RESUMO
Virtual reality (VR) headsets, with embedded micro-electromechanical systems, have the potential to assess the mechanical heart's functionality and respiratory activity in a non-intrusive way and without additional sensors by utilizing the ballistocardiographic principle. To test the feasibility of this approach for opportunistic physiological monitoring, thirty healthy volunteers were studied at rest in different body postures (sitting (SIT), standing (STAND) and supine (SUP)) while accelerometric and gyroscope data were recorded for 30 s using a VR headset (Oculus Go, Oculus, Microsoft, USA) simultaneously with a 1-lead electrocardiogram (ECG) signal for mean heart rate (HR) estimation. In addition, longer VR acquisitions (50 s) were performed under controlled breathing in the same three postures to estimate the respiratory rate (RESP). Three frequency-based methods were evaluated to extract from the power spectral density the corresponding frequency. By the obtained results, the gyroscope outperformed the accelerometer in terms of accuracy with the gold standard. As regards HR estimation, the best results were obtained in SIT, with Rs2 (95% confidence interval) = 0.91 (0.81-0.96) and bias (95% Limits of Agreement) -1.6 (5.4) bpm, followed by STAND, with Rs2= 0.81 (0.64-0.91) and -1.7 (11.6) bpm, and SUP, with Rs2 = 0.44 (0.15-0.68) and 0.2 (19.4) bpm. For RESP rate estimation, SUP showed the best feasibility (98%) to obtain a reliable value from each gyroscope axis, leading to the identification of the transversal direction as the one containing the largest breathing information. These results provided evidence of the feasibility of the proposed approach with a degree of performance and feasibility dependent on the posture of the subject, under the conditions of keeping the head still, setting the grounds for future studies in real-world applications of HR and RESP rate measurement through VR headsets.
Assuntos
Balistocardiografia , Frequência Cardíaca , Taxa Respiratória , Realidade Virtual , Dispositivos Eletrônicos Vestíveis , Estudos de Viabilidade , HumanosRESUMO
Personal Thermal Comfort models consider personal user feedback as a target value. The growing development of integrated "smart" devices following the concept of the Internet of Things and data-processing algorithms based on Machine Learning techniques allows developing promising frameworks to reach the best level of indoor thermal comfort closest to the real needs of users. The article investigates the potential of a new approach aiming at evaluating the effect of visual stimuli on personal thermal comfort perception through a comparison of 25 participants' feedback exposed to a real scenario in a test cell and the same environment reproduced in Virtual Reality. The users' biometric data and feedback about their thermal perception along with environmental parameters are collected in a dataset and managed with different Machine Learning techniques. The most suitable algorithm, among those selected, and the influential variables to predict the Personal Thermal Comfort Perception are identified. The Extra Trees classifier emerged as the most useful algorithm in this specific case. In real and virtual scenarios, the most important variables that allow predicting the target value are identified with an average accuracy higher than 0.99.
Assuntos
Aprendizado de Máquina , Percepção , Realidade Virtual , Algoritmos , Retroalimentação , Humanos , TemperaturaRESUMO
Thermal comfort has become a topic issue in building performance assessment as well as energy efficiency. Three methods are mainly recognized for its assessment. Two of them based on standardized methodologies, face the problem by considering the indoor environment in steady-state conditions (PMV and PPD) and users as active subjects whose thermal perception is influenced by outdoor climatic conditions (adaptive approach). The latter method is the starting point to investigate thermal comfort from an overall perspective by considering endogenous variables besides the traditional physical and environmental ones. Following this perspective, the paper describes the results of an in-field investigation of thermal conditions through the use of nearable and wearable solutions, parametric models and machine learning techniques. The aim of the research is the exploration of the reliability of IoT-based solutions combined with advanced algorithms, in order to create a replicable framework for the assessment and improvement of user thermal satisfaction. For this purpose, an experimental test in real offices was carried out involving eight workers. Parametric models are applied for the assessment of thermal comfort; IoT solutions are used to monitor the environmental variables and the users' parameters; the machine learning CART method allows to predict the users' profile and the thermal comfort perception respect to the indoor environment.
