Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 6 de 6
Filtrar
Más filtros











Base de datos
Intervalo de año de publicación
1.
MicroPubl Biol ; 20232023.
Artículo en Inglés | MEDLINE | ID: mdl-37396790

RESUMEN

Fluorescent proteins allow the expression of a gene and the behavior of its protein product to be observed in living animals. The ability to create endogenous fluorescent protein tags via CRISPR genome engineering has revolutionized the authenticity of this expression, and mScarlet is currently our first-choice red fluorescent protein (RFP) for visualizing gene expression in vivo . Here, we have cloned versions of mScarlet and split fluorophore mScarlet previously optimized for C. elegans into the SEC-based system of plasmids for CRISPR/Cas9 knock-in. Ideally, an endogenous tag will be easily visible while not interfering with the normal expression and function of the targeted protein. For low molecular weight proteins that are a fraction of the size of a fluorescent protein tag (e.g. GFP or mCherry) and/or proteins known to be non-functional when tagged in this way, split fluorophore tagging could be an alternative. Here, we used CRISPR/Cas9 knock-in to tag three such proteins with split-fluorophore wrmScarlet: HIS-72, EGL-1, and PTL-1. Although we find that split fluorophore tagging does not disrupt the function of any of these proteins, we were unfortunately unable to observe the expression of most of these tags with epifluorescence, suggesting that split fluorophore tags are often very limited as endogenous reporters. Nevertheless, our plasmid toolkit provides a new resource that enables straightforward knock-in of either mScarlet or split mScarlet in C. elegans.

2.
Inform Prim Care ; 21(3): 105-12, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-25207613

RESUMEN

BACKGROUND: Falls in older Australians are an increasingly costly public health issue, driving the development of novel modes of intervention, especially those that rely on computer-driven technologies. OBJECTIVE: The aim of this paper was to gain an understanding of the state of the art of research on smart homes and computer-based monitoring technologies to prevent and detect falls in the community-dwelling elderly. METHOD: Cochrane, Medline, Embase and Google databases were searched for articles on fall prevention in the elderly using pre-specified search terms. Additional papers were searched for in the reference lists of relevant reviews and by the process of 'snowballing'. Only studies that investigated outcomes related to falling such as fall prevention and detection, change in participants' fear of falling and attitudes towards monitoring technology were included. RESULTS: Nine papers fulfilled the inclusion criteria. The following outcomes were observed: (1) older adults' attitudes towards fall detectors and smart home technology are generally positive; (2) privacy concerns and intrusiveness of technology were perceived as less important to participants than their perception of health needs and (3) unfriendly and age-inappropriate design of the interface may be one of the deciding factors in not using the technology. CONCLUSION: So far, there is little evidence that using smart home technology may assist in fall prevention or detection, but there are some indications that it may increase older adults' confidence and sense of security, thus possibly enabling aging in place.


Asunto(s)
Accidentes por Caídas/prevención & control , Vida Independiente , Monitoreo Fisiológico/métodos , Anciano , Actitud , Australia , Humanos , Monitoreo Fisiológico/psicología , Privacidad , Interfaz Usuario-Computador
3.
J Cardiopulm Rehabil Prev ; 34(5): 303-17, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-25079147

RESUMEN

PURPOSE: Internet-based interventions to manage and prevent chronic diseases are becoming increasingly popular, especially for those with limited access to health services. This article reviews Internet-based interventions for the prevention of cardiovascular disease (CVD) and reduction of cardiovascular risk factors. METHODS: MEDLINE, EMBASE, and Cochrane databases were searched using terms for telemedicine and CVD (heart disease* OR myocardial infarction OR cardiac event* OR heart attack* OR cardiovascular disease* OR cardiovascular risk factor* OR blood pressure OR hypertension OR cholesterol OR LDL-C OR HDL-C OR cardiac rehabilitation) AND (telemonitor* OR tele-monitor* OR teleconsult* OR tele-consult* OR telemanagement OR tele-management OR telerehab* OR tele-rehab* OR Internet-based intervention OR internet based intervention OR Internet intervention* OR web based or web-based). Studies that investigated Internet-based interventions delivered directly to patients and resulted in improvement of cardiovascular-related health outcomes were included. RESULTS: Studies were identified (N = 23) investigating the reduction of cardiovascular risk factors. Five studies investigated patients diagnosed with CVD, 6 targeted participants with diabetes, 6 targeted participants with increased cardiovascular risk, and 6 investigated the general population. The majority of studies reported improvement in blood pressure and HbA1c levels in participants diagnosed with type 2 diabetes. Other outcomes included a decreased number of cardiovascular events, improved lipid profile and eating habits, decreased weight, and increased physical activity. CONCLUSIONS: There is emerging evidence that Internet-based interventions may reduce cardiovascular risk in cardiac patients and in populations with a heightened risk of CVD. Such interventions may also represent an alternative method of providing CVD prevention strategies.


