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1.
Skin Health Dis ; 3(6): e293, 2023 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-38047249

RESUMO

Background: Atopic dermatitis (AD) is one of the most common inflammatory skin diseases. It is associated with significant itch and impaired quality of life. Systemic treatments are efficient but associated with side effects. Novel topical treatments with a favourable safety profile are needed. SNG100 is a novel composition of hydrocortisone 1% in a cream base comprising sulphated polysaccharide (SPS; extracted from in-house cultivated Porphyridium Cruentum unicellular algae), a well-known hydrating, moisturising and a skin barrier repairing agent. Objectives: To assess the safety, usability and efficacy of SNG100 cream in patients aged ≥6 years with moderate AD. Methods: In this proof of concept phase I, double-blind, randomised trial, participants received one of three treatments for 14 days: SNG100 twice daily (BID), hydrocortisone 1% BID or mometasone furoate once daily (QD). The primary endpoint was the safety and tolerability of SNG100 cream compared to hydrocortisone 1% and mometasone furoate. The secondary endpoint was the subject's usability of SNG100. Exploratory efficacy endpoints included percent change from baseline in SCOring AD (SCORAD), Eczema Area and Severity Index, Patient-Oriented Eczema Measure, Dermatology Life Quality Index, pruritus Numerical Rating Score (NRS), peak pruritus-NRS and Investigator's Global Assessment. Subjects were also followed up without any treatment for additional 14 days. Results: Overall, 66 participants were screened, and 60 patients were randomised. SNG100 demonstrated a high safety profile, similar to marketed products hydrocortisone 1% and mometasone furoate 0.1%, with no unanticipated drug safety related events. SNG100 and mometasone furoate 0.1% cream achieved almost similar and statistically significant greater percentage reductions from baseline in SCORAD as compared to hydrocortisone 1% cream. SNG100 demonstrated significant improvement in NRS as compared to hydrocortisone 1% cream. Remarkably, SNG100 led to a lasting effect with only 29.4% of subjects returning to IGA3 during the follow-up period compared to 50% and 38.9% in the hydrocortisone 1% and in mometasone furoate treatment arms, respectively. Conclusions: Topical SNG100 is an effective, safe, and well-tolerated innovative treatment for moderate AD. Trial registration number: NCT04615962 (Topical Cream SNG100 for Treatment in Moderate AD Subjects).

3.
Sci Rep ; 13(1): 4926, 2023 03 25.
Artigo em Inglês | MEDLINE | ID: mdl-36966154

RESUMO

Transforming long-term conflicts into peaceful intergroup relations is one of the most difficult challenges for humanity. Such meaningful social changes are often driven by young people. But do young people living in contexts of long-term conflicts believe that change is even possible? In a series of six studies (Ntotal = 119,671) over two decades and across two unrelated intractable conflicts in Israel/Palestine and Cyprus, we found that younger (compared to older) generations from both respective rival groups have less hope for peace, and consequently less conciliatory attitudes. We also show that this gradual improvement of peace-promoting emotions and attitudes with increasing age can be experimentally accelerated in young people through a virtual reality-based aging simulation. These findings provide a new perspective on the fundamental question of why long-term conflicts are so difficult to resolve and highlight the importance of instilling hope in young generations to advance peace processes.


Assuntos
Conflito Psicológico , Emoções , Humanos , Adolescente , Atitude , Israel , Afeto
4.
Front Hum Neurosci ; 15: 713931, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34803631

RESUMO

Manipulating sensory and motor cues can cause an illusionary perception of ownership of a fake body part. Presumably, the illusion can work as long as the false body part's position and appearance are anatomically plausible. Here, we introduce an illusion that challenges past assumptions on body ownership. We used virtual reality to switch and mirror participants' views of their hands. When a participant moves their physical hand, they see the incongruent virtual hand moving. The result is an anatomically implausible configuration of the fake hand. Despite the hand switch, participants reported significant body ownership sensations over the virtual hands. In the first between-group experiment, we found that the strength of body ownership over the incongruent hands was similar to that of congruent hands. Whereas, in the second within-group experiment, anatomical incongruency significantly decreased body ownership. Still, participants reported significant body ownership sensations of the switched hands. Curiously, we found that perceived levels of agency mediate the effect of anatomical congruency on body ownership. These findings offer a fresh perspective on the relationship between anatomical plausibility and assumed body ownership. We propose that goal-directed and purposeful actions can override anatomical plausibility constraints and discuss this in the context of the immersive properties of virtual reality.

