Numerous animal model studies in the past decade have demonstrated that pharmacological elevation of cyclic AMP (cAMP) alone, or in combination with other treatments, can promote axonal regeneration after spinal cord injury. Elevation of cAMP via the phosphodiesterase 4 (PDE4) inhibitor, rolipram, decreases neuronal sensitivity to myelin inhibitors, increases growth potential and is neuroprotective. Rolipram's ability to cross the blood-brain barrier makes it a practical and promising treatment for CNS regeneration. However, several studies have questioned the efficacy of rolipram when given alone. The purpose of this investigation was to determine the effects of continuous administration of rolipram, given alone for 2 weeks, following a moderate T10 contusion injury in rat. Functional recovery was evaluated using the 21-point Basso, Beattie and Bresnahan (BBB) locomotor recovery scale and the beam walk. We used three-dimensional (3D) instrumented gait analysis to allow detailed assessment and quantification of hindlimb motion. The amount of the damaged tissue and spared white matter was estimated stereologically. Our results show that administration of rolipram following acute spinal cord contusion results in improved motor performance at each time-point. Dynamic assessment of foot motion during treadmill walking revealed a significantly decreased external rotation during the entire step cycle after 8 weeks in rolipram-treated animals. Stereological analysis revealed no significant differences in lesion volume and length. By contrast, spared white matter was significantly higher in the group treated with rolipram. Our results suggest a therapeutic role for rolipram delivered alone following acute SCI.
Information and Communication Technologies (ICTs) are considered a powerful tool for economic development and the growth of societies. However, instead of helping overcome society's inequalities caused by the digital era, they have instigated an increase of the people that rested aside of the information age. The digital divide refers to the difficulty info- excluded people have in keeping up with technological advances. This phenomenon was triggered by the rapid growth and dissemination of technological equipment, as a portion of society did not have the proper time or knowledge to adjust. This paper sets forth a new approach to help fight the Portuguese digital divide by presenting new ways of interaction. Resorting to multi-touch technology, we examine how this new natural interaction paradigm can have a positive influence in the struggle against info-exclusion. For this purpose, we present a multi-touch game envisioned to encourage and teach digitally excluded people on how to use an important and needed everyday equipment – the ATM (Automated Teller Machine) – as it is still avoided by some. We believe that our pilot case study can show preliminary results on how natural user interfaces may be beneficial to help overcome some difficulties enforced by the digital divide. We consider that our findings may be valuable to show a possible path of how the new natural user interfaces can help bring technology and people closer. After being asked about their user experience, the participants of this exploratory study agreed that the game encouraged them to explore more about new technologies
This paper explores the development and integration of a system combining Augmented Reality (AR), Virtual Reality (VR), and gamification within a museum setting to enhance the presentation and interaction with cultural heritage. The technological framework employs AR for dynamic artifact interaction and in situ navigation, while VR capabilities facilitate virtual tours, broadening access for individuals with disabilities or those from distant geographies or socioeconomically disadvantaged backgrounds. Gamification transforms educational content into interactive experiences, fostering deeper engagement and learning. Moreover, aligning with the mission of museum institutions for cultural heritage preservation, a module for digital conservation and reconstruction was developed resorting to photogrammetry-based approaches. This module aims to create a virtual catalog accessible to both experts and the general public. Artificial Intelligence (AI) tools automate tasks such as generating thematic quizzes for gamification and cataloging scanned artifacts. The system aims to improve the interpretative and educational potential of museum exhibits, modernizing visitor engagement while preserving the integrity of physical artifacts and spaces. Its continuous evolution aims to bridge traditional forms of cultural preservation and promotion with contemporary digital interaction techniques, leveraged from cost-effective publicly accessible edge technologies.
5 August 2016 in Universal Access in the Information Society