Protein and thiamin intakes are not related to cognitive function in well-nourished community-living older adults

2015 ◽  
Vol 72 (1) ◽  
pp. 47-53 ◽  
Author(s):  
Freda Koh ◽  
Karen E. Charlton ◽  
Karen Walton ◽  
Erin Brock ◽  
Anne T. McMahon ◽  
...  
Circulation ◽  
2014 ◽  
Vol 129 (suppl_1) ◽  
Author(s):  
Kyle Conway ◽  
Nketi Forbang ◽  
Tomasz Beben ◽  
Michael Criqui ◽  
Joachim Ix ◽  
...  

Background: Abnormal 24-hour ambulatory blood pressure monitoring (ABPM) patterns have been associated with diminished cognitive function in hypertensive and very elderly populations. The relationship between ABPM patterns in community-living older adults is unknown. Methods: We conducted a cross-sectional study in which ABPM, in-clinic blood pressure, and cognitive function measures were obtained in 354 community living older adults. We used multiple linear regression to examine the associations of in-clinic and ABPM with the Montreal Cognitive Assessment (MoCA [range 0-30 with lower levels indicating worse cognition]), adjusting for age, sex, race/ethnicity, education, and comorbid medical conditions. Results: The mean age was 72 years, 68% were female, and 13% were African American; 45% had a diagnosis of hypertension. In-clinic blood pressure measurements were not significantly associated with cognitive function after adjustment. In contrast, less nighttime systolic dipping percentage (Figure) and lower 24-hour average diastolic blood pressure obtained from the ABPM were both significantly associated with worse cognitive function. In the final model, each 1% less night-time dipping was associated with 0.25 points (0.1-0.9) lower MoCA score, whereas each 10 mmHg lower diastolic blood pressure was associated with 0.59 (0.14-1.05) points lower MoCA score. Conclusions: In community-living older persons, less nighttime systolic dipping and lower 24-hour diastolic blood pressure obtained by ABPM were associated with worse cognitive function whereas clinic based blood pressure measurements were not. Future studies should examine whether 24-hour diastolic blood pressure and nighttime systolic dipping may predict future risk for cognitive impairment. (Legend: Dipping quartiles: Q1 -17.8% to 6.0%; Q2 6.1% to 11.0%; Q3 11.1% to 16.3%; Q4 16.4% to 34.2%)


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 364-365
Author(s):  
Kallol Kumar Bhattacharyya ◽  
Hongdao Meng ◽  
Gizem Hueluer ◽  
Kathryn Hyer

Abstract Cognitive function is an important component of healthy aging and physical activities have been shown to support late life cognitive function. However, it is unclear whether non-traditional physical activities provide additional benefits for cognitive function above and beyond traditional leisure physical activities. This study examines the associations between movement therapy and cognitive function in the US population. We used data from the waves 1, 2 and 3 (1995-2014) of the Midlife in the United States (MIDUS) study. MIDUS included a national probability sample of community-living adults aged 25-75 years old in 1995 (wave 1) and added the wave 2 cognitive functioning tests of executive function and episodic memory. We applied multivariate linear regression models to estimate the effect of movement therapy (wave 2) on the cognitive episodic memory and executive function (wave 3) while controlling the covariates (wave 2 sociodemographic factors, health, and cognitive function). A total of 2097 individuals aged 42-92 years (mean 64.4, sd 10.9, 55.6% women) were included in the analysis. Movement therapy was independently associated with better episodic memory (beta=0.117, p=0.02), but not with executive function (beta=0.039, p=0.14), after including control variables. The results suggest that movement therapy may be an effective non-pharmacological intervention to attenuate age-related cognitive decline in middle-aged and older adults. Future research should test whether these findings can be replicated in similar populations and if confirmed, interventions should incorporate a wider range of physical activities in community-living older adults with the goal of maintaining and improving physical and cognitive health.


2015 ◽  
Vol 28 (12) ◽  
pp. 1444-1452 ◽  
Author(s):  
Kyle S. Conway ◽  
Nketi Forbang ◽  
Tomasz Beben ◽  
Michael H. Criqui ◽  
Joachim H. Ix ◽  
...  

2021 ◽  
Author(s):  
Pui Hing Chau ◽  
Yan Yan Jojo Kwok ◽  
Mee Kie Maggie Chan ◽  
Ka Yu Daniel Kwan ◽  
Kam Lun Wong ◽  
...  

BACKGROUND Unlike most virtual reality (VR) training programs that are targeted at homogenous populations, a set of VR games for rehabilitation purposes targeted at a heterogeneous group of users was developed. The VR games covered physical training, cognitive training (classification and reality orientation), community-living skills training, and relaxing scenery experiences. Special considerations for local older adults and people with disabilities were made in terms of hardware choice and software design. OBJECTIVE This study aimed to evaluate the feasibility, acceptance, and efficacy of VR training among users with varying abilities. METHODS A single-arm pretest-posttest evaluation study was conducted. The participants of the evaluation study were encouraged to undergo 30-minute VR training three times a week for 6 weeks. The 30-minute session consisted of 10 minutes of upper-limb motion games, 10 minutes of lower-limb motion games, and 10 minutes of cognitive games/community-living skills training/relaxing scenery experiences, as appropriate. On completion of each session, usage statistics were documented via the built-in VR software, whereas feedback on the experience of the VR games and adverse events was collected via self-reports and staff observations. Feasibility was reflected by usage statistics, and acceptance was reflected by positive feedback. In addition, health outcomes, including upper-limb dexterity, functional mobility, cognitive function, and happiness, were assessed at baseline, as well as 6 weeks and 3 months after baseline. The primary outcomes were upper-limb dexterity and acceptance of playing VR games. RESULTS A total of 135 participants with a mean age of 62.7 years (SD 21.5) were recruited from May 2019 to January 2020, and 124 (91.9%) completed at least one follow-up. Additionally, 76.3% (103/135) of the participants could attend at least 70% of the proposed 18 sessions, and 72.5% (1382/1906) of the sessions had a training time of at least 20 minutes. Linear mixed effect models showed statistically significant effects in terms of upper-limb dexterity (small effect) and cognitive function (moderate effect). Among the 135 participants, 88 provided positive comments. Additionally, 10.4% (14/135) reported mild discomfort, such as dizziness, and none reported severe discomfort. CONCLUSIONS A set of VR training games for rehabilitation could be applied to users with heterogeneous abilities. Our VR games were acceptable to local older adults and those with different disabilities. Benefits in upper-limb dexterity and cognitive function were observed despite partial compliance to the training protocol. Service providers could refer to our experiences when developing VR training systems for their clients.


2016 ◽  
Vol 35 (2) ◽  
pp. 124-145 ◽  
Author(s):  
Karen Charlton ◽  
Karen Walton ◽  
Marijka Batterham ◽  
Erin Brock ◽  
Kelly Langford ◽  
...  

2010 ◽  
Vol 58 (5) ◽  
pp. 919-924 ◽  
Author(s):  
Tamanna Ferdous ◽  
Tommy Cederholm ◽  
Zarina Nahar Kabir ◽  
Jena Derakhshani Hamadani ◽  
Åke Wahlin

2008 ◽  
Author(s):  
John Gunstad ◽  
Mary B. Spitznagel ◽  
Kelly Stanek ◽  
Faith Luyster ◽  
James Rosneck ◽  
...  

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