Adriano Pasqualotti

Dr. Adriano Pasqualotti

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Research Focus & Metrics

Academic Career Length

25Years (2002-Present)

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

Representative Publications

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26 February 2018 in PLOS ONE
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BNBarbara Barbosa Neves
Barbara Barbosa Neves
JFJaime R S Fonseca
Jaime R S Fonseca
FAFausto Amaro
Fausto Amaro
Adriano PasqualottiAdriano Pasqualotti
Adriano Pasqualotti
Older adults (aged 65+) are still less likely to adopt the Internet when compared to other age groups, although their usage is increasing. To explore the societal effects of Internet usage, scholars have been using social capital as an analytical tool. Social capital pertains to the resources that are potentially available in one’s social ties. As the Internet becomes a prominent source of information, communication, and participation in industrialized countries, it is critical to study how it affects social resources from an age-comparative perspective. Research has found a positive association between Internet use and social capital, though limited attention has been paid to older adults. Studies have also found a positive association between social capital and wellbeing, health, sociability, and social support amongst older adults. However, little is known about how Internet usage or lack thereof relates to their social capital. To address this gap, we used a mixed-methods approach to examine the relationship between Internet usage and social capital and whether and how it differs by age. For this, we surveyed a representative sample of 417 adults (18+) living in Lisbon, Portugal, of which 118 are older adults. Social capital was measured through bonding, bridging, and specific resources, and analyzed with Latent Class Modeling and logistic regressions. Internet usage was measured through frequency and type of use. Fourteen follow-up semi-structured interviews helped contextualize the survey data. Our findings show that social capital decreased with age but varied for each type of Internet user. Older adults were less likely to have a high level of social capital; yet within this age group, frequent Internet users had higher levels than other users and non-users. On the one hand, the Internet seems to help maintain, accrue, and even mobilize social capital. On the other hand, it also seems to reinforce social inequality and accumulated advantage (known as the Matthew effect).

29 January 2021 in JMIR Serious Games
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Journal Article
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JJJorge Luiz Andrade Da Silva Júnior
Jorge Luiz Andrade Da Silva Júnior
DBDaiana Biduski
Daiana Biduski
Ericles Andrei BelleiEricles Andrei Bellei
Ericles Andrei Bellei
OBOsvaldo Henrique Cemin Becker
Osvaldo Henrique Cemin Becker
LDLuciane Daroit
Luciane Daroit
Ana Carolina Bertoletti De MarchiAna Carolina Bertoletti De Marchi
Ana Carolina Bertoletti De Marchi
Background: Older people often do not meet the recommended levels of exercise required to reduce functional decline. Social interaction is mentioned by this cohort as a reason for joining group-based exercises, which does not occur when exercising alone. This perspective shows that exergames can be used as motivational resources. However, most available exergames are generic, obtained from commercial sources, and usually not specifically designed or adapted for older people. Objective: In this study, we aim to co-design and develop a new exergame alongside older participants to (1) tailor the game mechanics and optimize participants’ adherence to and enjoyment of exercise; (2) test the participants’ functional capacity, motivation, and adherence to the exergaming program; and (3) compare these scores between those who played alone and those who played with peers. Methods: We conducted a co-design process to develop a new exergame adapted to older people. For user testing, 23 participants were divided into 2 groups to play individually (alone group) or to compete in pairs (with peers group). They played the game twice a week, resulting in 21 exergaming sessions. We assessed the participants’ General Physical Fitness Index (GPFI) before and after the user testing. We also administered questionnaires about the gaming experience and exercise adherence with its motivators and barriers. Results: We introduced a new bowling exergame for Xbox with a Kinect motion sensor that can be played in single or multiplayer mode. For the GPFI measurements, the sample was homogeneous in the pretest (with peers group: mean 40.5 [SD 9.6], alone group: mean 33.9 [SD 7.8]; P=.11). After the exergame testing sessions, both groups had significant gains (with peers group: mean 57.5 [SD 8.7], P=.005; alone group: mean 44.7 [SD 10.6]; P=.02). Comparing the posttest between groups, it was found that the group in which participants played with peers had better outcomes than the group in which participants played alone (P=.02). Regarding the gaming experience and exercise adherence, both groups recognized the benefits and expressed enthusiasm toward the exergame. Conclusions: The findings suggest that the developed exergame helps in improving the functional capacity and adherence to physical exercise among older people, with even better results for those who played with peers. In addition to leading to more appropriate products, a co-design approach may positively influence the motivation and adherence of participants.

