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1.
Gait Posture ; 108: 215-221, 2024 02.
Article in English | MEDLINE | ID: mdl-38118225

ABSTRACT

BACKGROUND: Human movement analysis is usually achieved by tracking markers attached to anatomical landmarks with photogrammetry. Such marker-based systems have disadvantages that have led to the development of markerless procedures, although their accuracy is not usually comparable to that of manual palpation procedures. New motion acquisition systems, such as 3D temporal scanners, provide homologous meshes that can be exploited for this purpose. RESEARCH QUESTION: Can fixed vertices of a homologous mesh be used to identify anatomical landmarks with an accuracy equivalent to that of manual palpation? METHODS: We used 3165 human shape scans from the CAESAR dataset, with labelled locations of anatomical landmarks. First, we fitted a template mesh to the scans, and assigned a vertex of that mesh to 53 anatomical landmarks in all subjects. Then we defined a nominal vertex for each landmark, as the more centred vertex out of the set assigned for that landmark. We calculated the errors of the template-fitting and the nominal vertex determination procedures, and analysed their relationship to subject's sex, height and body mass index, as well as their size compared to manual palpation errors. RESULTS: The template-fitting errors were below 5 mm, and the nominal vertex determination errors reached maximum values of 24 mm. Except for the trochanter, those errors were the same order of magnitude or smaller than inter-examiner errors of lower limb landmarks. Errors increased with height and body mass index, and were smaller for men than for women of the same height and body mass index. SIGNIFICANCE: We defined a set of vertices for 53 anatomical landmarks in a homologous mesh, which yields location errors comparable to those obtained by manual palpation for the majority of landmarks. We also quantified how the subject's sex and anthropometric features can affect the size of those errors.


Subject(s)
Head , Lower Extremity , Male , Humans , Female , Femur , Anthropometry , Body Mass Index , Imaging, Three-Dimensional , Anatomic Landmarks
2.
Front Psychol ; 14: 1076743, 2023.
Article in English | MEDLINE | ID: mdl-36818111

ABSTRACT

Background and purpose: The coronavirus disease 2019 (COVID-19) has been associated with olfactory dysfunction. The persistent symptoms of anosmia or hyposmia were associated in previous studies with the development of memory impairment and mood disturbances. We aimed to investigate the association between the chronicity of reported olfactory dysfunction and subjective and objective cognitive performance in long-COVID patients and to explore whether their emotional symptoms are related to their cognition. Methods: One hundred twenty-eight long-COVID participants were recruited. Reported symptomatology, subjective memory complaints, anxiety and depression symptomatology, and trait-anxiety were assessed. Subjective memory complaints and mood disturbances were compared among groups of participants with olfactory dysfunction as an acute (AOD), persistent (POD), or nonexistent (NOD) symptom. Seventy-six of the volunteers also participated in a face-to-face session to assess their objective performance on tests of general cognitive function and verbal declarative memory. Objective cognitive performance and mood disturbances were compared among the AOD, POD, and NOD groups. Results: The subjective memory complaints and the anxiety and depression symptoms were similar among the groups, but the score in general cognitive function was lower in the participants with symptoms of acute olfactory dysfunction than in those with no olfactory symptoms at any time. Participants' memory complaints were positively related to their emotional symptoms. The relationship between depressive symptomatology and memory complaints interacted with the olfactory dysfunction, as it only occurred in the participants without symptoms of olfactory dysfunction. Depressive symptomatology and acute olfactory symptoms were negatively associated with general cognitive function and delayed memory performance. The months elapsed from diagnosis to assessment also predicted delayed memory performance. Anxious symptomatology was negatively associated with the immediate ability to recall verbal information in participants who did not present olfactory dysfunction in the acute phase of the infection. Conclusion: Olfactory dysfunction in the acute phase of the infection by COVID-19 is related to cognitive deficits in objective tests, and mood disturbances are associated with self-reported and objective memory. These findings may contribute to further understanding the neuropsychological and emotional aspects of long-COVID.

