@ufcspa.edu.br
Psychology
Psychology, Neuropsychology and Physiological Psychology, Behavioral Neuroscience, Multidisciplinary
Enhancing immersive experiences in virtual reality (VR) presents a significant challenge, as creating a truly lifelike environment requires multisensory engagement. While haptic feedback has been widely explored, incorporating olfactory stimuli could dramatically increase the realism of VR experiences. Our research group is developing an innovative, cost-effective prototype that integrates scent release into VR environments. This breakthrough has the potential to revolutionize VR applications across various fields—ranging from gaming and education to healthcare—by providing a more immersive and authentic sensory experience. Our approach focuses on making this advanced technology accessible and affordable, opening new frontiers in the enhancement of virtual environments.
Autism Spectrum Disorder (ASD) encompasses neurodevelopmental conditions influenced by genetic and environmental factors, with symptoms such as deficits in social communication and repetitive behaviors. Difficulties in sensory integration, present in 90-95% of cases, affect the child's functional abilities, leading to the recommendation of therapies such as Ayres Sensory Integration. However, there are disparities in access and quality of these treatments among different population groups. The use of technologies such as virtual reality (VR) and augmented reality (AR) have shown improvements in the cognitive and social abilities of individuals with ASD, but they still require adjustments. There are no studies associating virtual environments with sensory rehabilitation for ASD. This study will evaluate the therapeutic potential of a virtual Sensory Integration Room (LabVIS), developed at UFCSPA, in a clinical trial with children with ASD.
Scopus Publications
Bibiana Mayer Steckel, Rafaela Schwertner, Joana Bücker, Ana Clara de Paula Nazareth, Lisiane Bizarro, and Alcyr Alves de Oliveira
Springer Science and Business Media LLC
AbstractLimb amputation significantly impacts the socioeconomic and health aspects of affected individuals, with clinical issues such as phantom limb pain (PLP), phantom limb telescopy (PLT), residual limb pain (RLP), and decreased balance necessitating improved treatments. Although interventions utilizing Immersive Virtual Reality (IVR) have been explored, conducting Randomized Clinical Trials (RCT) within this population presents challenges. This study serves as a feasibility study derived from a small RCT, aiming to investigate the effects of an IVR intervention protocol on individuals with lower limb amputation (LLA) while addressing methodological challenges and exploring alternative study designs. Participants were randomly assigned to either the Control Group (CG), receiving no intervention, or the Intervention Group (IG), undergoing 16 IVR sessions over 8 weeks, with twenty-one participants completing the protocol. Sessions involved observing physical exercises via a head-mounted display. All participants were assessed for pain and balance pre- and post-intervention. IG participants were also evaluated for pain, sense of presence in the virtual environment, and cybersickness on intervention days. Results indicated a significant negative correlation between RLP and time since amputation in the Intervention Group. Analysis of results between IG and CG post-assessment suggests potential benefits of IVR in improving balance and reducing PLT. Despite challenges related to sample size and participant retention, multicenter collaborations and home-based interventions are proposed to mitigate these limitations. This feasibility study lays a foundation for future research aiming to optimize VR interventions for improved outcomes in patients with LLA.
Marc-Antoine Moinnereau, Alcyr A. Oliveira, and Tiago H. Falk
Frontiers Media SA
We have all experienced the sense of time slowing down when we are bored or speeding up when we are focused, engaged, or excited about a task. In virtual reality (VR), perception of time can be a key aspect related to flow, immersion, engagement, and ultimately, to overall quality of experience. While several studies have explored changes in time perception using questionnaires, limited studies have attempted to characterize them objectively. In this paper, we propose the use of a multimodal biosensor-embedded VR headset capable of measuring electroencephalography (EEG), electrooculography (EOG), electrocardiography (ECG), and head movement data while the user is immersed in a virtual environment. Eight gamers were recruited to play a commercial action game comprised of puzzle-solving tasks and first-person shooting and combat. After gameplay, ratings were given across multiple dimensions, including (1) the perception of time flowing differently than usual and (2) the gamers losing sense of time. Several features were extracted from the biosignals, ranked based on a two-step feature selection procedure, and then mapped to a predicted time perception rating using a Gaussian process regressor. Top features were found to come from the four signal modalities and the two regressors, one for each time perception scale, were shown to achieve results significantly better than chance. An in-depth analysis of the top features is presented with the hope that the insights can be used to inform the design of more engaging and immersive VR experiences.
