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Carlos Bandeira De Mello Monteiro

Biographic Data

ID2433287
NAMECarlos Bandeira De Mello Monteiro
GIVEN NAMESCarlos Bandeira De Mello
FAMILY NAMEMonteiro
SIGNATUREMONTEIRO C B M
AFFILIATIONSUniversidade de São Paulo
ORCID0000-0002-2661-775X
VERIFIEDYes
TOTAL WORKS11
TOTAL CITATIONS1
AUTHOR COUNT11
EDITOR COUNT0
FIRST PUBLICATION YEAR2014
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Manufatura aditiva e a nova abordagem da Moda

    Open Access•Márcia Cristina Silva, Júlia Baruque-Ramos et al.•ARTICLE•Revista de Ensino em Artes Moda e…•2025

    Este artigo analisa o impacto da impressão 3D na indústria têxtil e de moda, destacando seu potencial para revolucionar processos produtivos, reduzir impactos ambientais e promover customização em massa. Por meio de uma revisão bibliográfica, o estudo demonstra como a tecnologia viabiliza a criação de vestuário, acessórios e tecidos inteligentes com estruturas complexas, além de minimizar resíduos através da produção sob demanda. Os resultados ev…

  • Leisure activities in a non-immersive metaverse race for autism spectrum disorder

    Elisa de Jesus Valenzuela, Victoria Yanara Hernandes da Silva et al.•ARTICLE•World Leisure & Recreation•2025•Cited by: 1

  • Digital games in the computer classes to reduce loneliness of individuals during aging

    Open Access•Thaiany Pedrozo Campos Antunes, Carlos Bandeira De Mello Monteiro et al.•ARTICLE•Current Psychology•2023

  • Bilateral Transfer of Performance between Real and Non-Immersive Virtual Environments in Post-Stroke Individuals

    Open Access•Deise M S Mota, Íbis Ariana Peña de Moraes et al.•ARTICLE•International Journal of…•2023

    (1) Background: Post-stroke presents motor function deficits, and one interesting possibility for practicing skills is the concept of bilateral transfer. Additionally, there is evidence that the use of virtual reality is beneficial in improving upper limb function. We aimed to evaluate the transfer of motor performance of post-stroke and control groups in two different environments (real and virtual), as well as bilateral transfer, by changing th…

  • Gait Training with Functional Electrical Stimulation Improves Mobility in People Post-Stroke

    Open Access•Maria Tereza Artero Prado Dantas, Deborah Cristina Gonçalves Luiz Fernani et al.•ARTICLE•International Journal of…•2023

    (1) Background: Stroke is one of the leading causes of disability. To identify the best treatment strategies for people with stroke (PwS), the aim of the current study was to compare the effects of training on a treadmill with functional electrical stimulation (TT-FES) with training on a treadmill (TT), and to analyze the effects of sequence of training on mobility and the parameters of walking ability. (2) Methods: Prospective, longitudinal, ran…

  • Ultra-processed food intake and eating disorders

    Open Access•Natasha Figueiredo, Junko Kose et al.•ARTICLE•Journal of Behavioral Addictions•2022

  • Effect of Longitudinal Practice in Real and Virtual Environments on Motor Performance, Physical Activity and Enjoyment in People with Autism Spectrum Disorder

    Open Access•Íbis Ariana Peña de Moraes, Joyce Aparecida Santos Lima et al.•ARTICLE•International Journal of…•2022

    (1) Background: People with ASD commonly present difficulty performing motor skills and a decline in physical activity (PA) level and low enjoyment of PA. We aimed to evaluate whether longitudinal practice of an activity in virtual and real environments improves motor performance and whether this improvement is transferred to a subsequent practice when changing the environment, promoting PA and providing enjoyment; (2) Methods: People with ASD, a…

  • Intensive Training with Virtual Reality on Mobility in Adolescents with Cerebral Palsy—Single Subject Design

    Open Access•Elisa de Jesus Valenzuela, Elisa Valenzuela et al.•ARTICLE•International Journal of…•2021

    This study shows that a short-term intensive intervention using Nintendo ® Wii-based games in adolescents, GMFCS level II, can be an effective therapy, leading to some recovery of functioning in these young people

  • Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder

    Open Access•Jennifer Yohanna Ferreira de Lima Antão, Luiz Carlos De Abreu et al.•ARTICLE•Cyberpsychology Behavior and…•2020

    Augmented reality (AR) uses the real-world setting but enables a person to interact with virtual objects. In this study, we aimed to explore the use of alphabet letter and number in an AR task and its influence in reaction time in a population with autism spectrum disorders (ASD) compared with the performance of typical developing (TD) controls. We evaluated reaction time before and after AR tasks that consisted of identifying correct numbers and…

  • Uso da Realidade Virtual como Estratégia de Reabilitação e Lazer para Pessoas com Lesão da Medula Espinal

    Open Access•Danyane Simão Gomes, Alanna Simão Gomes Saturnino et al.•ARTICLE•LICERE - Revista do Programa de…•2019

    Intervenções com a Realidade Virtual (RV) tem sido descritas como alternativas para o tratamento de pessoas com lesão da medula espinal (LME). O presente estudo buscou oferecer uma visão geral das intervenções que utilizaram a RV na reabilitação e como estratégia de lazer destes indivíduos. Foi realizada uma revisão sistemática, nas bases de dados PubMed (Medline), Biblioteca Virtual em Saúde (BVS), Scielo e Lilacs nos últimos cinco anos. Um tota…

  • O Ambiente Virtual Beneficia O Desempenho Em Uma Tarefa Motora Em Crianças

    Open Access•Carlos Rey Pérez, Jaqueline Freitas De Oliveira Neiva et al.•ARTICLE•Pensar a Prática•2014

    A utilização de realidade virtual está cada vez mais presente nas tarefas cotidianas. O objetivo desse estudo foi investigar o benefício da prática anterior em um jogo de computador no desempenho de uma tarefa semelhante no mundo real. Participaram do estudo 24 crianças que foram aleatoriamente divididos em Grupo Virtual (GV) e Grupo Real (GR). No GV os sujeitos praticaram a tarefa virtual e depois real, no GR os sujeitos praticaram somente a tar…

  • Leisure activities in a non-immersive metaverse race for autism spectrum disorder

    Elisa de Jesus Valenzuela, Victoria Yanara Hernandes da Silva et al.•ARTICLE•World Leisure & Recreation•2025•Cited by: 1

  • O Ambiente Virtual Beneficia O Desempenho Em Uma Tarefa Motora Em Crianças

    Open Access•Carlos Rey Pérez, Jaqueline Freitas De Oliveira Neiva et al.•ARTICLE•Pensar a Prática•2014

    A utilização de realidade virtual está cada vez mais presente nas tarefas cotidianas. O objetivo desse estudo foi investigar o benefício da prática anterior em um jogo de computador no desempenho de uma tarefa semelhante no mundo real. Participaram do estudo 24 crianças que foram aleatoriamente divididos em Grupo Virtual (GV) e Grupo Real (GR). No GV os sujeitos praticaram a tarefa virtual e depois real, no GR os sujeitos praticaram somente a tar…

  • Uso da Realidade Virtual como Estratégia de Reabilitação e Lazer para Pessoas com Lesão da Medula Espinal

    Open Access•Danyane Simão Gomes, Alanna Simão Gomes Saturnino et al.•ARTICLE•LICERE - Revista do Programa de…•2019

    Intervenções com a Realidade Virtual (RV) tem sido descritas como alternativas para o tratamento de pessoas com lesão da medula espinal (LME). O presente estudo buscou oferecer uma visão geral das intervenções que utilizaram a RV na reabilitação e como estratégia de lazer destes indivíduos. Foi realizada uma revisão sistemática, nas bases de dados PubMed (Medline), Biblioteca Virtual em Saúde (BVS), Scielo e Lilacs nos últimos cinco anos. Um tota…

  • Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder

    Open Access•Jennifer Yohanna Ferreira de Lima Antão, Luiz Carlos De Abreu et al.•ARTICLE•Cyberpsychology Behavior and…•2020