3.
Virtual Real ; 27(2): 1157-1171, 2023.
Article in English | MEDLINE | ID: mdl-36475065

ABSTRACT

Virtual reality shows great potential as an alternative to traditional therapies for motor rehabilitation given its ability to immerse the user in engaging scenarios that abstract them from medical facilities and tedious rehabilitation exercises. This paper presents a virtual reality application that includes three serious games and that was developed for motor rehabilitation. It uses a standalone headset and the user's hands without the need for any controller for interaction. Interacting with an immersive virtual reality environment using only natural hand gestures involves an interaction that is similar to that of real life, which would be especially desirable for patients with motor problems. A study involving 28 participants (4 with motor problems) was carried out to compare two types of interaction (hands vs. controllers). All of the participants completed the exercises. No significant differences were found in the number of attempts necessary to complete the games using the two types of interaction. The group that used controllers required less time to complete the exercise. The performance outcomes were independent of the gender and age of the participants. The subjective assessment of the participants with motor problems was not significantly different from the rest of the participants. With regard to the interaction type, the participants mostly preferred the interaction using their hands (78.5%). All four participants with motor problems preferred the hand interaction. These results suggest that the interaction with the user's hands together with standalone headsets could improve motivation, be well accepted by motor rehabilitation patients, and help to complete exercise therapy at home.

4.
Front Neurosci ; 16: 1082811, 2022.
Article in English | MEDLINE | ID: mdl-36570827

ABSTRACT

Background and purpose: Long-COVID describes the long-term effects of the coronavirus disease 2019 (COVID-19). In long-COVID patients, neuropsychological alterations are frequently reported symptoms. Research points to medial temporal lobe dysfunction and its association with anosmia in long-COVID patients. This study aims to investigate the acquisition and consolidation of declarative and procedural memory in long-COVID patients and to explore whether anosmia is related to these dissociated memory functions. Methods: Forty-two long-COVID participants and 30 controls (C) were recruited. The sample of long-COVID patients was divided into two groups based on the presence or absence of anosmia, group A and group NA, respectively. Objective performance in verbal declarative memory (Paired-Associate Learning, PAL), procedural memory (Mirror Tracing Test, MTT), general cognitive function (Montreal Cognitive Assessment scale), psychomotor speed, and incidental learning (Digit Symbol Substitution Test) were assessed and compared among the A, NA, and C groups. Long-term retention of PAL and MTT were assessed 24 h after acquisition. Results: Lower scores in general cognition, psychomotor speed, and sustained attention were found in A and NA compared with C. However, incidental learning, both cue-guided and free-recalled, was diminished in group A compared with C, with no differences with group NA. General cognition and incidental learning were related to declarative memory function exclusively in long-COVID groups. Long-COVID groups presented lower long-term retention of verbal declarative memory than controls in recall tests but no differences in recognition tests. No group differences were found in the acquisition of procedural memory. However, long-term retention of this memory was worse in group A as compared to the NA and C groups, respectively, when errors and time of execution were considered. Conclusion: Findings support that consolidation of both procedural and declarative memories is more affected than the acquisition of these memories in long-COVID patients, who are also more vulnerable to deficits in delayed recall than in recognition of declarative memories. Deficits in the consolidation of procedural memory and immediate recall of declarative information are especially relevant in long-COVID participants with anosmia. This indicates that anosmia in COVID-19 could be associated with a long-term dysfunction of the limbic system.