1 October 2002 in CyberPsychology & Behavior
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Journal Article
Closed access
Adriano PasqualottiAdriano Pasqualotti
Adriano Pasqualotti
CFCarla Maria Dal Sasso Freitas
Carla Maria Dal Sasso Freitas
Virtual Reality Modeling Language (VRML) is an independent platform language that allows the creation of nonimmersive virtual environments (VEs) and their use through the Internet. In these VEs, the viewer may navigate and interact with virtual objects, moving around and visualizing them from different angles. Students can benefit from this technology, because it permits them access to objects, which describe the topics covered in their studies in addition to oral and written information. In this work, we investigate the aspects involved in the use of VEs in teaching and learning and propose a conceptual model, called MAT3D, as a learning environment that can be used for the teaching and learning of mathematics. A case study is also presented, in which students use a virtual environment modeled in VRML. Data resulting from this study is analyzed statistically to evaluate the impact of this prototype when applied to the actual teaching and learning of mathematics.

1 July 2013 in Revista Latino-Americana de Enfermagem
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DODaniela Ramos Oliveira
Daniela Ramos Oliveira
LBLuiz Bettinelli
Luiz Bettinelli
Adriano PasqualottiAdriano Pasqualotti
Adriano Pasqualotti
DCDébora Corso
Débora Corso
FBFelipe Brock
Felipe Brock
AEAlacoque Lorenzini Erdmann
Alacoque Lorenzini Erdmann
OBJECTIVE: to measure the prevalence of frailty syndrome in elderly inpatients in a hospital institution. METHODS: cross-sectional study using a sample of 99 subjects aged 65 or older, hospitalized in the month of November/2010 in São Vicente de Paulo Hospital in Passo Fundo, Rio Grande do Sul state (RS). Data were collected regarding the phenotype of the frailty, along with social and demographic, clinical and anthropometric information. RESULTS: the mean age was 74.5±6.8 years and 50 (50.5%) were women. 4% were classified as non-frail, 49 (49.5%) as pre-frail and 46 (46.5%) as frail. No statistically significant factors were identified that were associated with frailty. CONCLUSIONS: as was expected, the prevalence in this population was found to be high compared to other studies that focused on the community. It is believed that early detection and interdisciplinary intervention can prevent the progression of the condition and reduce the incidence of complications and hospitalization.

1 July 2020 in Journal of Biomedical Informatics
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Journal Article
Closed access
MRMateus Klein Roman
Mateus Klein Roman
Ericles Andrei BelleiEricles Andrei Bellei
Ericles Andrei Bellei
DBDaiana Biduski
Daiana Biduski
Adriano PasqualottiAdriano Pasqualotti
Adriano Pasqualotti
CACristiane Da Silva Rodrigues De Araujo
Cristiane Da Silva Rodrigues De Araujo
Ana Carolina Bertoletti De MarchiAna Carolina Bertoletti De Marchi
Ana Carolina Bertoletti De Marchi

1 October 2010 in Revista do Instituto de Medicina Tropical de São Paulo
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PCPedro Paulo Chieffi
Pedro Paulo Chieffi
RARenata T.R. Aquino
Renata T.R. Aquino
Adriano PasqualottiAdriano Pasqualotti
Adriano Pasqualotti
MRManoel Carlos S.A. Ribeiro
Manoel Carlos S.A. Ribeiro
ANAntonia G. Nasello
Antonia G. Nasello
Toxocara canis is a common canine nematode parasite and one of its possible transmission mechanisms is the predation of infected rodents by canids. Fifty Rattus norvegicus were used to study behavioral alterations in rodents infected by T. canis larvae. The rats were divided into three groups: G1, 20 rats infected with 300 T. canis eggs; G2, 20 rats infected with 2,000 T. canis eggs; and G3, 10 non-infected rats. Thirty and 60 days post-infection, rats from all the groups were submitted to an open-field apparatus for five min and subsequently, to an elevated plus-maze apparatus, again for five min. The data obtained indicated improvement in mobility (total locomotion time and rearing frequency) and exploratory behavior in infected rats, principally in G2, which provides some support for the hypothesis that behavioral alterations in rodents infected by Toxocara canis larvae enhance the transmission rate of this ascarid to dogs.