5.
Sci Rep ; 11(1): 10636, 2021 05 20.
Artigo em Inglês | MEDLINE | ID: mdl-34017027

RESUMO

Perceiving the spatial location and physical dimensions of touched objects is crucial for goal-directed actions. To achieve this, our brain transforms skin-based coordinates into a reference frame by integrating visual and posture information. In the current study, we examine the role of posture in mapping tactile sensations to a visual image. We developed a new visual-to-touch sensory substitution device that transforms images into a sequence of vibrations on the arm. 52 blindfolded participants performed spatial recognition tasks in three different arm postures and had to switch postures between trial blocks. As participants were not told which side of the device is down and which is up, they could choose how to map its vertical axis in their responses. Contrary to previous findings, we show that new proprioceptive inputs can be overridden in mapping tactile sensations. We discuss the results within the context of the spatial task and the various sensory contributions to the process.


Assuntos
Percepção do Tato/fisiologia , Tato/fisiologia , Percepção Visual/fisiologia , Adulto , Feminino , Humanos , Masculino , Postura/fisiologia
6.
Front Psychol ; 11: 1229, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32733304

RESUMO

One of the most exciting possibilities of virtual reality is inducing in participants the illusion of owning a virtual body. This has become an established methodological paradigm allowing the study of the psychological and neural correlates of various scenarios that are impossible in the real world, such as gender or age switching. Thus far, full-body ownership illusions have been implemented by using real-time body tracking and avatars based on computer-generated imagery (CGI). We propose an alternative technique to induce perceived ownership over a (photorealistic) virtual body using 180° stereoscopic video, synchronous touch, and narration. We describe the technical components of our novel technique and an example implementation as part of a science-art project that enables participants to experience virtual bodies of different ages, and present the results of an experimental evaluation study based on this experience. Consistent with previous virtual embodiment studies using CGI-based techniques, we found that participants accept a photorealistic virtual body as their own irrespective of its appearance as indicated by similar ratings of the strength of body ownership over a virtual body of a child versus an adult. We further show that our novel technique can alter participants' cognition in accordance with the characteristics of their virtual body. Specifically, young adult participants who were embodied in the virtual body of a child significantly overestimated the duration of the virtual reality experience compared to a control group who was embodied in a virtual body of their own age. This finding corresponds to chronological age differences in time estimations and extends previous research on virtual child embodiment. Overall, these findings provide initial evidence for the potential of our novel technique to create photorealistic embodiment experiences with comparable psychological effects as have been found using CGI-based techniques while reducing the costs and technical complexity in the production and application of virtual body ownership illusions.

7.
PLoS One ; 14(9): e0222342, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31509584

RESUMO

Perspective-taking is essential for improving intergroup relations. However, it is difficult to implement, especially in violent conflicts. Given that immersive virtual reality (VR) can simulate various points of view (POV), we examined whether it can lead to beneficial outcomes by promoting outgroup perspective-taking, even in armed conflicts. In two studies, Jewish-Israelis watched a 360° VR scene depicting an Israeli-Palestinian confrontation from different POVs-outgroup's, ingroup's while imagining outgroup perspective or ingroup's without imagined perspective-taking. Participants immersed in the outgroup's POV, but not those who imagined the outgroup's perspective, perceived the Palestinians more positively than those immersed in the ingroup's POV. Moreover, participants in the outgroup's POV perceived the Palestinian population in general more favorably and judged a real-life ingroup transgression more strictly than those in the ingroup's POV, even five months after VR intervention. Results suggest that VR can promote conflict resolution by enabling effective perspective-taking.