5.
Gait Posture ; 97: 28-34, 2022 09.
Article in English | MEDLINE | ID: mdl-35868094

ABSTRACT

BACKGROUND: Combining the accuracy of marker-based stereophotogrammetry and the usability and comfort of markerless human movement analysis is a difficult challenge. 3D temporal scanners are a promising solution, since they provide moving meshes with thousands of vertices that can be used to analyze human movements. RESEARCH QUESTION: Can a 3D temporal scanner be used as a markerless system for gait analysis with the same accuracy as traditional, marker-based stereophotogrammetry systems? METHODS: A comparative study was carried out using a 3D temporal scanner synchronized with a marker-based stereophotogrammetry system. Two gait cycles of twelve healthy adults were measured simultaneously, extracting the positions of key anatomical points from both systems, and using them to analyze the 3D kinematics of the pelvis, right hip and knee joints. Measurement differences of marker positions and joint angles were described by their root mean square. A t-test was performed to rule out instrumental errors, and an F-test to evaluate the amplifications of marker position errors in dynamic conditions. RESULTS: The differences in 3D landmark positions were between 1.9 and 2.4 mm in the reference pose. Marker position errors were significantly increased during motion in the medial-lateral and vertical directions. The angle relative errors were between 3% and 43% of the range of motion, with the greatest difference being observed in hip axial rotation. SIGNIFICANCE: The differences in the results obtained between the 3D temporal scanner and the marker-based system were smaller than the usual errors due to lack of accuracy in the manual positioning of markers on anatomical landmarks and to soft-tissue artefacts. That level of accuracy is greater than other markerless systems, and proves that such technology is a good alternative to traditional, marker-based motion capture.


Subject(s)
Gait , Photogrammetry , Adult , Biomechanical Phenomena , Humans , Range of Motion, Articular , Rotation
6.
Anat Sci Educ ; 15(3): 535-551, 2022 May.
Article in English | MEDLINE | ID: mdl-33866682

ABSTRACT

Neuroanatomy is difficult for psychology students because of spatial visualization and the relationship among brain structures. Some technologies have been implemented to facilitate the learning of anatomy using three-dimensional (3D) visualization of anatomy contents. Augmented reality (AR) is a promising technology in this field. A mobile AR application to provide the visualization of morphological and functional information of the brain was developed. A sample of 67 students of neuropsychology completed tests for visuospatial ability, anatomical knowledge, learning goals, and experience with technologies. Subsequently, they performed a learning activity using one of the visualization methods considered: a 3D method using the AR application and a two-dimensional (2D) method using a textbook to color, followed by questions concerning their satisfaction and knowledge. After using the alternative method, the students expressed their preference. The two methods improved knowledge equally, but the 3D method obtained higher satisfaction scores and was more preferred by students. The 3D method was also more preferred by the students who used this method during the activity. After controlling for the method used in the activity, associations were found between the preference of the 3D method because of its usability and experience with technologies. These results found that the AR application was highly valued by students to learn and was as effective as the textbook for this purpose.


Subject(s)
Anatomy , Augmented Reality , Anatomy/education , Brain/anatomy & histology , Humans , Imaging, Three-Dimensional , Learning , Neuroanatomy/education
7.
PLoS One ; 16(2): e0245976, 2021.
Article in English | MEDLINE | ID: mdl-33539369

ABSTRACT

The assessment of human spatial short-term memory has mainly been performed using visual stimuli and less frequently using auditory stimuli. This paper presents a framework for the development of SLAM-based Augmented Reality applications for the assessment of spatial memory. An AR mobile application was developed for this type of assessment involving visual and tactile stimuli by using our framework. The task to be carried out with the AR application is divided into two phases: 1) a learning phase, in which participants physically walk around a room and have to remember the location of simple geometrical shapes; and 2) an evaluation phase, in which the participants are asked to recall the location of the shapes. A study for comparing the performance outcomes using visual and tactile stimuli was carried out. Fifty-three participants performed the task using the two conditions (Tactile vs Visual), but with more than two months of difference (within-subject design). The number of shapes placed correctly was similar for both conditions. However, the group that used the tactile stimulus spent significantly more time completing the task and required significantly more attempts. The performance outcomes were independent of gender. Some significant correlations among variables related to the performance outcomes and other tests were found. The following significant correlations among variables related to the performance outcomes using visual stimuli and the participants' subjective variables were also found: 1) the greater the number of correctly placed shapes, the greater the perceived competence; 2) the more attempts required, the less the perceived competence. We also found that perceived enjoyment was higher when a higher sense of presence was induced. Our results suggest that tactile stimuli are valid stimuli to exploit for the assessment of the ability to memorize spatial-tactile associations, but that the ability to memorize spatial-visual associations is dominant. Our results also show that gender does not affect these types of memory tasks.


