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Search Results (515)

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Keywords = Game of Life

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24 pages, 4249 KiB  
Article
Developing a Serious Video Game to Engage the Upper Limb Post-Stroke Rehabilitation
by Jaime A. Silva, Manuel F. Silva, Hélder P. Oliveira and Cláudia D. Rocha
Appl. Sci. 2025, 15(15), 8240; https://doi.org/10.3390/app15158240 - 24 Jul 2025
Viewed by 214
Abstract
Stroke often leads to severe motor impairment, especially in the upper limbs, greatly reducing a patient’s ability to perform daily tasks. Effective rehabilitation is essential to restore function and improve quality of life. Traditional therapies, while useful, may lack engagement, leading to low [...] Read more.
Stroke often leads to severe motor impairment, especially in the upper limbs, greatly reducing a patient’s ability to perform daily tasks. Effective rehabilitation is essential to restore function and improve quality of life. Traditional therapies, while useful, may lack engagement, leading to low motivation and poor adherence. Gamification—using game-like elements in non-game contexts—offers a promising way to make rehabilitation more engaging. The authors explore a gamified rehabilitation system designed in Unity 3D using a Kinect V2 camera. The game includes key features such as adjustable difficulty, real-time and predominantly positive feedback, user friendliness, and data tracking for progress. The evaluations were conducted with 18 healthy participants, most of whom had prior virtual reality experience. About 77% found the application highly motivating. While the gameplay was well received, the visual design was noted as lacking engagement. Importantly, all users agreed that the game offers a broad range of difficulty levels, making it accessible to various users. The results suggest that the system has strong potential to improve rehabilitation outcomes and encourage long-term use through enhanced motivation and interactivity. Full article
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31 pages, 15881 KiB  
Article
Fused Space in Architecture via Multi-Material 3D Printing Using Recycled Plastic: Design, Fabrication, and Application
by Jiangjing Mao, Lawrence Hsu and Mai Altheeb
Buildings 2025, 15(15), 2588; https://doi.org/10.3390/buildings15152588 - 22 Jul 2025
Viewed by 327
Abstract
The innovation of multi-material offers significant benefits to architectural systems. The fusion of multiple materials, transitioning from one to another in a graded manner, enables the creation of fused space without the need for mechanical connections. Given that plastic is a major contributor [...] Read more.
The innovation of multi-material offers significant benefits to architectural systems. The fusion of multiple materials, transitioning from one to another in a graded manner, enables the creation of fused space without the need for mechanical connections. Given that plastic is a major contributor to ecological imbalance, this research on fused space aims to recycle plastic and use it as a multi-material for building applications, due to its capacity for being 3D printed and fused with other materials. Furthermore, to generate diverse properties for the fused space, several nature-inspired forming algorithms are employed, including Swarm Behavior, Voronoi, Game of Life, and Shortest Path, to shape the building enclosure. Subsequently, digital analyses, such as daylight analysis, structural analysis, porosity analysis, and openness analysis, are conducted on the enclosure, forming the color mapping digital diagram, which determines the distribution of varying thickness, density, transparency, and flexibility gradation parameters, resulting in spatial diversity. During the fabrication process, Dual Force V1 and Dual Force V2 were developed to successfully print multi-material gradations with fused plastic following an upgrade to the cooling system. Finally, three test sites in London were chosen to implement the fused space concept using multi-material. Full article
(This article belongs to the Section Building Structures)
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18 pages, 276 KiB  
Article
The Soul at Prayer
by Richard G. T. Gipps
Religions 2025, 16(7), 928; https://doi.org/10.3390/rel16070928 - 18 Jul 2025
Viewed by 271
Abstract
Wittgenstein lists prayer as a distinct language-game, but leaves to others the investigation of its character. Formulating it as “conversation with God” is correct but potentially unhelpful, in part because it presupposes that we can understand what God is independently of knowing what [...] Read more.