Belmir Jose De Jesus Junior, Léa Perreault, Marilia K. S. Lopes, Marie-Claude Roberge, Alcyr A. Oliveira, and Tiago H. Falk
Frontiers Media SA
Introduction: Immersive virtual reality (VR) applications are burgeoning within healthcare as they promote high levels of engagement. Notwithstanding, existing solutions only stimulate two of our five senses (audio and visual), thus may not be optimal in the sense of promoting immersion and of “being present”. In this paper, we explore the benefits of an immersive multisensory experience as a therapeutic modality for participants suffering from post-traumatic stress disorder (PTSD).Methods: In addition to 360-degree videos and corresponding natural sounds, nature smells are also presented by means of a portable ION 2 scent diffusion device attached to an Oculus Quest 2 VR head-mounted display. A 3-week 12-sessions protocol was applied to a sample of 20 participants diagnosed with PTSD.Results and discussion: We report the outcomes seen from a battery of qualitative metrics, including cognitive functioning tests, psychological symptoms, severity of PTSD, and several self-reported questionnaires and heart rate variability (HRV) metrics. Results are compared not only between pre-and post intervention, but also after a 3-month follow-up period. Results suggest a decrease in the severity of PTSD, as well as improvements in processing speed and sustained attention post-intervention, but also sustained decrease in the severity of PTSD and in dissociative tendencies at the 3-month follow-up. Overall, participants rated the experience as highly immersive and produced very mild to no symptoms of cybersickness, thus corroborating the feasibility and usefulness of the proposed multisensory immersive VR tool for reducing PTSD symptoms.
Marc-Antoine Moinnereau, Alcyr A. Oliveira, and Tiago H. Falk
Frontiers Media SA
Measuring a gamer’s behaviour and perceived gaming experience in real-time can be crucial not only to assess game usability, but to also adjust the game play and content in real-time to maximize the experience per user. For this purpose, affective and physiological monitoring tools (e.g., wearables) have been used to monitor human influential factors (HIFs) related to quality of experience (QoE). Representative factors may include the gamer’s level of engagement, stress, as well as sense of presence and immersion, to name a few. However, one of the major challenges the community faces today is being able to accurately transfer the results obtained in controlled laboratory settings to uncontrolled everyday settings, such as the gamer’s home. In this paper, we describe an instrumented virtual reality (VR) headset, which directly embeds a number of dry ExG sensors (electroencephalography, EEG; electrocardiography, ECG; and electrooculography, EOG) to allow for gamer behaviour assessment in real-time. A protocol was developed to deliver kits (including the instrumented headset and controllers, laptop with the VR game Half-life Alyx, and a second laptop for data acquisition) to participants’ homes during the COVID-19 lockdown. A brief videoconference session was made to provide the participants with instructions, but otherwise the experiment proceeded with minimal experimenter intervention. Eight participants consented to participate and each played the game for roughly 1.5 h. After each gaming session, participants reported their overall experience with an online questionnaire covering aspects of emotions, engagement, immersion, sense of presence, motion sickness, flow, skill, technology adoption, judgement and usability. Here, we describe our obtained findings, as well as report correlations between the subjective ratings and several QoE-related HIFs measured directly from the instrumented headset. Promising results are reported.
