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[...] O livro A Linguagem e o Brincar em Condições Neurodiversas, organizado por Jáima Pinheiro de Oliveira, Aila Narene Dahwache Criado Rocha e Ana Paula Loução Martins, que ora é apresentado ao públicoleitor, é um retrato do enorme avanço que vem ocorrendo nas últimas décadas nesta área de investigação e intervenção. Tal avanço se caracteriza pelas novas possibilidades como Comunicação Alternativa e Aumentativa e recursos de Tecnologia Assistiva para favorecer a comunicação das pessoas com problemas de desenvolvimento da linguagem por mais variados motivos. [...]
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Fungal and parasitic diseases affect more than one billion people across the globe. This is one-sixth of the world´s population, mostly located in developing countries. The lack of effective and safe treatments, combined with inefficient diagnosis, leads to serious chronic illness or even death. There is a discrepancy between the rate of drug resistance and the development of new medicines. Formulation of antifungal and antiparasitic drugs adapted to different administration routes is challenging, bearing in mind the poor water solubility that limits their bioavailability and efficacy. There is an unmet clinical need to develop vaccines, novel formulations and drug delivery strategies that can improve the bioavailability and therapeutic effects by enhancing their dissolution, increasing their chemical potency, stabilizing the drug and targeting high concentrations of the drug to infection sites. This Special Issue includes ten research articles of antifungal and antiparasitic drug delivery systems.
This book constitutes the thoroughly refereed proceedings of the 7th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2021, held in Sao Paulo, Brazil, in September 2021.* The 15 full and 4 short papers presented in this volume were carefully reviewed and selected from 68 submissions. The papers deal with topics such as emotional interfaces, usability, video games, computational thinking, collaborative systems, IoT, software engineering, ICT in education, augmented and mixed virtual reality for education, gamification, emotional Interfaces, adaptive instruction systems, accessibility, use of video games in education, artificial Intelligence in HCI, among others. *The workshop was held virtually due to the COVID-19 pandemic.
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