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1.
Med Chem ; 17(6): 630-637, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-31965946

RESUMO

BACKGROUND: Near to 5-7 million people are infected with T. cruzi in the world, and about 10,000 people per year die of problems associated with this disease. METHODS: Herein, the synthesis, antitrypanosomal and antimycobacterial activities of seventeen coumarinic N-acylhydrazonic derivatives have been reported. RESULTS: These compounds were synthesized using methodology with reactions global yields ranging from 46%-70%. T. cruzi in vitro effects were evaluated against trypomastigote and amastigote, forming M. tuberculosis activity towards H37Rv sensitive strain and resistant strains. DISCUSSION: Against T. cruzi, the more active compounds revealed only moderate activity IC50/96h~20 µM for both trypomastigotes and amastigotes intracellular forms. (E)-2-oxo-N'- (3,4,5-trimethoxybenzylidene)-2H-chromene-3-carbohydrazide showed meaningful activity in INH resistant/RIP resistant strain. CONCLUSION: These compound acting as multitarget could be good leads for the development of new trypanocidal and bactericidal agents.


Assuntos
Cumarínicos/química , Hidrazonas/síntese química , Hidrazonas/farmacologia , Nitrogênio/química , Trypanosoma/efeitos dos fármacos , Antibacterianos/síntese química , Antibacterianos/química , Antibacterianos/farmacologia , Antiprotozoários/síntese química , Antiprotozoários/química , Antiprotozoários/farmacologia , Técnicas de Química Sintética , Farmacorresistência Bacteriana/efeitos dos fármacos , Hidrazonas/química , Mycobacterium tuberculosis/efeitos dos fármacos
2.
J. Hum. Growth Dev. (Impr.) ; 30(3): 461-471, Sept.-Dec. 2020.
Artigo em Inglês | LILACS, Index Psicologia - Periódicos | ID: biblio-1134687

RESUMO

INTRODUCTION: Limb-girdle muscular dystrophies (LGMDs) are neuromuscular and genetic disorders that progress with weakness and damage of the proximal muscles, developing with loss of functionality. Virtual reality environments are suggested as an effective alternative for performance of daily life activities. However, there is no evidence in the literature on the use of virtual reality in this populationOBJECTIVE: Assess motor performance through a motor learning protocol in a coincident timing taskMETHODS: 10 participants with LGMD and 10 healthy individuals were selected and included in the study to perform a non-immersive virtual reality task divided into three phases: acquisition (20 attempts), retention (5 attempts), and transfer (5 attempts, with speed increaseRESULTS: It is observed that the accuracy of movement improves from the beginning to the end of the acquisition (p = 0.01); however, there is a marginal difference between the groups in block A1 (p = 0.089). Regarding the variability of touches, observed by the variable error, both groups improved performance in all phasesCONCLUSION: Even with lower performance than the control group at the beginning of the practice, individuals with LGMD showed the potential to optimize motor function during the practice of a non-immersive virtual reality activity and were able to match their performance with the control group after a few attempts


INTRODUÇÃO: As distrofias musculares de cinturas (DMC) são distúrbios neuromusculares e genéticos que progridem com fraqueza e dano dos músculos proximais, desenvolvendo-se com perda de funcionalidade. Sugere-se ambientes de realidade virtual como uma alternativa eficaz para o desempenho das atividades da vida diária. No entanto, não há evidências na literatura sobre o uso da realidade virtual nessa populaçãoOBJETIVO: Avaliar o desempenho motor através de um protocolo de aprendizagem motora em uma tarefa de timing coincidenteMÉTODO: 10 participantes com DMC e 10 indivíduos saudáveis foram selecionados e incluídos no estudo para realizar uma tarefa de realidade virtual não imersiva dividida em três fases: aquisição (20 tentativas), retenção (5 tentativas) e transferência (5 tentativas, com aumento de velocidadeRESULTADOS: Observou-se que a acurácia do movimento melhorou do início ao final da aquisição (p = 0,01); no entanto, existe uma diferença marginal entre os grupos no bloco A1 (p = 0,089). Em relação à variabilidade de toques, observada pelo erro variável, ambos os grupos melhoraram o desempenho em todas as fasesCONCLUSÃO: Mesmo com desempenho inferior ao grupo controle no início da prática, os indivíduos com DMC mostraram potencial para otimizar a função motora durante a prática de uma atividade de realidade virtual não imersiva e foram capazes de corresponder seu desempenho com o grupo controle após poucas tentativas


Assuntos
Distrofia Muscular do Cíngulo dos Membros , Distrofias Musculares , Realidade Virtual
4.
Disabil Rehabil Assist Technol ; 13(6): 609-613, 2018 08.
Artigo em Inglês | MEDLINE | ID: mdl-29092683