Gibson Weydmann, Nelson Hauck, Roberto Decker, Heitor Holland, Luciana Lopes Corrêa, Alcyr Alves de Oliveira, and Lisiane Bizarro
Springer Science and Business Media LLC
Vanessa Brzoskowski dos SANTOS, Jonas Alex Morales SAUTE, Laís Alves JACINTO-SCUDEIRO, Annelise AYRES, Rafaela Soares RECH, Alcyr Alves de OLIVEIRA, and Maira Rozenfeld OLCHIK
FapUNIFESP (SciELO)
ABSTRACT Background: Although facial muscle weakness is common in patients with Facioscapulohumeral Muscular Dystrophy (FSHD), the literature is scarce on the speech and swallowing aspects. Objective: To investigate speech and swallowing patterns in FSHD and assess the correlation with clinical data. Methods: A cross-sectional study was conducted. Patients with clinical confirmation of FSHD and aged above 18 years were included and paired with healthy control individuals by age and gender. Individuals who had neurological conditions that could interfere with test results were excluded. The following assessments were applied: speech tests (acoustic and auditory-perceptual analysis); swallowing tests with the Northwestern Dysphagia Patient Check Sheet (NDPCS), the Eat Assessment Tool (EAT-10), the Speech Therapy Protocol for Dysphagia Risk (PARD), and the Functional Oral Intake Scale (FOIS); disease staging using the modified Gardner-Medwin-Walton scale (GMWS); and quality of life with the Medical Outcomes Study 36-Item Short-Form Health Survey (SF-36). The correlation between test results and clinical data was verified by non-parametric statistics. Results: Thirteen individuals with FSHD and 10 healthy controls were evaluated. The groups presented significant differences in the motor bases of phonation and breathing. Regarding swallowing, two (15%) individuals presented mild dysphagia and seven (53.8%) showed reduced facial muscles strength. These results were not correlated with duration of the disease, age at symptoms onset, and quality of life. Dysphagia was related to worsening disease severity. Conclusions: FSHD patients presented mild dysarthria and dysphagia. Frequent monitoring of these symptoms could be an important way to provide early rehabilitation and better quality of life.
Marilia K. S. Lopes, Belmir J. de Jesus, Marc-Antoine Moinnereau, Reza A. Gougeh, Olivier M. Rosanne, Walter Schubert, Alcyr A. de Oliveira, and Tiago H. Falk
IEEE
Stress and anxiety are increasingly present in society, contributing to many chronic diseases and decreasing quality of life. Non-pharmacological therapies to relieve these symptoms and promote relaxation have been developed, including immersing oneself in nature (so-called ‘forest bathing’). Access to nature, however, is not available to many around the world, due to mobility issues, increasing urban spaces, or pollution, to name a few factors. As such, the use of virtual reality tools or digital nature walks have emerged as a possible alternative that can be done at the comfort of one’s home. While promising results have been reported, existing solutions are not completely immersive as they only stimulate the hearing and vision senses. Here, we propose a multisensory (ultra-reality) immersive experience termed Nat(UR)e, where in addition to audio-visual stimuli, users are also exposed to nature smells and somatosensory stimuli, including wind, heat and vibrations. An experiment was conducted on 16 participants that experienced virtual nature under two conditions: audio-visual only and ultra-sensory. Wearable devices were used to track changes in the participants physiological states. Significant changes in relaxation were achieved with the proposed system and changes in physiological parameters were also observed, suggesting the potential of the Nat(UR)e framework for stress and anxiety treatment.
Marc-Antoine Moinnereau, Alcyr Oliveira, and Tiago H. Falk
IEEE
Human influential factors (HIFs) play a crucial role in a gamer's perceived immersive media experience, especially in virtual reality (VR) applications where cybersickness can be present. Typically, questionnaires have been used to gauge a gamer's experience focusing on factors such as sense of presence and engagement, to name a few. Questionnaires, however, can be time consuming and do not allow real-time assessment. To this end, affective/physiological computing tools have emerged as potential instrumental measures of HIFs. Affective tools, however, typically require the user to be in controlled laboratory settings. Therefore, the results may have limited transferability to everyday “in the wild” settings. This paper aims to fill this gap. First, we developed a plug-and-play instrumented VR headset capable of measuring multiple physiological signals, including electroencephalography (EEG), electrocardiography (ECG), and electro-oculography (EOG). Instrumented headsets were dropped off at the homes of eight novice VR gamers, together with a gaming laptop and a data streaming laptop, and players were asked to play Half-Life Alyx at the comfort of their homes. At the end of the game, users were asked to answer a questionnaire about their experience, including perceived sense of immersion, presence, emotions, realism, and engagement using 10- point scales. Several HIF biometrics were then extracted from the neurophysiological signals and shown to significantly correlate with the questions related to experience features. These findings suggest that real-time VR gamer experience measurement can be possible in highly ecological settings.