Wittgenstein lists prayer as a distinct language-game, but leaves to others the investigation of its character. Formulating it as “conversation with God” is correct but potentially unhelpful, in part because it presupposes that we can understand what God is independently of knowing what it is to pray. But by situating the language-game in the context of our human form of life we make better progress. The discussion of this paper, the focus of which is Christian prayer, first reminds us of what it is to have a soul life—i.e., a life in which hope, conscience, and vitality are interpenetrating elements. It next sketches a more distinctly Christian anthropology in which our lives our understood as marred by pride, lack of trust and openness, and ingratitude. Against this backdrop, prayer can be understood for what it is as the soul coming out of its proud retreat, speaking in its own voice, owning its distortions, acknowledging its gratitude, and pleading its true desires. And God can be understood as (inter alia) that to which prayer is principally offered. Full article
(This article belongs to the Special Issue New Work on Wittgenstein's Philosophy of Religion)
20 pages, 1606 KiB  
Article
Brain Tumour Segmentation Using Choquet Integrals and Coalition Game
by Makhlouf Derdour, Mohammed El Bachir Yahiaoui, Moustafa Sadek Kahil, Mohamed Gasmi and Mohamed Chahine Ghanem
Information 2025, 16(7), 615; https://doi.org/10.3390/info16070615 - 17 Jul 2025
Viewed by 234
Abstract
Artificial Intelligence (AI) and computer-aided diagnosis (CAD) have revolutionised various aspects of modern life, particularly in the medical domain. These technologies enable efficient solutions for complex challenges, such as accurately segmenting brain tumour regions, which significantly aid medical professionals in monitoring and treating [...] Read more.
Artificial Intelligence (AI) and computer-aided diagnosis (CAD) have revolutionised various aspects of modern life, particularly in the medical domain. These technologies enable efficient solutions for complex challenges, such as accurately segmenting brain tumour regions, which significantly aid medical professionals in monitoring and treating patients. This research focuses on segmenting glioma brain tumour lesions in MRI images by analysing them at the pixel level. The aim is to develop a deep learning-based approach that enables ensemble learning to achieve precise and consistent segmentation of brain tumours. While many studies have explored ensemble learning techniques in this area, most rely on aggregation functions like the Weighted Arithmetic Mean (WAM) without accounting for the interdependencies between classifier subsets. To address this limitation, the Choquet integral is employed for ensemble learning, along with a novel evaluation framework for fuzzy measures. This framework integrates coalition game theory, information theory, and Lambda fuzzy approximation. Three distinct fuzzy measure sets are computed using different weighting strategies informed by these theories. Based on these measures, three Choquet integrals are calculated for segmenting different components of brain lesions, and their outputs are subsequently combined. The BraTS-2020 online validation dataset is used to validate the proposed approach. Results demonstrate superior performance compared with several recent methods, achieving Dice Similarity Coefficients of 0.896, 0.851, and 0.792 and 95% Hausdorff distances of 5.96 mm, 6.65 mm, and 20.74 mm for the whole tumour, tumour core, and enhancing tumour core, respectively. Full article
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17 pages, 257 KiB  
Article
Effective Professional Development and Gamification Enacting Curriculum Changes in Critical Mathematics Education
by Ciara Mc Kevitt, Sarah Porcenaluk and Cornelia Connolly
Educ. Sci. 2025, 15(7), 843; https://doi.org/10.3390/educsci15070843 - 2 Jul 2025
Viewed by 369
Abstract
In response to challenges around student engagement and teacher technological proficiency, this paper looks at the impact of gamification on students’ mathematical resilience whilst monitoring their mathematical anxiety plus investigating teachers’ experiences, willingness, and professional development ambitions to utilise gamified instructional tools in [...] Read more.
