Carlos Bandeira De Mello Monteiro
Biographic Data
| ID | 2433287 |
|---|---|
| NAME | Carlos Bandeira De Mello Monteiro |
| GIVEN NAMES | Carlos Bandeira De Mello |
| FAMILY NAME | Monteiro |
| SIGNATURE | MONTEIRO C B M |
| AFFILIATIONS | Universidade de São Paulo |
| ORCID | 0000-0002-2661-775X |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Manufatura aditiva e a nova abordagem da Moda
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
Digital games in the computer classes to reduce loneliness of individuals during aging
Bilateral Transfer of Performance between Real and Non-Immersive Virtual Environments in Post-Stroke Individuals
(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
(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
Effect of Longitudinal Practice in Real and Virtual Environments on Motor Performance, Physical Activity and Enjoyment in People with Autism Spectrum Disorder
(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
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
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
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
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…
O Ambiente Virtual Beneficia O Desempenho Em Uma Tarefa Motora Em Crianças
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
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
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
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
Effect of Longitudinal Practice in Real and Virtual Environments on Motor Performance, Physical Activity and Enjoyment in People with Autism Spectrum Disorder
(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
Bilateral Transfer of Performance between Real and Non-Immersive Virtual Environments in Post-Stroke Individuals
(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
(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
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
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)