Vanessa Brzoskowski dos Santos, Jonas Alex Morales Saute, Laís Alves Jacinto-Scudeiro, Annelise Ayres, Rafaela Soares Rech, Alcyr Alves de Oliveira, and Maira Rozenfeld Olchik
FapUNIFESP (SciELO)
ABSTRACT Although it is predominantly a muscular disease, impairments in the central nervous system in patients with facioscapulohumeral muscular dystrophy (FSHD) have been described in the literature. Objective: To describe the cognitive profile of patients with FSHD and to correlate the impairments found with clinical variables and quality of life. Methods: Cross-sectional and case–control study that evaluated FSHD patients using a series of cognitive assessments (Mini-Mental State Examination — MMSE, Montreal Cognitive Assessment — MoCA, verbal fluency with phonological restriction — FAS, categorical verbal fluency — FAS-cat, trail-making test — TMT, and Rey’s Verbal Auditory Learning Test); a neurological severity scale (Gardner–Medwin–Walton — GMWS); and a quality of life measurement tool (Medical Outcomes Study 36-Item Short-Form Health Survey). Results: Individuals with FSHD (13) and healthy controls (26) were paired by gender and age. Significant differences between case and control groups were found in MMSE, TMT A, and A7 (p≤0.05) and MOCA (p≤0.001) performances. A positive correlation was verified in long-term memory impairments and the age in which symptoms appear (r=-0.593, p=0.033). Regarding quality of life assessment, the emotional domain correlated to MEEM (r=0.657, p=0.015), TMT A (r=-0.601, p=0.030), and A7 (r=0.617, p=0.025) performances. Conclusions: Individuals with FSHD presented mild impairments in the performance of tasks that involve attention, planning, and long-term memory functions. Those impairments were associated neither with the disease duration nor with its neurological severity.
Raymundo Cassani, Guilherme S. Novak, Tiago H. Falk, and Alcyr A. Oliveira
Springer Science and Business Media LLC
AbstractThe present article reports the results of a systematic review on the potential benefits of the combined use of virtual reality (VR) and non-invasive brain stimulation (NIBS) as a novel approach for rehabilitation. VR and NIBS are two rehabilitation techniques that have been consistently explored by health professionals, and in recent years there is strong evidence of the therapeutic benefits of their combined use. In this work, we reviewed research articles that report the combined use of VR and two common NIBS techniques, namely transcranial direct current stimulation (tDCS) and transcranial magnetic stimulation (TMS). Relevant queries to six major bibliographic databases were performed to retrieve original research articles that reported the use of the combination VR-NIBS for rehabilitation applications. A total of 16 articles were identified and reviewed. The reviewed studies have significant differences in the goals, materials, methods, and outcomes. These differences are likely caused by the lack of guidelines and best practices on how to combine VR and NIBS techniques. Five therapeutic applications were identified: stroke, neuropathic pain, cerebral palsy, phobia and post-traumatic stress disorder, and multiple sclerosis rehabilitation. The majority of the reviewed studies reported positive effects of the use of VR-NIBS. However, further research is still needed to validate existing results on larger sample sizes and across different clinical conditions. For these reasons, in this review recommendations for future studies exploring the combined use of VR and NIBS are presented to facilitate the comparison among works.
