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1.
PLoS One ; 13(8): e0201818, 2018.
Article in English | MEDLINE | ID: mdl-30138313

ABSTRACT

BACKGROUND: Several new definitions for categorizing the severely injured as the Berlin Definition have been developed. Here, severely injured patients are selected by additive physiological parameters and by the general Abbreviated Injury Scale (AIS)-based assessment. However, all definitions should conform to an AIS severity coding applied by an expert. We examined the dependence of individual coding on defining injury severity in general and in identifying polytrauma according to several definitions. A precise definition of polytrauma is important for quality management. METHODS: We investigated the interobserver reliability (IR) between several polytrauma definitions for identifying polytrauma using several cut-off levels (ISS ≥16, ≥18, ≥20, ≥25 points, and the Berlin Definition). One hundred and eighty-seven patients were included for analyzing IR of the polytrauma definitions. IR for polytrauma definitions was assessed by Cohen's kappa. RESULTS: IR for identifying polytrauma according to the relevant definitions showed moderate agreement (<0.60) in the ISS cutoff categories (ISS ≥16, ≥18, and ≥20 points), while ISS ≥25 points just reached substantial agreement (0.62) and the Berlin Definition demonstrated a correlation of 0.77 which is nearly perfect agreement (>0.80). CONCLUSION: Compared with the ISS-based definitions of polytrauma, the Berlin Definition proved less dependent on the individual rater. This underlines the need to redefine the selection of severely injured patients. Using the Berlin Definition for identifying polytrauma could improve the comparability of patient data across studies, in trauma center benchmarking, and in quality assurance.


Subject(s)
Multiple Trauma/diagnosis , Adolescent , Adult , Aged , Aged, 80 and over , Female , Humans , Male , Middle Aged , Multiple Trauma/physiopathology , Observer Variation , Reproducibility of Results , Retrospective Studies , Young Adult
2.
Psychol Addict Behav ; 20(4): 484-9, 2006 Dec.
Article in English | MEDLINE | ID: mdl-17176184

ABSTRACT

Twenty smoking-deprived cigarette smokers participated in a study to test the ability of smoking cues within a virtual world to provoke self-reported craving to smoke. Participants were exposed to 2 virtual-reality simulations displayed on a computer monitor: a control environment not containing any intentional smoking stimuli and a cue-exposure environment containing smoking stimuli. At various points, participants rated their urge to smoke on a scale of 0-100. Results indicated that baseline urge ratings were equivalent in both conditions, but the maximum increase in urge ratings was significantly higher in the cue-exposure environment than in the control environment. This is comparable to what in vivo studies have reported, but with the advantage of simulating more naturalistic and complex settings in a controlled environment.


Subject(s)
Cues , Motivation , Smoking Cessation/psychology , Smoking/psychology , Social Environment , User-Computer Interface , Adult , Advertising , Computer Graphics , Computer Simulation , Depth Perception , Female , Humans , Male , Middle Aged
3.
Neuroimage ; 31(2): 732-44, 2006 Jun.
Article in English | MEDLINE | ID: mdl-16488627

ABSTRACT

A set of sensory, motor, cognitive, and emotional tasks were combined in a simple, rapid-presentation task battery and tested on a group of 31, normal, healthy subjects aged 22 to 76. Five tasks were selected on the basis of widespread use in fMRI and their ability to produce robust and reliable regional activations. They were (1) a visual task designed to activate the occipital cortex; (2) a bimanual motor task designed to activate motor areas; (3) a verb generation task designed to activate speech processing areas; (4) an n-back task designed to activate areas associated with working memory and executive function; and (5) an emotional pictures task designed to provoke strong emotional responses that typically activate limbic structures. Most of the tasks produced reliable activations in individual subjects, and assessments of the distribution and reliability of individual subject activations in each targeted area are provided. The emotional pictures task did not demonstrate adequate sensitivity in a priori target regions, only in the a posteriori defined inferior temporal region. Age- and gender-specific differences were found in the activation patterns for both the cognitive and emotional tasks. The battery provides a prescribed means for researchers to obtain reliable functional localizers within 20-25 min of scanning, which can be used to support more elaborate mapping studies of brain function. The dataset can also serve as a reliability metric for new fMRI laboratories and novice investigators seeking to test their acquisition and analysis techniques with minimal time investment and expense.


Subject(s)
Aging/physiology , Brain Mapping , Cognition/physiology , Emotions/physiology , Magnetic Resonance Imaging/methods , Memory, Short-Term/physiology , Motor Activity/physiology , Visual Perception/physiology , Adult , Aged , Humans , Image Processing, Computer-Assisted , Language , Middle Aged , United States
4.
Cyberpsychol Behav ; 6(3): 259-66, 2003 Jun.
Article in English | MEDLINE | ID: mdl-12855081

ABSTRACT

We are developing a VR system of integrated software and hardware for scientific research and clinical application. The system is sufficiently flexible and broad-based in appeal that neurobehavioral researchers from a variety of disciplines might be interested in using it for basic research and clinical studies. The system runs on a standard Windows-based personal computer with a high-performance graphics card. Options allow a head-mounted display, dataglove, simultaneous physiological monitoring or use within neuroimaging machines such as magnetic resonance imaging (MRI) scanners. Currently, the software consists of a virtual world of nearly a dozen interconnected environments that the subject can freely navigate. Additional environments can be built and easily added to the application. A startup interface provides menus for selecting characters and objects that a researcher might want to put at specific locations within the simulation. Interactivity is provided for many typical objects such as doors, chairs and money. There are more than 50 characters in the world, most of them animated or interactive. All movements and actions of the subject within the world are tracked and recorded to an Excel spreadsheet for data analysis. Overlay maps are available as navigational aids. Concurrent physiological data can be acquired on up to 16 channels. The system provides synchronization of the VR simulation with physiological recordings and functional MR images. A spatial navigation memory task was performed with the integrated VR/fMRI system, and some pilot data is presented that shows robust activation in multiple cortical areas appropriate to the task.


Subject(s)
Brain/blood supply , Magnetic Resonance Imaging/instrumentation , Space Perception/physiology , Spatial Behavior/physiology , User-Computer Interface , Humans , Pilot Projects
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