Subject(s)
Augmented Reality , Memory, Short-Term , Photic Stimulation , Spatial Memory , Touch Perception , Humans
8.
Psychol Res Behav Manag ; 13: 119-131, 2020.
Article in English | MEDLINE | ID: mdl-32099489

ABSTRACT

BACKGROUND: Individual differences have been seen to play a key role in spatial orientation. Gender implications have been previously described but little is known about how other variables, such as wayfinding anxiety, emotional difficulties and wayfinding experience can mediate this relationship. METHODS: A group of 269 participants were involved in this study and completed questionnaires on their self-reported allocentric orientation strategy, wayfinding experience and satisfaction with the ability for wayfinding. Emotional outcomes were also investigated: spatial and trait anxiety, neuroticism, difficulties in emotion regulation, and personal safety. First, a principal component analysis was conducted and the studied variables were grouped into four components: outdoor wayfinding experience, wayfinding-related fear, emotional difficulties, and effective wayfinding skill. Afterwards, structural equation modelling was performed, using the MPLUS statistical program. RESULTS: The results showed that gender constitutes a predictor for using an effective wayfinding skill and for feeling wayfinding-related fear. However, outdoor wayfinding experience, wayfinding-related fear and emotional difficulties did not mediate the relationship between effective wayfinding skill and gender. CONCLUSION: These results highlight the differential contribution of gender in the emotions that are experienced during spatial orientation and emotions that are related to other types of situations. The limitations, strengths and theoretical implications of the proposed model are discussed. Further investigation is needed in order to understand the role of emotions in spatial orientation.

9.
Front Hum Neurosci ; 13: 113, 2019.
Article in English | MEDLINE | ID: mdl-31001098

ABSTRACT

The potential of augmented reality (AR) technology for the study of spatial memory and orientation is a new research field. AR defines systems that attempt to enhance the user's experience with the physical world. In our app, we enhance the sense of sight by adding interactive 3D elements to the real environment. Our app can be used in any real environment so that the experimental conditions during the tasks and the way in which an individual navigates are similar to those used in real life. With AR, the experimenter has a high level of control of the task and can store the participant's responses accurately. The classical factors that influence an individual's performance on virtual spatial tasks are gender and cognitive factors. The influence of emotional factors on spatial performance has been studied more recently. Since AR tasks for the study of spatial memory and spatial orientation are new developments, little is known about the factors that are related to performance on tasks of this type. In our study, we tested 46 young adults (26 women) in an AR object-location task that was performed in a building. The participants had to memorize the position of eight virtual objects while they were walking through the environment. We also assessed the participants' performance on an object-recall task, a map-pointing task, and a paper-and-pencil spatial orientation task. The self-reported importance of different spatial strategies for wayfinding and the levels of trait anxiety and wayfinding anxiety were also evaluated. Our findings indicate that men performed better on the spatial paper-and-pencil test and spent more time completing the learning phase of the AR task. The spatial memory for the location of the objects in AR and on the map correlated positively. Anxiety was related to individual differences in the self-reported use of a spatial orientation strategy, but the association among them was weak. Trait anxiety was positively related to the time employed by the participants during the learning phase of the AR task, whereas wayfinding anxiety correlated negatively with the preference for an orientation strategy. Our results highlight the importance of anxiety in spatial orientation.

10.
Front Psychol ; 9: 451, 2018.
Article in English | MEDLINE | ID: mdl-29674988

ABSTRACT

The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5-12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children's videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables.