Marc-Antoine Moinnereau, Alcyr Oliveira, and Tiago H. Falk
IEEE
Measuring saccadic eye movements when wearing a virtual reality (VR) head-mounted display (HMD) has recently gained a lot of attention, as it allows for enriched user experiences. This has led to an increase in devices showcasing camera-based eye tracking capabilities. Such devices, however, can be orders of magnitude more expensive than conventional off-the-shelf HMDs. In this study, we explore the use of low-cost sensors embedded directly into the faceplate of the HMD to measure electroencephalography (EEG) and electrooculography (EOG) signals. In a "do-it-yourself" manner, we rely on the openBCI biosignal amplifier for data acquisition. A 7-channel system was tested on four participants who attended visually to a moving target in their field-of-view that moved every 10 degrees over a circumference. Time series and handcrafted features were extracted from the measured ExG signals and served as input to two different classifiers: support vector machine (SVM) and a multilayer perceptron (MLP). A hierarchical classification approach was proposed and found to achieve the best results with the fusion of both features sets, resulting in an average accuracy of 76.51% with an SVM. The results are encouraging and suggest that accurate, low-cost classification of saccadic eye movements may be possible.
Clarissa Pedrini Schuch, Gustavo Balbinot, Marilley Nohely Bonilla, Andréa Guedes Machado, and Alcyr Alves de Oliveira
Frontiers Media SA
Parkinson's disease (PD) is a neurodegenerative condition that is often associated with movement impairments, such as reduced balance and gait control. Virtual reality (VR) is a promising intervention for enhancing rehabilitation efficiency and may assist in overcoming functional limitations imposed by the disability. The objective of this study was to evaluate the feasibility, safety, and efficacy of a 5-weeks VR intervention in increasing mobility smoothness in participants with PD. Participants were assessed using functional mobility tasks—Timed Up and Go (TUG) and 10-m walking test (10MWT) and cognitive function tests. A total of 23 participants with a diagnosis of PD were randomly assigned to groups of VR or control interventions. In the VR group, for each session, participants received a VR-based balance training, i.e., tightrope simulator, for 20 min, preceded by 8 min of total body warm-up (total of 10 sessions over 5 weeks). Participants in the control group received 20 min of psychoeducation without a structured exercise program (twice a week). All screened participants engaged and completed a total of 10 VR-based intervention sessions. VR-based balance training caused no significant improvement in mobility smoothness for TUG or 10MWT (p > 0.05). Similarly, cognitive function was not affected by the VR intervention (p > 0.05). The outcomes of this study suggest that 10–20 min of VR-based intervention is a feasible and safe rehabilitation activity. However, it was insufficient to promote improvement in mobility smoothness and cognitive function in participants with PD. A combination of task-specific training in the virtual and physical environments in a more intensive approach is warranted for future study designs.
Marcelo Rabello dos SANTOS, Monique Siebra KRUG, Michel Rasche BRANDÃO, Victória Silva de LEON, Júlia Cenci MARTINOTTO, Júlia Delgado da FONSECA, Alissa Costa BRASIL, Andréa Guedes MACHADO, and Alcyr Alves de OLIVEIRA
FapUNIFESP (SciELO)
Abstract Music has been debated as a positive factor for the health of elderly people. In a randomized study, the researchers compared an intervention based on percussion and musical improvisation with a choir activity. The objective was to investigate whether improvisation would influence the executive functioning and motor skills of healthy elderly people. A set of instruments for psychological and motor assessment was used before and after the procedure. Differences were found in the performance of the participants of the improvisation group in the Clock Drawing Test suggesting possible gains in executive function. There were gains, regardless of the group, in part A of the Trail Making Test, which indicates a sustained attention. No evidence of motor effects was found in this study. The results suggest that musical activities can contribute to the prevention of cognitive decline caused by aging.
