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2.
Clin Radiol ; 70(3): 326-32, 2015 Mar.
Article in English | MEDLINE | ID: mdl-25481053

ABSTRACT

Onyx(®) (ev3, Irvine, CA, USA) is a liquid embolic agent composed of ethylene vinyl alcohol copolymer dissolved in dimethyl sulphoxide used for the treatment of intracranial arteriovenous malformations. Onyx is a preferred embolizing agent due to its unique properties, non-adhesive nature, and durability. In addition to its approved intracranial application, Onyx is also being used successfully in extracranial embolization in areas including extracranial aneurisms and vascular malformations, trauma, gastrointestinal bleeding, and neoplasms. Because of its increasing utilization, it is important for reporting radiologists to be able to recognize its extracranial appearance across different imaging techniques and to be familiar with its uses. The goal of this review is to describe the extracranial uses of Onyx and its appearance in various extracranial locations at radiography and CT, while providing didactic examples. Onyx appears radiodense at CT and plain radiography and has a curvilinear pattern following the expected path of the vessel embolized. At CT, Onyx creates streak artefact that may obstruct the view of surrounding tissues consistent with descriptions of other tantalum devices.


Subject(s)
Dimethyl Sulfoxide/therapeutic use , Embolization, Therapeutic/methods , Polyvinyls/therapeutic use , Tomography, X-Ray Computed/methods , Vascular Diseases/diagnostic imaging , Vascular Diseases/therapy , Adult , Aged , Aged, 80 and over , Female , Humans , Male , Middle Aged , Retrospective Studies , Young Adult
3.
Curr Biol ; 23(7): R282-3, 2013 Apr 08.
Article in English | MEDLINE | ID: mdl-23578877

ABSTRACT

A recent study found that dyslexic children trained on action video games show significant improvements on basic measures of both attention and reading ability, suggesting future directions for the study of dyslexia intervention paradigms.


Subject(s)
Dyslexia/therapy , Reading , Video Games , Humans
4.
Curr Biol ; 22(6): R197-206, 2012 Mar 20.
Article in English | MEDLINE | ID: mdl-22440805

ABSTRACT

While humans have an incredible capacity to acquire new skills and alter their behavior as a result of experience, enhancements in performance are typically narrowly restricted to the parameters of the training environment, with little evidence of generalization to different, even seemingly highly related, tasks. Such specificity is a major obstacle for the development of many real-world training or rehabilitation paradigms, which necessarily seek to promote more general learning. In contrast to these typical findings, research over the past decade has shown that training on 'action video games' produces learning that transfers well beyond the training task. This has led to substantial interest among those interested in rehabilitation, for instance, after stroke or to treat amblyopia, or training for various precision-demanding jobs, for instance, endoscopic surgery or piloting unmanned aerial drones. Although the predominant focus of the field has been on outlining the breadth of possible action-game-related enhancements, recent work has concentrated on uncovering the mechanisms that underlie these changes, an important first step towards the goal of designing and using video games for more definite purposes. Game playing may not convey an immediate advantage on new tasks (increased performance from the very first trial), but rather the true effect of action video game playing may be to enhance the ability to learn new tasks. Such a mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.


Subject(s)
Attention/physiology , Learning/physiology , Video Games/psychology , Aging/psychology , Cognition , Humans , Models, Psychological , Task Performance and Analysis
5.
Proc Natl Acad Sci U S A ; 107(37): 16401-6, 2010 Sep 14.
Article in English | MEDLINE | ID: mdl-20805507

ABSTRACT

How to compute initially unknown reward values makes up one of the key problems in reinforcement learning theory, with two basic approaches being used. Model-free algorithms rely on the accumulation of substantial amounts of experience to compute the value of actions, whereas in model-based learning, the agent seeks to learn the generative process for outcomes from which the value of actions can be predicted. Here we show that (i) "probability matching"-a consistent example of suboptimal choice behavior seen in humans-occurs in an optimal Bayesian model-based learner using a max decision rule that is initialized with ecologically plausible, but incorrect beliefs about the generative process for outcomes and (ii) human behavior can be strongly and predictably altered by the presence of cues suggestive of various generative processes, despite statistically identical outcome generation. These results suggest human decision making is rational and model based and not consistent with model-free learning.


Subject(s)
Choice Behavior , Bayes Theorem , Ecosystem , Female , Humans , Male , Models, Biological , Probability , Young Adult
6.
Neuropsychologia ; 47(8-9): 1780-9, 2009 Jul.
Article in English | MEDLINE | ID: mdl-19428410

ABSTRACT

Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of cues and flankers, the ANT provides measures of how well attention is allocated to targets as a function of alerting and orienting cues, and to what extent observers are able to filter out the influence of task irrelevant information flanking those targets. The data suggest that action video game players of all ages have enhanced attentional skills that allow them to make faster correct responses to targets, and leaves additional processing resources that spill over to process distractors flanking the targets.


