudio la imagen corporal en lo perceptual, cognitivo-afectivo y conductual y cuyos resultados se analizaron a partir de encuestas realizadas a los deportistas. Al final, se realizó una triangulación metodológica para analizar y comparar los resultados obtenidos en cada componente. Los resultados mostraron en anticipación un efecto positivo (p = 0,00327) para las tres velocidades que se midieron. En la habilidad de balance estático y dinámico se presentaron cambios, pero solo algunas de las variables medidas tuvieron valores entre el 10% y 15% (desviación, acciones derecha e izquierda (balance estático), índice de simetría (balance dinámico). El entorno virtual tuvo influencia en la formación de imagen corporal de los futbolistas en la medida en que el avatar adoptó características propias de deportistas reconocidos y ofrecía libertad y tranquilidad, cualidades que no se dan siempre en el entrenamiento convencional. Palabras clave: (Realidad virtual, exergames, tiempo de anticipación, balance dinámico y estático, imagen corporal). X Efecto de un entrenamiento de realidad virtual por medio de exergames en el balance, anticipación e imagen corporal en futbolistas Abstract This research project studied the effect of a training program, in a virtual reality environment, using exergames on anticipation, dynamic and static balance, and corporal image in junior soccer players, who are between 12 and 16 years old and are part of a soccer club in Bogota. The methodological design was quasi-experimental based on a quantitative component where all data were obtained from anticipation, dynamic and static balance tests through two evaluations in different conditions and were analyzed by means of descriptive statistics and factorial ANOVA; qualitative component studied the corporal image in three aspects: perceptual, cognitive-affective, and behavioral. Their results were analyzed from inquiries answered by athletes during different phases of the study. Finally, both components were compared and analyzed using the methodological triangulation approach. Results of this research showed how the anticipation time skill had a positive effect (p =0,00327) after the training with exergames in the test measured for three stimuli speeds. Static and dynamic balance skills had changes in results after performing the final test, but it was for few measured variables which were between 10% and 15% (deviation, actions right and left (static balance), symmetry index (dynamic balance)). The virtual environment had influence over corporal image construction in soccer players evaluated as the avatar acquired characteristics of known or famous soccer players and at the same time offered calm and freedom, qualities that are not easy to find in conventional training. Keywords: (virtual reality, exergames, anticipation time, dynamic balance static balance, body image). Contenido XI Contenido Pág. 1. Definición de términos ........................................................................................... 22 2. Marco Conceptual .................................................................................................. 25 2.1 Antecedentes ................................................................................................... 25 2.2 Delimitación del problema ................................................................................ 50 2.3 Pregunta de Investigación ................................................................................ 53 3. Justificación ........................................................................................................... 54 4. Hipótesis ................................................................................................................. 57 5. Objetivos ................................................................................................................. 59 5.1 Objetivo General .............................................................................................. 59 5.2 Objetivos específicos ....................................................................................... 59 6. Marco teórico .......................................................................................................... 60 6.1 Realidad virtual ................................................................................................ 60 6.1.1 Principio fundamental de la realidad virtual .................................................... 60 6.1.2 Interfaces de comportamiento ........................................................................ 62 6.1.3 Elementos de la realidad virtual ..................................................................... 67 • Entorno virtual ............................................................................................... 67 • Mundos virtuales ............................................................................................ 67 • Inmersión mental y física o sensorial ............................................................. 68 6.1.4 Retroalimentación sensorial ........................................................................... 69 6.1.5 Ilusión de realidad .......................................................................................... 70 6.1.6 Interactividad ................................................................................................. 70 6.1.7 Manipulación ................................................................................................. 71 6.1.8 Avatar ............................................................................................................ 71 6.1.9 Telepresencia ................................................................................................ 71 6.1.10 Dispositivos de realidad virtual ....................................................................... 72 • Pantalla o casco (HDM) ................................................................................. 72 6.1.11 Realidad virtual en el deporte ........................................................................ 73 6.2 Imagen corporal ............................................................................................... 73 6.2.1 Imagen corporal en la realidad virtual ............................................................ 75 6.2.2 Imagen corporal en adolescentes .................................................................. 78 6.3 Anticipación ...................................................................................................... 79 6.3.1 Tipos
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