Jaison D. Cucarián, Jenny P. Berrío, Cristiano Rodrigues, Mariana Zancan, Márcia R. Wink, and Alcyr de Oliveira
Wiley
Parkinson's disease (PD) is a disabling and highly costly neurodegenerative condition with worldwide prevalence. Despite advances in treatments that slow progression and minimize locomotor impairments, its clinical management is still a challenge. Previous preclinical studies, using mesenchymal stem cell (MSC) transplantation and isolated physical exercise (EX), reported beneficial results for treatment of PD. Therefore, this experimental randomized study aimed to elucidate the therapeutic potential of combined therapy using adipose‐derived human MSCs (ADSCs) grafted into the striatum in conjunction with aerobic treadmill training, specifically in terms of locomotor performance in a unilateral PD rat model induced by 6‐hydroxydopamine (6‐OHDA). Forty‐one male Wistar rats were categorized into five groups in accordance with the type of treatment to which they were subjected (Sham, 6‐OHDA − injury, 6‐OHDA + exercise, 6‐OHDA + cells, and 6‐OHDA + combined). Subsequently, dopaminergic depletion was assessed by the methylphenidate challenge and the specified therapeutic intervention was conducted in each group. The foot fault task was performed at the end of the experiment to serve as an assessment of motor skills. The results showed that despite disturbances in motor balance and coordination, locomotor dysfunction was ameliorated in all treatment categories in comparison to the injury group (sign test, p < 0.001, effect size: 0.71). The exercise alone and combined groups were the categories that exhibited the best recovery in terms of movement performance (p < 0.001). Overall, this study confirms that exercise is a powerful option to improve motor function and a promising adjuvant intervention for stem cell transplantation in the treatment of PD motor symptoms.Open Practices This article has been awarded Open Data. All materials and data are publicly accessible at https://figshare.com/s/18a543c101a17a1d5560. Learn more about the Open Practices badges from the Center for Open Science: https://osf.io/tvyxz/wiki.
Jenny Berrío Sánchez, Jaison Cucarian Hurtado, Ramiro Barcos Nunes, and Alcyr Alves de Oliveira
Walter de Gruyter GmbH
Abstract Parkinson’s disease (PD) is a very common neurodegenerative condition in which both motor and nonmotor deficits evolve throughout the course of the disease. Normally characterized as a movement disorder, PD has been broadly studied from a motor perspective. However, mild to moderate cognitive deficits began to appear in the early phases of the disease, even before motor disturbances actually manifest, and continue to progress relentlessly. These nonmotor manifestations are also a source of detriment to the patients’ already strained functionality and quality of life, and pose a therapeutic challenge seeing that replacing therapies have had conflicting results. Considering that the currently approved therapies can hardly be considered curative, efforts to find therapeutic approaches with an actual disease-modifying quality and capable of addressing not only motor but also cognitive dysfunctions are clearly needed. Among possible alternatives with such attribute, mesenchymal stem cell transplantation and exercise are worth highlighting given their common neuroprotective, neuroplastic, and immunomodulatory properties. In this paper, we will summarize the existent literature on the topic, focusing on the mechanisms of action through which these two approaches might beget therapeutic benefits for PD beyond the commonly assessed motor dysfunctions, alluding, at the same time, toward a potential synergic association of both therapies as an optimized approach for PD.
Renata Adams Fernandes, Deisi Cristina Gollo Marques Vidor, and Alcyr Alves de Oliveira
FapUNIFESP (SciELO)
ABSTRACT Purpose This study investigated the effects of two levels of noise on the performance of young students of three educational levels and tested their ability to maintain attentional focus in reading and writing tasks. Methods 162 school children in the third, fourth and fifth grades were placed in three groups according to their educational level: Control Group (CG), Experimental Group A (GEA) and Experimental Group B (GEB). All groups were submitted to a Sustained Attention Test, Reading Assessment and Isolated Words Test and Writing Dictation Sub-test (part of the International Dyslexia Test). The GEA and GEB performed the tests in a noisy environment: 20dB and 40dB, respectively. The CG was assessed in the usual school environmental noise at the same time of the day. The data was submitted to an ANOVA, the Kruskal-Wallis test and Spearman correlation test. Results The higher the score on the Sustained Attention Test, the shorter the time spent reading and fewer errors in the dictation task. There were no differences across the three grades within the GEA (lower levels of noise) with regard to the effect of noise on attention and in the reading and writing task performance. The higher levels of noise for the GEB, however, decreased the attention levels, therefore increasing mistakes on the dictation test. Comparing the performance across educational levels on the reading tasks, the fourth grade presented decreased reading time, while the third and fifth grades spent more time reading. Conclusion Auditory interference can influence the ability to focus attention as well as worsen performance in reading and writing tasks at more intense noise levels.