In response to challenges around student engagement and teacher technological proficiency, this paper looks at the impact of gamification on students’ mathematical resilience whilst monitoring their mathematical anxiety plus investigating teachers’ experiences, willingness, and professional development ambitions to utilise gamified instructional tools in the mathematics classroom. Drawing on strategies to motivate students, the aim of this paper is to unbundle gamification in enacting curriculum change and the role of teacher professional development in using the pedagogical approach in mathematics in Ireland. Ireland is currently experiencing second-level curriculum reforms that are placing particular emphasis on digital competence and technological fluency from both teachers and students. With teachers highlighting the gap in educators’ pedagogical skills for the smooth roll out of recent curriculum reform due to the lack of knowledge and competency in technological teaching strategies, this study is both relevant and timely. Games have been used in multiple industries aiming to motivate participants and increase engagement on a particular matter. However, the term “gamification” has been coined by Pelling as the use of games in a non-gaming context. Current students are very technologically savvy due to the exposure of software applications from a young age and the integration of technological appliances in all walks of life. Traditional teaching and learning strategies are potentially seen as monotonous and somewhat boring to today’s students. Utilising game-based design such as leaderboards, points, and badges encourages motivation and enhances engagement of students. With this in mind, and the rate of change in mathematics curricula globally in recent years, there is a significant emphasis on the necessity of professional development initiatives to adapt at the same rate. Full article
31 pages, 4591 KiB  
Article
Modeling Affective Mechanisms in Relaxing Video Games: Sentiment and Topic Analysis of User Reviews
by Yuxin Xing, Wenbao Ma, Qiang You and Jiaxing Li
Systems 2025, 13(7), 540; https://doi.org/10.3390/systems13070540 - 1 Jul 2025
Viewed by 508
Abstract
The accelerating pace of digital life has intensified psychological strain, increasing the demand for accessible and systematized emotional support tools. Relaxing video games—defined as low-pressure, non-competitive games designed to promote calm and emotional relief—offer immersive environments that facilitate affective engagement and sustained user [...] Read more.
The accelerating pace of digital life has intensified psychological strain, increasing the demand for accessible and systematized emotional support tools. Relaxing video games—defined as low-pressure, non-competitive games designed to promote calm and emotional relief—offer immersive environments that facilitate affective engagement and sustained user involvement. This study proposes a computational framework that integrates sentiment analysis and topic modeling to investigate the affective mechanisms and behavioral dynamics associated with relaxing gameplay. We analyzed nearly 60,000 user reviews from the Steam platform in both English and Chinese, employing a hybrid methodology that combines sentiment classification, dual-stage Latent Dirichlet Allocation (LDA), and multi-label mechanism tagging. Emotional relief emerged as the dominant sentiment (62.8%), whereas anxiety was less prevalent (10.4%). Topic modeling revealed key affective dimensions such as pastoral immersion and cozy routine. Regression analysis demonstrated that mechanisms like emotional relief (β = 0.0461, p = 0.001) and escapism (β = 0.1820, p < 0.001) were significant predictors of longer playtime, while Anxiety Expression lost statistical significance (p = 0.124) when contextual controls were added. The findings highlight the potential of relaxing video games as scalable emotional regulation tools and demonstrate how sentiment- and topic-driven modeling can support system-level understanding of affective user behavior. This research contributes to affective computing, digital mental health, and the design of emotionally aware interactive systems. Full article
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13 pages, 1624 KiB  
Article
Virtual Reality Gaming and Its Impact and Effectiveness in Improving Eye–Hand Coordination and Attention Concentration in the Oldest-Old Population
by Żaneta Grzywacz, Justyna Jaśniewicz, Anna Koziarska, Dorota Borzucka and Edyta Majorczyk
J. Clin. Med. 2025, 14(13), 4651; https://doi.org/10.3390/jcm14134651 - 1 Jul 2025
Viewed by 803
Abstract
Background: The ageing process is associated with a decline in cognitive functions, including eye–hand coordination, attention concentration, and psychomotor reaction time. This study aimed to assess the effectiveness of virtual reality–based therapy in enhancing cognitive functions in seniors. Methods: This study [...] Read more.
Background: The ageing process is associated with a decline in cognitive functions, including eye–hand coordination, attention concentration, and psychomotor reaction time. This study aimed to assess the effectiveness of virtual reality–based therapy in enhancing cognitive functions in seniors. Methods: This study was conducted on 38 cases (29 women and 9 men) with a mean age of 87.2 years, who were divided into two groups: a VR group (with a 4-week, three-time-week training program using the game “Beat Saber”) and a control group (with a standard 4-week exercise program). Assessments of eye–hand coordination and attentional concentration were conducted at the beginning (T0) and the end (T1) of the training. Results: Analysis of eye–hand coordination and attentional concentration showed significant improvement in both groups (T0 vs. T1: p = 0.0002 for the intervention group and p = 0.007 for the control group). However, the effect in the VR group was almost three times greater than in the control group (1.689 vs. 0.615 in D effect). Moreover, in the VR group, an analysis of “good cuts” indicated improvements in both parameters after 4 weeks of VR training. The percentage of correctly received stimuli increased significantly across sessions (p < 0.00001). Furthermore, 84.3% of participants experienced a twofold improvement in performance over the 12 VR sessions (42% vs. 80% accuracy in successful hits). The distribution of results also suggests a positive subjective impact of VR therapy in maintaining mental activity. Conclusions: The findings indicate that VR-related training can support elderly individuals in recovering cognitive function, potentially enhancing their independence and life quality. Full article
(This article belongs to the Special Issue Advances in Rehabilitation Care for Geriatric Diseases)
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16 pages, 631 KiB  
Article
Age Differences Between Young and Older Adults in Decision-Making Under Risk: A Cross-Sectional Study
by Tindara Caprì, Rosa Angela Fabio and Mariachiara Gioia
J. Ageing Longev. 2025, 5(3), 21; https://doi.org/10.3390/jal5030021 - 24 Jun 2025
Viewed by 514
Abstract
Background: Decision-making under risk is a crucial process for undertaking health behaviors. Although the influence of individual differences on decision-making under risk has been widely examined, there is no clear consensus yet as to how to explain this process considering both young and [...] Read more.
