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Immersive gamma music as a tool for enhancing glymphatic clearance in astronauts while improving their mental well-being.

Life Sci Space Res (Amst)

February 2025

Studio Ozark Henry, Conterdijk 23, Wulpen, Belgium. Electronic address:

Spaceflight occurs under extreme environmental conditions that pose significant risks to the physical and mental health and well-being of astronauts. Certain factors, such as prolonged isolation, monotony, disrupted circadian rhythms, heavy workload, and weightlessness in space, can trigger psychological distress and may contribute to a variety of mental health problems, including mood and anxiety disturbances. Recent findings regarding spaceflight-associated alterations in cerebrospinal fluid spaces, demonstrating enlargement of the brain's perivascular spaces from preflight to postflight, at least suggest reduced glymphatic clearance in microgravity, and have raised concerns about long-term cognitive health in astronauts.

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Objective: What we hear may influence postural control, particularly in people with vestibular hypofunction. Would hearing a moving subway destabilize people similarly to seeing the train move? We investigated how people with unilateral vestibular hypofunction and healthy controls incorporated broadband and real-recorded sounds with visual load for balance in an immersive contextual scene.

Design: Participants stood on foam placed on a force-platform, wore the HTC Vive headset, and observed an immersive subway environment.

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Stress and psychological disorders are substantial public health concerns, necessitating innovative therapeutic strategies. This study investigated the psychophysiological benefits of nature-based soundscapes, drawing on the biophilia hypothesis. Using a randomized, acute cross-over design, 53 healthy participants experienced either a nature-based or a reference soundscape for 10 min, with a 2-min washout period.

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Background: Reminiscence therapy through music is a psychosocial intervention with benefits for older patients with neurocognitive disorders. Therapies using virtual or augmented reality are efficient in ecologically assessing, and eventually training, episodic memory in older populations. We designed a semi-immersive musical game called "A Life in Songs," which invites patients to immerse themselves in a past era through visuals and songs from that time period.

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Background: Pediatric patients with cancer have limited options to self-manage their health while they are undergoing treatments in the hospital and after they are discharged to their homes. Extended reality (ER) using head-mounted displays has emerged as an immersive method of improving pain and mental health and promoting health-enhancing physical activity among a variety of clinical groups, but there is currently no established protocol for improving both physical and mental health in pediatric cancer rehabilitation.

Objective: This phase I, pilot, feasibility randomized controlled trial aims to investigate the potential effects of a 14-week ER program on physical activity participation and indicators of health among pediatric patients with cancer who undergo bone marrow transplantation.

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