Sao Paulo, Brazil

Anhembi Morumbi University

www.anhembi.br
Sao Paulo, Brazil

Universidade Anhembi Morumbi is a Brazilian private university located in São Paulo and member of the Laureate International Universities group. Ranked one of the top three private universities in the state of São Paulo, the university is one of the most prestigious in various areas of knowledge such as Medicine, Engineering, Business, Communication, Gastronomy and Fashion Design. UAM is also known as the first international university of Brazil. Wikipedia.

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Sales N.M.R.,Anhembi Morumbi University | Pelegrini P.B.,BioLife Brazil Ltda | Goersch M.C.,Gerencia de Nutricao Enteral e Parenteral GANEP
Journal of Nutrition and Metabolism | Year: 2014

The search for knowledge regarding healthy/adequate food has increased in the last decades among the world population, researchers, nutritionists, and health professionals. Since ancient times, humans have known that environment and food can interfere with an individual's health condition, and have used food and plants as medicines. With the advance of science, especially after the conclusion of the Human Genome Project (HGP), scientists started questioning if the interaction between genes and food bioactive compounds could positively or negatively influence an individual's health. In order to assess this interaction between genes and nutrients, the term "Nutrigenomics" was created. Hence, Nutrigenomics corresponds to the use of biochemistry, physiology, nutrition, genomics, proteomics, metabolomics, transcriptomics, and epigenomics to seek and explain the existing reciprocal interactions between genes and nutrients at a molecular level. The discovery of these interactions (gene-nutrient) will aid the prescription of customized diets according to each individual's genotype. Thus, it will be possible to mitigate the symptoms of existing diseases or to prevent future illnesses, especially in the area of Nontransmissible Chronic Diseases (NTCDs), which are currently considered an important world public health problem. © 2014 N. M. R. Sales et al.


Zuanon R.,Anhembi Morumbi University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2016

The significant number of digital game applications for mobile devices, such as smartphones and tablets, motivates the concern of designers regarding the impact that the application of design elements may have in the construction of the gameplay experience. This concern is intensified when involving children on the stage of brain and cognitive development. This scenario is favorable to the cooperation between Game Design and Neuroscience, which are discussed in this article from the proximity between the elements of Challenge-based Immersion and attention mechanisms, decision-making, emotional and cognitive processing, and voluntary motor action. Among the main results obtained in the evaluation of two focus groups aged between 7–8 years-old and 9–12 years-old, there is the directly proportional association between cognitive involvement of the player with the game; the player control of the charts and navigation through the digital game objects; and the player motivation to overcome the challenges in this context. © Springer International Publishing Switzerland 2016.


Lima Junior G.C.,Anhembi Morumbi University | Zuanon R.,Anhembi Morumbi University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2016

The question of how textile structures should be regarded is an essential part of the training of fashion design students. The problems encountered in this area have had a significant effect on the definition and application of the material used in the garments for fashion collections. This paper sets out a teaching/learning methodology that is concerned with determining and distinguishing between flat materials for visually handicapped people by heightening their sensitivity to tactile perception. As a result, it was found that there was a significant value in extending the scale and two-dimensional and threedimensional representations of the textile links to this perception and hence being able to consolidate memories. The purpose of this was to enable students to broaden their horizons as fashion designers. © Springer International Publishing Switzerland 2016.


Reinert L.,Anhembi Morumbi University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2016

The current study demonstrates an articulation between the learning and memory mental processes that organize our sensitive perception and creative process in design. Based on Eric Kandel’s research on the multiple forms of learning using Aplysia californica (a giant sea slug), we have established correlated visual graphics that approach learning neural analogs to the apprehension of the sensible. The contemporary design sets subjective aspects of our being in the world, engendering modes of action that determine our behavior in everyday life. The aim of the current study is to reflect on didactic strategies and procedures that enhance the emergence of creative minds. © Springer International Publishing Switzerland 2016.