Background: Decision-making under risk is a crucial process for undertaking health behaviors. Although the influence of individual differences on decision-making under risk has been widely examined, there is no clear consensus yet as to how to explain this process considering both young and older adults. The main aim of this preliminary study was to examine age differences in decision-making under risk, risk propensity, sensation-seeking, and self-conscious emotions between younger and older adults. Methods: A total of 40 subjects (20 young adults and 20 older adults) participated in the present study. The young adults were aged 18–35 years (M = 23.25, SD = 2.59). The older adults were aged 65–70 years (M = 68.50, SD = 4.01). Participants completed the Risk Propensity Scale, the Sensation-Seeking Scale, the Test of Self-Conscious Affect, and the Prisoner’s Dilemma Game. Results: The results indicated that the groups showed different behaviors in sensation-seeking (p < 0.001, pη2 = 0.14). The older group showed a larger propensity to seek recreational activities and unconventional behaviors than the younger group (p < 0.0001, d = 0.78; p = 0.001, d = 0.75). Also, the older adults demonstrated a greater inclination toward pride (p < 0.01, d = 0.78), whereas younger adults exhibited a stronger tendency towards shame (p < 0.01, d = 0.76). Conclusions: These data suggest a shift in risk preferences as individuals age, potentially influenced by a variety of psychological, social, and experiential factors. The applications of this study can support psychological well-being, productivity, and quality of life in later adulthood. Full article
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23 pages, 12273 KiB  
Article
The Sequential Hotelling Game with One Parameterized Location
by Luis Garcia-Perez, Juan Grau-Climent, Juan C. Losada and Ramon Alonso-Sanz
AppliedMath 2025, 5(2), 69; https://doi.org/10.3390/appliedmath5020069 - 13 Jun 2025
Viewed by 459
Abstract
This article studies the location–price Hotelling game. Numerous studies have been conducted on the Hotelling game with simultaneous decisions; however, in real-life scenarios, decisions are frequently sequential. Unfortunately, studies on the sequential Hotelling (SHOT) game are quite scarce. This article contributes to the [...] Read more.
This article studies the location–price Hotelling game. Numerous studies have been conducted on the Hotelling game with simultaneous decisions; however, in real-life scenarios, decisions are frequently sequential. Unfortunately, studies on the sequential Hotelling (SHOT) game are quite scarce. This article contributes to the study of the SHOT game by considering the case in which the location of one of the players, either the leader or the follower, is externally fixed. The game is studied analytically and by numerical simulation to address scenarios where mathematical analysis is cumbersome due to the discontinuous nature of the game. Simulation is found to be particularly useful in evaluating the subgame perfect equilibrium (SPE) solution of these SHOT games, where the follower outperforms the leader as a very general rule, with very few exceptions. This article complements a previous study of the SHOT game where the two locations are parameterized and paves the way to address the analysis of more sophisticated formulations of the SHOT game, such as those with reservation cost and with elastic demand. Full article
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21 pages, 11663 KiB  
Article
Exploring Gamification’s Role in Shaping Socially Sustainable Urban Spaces: A Case Study of Gensen in SOLANA, Beijing
by Yanhua Yao, Zheyu Li and Sai Ma
Buildings 2025, 15(12), 1969; https://doi.org/10.3390/buildings15121969 - 6 Jun 2025
Viewed by 615
Abstract
This paper explores the innovative integration of digitalization and gamification in urban design to address social sustainability challenges in rapidly evolving cities. Using Gensen, a metaverse platform launched in 2024, as a case study, the research investigates how the convergence of virtual environments [...] Read more.