Subject(s)
Adolescent Development/physiology , Attention/physiology , Psychomotor Performance/physiology , Reaction Time/physiology , Video Games , Adolescent , Age Factors , Analysis of Variance , Child , Female , Humans , Male , Neuropsychological Tests , Orientation/physiology , Photic Stimulation/methods , Problem Solving , Sex Factors , Signal Detection, Psychological , Video Games/psychology , Young Adult
7.
Restor Neurol Neurosci ; 26(4-5): 435-46, 2008.
Article in English | MEDLINE | ID: mdl-18997318

ABSTRACT

PURPOSE: Adult brain plasticity, although possible, is often difficult to elicit. Training regimens in adults can produce specific improvements on the trained task without leading to general enhancements that would improve quality of life. This paper considers the case of playing action video games as a way to induce widespread enhancement in vision. CONCLUSIONS: We review the range of visual skills altered by action video game playing as well as the game components important in promoting visual plasticity. Further, we discuss what these results might mean in terms of rehabilitation for different patient populations.


Subject(s)
Attention/physiology , Psychomotor Performance/physiology , Video Games , Visual Perception , Humans , Photic Stimulation/methods , Video Games/trends , Vision Disorders/rehabilitation , Visual Fields/physiology
8.
Psychol Aging ; 23(4): 692-701, 2008 Dec.
Article in English | MEDLINE | ID: mdl-19140641

ABSTRACT

Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.


Subject(s)
Aging/physiology , Brain/physiology , Neuronal Plasticity/physiology , Practice, Psychological , Aged , Arousal/physiology , Attention/physiology , Feedback, Psychological , Humans , Intelligence/physiology , Motivation , Music , Sports/physiology , Transfer, Psychology , Video Games
9.
Psychol Sci ; 18(1): 88-94, 2007 Jan.
Article in English | MEDLINE | ID: mdl-17362383

ABSTRACT

Playing action video games enhances several different aspects of visual processing; however, the mechanisms underlying this improvement remain unclear. Here we show that playing action video games can alter fundamental characteristics of the visual system, such as the spatial resolution of visual processing across the visual field. To determine the spatial resolution of visual processing, we measured the smallest distance a distractor could be from a target without compromising target identification. This approach exploits the fact that visual processing is hindered as distractors are brought close to the target, a phenomenon known as crowding. Compared with nonplayers, action-video-game players could tolerate smaller target-distractor distances. Thus, the spatial resolution of visual processing is enhanced in this population. Critically, similar effects were observed in non-video-game players who were trained on an action video game; this result verifies a causative relationship between video-game play and augmented spatial resolution.


Subject(s)
Professional Competence , Psychomotor Performance , Space Perception , Video Games , Visual Perception , Adult , Humans , Male
10.
Cognition ; 101(1): 217-45, 2006 Aug.
Article in English | MEDLINE | ID: mdl-16359652

ABSTRACT

Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.


Subject(s)
Awareness , Mathematics , Video Games , Visual Perception , Cognition , Humans , Reaction Time
11.
J Neurophysiol ; 79(5): 2316-28, 1998 May.
Article in English | MEDLINE | ID: mdl-9582207

ABSTRACT

We have investigated the effects of ascending inhibitory pathways on two centrally generated rhythmic motor patterns in a simple vertebrate model, the young Xenopus tadpole. Tadpoles swim when touched, but when grasped respond with slower, stronger struggling movements during which the longitudinal pattern of motor activity is reversed. Surgical spinal cord transection to remove all ascending connections originating caudal to the transection (in tadpoles immobilized in alpha-bungarotoxin) did not affect "fictive" swimming generated more rostrally. In contrast, cycle period and burst duration both significantly increased during fictive struggling. Increases were progressively larger with more rostral transection. Blocking caudal activity with the anesthetic MS222 (pharmacological transection) produced equivalent but reversible effects. Reducing crossed-ascending inhibition selectively, either by midsagittal spinal cord division or rostral cord hemisection (1-sided transection) mimicked the effects of transection. Like transection, both operations increased cycle period and burst duration during struggling but did not affect swimming. The changes during struggling were larger with more rostral hemisection. Reducing crossed-ascending inhibition by spinal hemisection also increased the rostrocaudal longitudinal delay during swimming, and the caudorostral delay during struggling. Weakening inhibition globally with low concentrations of the glycine antagonist strychnine (10-100 nM) did not alter swimming cycle period, burst duration, or longitudinal delay. However, strychnine at 10-60 nM decreased cycle period during struggling. It also increased burst duration in some cases, although burst duration increased as a proportion of cycle period in all cases. Strychnine reduced longitudinal delay during struggling, making rostral and caudal activity more synchronous. At 100 nM, struggling was totally disrupted. By combining our results with a detailed knowledge of tadpole spinal cord anatomy, we conclude that inhibition mediated by the crossed-ascending axons of characterized, glycinergic, commissural interneurons has a major influence on the struggling motor pattern compared with swimming. We suggest that this difference is a consequence of the larger, reversed longitudinal delay and the extended burst duration during struggling compared with swimming.