Assuntos
Árabes/psicologia , Judeus/psicologia , Negociação/métodos , Adulto , Agressão/psicologia , Atitude , Conflito Psicológico , Emoções/fisiologia , Feminino , Processos Grupais , Humanos , Israel , Masculino , Negociação/psicologia , Realidade Virtual , Adulto Jovem
8.
PLoS One ; 11(8): e0161227, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27525806

RESUMO

We report a new type of brain-machine interface enabling a human operator to control nanometer-size robots inside a living animal by brain activity. Recorded EEG patterns are recognized online by an algorithm, which in turn controls the state of an electromagnetic field. The field induces the local heating of billions of mechanically-actuating DNA origami robots tethered to metal nanoparticles, leading to their reversible activation and subsequent exposure of a bioactive payload. As a proof of principle we demonstrate activation of DNA robots to cause a cellular effect inside the insect Blaberus discoidalis, by a cognitively straining task. This technology enables the online switching of a bioactive molecule on and off in response to a subject's cognitive state, with potential implications to therapeutic control in disorders such as schizophrenia, depression, and attention deficits, which are among the most challenging conditions to diagnose and treat.


Assuntos
Interfaces Cérebro-Computador , Robótica/métodos , Pensamento , Algoritmos , Animais , Baratas , Eletroencefalografia , Nanotecnologia
9.
Proc Natl Acad Sci U S A ; 113(17): E2413-20, 2016 Apr 26.
Artigo em Inglês | MEDLINE | ID: mdl-27071084

RESUMO

Recent advances in blood oxygen level-dependent-functional MRI (BOLD-fMRI)-based neurofeedback reveal that participants can modulate neuronal properties. However, it is unknown whether such training effects can be introduced in the absence of participants' awareness that they are being trained. Here, we show unconscious neurofeedback training, which consequently produced changes in functional connectivity, introduced in participants who received positive and negative rewards that were covertly coupled to activity in two category-selective visual cortex regions. The results indicate that brain networks can be modified even in the complete absence of intention and awareness of the learning situation, raising intriguing possibilities for clinical interventions.


Assuntos
Rede Nervosa/fisiologia , Neurorretroalimentação , Adulto , Algoritmos , Conscientização/fisiologia , Encéfalo/fisiologia , Feminino , Neuroimagem Funcional , Humanos , Imageamento por Ressonância Magnética , Masculino , Recompensa , Adulto Jovem
10.
J Neurosci ; 35(6): 2588-95, 2015 Feb 11.
Artigo em Inglês | MEDLINE | ID: mdl-25673851

RESUMO

Previous advances in magnetic resonance imaging allow the analysis of blood oxygen level-dependent signals in real time, thus opening the possibility of feeding an index of these signals back to scanned human participants. However, it is still not known to what extent different cortical networks may differ in their sensitivity to such internally generated neurofeedback (NF). Here, we compare NF efficacy across six cortical regions including: early and high-order visual areas and the posterior parietal lobe, a prominent node of the default mode network (DMN). Our results reveal a consistent difference in NF activation across these areas. Sham controls ruled out a role of attention/arousal in these effects. These differences are suggestive of a relationship to the relative reliance on intrinsic information, moving from early visual cortex (lowest) to the DMN (highest). Interestingly, the visual parahippocampal place area showed NF activation closer to the DMN node. The results are compatible with the notion of the DMN as an intrinsically oriented system.


Assuntos
Córtex Cerebral/fisiologia , Imageamento por Ressonância Magnética/métodos , Rede Nervosa/fisiologia , Neurorretroalimentação/fisiologia , Córtex Visual/fisiologia , Adulto , Mapeamento Encefálico , Feminino , Humanos , Masculino , Rememoração Mental/fisiologia , Giro Para-Hipocampal/fisiologia , Desempenho Psicomotor/fisiologia , Percepção Visual/fisiologia
11.
Cyberpsychol Behav Soc Netw ; 17(12): 766-71, 2014 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-25343577

RESUMO

This research examined virtual-human interactions as a new form of simulated contact between members of groups in conflict. A virtual human representing an outgroup member (a Palestinian) interacted with 60 Jewish Israeli participants in an experimental study. We manipulated postural mimicry by the virtual interaction partner during a conversation about a sensitive conflict issue. Mimicry increased empathy toward the Palestinians, irrespective of participants' feelings toward the Palestinians prior to the experiment. Further, mimicked participants who reported a priori negative feelings toward Palestinians expressed more sympathy toward their Palestinian virtual interaction partner, rated themselves as closer to him, and perceived the interaction as more harmonious compared to participants in a counter-mimicry condition. The results underscore the impact of mimicry on intergroup interactions, especially on individuals who harbor negative feelings toward the outgroup. The use of virtual-human interactions in obtaining this effect reveals the still widely unexplored potential of technology-enhanced conflict resolution.