This paper explores the innovative integration of digitalization and gamification in urban design to address social sustainability challenges in rapidly evolving cities. Using Gensen, a metaverse platform launched in 2024, as a case study, the research investigates how the convergence of virtual environments and real urban spaces can foster new forms of social interaction, spatial usage, and community engagement. The motivation behind this study is to assess the potential of gamification in enhancing social sustainability within digitalized urban contexts. By introducing the opening event, “Treasure Hunting”, established by Gensen, the study examines how users engage with existing urban settings through a gamified approach. The research investigates how gameful design, facilitated by digitalization, can transform public spaces into more dynamic environments that encourage diverse participation while also addressing emerging risks such as spatial inequality resulting from varying levels of access to digital tools and literacy. The research questions focus on how gamification can bridge these gaps and contribute to creating more inclusive urban environments. In conclusion, the study argues that current gamified design approaches, based on digitalization, often overlook the playfulness inherent in physical environments and human interaction. However, a bottom-up approach that emphasizes individuals’ understanding of the inherent playfulness in existing urban spaces is still lacking. This aspect needs further exploration to inform and enhance gameful design strategies aimed at promoting social sustainability in urban development. Bridging this gap is essential for integrating digital interventions into everyday life, ultimately achieving a more effective gameful design in urban contexts. Full article
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20 pages, 725 KiB  
Review
Emerging Therapies for Neurological Disorders: A Clinical Review of MANAGED (Music, Art, Nature-Based, Animal-Assisted, Game, Essential Oil, Dance) Care
by Alyssa Wan-Chei Lee, Rahim Hirani, Jonathan Ogulnick, Raj K. Tiwari and Mill Etienne
NeuroSci 2025, 6(2), 51; https://doi.org/10.3390/neurosci6020051 - 4 Jun 2025
Viewed by 2054
Abstract
In the face of the limitations in pharmacological and surgical interventions for neurological conditions such as Parkinson’s and Alzheimer’s disease, patients are increasingly turning to non-pharmacological and alternative therapies to manage their symptoms and improve their quality of life. This shift underscores the [...] Read more.
In the face of the limitations in pharmacological and surgical interventions for neurological conditions such as Parkinson’s and Alzheimer’s disease, patients are increasingly turning to non-pharmacological and alternative therapies to manage their symptoms and improve their quality of life. This shift underscores the urgent need for accessible, effective, and affordable treatments. This literature review examines a range of alternative and personalized therapies, including game therapy, animal-assisted therapy, dance therapy, art therapy, music therapy, aroma therapy, and shinrin-yoku therapy. These modalities have demonstrated promising results in mitigating symptoms and enhancing well-being among individuals grappling with neurological disorders. Moreover, these therapies offer a holistic approach that complements traditional medical interventions, underscoring the importance of integrating diverse treatment modalities. Despite their historical roots in non-clinical settings, their potential in modern clinical practice remains untapped. The findings suggest the necessity for further research, particularly large cohort studies, to validate the efficacy of these personalized therapies and advocate for their widespread adoption. In an era marked by escalating healthcare costs, the exploration of alternative therapies presents a compelling avenue for enhancing patient care while simultaneously addressing economic challenges within the healthcare system. Full article
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11 pages, 369 KiB  
Article
12 Weeks of Supervised Team Sports in Danish Municipal Health Center Lowers Systolic Blood Pressure and Increases Performance in Hypertensive Chronic Obstructive Pulmonary Disease and Type 2 Diabetes Mellitus Patients
by Jesper Atti, Julie Kissow and Jens Bangsbo
J. Funct. Morphol. Kinesiol. 2025, 10(2), 209; https://doi.org/10.3390/jfmk10020209 - 4 Jun 2025
Viewed by 496
Abstract
Background: Hypertension is a significant public health issue, particularly in individuals with comorbidities such as COPD and T2DM, which exacerbate cardiovascular risk and impair quality of life. While physical activity is an effective intervention for reducing blood pressure and improving health markers, conventional [...] Read more.
