Institut für Lebensmittelwissenschaft und Biotechnologie
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Browsing Institut für Lebensmittelwissenschaft und Biotechnologie by Sustainable Development Goals "3"
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Publication Consumption of antioxidant-rich “Cerrado” cashew pseudofruit affects hepatic gene expression in obese C57BL/6J high fat-fed mice(2022) Egea, Mariana Buranelo; Pierce, Gavin; Park, Si-Hong; Lee, Sang-In; Heger, Fabienne; Shay, NeilThe pseudofruit of A. othonianum Rizzini, “Cerrado” cashew pulp, has been described as rich in flavonoids, phenolic compounds, and vitamin C. The objective of this work was to evaluate the beneficial health effects seen with the addition of “Cerrado” cashew pulp (CP) to an obesogenic high fat diet provided to C57BL/6J male mice. In week 9, the HF-fed group had a significantly higher baseline glucose concentration than the LF- or HF+CP-fed groups. In RNAseq analysis, 4669 of 5520 genes were found to be differentially expressed. Among the genes most upregulated with the ingestion of the CP compared to HF were Ph1da1, SLc6a9, Clec4f, and Ica1 which are related to glucose homeostasis; Mt2 that may be involved steroid biosynthetic process; and Ciart which has a role in the regulation of circadian rhythm. Although “Cerrado” CP intake did not cause changes in the food intake or body weight of fed mice with HF diet, carbohydrate metabolism appeared to be improved based on the observed changes in gene expression.Publication CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning(2022) Krupitzer, Christian; Naber, Jens; Stauffert, Jan-Philipp; Mayer, Jan; Spielmann, Jan; Ehmann, Paul; Boci, Noel; Bürkle, Maurice; Ho, André; Komorek, Clemens; Heinickel, Felix; Kounev, Samuel; Becker, Christian; Latoschik, Marc ErichGoal: This paper presents an immersive Virtual Reality (VR) system to analyze and train Executive Functions (EFs) of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals. Method: The system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target particular training aspects. The system architecture decouples selection/parameterization and analysis of training sessions via a coaching app from an Unity3D-based VR simulation core. Monitoring of user performance and progress is recorded by a database that sends the necessary feedback to the coaching app for analysis. Results: The system is tested for VR-critical performance criteria to reveal the usefulness of a new interaction paradigm in the cognitive training and analysis of EFs. Subjective ratings for overall usability show that the design as VR application enhances the user experience compared to a traditional desktop app; whereas the new, unfamiliar interaction paradigm does not negatively impact the effort for using the application. Conclusion: The system can provide immersive training of EF in a fully virtual environment, eliminating potential distraction. It further provides an easy-to-use analyzes tool to compare user but also an automatic, adaptive training mode.