    Augmented reality (AR) uses the real-world setting but enables a person to interact with virtual objects. In this study, we aimed to explore the use of alphabet letter and number in an AR task and its influence in reaction time in a population with autism spectrum disorders (ASD) compared with the performance of typical developing (TD) controls. We evaluated reaction time before and after AR tasks that consisted of identifying correct numbers and…

  • Intensive Training with Virtual Reality on Mobility in Adolescents with Cerebral Palsy—Single Subject Design

    Open Access•Elisa de Jesus Valenzuela, Elisa Valenzuela et al.•ARTICLE•International Journal of…•2021

    This study shows that a short-term intensive intervention using Nintendo ® Wii-based games in adolescents, GMFCS level II, can be an effective therapy, leading to some recovery of functioning in these young people

  • Ultra-processed food intake and eating disorders

    Open Access•Natasha Figueiredo, Junko Kose et al.•ARTICLE•Journal of Behavioral Addictions•2022

  • Effect of Longitudinal Practice in Real and Virtual Environments on Motor Performance, Physical Activity and Enjoyment in People with Autism Spectrum Disorder

    Open Access•Íbis Ariana Peña de Moraes, Joyce Aparecida Santos Lima et al.•ARTICLE•International Journal of…•2022

    (1) Background: People with ASD commonly present difficulty performing motor skills and a decline in physical activity (PA) level and low enjoyment of PA. We aimed to evaluate whether longitudinal practice of an activity in virtual and real environments improves motor performance and whether this improvement is transferred to a subsequent practice when changing the environment, promoting PA and providing enjoyment; (2) Methods: People with ASD, a…

  • Digital games in the computer classes to reduce loneliness of individuals during aging

    Open Access•Thaiany Pedrozo Campos Antunes, Carlos Bandeira De Mello Monteiro et al.•ARTICLE•Current Psychology•2023

  • Bilateral Transfer of Performance between Real and Non-Immersive Virtual Environments in Post-Stroke Individuals

    Open Access•Deise M S Mota, Íbis Ariana Peña de Moraes et al.•ARTICLE•International Journal of…•2023

    (1) Background: Post-stroke presents motor function deficits, and one interesting possibility for practicing skills is the concept of bilateral transfer. Additionally, there is evidence that the use of virtual reality is beneficial in improving upper limb function. We aimed to evaluate the transfer of motor performance of post-stroke and control groups in two different environments (real and virtual), as well as bilateral transfer, by changing th…

  • Gait Training with Functional Electrical Stimulation Improves Mobility in People Post-Stroke

    Open Access•Maria Tereza Artero Prado Dantas, Deborah Cristina Gonçalves Luiz Fernani et al.•ARTICLE•International Journal of…•2023

    (1) Background: Stroke is one of the leading causes of disability. To identify the best treatment strategies for people with stroke (PwS), the aim of the current study was to compare the effects of training on a treadmill with functional electrical stimulation (TT-FES) with training on a treadmill (TT), and to analyze the effects of sequence of training on mobility and the parameters of walking ability. (2) Methods: Prospective, longitudinal, ran…

  • Manufatura aditiva e a nova abordagem da Moda

    Open Access•Márcia Cristina Silva, Júlia Baruque-Ramos et al.•ARTICLE•Revista de Ensino em Artes Moda e…•2025

    Este artigo analisa o impacto da impressão 3D na indústria têxtil e de moda, destacando seu potencial para revolucionar processos produtivos, reduzir impactos ambientais e promover customização em massa. Por meio de uma revisão bibliográfica, o estudo demonstra como a tecnologia viabiliza a criação de vestuário, acessórios e tecidos inteligentes com estruturas complexas, além de minimizar resíduos através da produção sob demanda. Os resultados ev…

  • Leisure activities in a non-immersive metaverse race for autism spectrum disorder

    Elisa de Jesus Valenzuela, Victoria Yanara Hernandes da Silva et al.•ARTICLE•World Leisure & Recreation•2025•Cited by: 1

Medicine (8 works) · Psychology (8 works) · Computer Science (6 works) · Human–computer interaction (5 works) · Stroke Rehabilitation and Recovery (5 works) · Virtual reality (5 works) · Developmental psychology (4 works) · Engineering (4 works) · Physical medicine and rehabilitation (4 works) · Autism (3 works)

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