Asunto(s)
Enfermedades Cardiovasculares/prevención & control , Internet , Prevención Primaria/métodos , Prevención Secundaria/métodos , Telemedicina/métodos , Conductas Relacionadas con la Salud , Humanos , Educación del Paciente como Asunto/métodos , Factores de Riesgo
4.
Top Stroke Rehabil ; 21(2): 152-62, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24710975

RESUMEN

BACKGROUND: The increasing number of people living with poststroke sequelae has stimulated the search for novel ways of providing poststroke rehabilitation without putting additional stress on overburdened health care systems. One of them is the use of commercially available technology and off-the-shelf video games for hemiparetic upper limb rehabilitation. METHODS: The MEDLINE, EMBASE, and Cochrane Library databases were searched using key word synonyms for stroke, upper limb, and video games. Included studies investigated upper limb stroke rehabilitation using commercially available consoles and video games, reported outcomes that included measures of upper limb functionality, and were published in a peer-reviewed journal written in English. RESULTS: Thirteen studies were identified - 6 published as full articles and 7 as abstracts. Studies were generally small and only 3 were randomized. The gaming systems investigated were the Nintendo Wii (n = 10), EyeToy PlayStation (n = 2), and CyWee Z (n = 1). The Nintendo Wii appears to provide the greatest benefits to patients, with improvements seen in upper extremity function measures such as joint range of motion, hand motor function, grip strength, and dexterity. Three studies indicate that video therapy appears to be safe and that long-term improvements continue at follow-up. CONCLUSIONS: At present, the evidence that the use of commercial video games in rehabilitation improves upper limb functionality after stroke is very limited. However, this approach has the potential to provide easily available and affordable stroke rehabilitation therapy in settings where access to therapy is limited by geographical or financial constraints.


Asunto(s)
Rehabilitación de Accidente Cerebrovascular , Extremidad Superior/fisiopatología , Juegos de Video , Humanos , Seguridad del Paciente , Satisfacción del Paciente , Ensayos Clínicos Controlados Aleatorios como Asunto , Accidente Cerebrovascular/fisiopatología , Resultado del Tratamiento , Juegos de Video/efectos adversos
5.
J Geriatr Phys Ther ; 37(4): 166-77, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24406711

RESUMEN

BACKGROUND AND PURPOSE: Falls in older adults are an increasingly costly public health issue. There are many fall prevention strategies that are effective. However, with an increasing population of older people and ever-decreasing availability of health practitioners and health funding, novel modes of intervention are being developed, including those relying on computer technologies.The aim of this article was to review the literature on the use of exergaming to prevent falls in older adult persons living in the community. METHODS: The Cochrane, Medline, and Embase databases were searched using prespecified search terms. To be included, studies had to investigate the effect of using commercially available consoles and video games on outcome measures such as a decrease in falls, improvements in balance control or gait parameters, decreased fear of falling, and attitude to exercise in older adult persons living in the community. All study designs with the exception of single-person case studies were included. Articles had to be published in peer-reviewed journals in the English language. RESULTS: Nineteen studies fulfilled the inclusion criteria. The following outcomes were observed: (1) using computer-based virtual reality gaming for balance training in older adults was feasible; (2) the majority of studies showed a positive effect of exergaming on balance control; (3) some studies showed a positive effect on balance confidence and gait parameters; (4) the effect was seen across the age and sex spectrum of older adults, including those with and without balance impairment. CONCLUSIONS: There is as yet no evidence that using virtual reality games will prevent falls, but there is an indication that their use in balance training may improve balance control, which in turn may lead to falls prevention.


Asunto(s)
Accidentes por Caídas/prevención & control , Terapia por Ejercicio/métodos , Equilibrio Postural , Juegos de Video , Anciano , Anciano de 80 o más Años , Ensayos Clínicos como Asunto , Humanos
6.
Games Health J ; 3(4): 202-14, 2014 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-26192369

RESUMEN

OBJECTIVE: This article reviews the available literature about the use of novel methods of rehabilitation using virtual reality interventions for people living with posttraumatic brain injuries. MATERIALS AND METHODS: The MEDLINE, EMBASE, SCOPUS, and Cochrane Library databases were searched using the terms "virtual reality" OR "video games" AND "traumatic brain injury." Included studies investigated therapeutic use of virtual reality in adults with a brain trauma resulting from acquired closed head injury, reported outcomes that included measures of motor or cognitive functionality, and were published in a peer-reviewed journal written in English. RESULTS: Eighteen articles fulfilled inclusion criteria. Eight were case studies, five studies had a quasi-experimental design with a pre-post comparison, and five were pilot randomized control trials or comparative studies. The virtual reality systems used were commercial or custom designed for the study and ranged from expensive, fully immersive systems to cheap online games or videogames. In before-after comparisons, improvements in balance were seen in four case studies and two small randomized control trials. Between-group comparisons in these randomized control trials showed no difference between virtual reality and traditional therapy. Post-training improvements were also seen for upper extremity functions (five small studies) and for various cognitive function measures (four case studies and one pilot randomized control trial). Attitudes of participants toward virtual reality interventions was more positive than for traditional therapy (three studies). CONCLUSIONS: The evidence that the use of virtual reality in rehabilitation of traumatic brain injury improves motor and cognitive functionality is currently very limited. However, this approach has the potential to provide alternative, possibly more affordable and available rehabilitation therapy for traumatic brain injury in settings where access to therapy is limited by geographical or financial constraints.

SELECCIÓN DE REFERENCIAS
DETALLE DE LA BÚSQUEDA