11.
PLoS One ; 12(9): e0184645, 2017.
Article in English | MEDLINE | ID: mdl-28957355

ABSTRACT

Therapeutic education in diabetes helps patients take responsibility for self-control of their disease, and providing technological support systems facilitates this education. In this paper, we present an augmented reality game to support therapeutic education for patients with diabetes. Our game helps children (aged 5-14 years) to learn carbohydrate (carb) content of different foods. The game shows virtual foods on a real dish. The number of carb choices corresponding to the visualized food is also shown (1 carb choice = 10 grams of carbs). A study to determine the effectiveness of the game in terms of learning and perceived satisfaction and usability was carried out. A total of seventy children with diabetes participated in the study. From the results, we observed that the initial knowledge about carb choices of the children who participated in the study was low (a mean of 2 on a scale from 0 to 9). This indicates that therapeutic education for patients with diabetes is needed. When the results for the pre-knowledge questionnaire and the post-knowledge questionnaire were compared, it was shown that the children learned about carb choices by playing our game. We used two post-knowledge questionnaires (one post-knowledge questionnaire that contained the same foods as the pre-knowledge questionnaire and a second post-knowledge questionnaire that contained foods that were different from the ones on the pre-knowledge questionnaire). There were no statistically significant differences between these two different post-knowledge questionnaires. Moreover, the knowledge acquired was independent of gender and age. We also evaluated usability and perceived satisfaction. The children were satisfied with the game and considered that the game offers a high degree of usability. This game could be a valuable therapeutic education tool for patients with diabetes.


Subject(s)
Diabetes Mellitus/therapy , Health Knowledge, Attitudes, Practice , Video Games , Adolescent , Child , Child, Preschool , Female , Humans , Learning , Male , Patient Satisfaction , Surveys and Questionnaires
12.
PLoS One ; 11(8): e0161858, 2016.
Article in English | MEDLINE | ID: mdl-27579715

ABSTRACT

This paper presents the MnemoCity task, which is a 3D application that introduces the user into a totally 3D virtual environment to evaluate spatial short-term memory. A study has been carried out to validate the MnemoCity task for the assessment of spatial short-term memory in children, by comparing the children's performance in the developed task with current approaches. A total of 160 children participated in the study. The task incorporates two types of interaction: one based on standard interaction and another one based on natural interaction involving physical movement by the user. There were no statistically significant differences in the results of the task using the two types of interaction. Furthermore, statistically significant differences were not found in relation to gender. The correlations between scores were obtained using the MnemoCity task and a traditional procedure for assessing spatial short-term memory. Those results revealed that the type of interaction used did not affect the performance of children in the MnemoCity task.


Subject(s)
Memory, Short-Term/physiology , Spatial Memory/physiology , Task Performance and Analysis , Child , Child, Preschool , Female , Humans , Male , Mental Recall , Neuropsychological Tests , User-Computer Interface
13.
PLoS One ; 9(12): e113751, 2014.
Article in English | MEDLINE | ID: mdl-25438146

ABSTRACT

Short-term memory can be defined as the capacity for holding a small amount of information in mind in an active state for a short period of time. Although some instruments have been developed to study spatial short-term memory in real environments, there are no instruments that are specifically designed to assess visuospatial short-term memory in an attractive way to children. In this paper, we present the ARSM (Augmented Reality Spatial Memory) task, the first Augmented Reality task that involves a user's movement to assess spatial short-term memory in healthy children. The experimental procedure of the ARSM task was designed to assess the children's skill to retain visuospatial information. They were individually asked to remember the real place where augmented reality objects were located. The children (N = 76) were divided into two groups: preschool (5-6 year olds) and primary school (7-8 year olds). We found a significant improvement in ARSM task performance in the older group. The correlations between scores for the ARSM task and traditional procedures were significant. These traditional procedures were the Dot Matrix subtest for the assessment of visuospatial short-term memory of the computerized AWMA-2 battery and a parent's questionnaire about a child's everyday spatial memory. Hence, we suggest that the ARSM task has high verisimilitude with spatial short-term memory skills in real life. In addition, we evaluated the ARSM task's usability and perceived satisfaction. The study revealed that the younger children were more satisfied with the ARSM task. This novel instrument could be useful in detecting visuospatial short-term difficulties that affect specific developmental navigational disorders and/or school academic achievement.


Subject(s)
Memory, Short-Term , Spatial Memory , Child , Child, Preschool , Female , Humans , Male , Neuropsychological Tests , Software , Task Performance and Analysis
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