RESUMO

OBJECTIVES: Cerebral palsy (CP) is a permanent disorder of movement, muscle tone or posture that is caused by damage to the immature and developing brain. Research has shown that Virtual Reality (VR) technology can be used in rehabilitation to support the acquisition of motor skills and the achievement of functional tasks. The aim of this study was to explore for improvements in the performance of individuals with CP with practice in the use of a virtual game on a mobile phone and to compare their performance with that of the control group. MATERIALS AND METHODS: Twenty-five individuals with CP were matched for age and sex with twenty-five, typically developing individuals. Participants were asked to complete a VR maze task as fast as possible on a mobile phone. All participants performed 20 repetitions in the acquisition phase, five repetitions for retention and five more repetitions for transfer tests, in order to evaluate motor learning from the task. RESULTS: The CP group improved their performance in the acquisition phase and maintained the performance, which was shown by the retention test; in addition, they were able to transfer the performance acquired in an opposite maze path. The CP group had longer task-execution compared to the control group for all phases of the study. CONCLUSION: Individuals with cerebral palsy were able to learn a virtual reality game (maze task) using a mobile phone, and despite their differences from the control group, this kind of device offers new possibilities for use to improve function. Implications for rehabilitation A virtual game on a mobile phone can enable individuals with Cerebral Palsy (CP) to improve performance. This illustrates the potential for use of mobile phone games to improve function. Individuals with CP had poorer performance than individuals without CP, but they demonstrated immediate improvements from using a mobile phone device. Individuals with CP were able to transfer their skills to a similar task indicating that they were able to learn these motor skills by using a mobile phone game.


Assuntos
Telefone Celular , Paralisia Cerebral/reabilitação , Destreza Motora/fisiologia , Jogos de Vídeo , Realidade Virtual , Adolescente , Adulto , Humanos , Masculino , Pessoa de Meia-Idade , Movimento/fisiologia , Desempenho Psicomotor/fisiologia , Adulto Jovem
5.
Neuropsychiatr Dis Treat ; 13: 2209-2217, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28860778

RESUMO

BACKGROUND: In individuals severely affected with Duchenne muscular dystrophy (DMD), virtual reality has recently been used as a tool to enhance community interaction. Smartphones offer the exciting potential to improve communication, access, and participation, and present the unique opportunity to directly deliver functionality to people with disabilities. OBJECTIVE: To verify whether individuals with DMD improve their motor performance when undertaking a visual motor task using a smartphone game. PATIENTS AND METHODS: Fifty individuals with DMD and 50 healthy, typically developing (TD) controls, aged 10-34 years participated in the study. The functional characterization of the sample was determined through Vignos, Egen Klassifikation, and the Motor Function Measure scales. To complete the task, individuals moved a virtual ball around a virtual maze and the time in seconds was measured after every attempt in order to analyze improvement of performance after the practice trials. Motor performance (time to finish each maze) was measured in phases of acquisition, short-term retention, and transfer. RESULTS: Use of the smartphone maze game promoted improvement in performance during acquisition in both groups, which remained in the retention phase. At the transfer phases, with alternative maze tasks, the performance in DMD group was similar to the performance of TD group, with the exception of the transfer to the contralateral hand (nondominant). However, the group with DMD demonstrated longer movement time at all stages of learning, compared with the TD group. CONCLUSION: The practice of a visual motor task delivered via smartphone game promoted an improvement in performance with similar patterns of learning in both groups. Performance can be influenced by task difficulty, and for people with DMD, motor deficits are responsible for the lower speed of execution. This study indicates that individuals with DMD showed improved performance in a short-term motor learning protocol using a smartphone. We advocate that this technology could be used to promote function in this population.

6.
MedicalExpress (São Paulo, Online) ; 2(4)July-Aug. 2015. tab, graf
Artigo em Inglês | LILACS | ID: lil-776655

RESUMO

OBJECTIVE: The objective of this study was to verify if individuals with Down syndrome have improved performance in completing a virtual maze task using a mobile phone. METHOD: For this task, 30 teenagers and young adults were evaluated, 15 Down syndrome patients and 15 typically developed controls. The execution of the task was to play a maze on a mobile phone. The subjects performed 30 repetitions of the maze game in the acquisition phase, five repetitions for retention and five for transfer phase. A repeated measures ANOVA was used to compare blocks (first and last - A1 - A6 acquisition blocks, retention A6 - R and transfer A6 - T) and Groups (Down syndrome and typical development). RESULTS: The results showed that both groups had significant improvement over time in the acquisition phase, the retention and transfer tests showed that there was performance consolidation for both groups, but with longer movement time in the Down syndrome group. CONCLUSION: Comparing the two groups, individuals with Down syndrome required more time to run the maze in all phases of the task.


OBJETIVO: O objetivo deste estudo foi verificar se os indivíduos com síndrome de Down melhoram o desempenho em uma tarefa de labirinto virtual usando um telefone celular. MÉTODO: Para esta tarefa, foram avaliados 30 adolescentes e adultos jovens, onde 15 eram parte do grupo experimental e 15 do grupo controle. RESULTADOS: Os resultados mostraram que ambos os grupos apresentavam uma melhoria significativa ao longo do tempo nas fases de aquisição e de retenção. Na fase de transferência, eles foram capazes de manter o desempenho, permitindo uma adaptação da fase de estabilização, que caracteriza a aprendizagem de motora. CONCLUSÃO: Comparando os dois grupos, os indivíduos com SD tem necessidade de um tempo maior para completar o labirinto em todas as fases da tarefa.


Assuntos
Humanos , Adolescente , Síndrome de Down/terapia , Terapia de Exposição à Realidade Virtual , Atividade Motora
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