Background: Hypertension is a significant public health issue, particularly in individuals with comorbidities such as COPD and T2DM, which exacerbate cardiovascular risk and impair quality of life. While physical activity is an effective intervention for reducing blood pressure and improving health markers, conventional therapies often lack the social and psychological benefits of team sports. Team sports conducted as small-sided games provide a dynamic, engaging approach that combines physical, social, and psychological advantages, making them particularly suitable for individuals with complex chronic conditions. Methods: This non-randomized intervention study involved twenty-eight hypertensive patients, including 16 individuals with type 2 diabetes mellitus (T2DM) (8 men and 8 women) and 12 with chronic obstructive pulmonary disease (COPD) (7 men and 5 women). Participants engaged in a training program, primarily consisting of team sports (floorball and cone ball), at a municipal health center twice a week for 12 weeks. Results: The intervention led to a significant reduction in systolic blood pressure (p = 0.006), with patients with COPD and T2DM showing decreases of 9.6 ± 12.7 mmHg and 12.4 ± 19.0 mmHg, respectively. Additionally, the time to complete the 2.45 m “Up and Go” test improved significantly (p < 0.001), with both COPD (p = 0.011) and T2DM (p = 0.005) patients demonstrating notable improvements. However, no significant changes were observed in body mass, chair stand performance, five-repetition sit-to-stand test, handgrip strength, or diastolic blood pressure following the intervention. Conclusions: Team sports training conducted in a municipality health center is effective in lowering blood pressure and improving functional capacity in hypertensive COPD and T2DM patients. Full article
(This article belongs to the Special Issue Sports Medicine and Public Health)
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12 pages, 1271 KiB  
Article
Reticulocyte Count and Exercise Performance in Elite Athletes: A Retrospective Study
by Kohei Ashikaga, Marco Alfonso Perrone, Antonio Gianfelici, Davide Ortolina, Simone Crotta, Alessandro Spinelli, Sara Monosilio, Giuseppe Di Gioia, Viviana Maestrini, Maria Rosaria Squeo and Antonio Pelliccia
Sports 2025, 13(6), 169; https://doi.org/10.3390/sports13060169 - 30 May 2025
Viewed by 698
Abstract
Athletes engaged in dynamic sports experience a shortened red blood cell (RBC) lifespan and accelerated turnover due to RBC destruction. This accelerated RBC turnover might have a positive impact on exercise performance by increasing the number of young red blood cells with a [...] Read more.
Athletes engaged in dynamic sports experience a shortened red blood cell (RBC) lifespan and accelerated turnover due to RBC destruction. This accelerated RBC turnover might have a positive impact on exercise performance by increasing the number of young red blood cells with a high oxygen-carrying capacity. However, accelerated turnover might also be a result of intravascular haemolysis caused by RBC destruction during exercise, impairing RBC function and oxygen transport. Therefore, we aimed to evaluate the relationship between reticulocyte count as an indicator of short-term RBC profile changes and exercise capacity. We retrospectively evaluated elite Italian athletes engaged in endurance or mixed sports disciplines selected for the 2023 European Games or 2024 Olympic Games. Athletes underwent blood tests, echocardiography, and cardiopulmonary exercise tests. We assessed the relationship between reticulocytes and the peak value of VO2 (peak VO2) and anaerobic threshold (AT). In addition, the effects of age, sex, haemoglobin concentration, stroke volume, peak heart rate, and reticulocytes on peak VO2 and AT were assessed using multiple linear regression. Of the 105 athletes, reticulocyte count (0.059 ± 0.024 × 1012/L) negatively correlated with peak VO2 (45.5 ± 9.1 mL/min/kg) (p = 0.022) and AT (27.6 ± 7.9 mL/min/kg) (p = 0.040). Using multivariate linear regression analysis, reticulocytes were independent predictors of peak VO2 and AT (95% confidence interval: −192.3 to −45.9; p = 0.001; 95% confidence interval: −143.4 to −13.8: p = 0.018, respectively). Our findings indicated a negative relationship between reticulocyte count and peak VO2 or AT. The life span of reticulocytes was close to the period of transient decline in RBC function that occurred after high-intensity exercise; therefore, the changes in reticulocytes might be related to the decline in exercise performance owing to this decline in RBC function. Full article
(This article belongs to the Special Issue Physiological Effects of Sports on the Cardiopulmonary System)
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23 pages, 1691 KiB  
Communication
AdaptRehab VR: Development of an Immersive Virtual Reality System for Upper Limb Stroke Rehabilitation Designed for Low- and Middle-Income Countries Using a Participatory Co-Creation Approach
by Chala Diriba Kenea, Teklu Gemechu Abessa, Dheeraj Lamba and Bruno Bonnechère
Bioengineering 2025, 12(6), 581; https://doi.org/10.3390/bioengineering12060581 - 28 May 2025
Cited by 1 | Viewed by 672
Abstract
Stroke remains a significant global health challenge, particularly in low- and middle-income Countries (LMICs), where two-thirds of stroke-related deaths occur, and disability-adjusted life years are seven times higher compared to high-income Countries (HICs). The majority of stroke survivors suffer from upper limb impairment, [...] Read more.