Subject(s)
Escape Reaction/physiology , Motor Activity/physiology , Spinal Cord/physiopathology , Xenopus laevis/physiology , Afferent Pathways/physiopathology , Aminobenzoates/pharmacology , Anesthetics/pharmacology , Animals , Bungarotoxins/pharmacology , Cordotomy , Escape Reaction/drug effects , Glycine/antagonists & inhibitors , Glycine/physiology , Glycine Agents/pharmacology , Larva , Motor Activity/drug effects , Neurotoxins/pharmacology , Periodicity , Spinal Cord Injuries/physiopathology , Strychnine/pharmacology , Swimming/physiology , Xenopus laevis/growth & development
12.
J Comp Physiol A ; 178(2): 279-91, 1996 Feb.
Article in English | MEDLINE | ID: mdl-8592307

ABSTRACT

The Xenopus embryo is a valuable system in which to study the poorly understood mechanisms underlying vertebrate motor pattern switching. Here, we present a combined kinematic and electrophysiological description of the changes that occur during a switch between two rhythmic behaviours: struggling and swimming. Stable struggling movements evoked by sensory stimulation were followed by a transitionary period of variable duration leading to swimming. During the transition, cycle period and bending strength (local bending angle) progressively decreased and longitudinal delay progressively reversed. These changes were paralleled by similar changes in cycle period, burst duration and longitudinal delay of the motor pattern in immobilised embryos. The three movement parameters and their motor pattern correlates all scaled together during struggling and transitionary patterns. Our results indicate that transitions can be gradual (consistent with an earlier conclusion that a single set of pattern generating circuitry is involved); that the transitional movements are centrally programmed; and that they form a continuum with struggling movements. The correlated change of motor pattern parameters suggests that either a single mechanism underlies the components of the switch from struggling to swimming, or that separate mechanisms are closely linked.


Subject(s)
Motor Activity/physiology , Xenopus laevis/physiology , Animals , Behavior, Animal/physiology , Electrophysiology , Embryo, Nonmammalian/physiology , Movement/physiology , Restraint, Physical , Xenopus laevis/embryology
13.
J Am Dent Assoc ; 105(3): 443-8, 1982 Sep.
Article in English | MEDLINE | ID: mdl-6957450

ABSTRACT

The evidence is abundant and clear: psychological factors do have an important role in the etiology, progression, and treatment of MPD syndrome. These findings have implications for therapists who wish to understand the disorder and to manage patients appropriately. In regard to etiology, they should appreciate the impact of psychological traits and states on the development of symptoms of MPD syndrome, but they should not waste time and energy in measuring or analyzing specific psychological factors in individual patients. In regard to perpetuation of the disorder, they should understand that some patients will not respond to conventional treatment despite the best efforts of any competent therapist. Finally, in regard to treatment, they should recognize the importance of nonspecific factors such as placebo effects, doctor-patient interactions, and spontaneous recoveries in the treatment response. This awareness will enhance their effectiveness as therapists and will help them to avoid using excessive or radical treatment methods.


Subject(s)
Temporomandibular Joint Dysfunction Syndrome/psychology , Anxiety/complications , Depression/complications , Humans , Personality , Stress, Psychological/complications , Temporomandibular Joint Dysfunction Syndrome/etiology , Temporomandibular Joint Dysfunction Syndrome/physiopathology , Temporomandibular Joint Dysfunction Syndrome/therapy
14.
J Oral Med ; 31(2): 52-5, 1976.
Article in English | MEDLINE | ID: mdl-1065722
16.
Nursing ; 4(10): 31-2, 1974 Oct.
Article in English | MEDLINE | ID: mdl-4497048
17.
J Am Osteopath Assoc ; 71(5): 461-2, 1972 Jan.
Article in English | MEDLINE | ID: mdl-4481021
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