Horatiu Dacian Ghejan

Horatiu Dacian Ghejan


Research Focus & Metrics

Academic Career Length

2Years (2025-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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10 November 2025 in Preprints.org
Verified
Preprint
Open access
PDF file
ȘMȘtefan Moroșanu
Ștefan Moroșanu
MCMan Maria Cristina
Man Maria Cristina
NMNicola Mancini
Nicola Mancini
Carlos Hervás-GómezCarlos Hervás-Gómez
Carlos Hervás-Gómez
EGEmilia Florina Emilia Florina Grosu
Emilia Florina Emilia Florina Grosu
VGVlad Teodor Grosu
Vlad Teodor Grosu
Background: The consequences of video games have been a hotly debated topic in recent decades. While the media tend to focus on and publicize the alleged negative effects of video games, the empirical literature continues to research to illustrate the benefits of playing certain types of video games. With this paper we want to highlight the utility of virtual reality technology for improving reaction time. Methods: In the intervention program we used the Oculus Quest 2 HMD (Head Mounted Display) device (Facebook Technologies, LLC. 1 Hacker Way, Menlo Park, CA 94025, USA). To assess simple and complex reaction time we used the Deary-Liewald reaction time test. Results: Subjects in the experimental group showed statistically significant improvements (p < 0.05) between initial and final testing in reaction time tests. Subjects in the experimental group showed statistically significant improvements (p < 0.05) at the final test compared to the control group in simple and complex reaction time tests. Conclusions: With the development of technology, new opportunities have arisen to reduce reaction time using state-of-the-art technology such as virtual reality. Virtual reality by specific means - exergames or active video games, as they are also called, can be used as physical exercises and can be used as a mean to improve reaction time.

23 April 2026 in International Journal of Movement Science
Verified
Journal Article
Closed access
HGHoratiu Dacian Ghejan
Horatiu Dacian Ghejan
VGVlad Teodor Grosu
Vlad Teodor Grosu
ASAnca Maria Sabău
Anca Maria Sabău
JCJudith Colţan
Judith Colţan
SMSiria Mancini
Siria Mancini
NEAGU SONIA-GABRIELANEAGU SONIA-GABRIELA
NEAGU SONIA-GABRIELA
Background: Acute low back pain is a highly prevalent musculoskeletal condition and a major cause of pain related functional limitation. Exercise based rehabilitation is commonly recommended, with the McKenzie and Williams methods being among the most frequently used approaches. However, direct comparative evidence between these two exercise protocols remains limited. Objective: This study aimed to compare the effectiveness of McKenzie and Williams exercises in reducing pain in patients with acute low back pain during a 30-day intervention period. Results: A single blind, parallel group randomized controlled trial was conducted on 28 patients with acute low back pain, randomly assigned to a McKenzie group or a Williams group, with 14 participants in each group. Pain intensity was assessed using the Visual Analogue Scale before and after treatment. Both groups showed significant reductions in pain after the intervention. In the McKenzie group, mean pain scores decreased from 8.29 ± 0.91 to 5.43 ± 1.65, whereas in the Williams group they decreased from 8.29 ± 0.83 to 7.07 ± 1.00. The reduction in pain was significantly greater in the McKenzie group. Conclusions: Both exercise protocols were effective in reducing pain in patients with acute low back pain. However, the McKenzie method produced greater short term pain relief and may represent a more effective rehabilitation strategy in this population.

5 December 2025 in Virtual Worlds
Verified
Journal Article
Open access
PDF file
ȘMȘtefan Moroșanu
Ștefan Moroșanu
MCMan Maria Cristina
Man Maria Cristina
NMNicola Mancini
Nicola Mancini
Carlos Hervás-GómezCarlos Hervás-Gómez
Carlos Hervás-Gómez
EGEmilia Florina Emilia Florina Grosu
Emilia Florina Emilia Florina Grosu
VGVlad Teodor Grosu
Vlad Teodor Grosu
Background: The consequences of video games have been a hotly debated topic in recent decades. While the media tend to focus on and publicize the alleged negative effects of video games, the empirical literature continues to research to illustrate the benefits of playing certain types of video games. Objective: With this paper we want to highlight the utility of virtual reality technology for improving reaction time. Methods: A total of 32 Romanian students, aged 17 to 19, were recruited from a high school in Cluj-Napoca. The experimental group took part in a virtual realitybased intervention, while the control group only attended the standard physical education classes included in the school curriculum. To assess simple and complex reaction time, we used the Deary–Liewald reaction time test. Descriptive statistics and t-tests were used to compare participant characteristics between the two groups. The significance level for all statistical analyses was set at p < 0.05. Results: Subjects in the experimental group (M = 382.75, SD = 21.30) showed statistically significant improvements (p < 0.05) at final testing compared to the control group (M = 396.88, SD: 25.37) in the complex reaction time Deary–Liewald test (t = −1.70, p = 0.04, d = −0.60). Conclusions: As technology continues to advance, new possibilities have emerged for reducing reaction time through cutting-edge tools like virtual reality. Our study shows that a well-structured 6-month virtual reality program can improve simple and complex reaction time in high school students.

5 November 2026 in Sports
Verified
Journal Article
Open access
PDF file
MBMIRCEA BONCUT
MIRCEA BONCUT
SȘSorin Șimon
Sorin Șimon
MOMircea Nicolae Ordean
Mircea Nicolae Ordean
VGVlad Teodor Grosu
Vlad Teodor Grosu
SMSiria Mancini
Siria Mancini
NMNicola Mancini
Nicola Mancini
Background/Objectives: Whether coordination-based training can develop group cohesion in youth sport, and how cohesion relates to peripheral oxytocin, is unclear. We examined cohesion and salivary oxytocin during a six-month coordination- and cohesion-oriented program in junior handball players. Methods: Sixty-four male players (12–14 years) from four clubs joined a prospective, non-randomized, within-club controlled study (not prospectively registered). In each club, one pre-existing training slot (eight players) formed the experimental group (EG; n = 32) and the other the control group (CG; n = 32). For 24 weeks (three sessions/week), EG replaced 20–25 min of technical–tactical work with coordination, cooperation, and interpersonal-synchrony exercises. The primary outcome was Youth Sport Environment Questionnaire (YSEQ) Task Cohesion. Results: In the baseline-adjusted, cluster-robust analysis, T1 Task Cohesion was 0.72 points higher in EG than CG (95% CI 0.22–1.23; p = 0.010); Social Cohesion differed similarly (adjusted difference 0.77 points; 95% CI 0.33–1.22; p = 0.003). The adjusted oxytocin difference was imprecise and non-significant (5.0 pg/mL; 95% CI −0.01 to 10.02; p = 0.050), and oxytocin change was unrelated to Task Cohesion change. Conclusions: The program was accompanied by a more favorable cohesion trajectory than time-matched standard training. Non-randomized allocation precludes causal conclusions; oxytocin findings remain exploratory.