Assuntos
Árabes/psicologia , Simulação por Computador , Empatia , Comportamento Imitativo , Judeus/psicologia , Negociação/psicologia , Distância Psicológica , Identificação Social , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino , Comunicação não Verbal , Racismo/psicologia , Estudantes/psicologia , Adulto Jovem
12.
Front Psychol ; 5: 943, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-25228889

RESUMO

We introduce a new method, based on immersive virtual reality (IVR), to give people the illusion of having traveled backwards through time to relive a sequence of events in which they can intervene and change history. The participant had played an important part in events with a tragic outcome-deaths of strangers-by having to choose between saving 5 people or 1. We consider whether the ability to go back through time, and intervene, to possibly avoid all deaths, has an impact on how the participant views such moral dilemmas, and also whether this experience leads to a re-evaluation of past unfortunate events in their own lives. We carried out an exploratory study where in the "Time Travel" condition 16 participants relived these events three times, seeing incarnations of their past selves carrying out the actions that they had previously carried out. In a "Repetition" condition another 16 participants replayed the same situation three times, without any notion of time travel. Our results suggest that those in the Time Travel condition did achieve an illusion of "time travel" provided that they also experienced an illusion of presence in the virtual environment, body ownership, and agency over the virtual body that substituted their own. Time travel produced an increase in guilt feelings about the events that had occurred, and an increase in support of utilitarian behavior as the solution to the moral dilemma. Time travel also produced an increase in implicit morality as judged by an implicit association test. The time travel illusion was associated with a reduction of regret associated with bad decisions in their own lives. The results show that when participants have a third action that they can take to solve the moral dilemma (that does not immediately involve choosing between the 1 and the 5) then they tend to take this option, even though it is useless in solving the dilemma, and actually results in the deaths of a greater number.

13.
J Neural Eng ; 11(3): 035006, 2014 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-24834973

RESUMO

OBJECTIVE: We have developed a brain-computer interface (BCI) system based on real-time functional magnetic resonance imaging (fMRI) with virtual reality feedback. The advantage of fMRI is the relatively high spatial resolution and the coverage of the whole brain; thus we expect that it may be used to explore novel BCI strategies, based on new types of mental activities. However, fMRI suffers from a low temporal resolution and an inherent delay, since it is based on a hemodynamic response rather than electrical signals. Thus, our objective in this paper was to explore whether subjects could perform a BCI task in a virtual environment using our system, and how their performance was affected by the delay. APPROACH: The subjects controlled an avatar by left-hand, right-hand and leg motion or imagery. The BCI classification is based on locating the regions of interest (ROIs) related with each of the motor classes, and selecting the ROI with maximum average values online. The subjects performed a cue-based task and a free-choice task, and the analysis includes evaluation of the performance as well as subjective reports. MAIN RESULTS: Six subjects performed the task with high accuracy when allowed to move their fingers and toes, and three subjects achieved high accuracy using imagery alone. In the cue-based task the accuracy was highest 8-12 s after the trigger, whereas in the free-choice task the subjects performed best when the feedback was provided 6 s after the trigger. SIGNIFICANCE: We show that subjects are able to perform a navigation task in a virtual environment using an fMRI-based BCI, despite the hemodynamic delay. The same approach can be extended to other mental tasks and other brain areas.


