38 research outputs found

    Impact of texture TDS and flavour TDS tasks and of chocolate-chip biscuit characteristics on oral processing features

    Full text link
    [EN] The objective of the present study was to investigate differences in oral activity when biscuits of the same type but with subtle composition differences are consumed and how performing a Temporal Dominance of Sensations (TDS) task modifies the way one eats. In addition, comparisons were made between performing a texture TDS (T-TDS) and a flavour TDS (F-TDS). Oral activity while eating biscuits with and without conducting a TDS task was recorded using a 3.dimensional motion capture system to monitor the evolution of jaw movements. The results showed that oral activity evolved over the consumption time, differed depending on the texture of the sample and was affected to a small but significant extent when a TDS task was performed simultaneously (the differences averaged < 4 cycles, 1 s in duration, 0.1 cycles/s in frequency, and 1 mm in lateral displacement). The biscuit samples were affected equally. Almost no differences were found on comparing oral activity during the execution of the T-TDS and the F-TDS tasks. Overall, the present results show differences in oral activity even for food products of the same category with subtle differences in composition. Performing TDS tasks (regardless of their modality) during sample consumption affected the total number, frequency and lateral amplitude of the chewing movements which should be taken into account for future research. However, these differences were small and affected both samples equally.The authors are grateful to the Spanish Ministry of the Economy and Competitiveness (AGL-2016-75403-R, Spain) and to the Regional Government of Valencia (Project Prometeo 2017/189, Spain) for financial support.Rizo, A.; Jimenez-Pérez, I.; Camacho-García, A.; Fiszman, S.; Pérez-Soriano, P.; Tarrega, A. (2019). Impact of texture TDS and flavour TDS tasks and of chocolate-chip biscuit characteristics on oral processing features. Food Quality and Preference. 76:109-117. https://doi.org/10.1016/j.foodqual.2019.04.005S1091177

    Compulsive Buying Behavior: Characteristics of Comorbidity with Gambling Disorder

    Get PDF
    Compulsive buying behavior (CBB) has begun to be recognized as a condition worthy of attention by clinicians and researchers. Studies on the commonalities between CBB and other behavioral addictions such as gambling disorder (GD) exist in the literature, but additional research is needed to assess the frequency and clinical relevance of the comorbidity of CBB and GD. The aim of the study was to estimate the point-prevalence of CBB+GD in a clinical setting. Data corresponded to n = 3221 treatment-seeking patients who met criteria for CBB or GD at a public hospital unit specialized in treating behavioral addictions. Three groups were compared: only-CBB (n = 127), only-GD (n = 3118) and comorbid CBB+GD (n = 24). Prevalence for the co-occurrence of CBB+GD was 0.75%. In the stratum of patients with GD, GD+CBB comorbidity obtained relatively low point prevalence (0.77%), while in the subsample of CBB patients the estimated prevalence of comorbid GD was relatively high (18.9%). CBB+GD comorbidity was characterized by lower prevalence of single patients, higher risk of other behavioral addictions (sex, gaming or internet), older age and age of onset. CBB+GD registered a higher proportion of women compared to only-GD (37.5 vs. 10.0%) but a higher proportion of men compared to only-CBB (62.5 vs. 24.4%). Compared to only-GD patients, the simultaneous presence of CBB+GD was associated with increased psychopathology and dysfunctional levels of harm avoidance. This study provides empirical evidence to better understand CBB, GD and their co-occurrence. Future research should help delineate the processes through which people acquire and develop this comorbidity

    Phase separation in biopolymer gels: A low- to high-solid exploration of structural morphology and functionality

    No full text
    Phase separation in protein and polysaccharide gels remains one of the basic tools of achieving the required structural properties and textural profile in food product formulations. As ever, the industrialist is faced with the challenge of innovation in an increasingly competitive market in terms of ingredient cost, product added-value, and expectations of a healthy life-style to mention but a few. It appears, however, that a gap persists between the fundamental knowledge and a direct application to food related concepts with a growing need for scientific input. Furthermore, within the context of materials science, there is a tendency to examine research findings in either low- or high-solid systems without considering synergistic insights/benefits to contemporary needs, spanning the full range of relevant time-, length-, and concentration scales. This review highlights the latest attempts made to utilize and further develop fundamental protocols from the advanced synthetic polymer research as a source of inspiration for contemporary bio-related applications in low- and intermediate-solid composite gels. Then, it takes advantage of this school of thought to &quot;force a passage&quot; through the phase topology and molecular dynamics of binary biopolymer mixtures at high levels of co-solute. It is hoped that these phenomenological and fundamental tools should be able to bridge the divide in the analysis of the two &quot;types&quot; of composite materials (from low to high solids) thus dealing effectively with the specific and often intricate problems of their science and applications

    Video Game Therapy for Emotional Regulation and Impulsivity Control in a Series of Treated Cases with Bulimia Nervosa

    No full text
    Although standard psychological treatments have been successful in treating several core features in eating disorders (ED), other characteristics such as emotional regulation or impulsivity appear to be more resistant to change. There is a growing body of evidence to support the efficacy of cognitive remediation for cognitive and emotional difficulties in ED. Playmancer/ Islands is a video game (VG) designed to specifically treat mental disorders, characterized by problems in impulse control. The objective of the game is to increase self-control over emotions, decision making and behaviours. The aim of this study is to describe the results from a consecutive series of nine bulimia nervosa patients who were treated with the VG in addition to cognitive behaviour therapy (CBT). The outcomes included clinical and psychopathological questionnaires, and physiological measures were obtained during the VG. Emotional regulation improved, heart rate variability increased, and respiratory rate and impulsivity measures reduced after the treatment. These findings suggest that VG training may enhance treatment for ED. Copyright © 2013 John Wiley & Sons, Ltd and Eating Disorders Association. Copyright © 2013 John Wiley & Sons, Ltd and Eating Disorders Association
    corecore