Marina Chiochetta, Eduarda Jardim Ferreira, Isabel Taís da Silva Moreira, Richard Chuquel Silveira de Avila, Alcyr Alves de Oliveira, Fernanda Michielin Busnello, Elizandra Braganhol, and Alethéa Gatto Barschak
Informa UK Limited
ABSTRACT Objective: Fruits and vegetables contain many compounds presenting potential antioxidant activity. The objective of this study was to evaluate the effect of a green juice recipe in adult metabolism in order to identify new preventive dietary sources. Method: This was a single-blind randomized controlled clinical trial. Recruitment and data were, respectively, made and collected at the Universidade Federal de Ciências da Saúde de Porto Alegre. Individuals who met all the inclusion criteria during the period of recruitment were included. Green juice (experimental group) or placebo (control group) were consumed from Monday to Friday between 8 and 9 am, in the amount of 300 mL for 60 days (except Saturdays and Sundays). To verify the effect of green juice on metabolism, the following were evaluated: (a) glycemia, plasma lipid profile, renal and liver functions, redox profile, and antioxidant enzymes; (b) anthropometry; and (c) well-being and anxiety. Results: This study included 14 participants in the test group (juice group) and 13 controls (placebo group), with mean ages of 31.07 and 30.15 years, respectively. We did not observe a significant difference between the treatments. Dietary properties of vegetable and fruit juices are an area of significant interest. Conclusions: Together with an analysis of previous works, we suggest that green juice did not cause an improvement in metabolic function and there is a need for further research on this issue, mainly through different interventions and other samples.
Jaison Daniel Cucarián Hurtado, Jenny Paola Berrío Sánchez, Ramiro Barcos Nunes, and Alcyr Alves de Oliveira
Springer Science and Business Media LLC
Tatiane Jacobsen da Rocha, Mônica Silva Alves, Carolina Campelo Guisso, Fabiana Michelsen de Andrade, Analuiza Camozzato, Alcyr Alves de Oliveira, and Marilu Fiegenbaum
Elsevier BV
Andréa G. Machado, Paola Andressa L. Dornelles, Fabiana M. Andrade, Marilu Fiegenbaum, Analuiza C. Pádua, and Alcyr A. Oliveira
Associacao Brasileira de Psicologia
Objective: To analyze the memory performance of participants aged 60 years and older with and without depressive symptoms. Methods: 199 participants were assessed using the Beck Depression Inventory (BDI) with a cut-off point of 20 for depression. Of these, 22 met the criteria for depression group; the remaining participants were allocated to the non-depression group. The Rey Auditory-Verbal Learning Test (RAVLT) was used to assess verbal learning, fi gures I and II of the Visual Reproduction subtest of the Wechsler Memory Scale Revised (WMS-R) was used to evaluate immediate and delayed visual memory, and the Logical Memory subtests I and II of WMS-R were used to test verbal memory. Results: The average scores for verbal learning in the depression group were signifi cantly lower than those in the non-depression group (p = .001). There were no group differences on visual and logical memory I and II scales. Conclusion: Depressive symptoms affect information retention and verbal learning in the elderly. However, they had no effect on visual and logical memory processing in this sample. The results suggest that, in addition to age-related cognitive decline, depression impairs memory performance considerably.