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Neuropilins (NRPs) are VEGF-A165 co-receptors over-expressed in tumor cells, and considered as targets in angiogenic-related pathologies. We previously identified compound 1, the first non-peptidic antagonist of the VEGF-A165/NRP binding, which exhibits in vivo anti-angiogenic and anti-tumor activities. We report here the synthesis and biological evaluations of new antagonists structurally-related to compound 1. Among these molecules, 4a, 4c and 4d show cytotoxic effects on HUVEC and MDA-MB-31 cells, and antagonize VEGF-A165/NRP-1 binding. This study confirmed our key structure-activity relationships hypothesis and paved the way to compound 1 'hit to lead' optimization.
Assuntos
Neuropilina-1/antagonistas & inibidores , Receptor 1 de Fatores de Crescimento do Endotélio Vascular/antagonistas & inibidores , Inibidores da Angiogênese/síntese química , Inibidores da Angiogênese/química , Inibidores da Angiogênese/farmacologia , Antineoplásicos/síntese química , Antineoplásicos/química , Antineoplásicos/farmacologia , Adesão Celular/efeitos dos fármacos , Linhagem Celular Tumoral , Relação Dose-Resposta a Droga , Células Endoteliais da Veia Umbilical Humana/efeitos dos fármacos , Humanos , Modelos Moleculares , Estrutura Molecular , Neuropilina-1/metabolismo , Relação Estrutura-Atividade , Receptor 1 de Fatores de Crescimento do Endotélio Vascular/metabolismoRESUMO
Virtual reality (VR) and augmented reality (AR) have been combined with physical rehabilitation and psychological treatments to improve patients' emotional reactions, body image, and physical function. Nonetheless, no detailed investigation assessed the relationship between VR or AR manual therapies (MTs), which are touch-based approaches that involve the manipulation of tissues for relieving pain and improving balance, postural stability and well-being in several pathological conditions. The present review attempts to explore whether and how VR and AR might be integrated with MTs to improve patient care, with particular attention to balance and to fields like chronic pain that need an approach that engages both mind and body. MTs rely essentially on touch to induce tactile, proprioceptive, and interoceptive stimulations, whereas VR and AR rely mainly on visual, auditory, and proprioceptive stimulations. MTs might increase patients' overall immersion in the virtual experience by inducing parasympathetic tone and relaxing the mind, thus enhancing VR and AR effects. VR and AR could help manual therapists overcome patients' negative beliefs about pain, address pain-related emotional issues, and educate them about functional posture and movements. VR and AR could also engage and change the sensorimotor neural maps that the brain uses to cope with environmental stressors. Hence, combining MTs with VR and AR could define a whole mind-body intervention that uses psychological, interoceptive, and exteroceptive stimulations for rebalancing sensorimotor integration, distorted perceptions, including visual, and body images. Regarding the technology needed to integrate VR and AR with MTs, head-mounted displays could be the most suitable devices due to being low-cost, also allowing patients to follow VR therapy at home. There is enough evidence to argue that integrating MTs with VR and AR could help manual therapists offer patients better and comprehensive treatments. However, therapists need valid tools to identify which patients would benefit from VR and AR to avoid potential adverse effects, and both therapists and patients have to be involved in the development of VR and AR applications to define truly patient-centered therapies. Furthermore, future studies should assess whether the integration between MTs and VR or AR is practically feasible, safe, and clinically useful.
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Positively advocating that low-cost additive 3D-printing technologies and open-source licensed software/hardware platforms represent an optimal solution to realize low-cost equipment, a mechanical and 3D-printable device for bilateral upper-limb rehabilitation is presented. The design and manufacturing process of this wheel-geared mechanism, enabling in-phase and anti-phase movements, will be openly provided online with the aim of making a set of customizable devices for neurorehabilitation exploitable all over the world even by people/countries with limited economical and technological resources. In order to characterize the interaction with the device, preliminary trials with EMG and kinematics recordings were performed on healthy subjects.