de Oliveira R.R.,Anhembi Morumbi University
Saude e Sociedade | Year: 2014

The term regulation has been used in very different ways. There is a variety of meanings, approaches, and objectives, sometimes interrelated, sometimes divergent. A review of the concepts of regulation was conducted by means of the following disciplines: life sciences, law, economics, sociology, and political science. The term regulation has multiple meanings and it has been used in several disciplines. It is noticed that the evolution of the notion of regulation did not occur in a linear way, since the ideas related to this term did not take place in successive stages of development and improvement. However, what makes the concepts of regulation different from each other is precisely the definition of various intervention ways. Finally, any conscious intervention project to improve the health situation requires grounded concepts of regulation. Precisely to break with potential interpretation monopolies. By means of this critical reflection, it is possible to get closer both to the polysemous context that constitutes the concepts of regulation and its consequences for analyzing public policies. © 2014, UNIV SAOPAULO. All rights reserved.


Falco M.,Anhembi Morumbi University | Zuanon R.,Anhembi Morumbi University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

Interactive digital television is at early stage as regards the interface design, especially in business transactions (t-commerce). Current attempts to transpose the problem related to linearity of narrative and temporal flows and audiovisual content obstruction by the interactive layer, although pointing out design perspectives-in addition to the structural and visual web patterns-are still insufficient as regards the design of interfaces connected and converged for t-commerce applications. This article considers these problems arise from the structural basis that support television scripts and streamings. In this sense, this article proposes the hybridization between the linear model, inherited from analogue condition, and nonlinear model, intrinsic to digital media, as a methodological strategy aiming to strength the creation of interactive audiovisual content connected and convergent for this context. © Springer International Publishing Switzerland 2015.


Roncoletta M.R.,Anhembi Morumbi University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

The aim of this research is presenting intersections points concerned with health, fashion and design with the propose of allowing multidisciplinary studies to enter into a dialogue by employing the same language. Qualitative methodology was applied on the bias of epistemological Constructivism. It was analysed and compared secondary sources through a biographic review. It was concluded that the examples of The Alternative Limb Project, a hybrid project, are intended to embody fashion as a socio-cultural phenomenon can foster social-cultural inclusion for people with disability. It is possible to discern a feasible approximation of the outlook of the designer in the area of health with the outlook of the designer in the area of fashion, so that, in partnership, they can foster effective socio-cultural inclusion and improve physical health in a way that culminates in a better quality of life and state of well-being. © Springer International Publishing Switzerland 2015.


Zuanon R.,Anhembi Morumbi University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2013

This paper presents and discusses the rapprochement between Design and Neuroscience in the design of wearable bio-interfaces based on the contributions of studies related to the environment/behavior/neuroscience paradigm and emotional processing in the human brain, regarding the identification and recognition of neurophysiological information relevant to projectual practice in Design. The article also considers the Design-Neuroscience relationship in the projectual practice of wearable computers "BioBodyGame" (2006-2008) and "NeuroBodyGame" (2008-2010) by means of which it addresses the interaction between the body of the user (neurophysiological signals and brain waves) and the computer by the use of bio-interfaces. © 2013 Springer-Verlag Berlin Heidelberg.


Hosse I.R.,Anhembi Morumbi University | Zuanon R.,Anhembi Morumbi University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

Games for Change are designed to promote positive social impacts leading to reflection and behavior change of the players. However, it is a challenge to develop games that are motivators and, at the same time, stimulate positive changes. Therefore, in order to help designers to achieve these objectives, thirteen (13) design elements divided into three (3) structural strategic foci were proposed. To validate these elements, the Games for Change Ecocity (Brazil) and Half The Sky - The Game (USA) were analyzed. As a result, the design elements proposal helped to identify which aspects of each one of the analyzed games were responsible for the performance regarding the players behavior change and ability to motivate. © Springer International Publishing Switzerland 2015.


Zuanon R.,Anhembi Morumbi University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2014

This paper discusses the rapprochement between Design and Neuroscience at the approach to the interaction between the creative and cognitive processes of the brain and design. Presents the importance of mental images in mediating these processes. Articulates the parallels between instances of design: imaging, presenting and testing and brain: interpreter, actor and comparator. Proposes the relationship between the spiral development of the brain and of the design as an interactive action beyond the iterative condition, able to support innovative and open perspectives for projective methodologies in design. © 2014 Springer International Publishing.

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