Assuntos
Mapeamento Encefálico/métodos , Interfaces Cérebro-Computador , Potencial Evocado Motor/fisiologia , Imaginação/fisiologia , Robótica/métodos , Navegação Espacial/fisiologia , Interface Usuário-Computador , Adulto , Algoritmos , Sistemas Computacionais , Feminino , Humanos , Interpretação de Imagem Assistida por Computador/métodos , Imageamento por Ressonância Magnética/métodos , Masculino , Movimento , Pensamento/fisiologia
14.
IEEE Comput Graph Appl ; 32(6): 10-7, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-24807305

RESUMO

The Beaming project recreates, virtually, a real environment; using immersive VR, remote participants can visit the virtual model and interact with the people in the real environment. The real environment doesn't need extensive equipment and can be a space such as an office or meeting room, domestic environment, or social space.


Assuntos
Robótica/instrumentação , Interface Usuário-Computador , Comunicação por Videoconferência/instrumentação , Humanos , Imageamento Tridimensional
15.
Comput Intell Neurosci ; : 79642, 2007.
Artigo em Inglês | MEDLINE | ID: mdl-18368142

RESUMO

The aim of the present study was to demonstrate for the first time that brain waves can be used by a tetraplegic to control movements of his wheelchair in virtual reality (VR). In this case study, the spinal cord injured (SCI) subject was able to generate bursts of beta oscillations in the electroencephalogram (EEG) by imagination of movements of his paralyzed feet. These beta oscillations were used for a self-paced (asynchronous) brain-computer interface (BCI) control based on a single bipolar EEG recording. The subject was placed inside a virtual street populated with avatars. The task was to "go" from avatar to avatar towards the end of the street, but to stop at each avatar and talk to them. In average, the participant was able to successfully perform this asynchronous experiment with a performance of 90%, single runs up to 100%.

16.
Expert Opin Drug Deliv ; 3(6): 799-807, 2006 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-17076601

RESUMO

Foams offer an innovative and more convenient means of topical drug delivery. The successful introduction of hydroalcoholic foams paved the way for the development of a new generation of foam products that provide skin barrier build-up and hydration. Such foams, designated as emollient foams consist of oil-in-water or water-in-oil emulsions with necessary excipients, such as non-ionic surfactants, gelling agents and foam adjuvants. Emollient foams can carry a broad variety of topical drugs, including water-soluble, oil-soluble and suspended active agents. This paper reviews emollient foam compositions and their physicochemical properties. It further accounts for the usability and functional advantages of emollient foam as a vehicle of topical drugs, including: i) improved usability, which affects treatment, compliance and, consequently, improves therapeutic results; ii) safety; iii) controllable drug delivery; iv) skin barrier build-up and hydration; and v) enhanced clinical efficacy.


Assuntos
Portadores de Fármacos/administração & dosagem , Emolientes/administração & dosagem , Administração Tópica , Animais , Portadores de Fármacos/economia , Emolientes/economia , Emulsões , Humanos , Marketing
17.
Brain Res ; 1071(1): 145-52, 2006 Feb 03.
Artigo em Inglês | MEDLINE | ID: mdl-16405926

RESUMO

Online analysis and classification of single electroencephalogram (EEG) trials during motor imagery were used for navigation in the virtual environment (VE). The EEG was recorded bipolarly with electrode placement over the hand and foot representation areas. The aim of the study was to demonstrate for the first time that it is possible to move through a virtual street without muscular activity when the participant only imagines feet movements. This is achieved by exploiting a brain-computer interface (BCI) which transforms thought-modulated EEG signals into an output signal that controls events within the VE. The experiments were carried out in an immersive projection environment, commonly referred to as a "Cave" (Cruz-Neira, C., Sandin, D.J., DeFanti, T.A., Surround-screen projection-based virtual reality: the design and implementation of the CAVE. Proceedings of the 20th annual conference on Computer graphics and interactive techniques, ACM Press, 1993, pp. 135-142) where participants were able to move through a virtual street by foot imagery only. Prior to the final experiments in the Cave, the participants underwent an extensive BCI training.


Assuntos
Encéfalo/fisiologia , Imaginação/fisiologia , Pensamento/fisiologia , Caminhada/fisiologia , Adulto , Gráficos por Computador , Eletroencefalografia/métodos , Humanos , Movimento/fisiologia , Sistemas On-Line , Processamento de Sinais Assistido por Computador/instrumentação , Interface Usuário-Computador
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