Jenny Paola Berrío Sánchez, Jaison Daniel Cucarián Hurtado, and Alcyr Alves de Oliveira
American Psychological Association (APA)
Parkinson’s disease (PD) is a progressive neurodegenerative syndrome classically characterized by motor dysfunctions such as tremor, slowness of movement, postural instability, and rigidity. However, an additional decline in cognitive function to different degrees of compromise may coexist. Many therapeutic approaches have been established to treat and delay the progression of these impairments. Most of them are not restorative and just aim to keep the functions on. Stem cell (SC) transplantation is a promising treatment for many neurological conditions, and PD motor symptoms have been particularly targeted with this approach. Nonetheless, it is also potentially effective for cognitive deficits. By boosting the release of neurotropic factors, enhancing the synaptic density and plasticity, and improving the survival of endangered neurons and replacing those already lost, it targets underlying pathological mechanisms and therefore holds potential curative properties. The present minireview emphasizes the current evidence that encourages the use of this therapeutic approach for the treatment of PD-related cognitive deficits. All the same, this area of study require more and PD-specific studies that will help to elucidate the mechanisms of action through which this therapy could bring a clinical improvement, thereby assessing the real restorative potential of stem cell transplantation in this condition.
Fabiana Rita Camara Machado, Priscilla Pereira Antunes, Jandara De Moura Souza, Antônio Cardoso Dos Santos, Daniela Centenaro Levandowski, and Alcyr Alves De Oliveira
Informa UK Limited
ABSTRACT The authors aimed to investigate the effects of an intervention based on interactive game set with the movement sensor Kinect on children with cerebral palsy (CP). Twenty-eight participants were recruited. Their age was between 3 and 12 years old, and rated as level I, II, or III on the Gross Motor Function Classification System. They played two games from the Xbox 360 Kinect system and were evaluated using the Gross Motor Function Measure (GMFM) after a period of 8 weeks. The intervention led to significant motor function improvement as increase of the global scores on the GMFM (p < .001). Rehabilitation interventions using the Xbox 360 Kinect interactive games may represent useful tools for children with CP.
Alcyr Alves de Oliveira, Leticia Bertuzzi, Patricia Santos da Silva, Élida Fluck Pereira Neto, and Rafael Nicolaidis
Colegio Mayor de Nuestra Senora del Rosario
Existen pocos modelos animales de degeneración cognitiva que podrían ser considerados tan importantes como el modelo de lesión colinérgica de la enfermedad de Alzheimer. La enfermedad de Alzheimer es una patología neurodegenerativa asociada con el envejecimiento y con degeneración cognitiva acentuada y progresiva. Sus complejas y múltiples vías neurales secuenciales pueden conducir a la comprensión de que las intervenciones de agente único pueden ser insuficiente para impactar el curso de esta enfermedad. El tratamiento farmacológico actual es paliativo y, aunque pueda retardar el progreso de la enfermedad, no es capaz de ofrecer una cura. La combinación de drogas y sustancias antioxidantes han sido investigadas, sin embargo, existen pocos estudios que demuestran resultados consistentes basados en esta presunción. Así, el objetivo de este artículo fue destacar las terapias basadas en la reposición celular como potencial tratamiento para enfermedades del sistema nervioso periférico y central.
Fabiane Nunes Antunes, Alexandre Severo do Pinho, Ana Francisca Rozin Kleiner, Ana Paula Salazar, Giovana Duarte Eltz, Alcyr Alves de Oliveira Junior, Fernanda Cechetti, Manuela Galli, and Aline Souza Pagnussat
Elsevier BV
I recently secured 500k in funding through two prestigious grants from Brazilian government institutions, adding to a series of significant research grants I have been awarded over the years. Currently, I am leading three high-impact grant proposals in collaboration with international and national partners, with a potential funding total exceeding one million. In addition to financial support, I have also received valuable non-financial backing from private companies keen on advancing research using experimental methodologies.
In addition to my academic work, I have extensive consultancy experience with two non-academic institutions, focusing on experiments involving virtual reality and its applications in health. My expertise in this innovative field has enabled me to contribute valuable insights into the design and implementation of cutting-edge virtual reality experiments, particularly in healthcare contexts. Moreover, I am regularly invited to evaluate studies and projects, where my deep understanding of experimental methods and health-related applications of VR provides critical guidance to ensure rigorous and impactful outcomes.
I completed my PhD at the Institute of Psychiatry, where my research involved data collected in collaboration with a biotech company, ReNeuron. Additionally, I am currently involved in several projects with companies, which are subject to confidentiality agreements.