Stroke remains a significant global health challenge, particularly in low- and middle-income Countries (LMICs), where two-thirds of stroke-related deaths occur, and disability-adjusted life years are seven times higher compared to high-income Countries (HICs). The majority of stroke survivors suffer from upper limb impairment, severely limiting their daily activities and significantly diminishing their overall quality of life. Rehabilitation plays a critical role in restoring function and independence, but it faces challenges such as low engagement, limited customization, difficulty tracking progress, and accessibility barriers, particularly in LMICs. Immersive virtual reality (imVR) has shown promise in addressing these challenges, but most commercial imVR systems lack therapeutic design and cultural adaptation. This study aimed to develop culturally adaptable imVR games for upper limb stroke rehabilitation (ULSR) in the context of LMICs, with a particular focus on Ethiopia. The AdaptRehab VR system was developed including six imVR games (Basket Bloom, Strike Zone, TapQuest, FruitFall Frenzy, Precision Pitch, and Bean Picker Pro) through co-creation approaches involving Ethiopian and Belgian physiotherapists, stakeholders, and patients, incorporating game development mechanics in rehabilitation, such as therapeutic aims, cultural factors, feedback, automatic progression recording, task variety, and personalized rehabilitation. It was designed with the Unity 3D engine and Oculus Quest headsets, supporting controllers and hand tracking. This culturally tailored imVR platform has demonstrated significant potential to enhance ULSR accessibility, patient motivation, and outcomes in resource-constrained settings, addressing critical gaps in stroke rehabilitation solutions. In conclusion, the AdaptRehab VR system was successfully developed as a culturally contextualized imVR platform tailored to tackle ULSR challenges in LMICs, with a specific focus on Ethiopia. Full article
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15 pages, 1596 KiB  
Review
Ovotransferrin as a Multifunctional Bioactive Protein: Unlocking Its Potential in Animal Health and Wellness
by Sahdeo Prasad, Bhaumik Patel, Prafulla Kumar, Jeffrey Kaufman and Rajiv Lall
Vet. Sci. 2025, 12(6), 514; https://doi.org/10.3390/vetsci12060514 - 24 May 2025
Viewed by 784
Abstract
Ovotransferrin (OVT) is one of the major proteins of egg white and is known to bind and transport irons in animals. OVT exerts bacteriostatic and bactericidal activities due to its iron-binding capacity. OVT effectively controls the growth of various pathogenic microorganisms, including Pseudomonas, [...] Read more.
Ovotransferrin (OVT) is one of the major proteins of egg white and is known to bind and transport irons in animals. OVT exerts bacteriostatic and bactericidal activities due to its iron-binding capacity. OVT effectively controls the growth of various pathogenic microorganisms, including Pseudomonas, E. coli, Staphylococcus, Proteus, and Klebsiella species, as well as inhibiting the replication of viruses. OVT also has antioxidant, anti-inflammatory, anti-hypertensive, anticancer, and immuno-stimulating properties. For instances, OVT quenches free radicals, induces antioxidant enzymes, suppresses pro-inflammatory cytokines, increases immune cells, reduces angiotensin-converting enzymes, and inhibits the proliferation of cancer cells. In this review, the beneficial effects of OVT in both in vitro and in vivo, particularly livestock, are described. Because of its antimicrobial properties, OVT supplementation in livestock feed would be an excellent alternative to antibiotics, which reducing the development of antibiotic-resistant pathogenic microorganisms. Thus, OVT could be a game-changing protein for the growth, performance, and healthy life of animals. Full article
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