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1.
Cyberpsychol Behav Soc Netw ; 26(9): 670-671, 2023 09.
Article in English | MEDLINE | ID: mdl-37646718
2.
Front Aging Neurosci ; 7: 45, 2015.
Article in English | MEDLINE | ID: mdl-25926790

ABSTRACT

This randomized controlled study (ClinicalTrials.gov NCT02007616) investigated the maintenance of training effects of 20 1-hr non-action video game training sessions with selected games from a commercial package on several age-declining cognitive functions and subjective wellbeing after a 3-month no-contact period. Two groups of cognitively normal older adults participated in both the post-training (posttest) and the present follow-up study, the experimental group who received training and the control group who attended several meetings with the research team during the study but did not receive training. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. Significant improvements in the trained group, and no variation in the control group had been previously found at posttest, in processing speed, attention and visual recognition memory, as well as in two dimensions of subjective wellbeing. In the current study, improvement from baseline to 3 months follow-up was found only in wellbeing (Affection and Assertivity dimensions) in the trained group whereas there was no change in the control group. Previous significant improvements in processing speed, attention and spatial memory become non-significant after the 3-month interval. Training older adults with non-action video games enhanced aspects of cognition just after training but this effect disappeared after a 3-month no-contact follow-up period. Cognitive plasticity can be induced in older adults by training, but to maintain the benefits periodic boosting sessions would be necessary.

3.
Cyberpsychol Behav ; 7(4): 402-16, 2004 Aug.
Article in English | MEDLINE | ID: mdl-15331027

ABSTRACT

This paper proposes a bio-cultural theory of presence based on four different positions related to the role and structure of presence, as follows. First, presence is a defining feature of self and it is related to the evolution of a key feature of any central nervous system: the embedding of sensory-referred properties into an internal functional space. Without the emergence of the sense of presence it is impossible for the nervous system to experience distal attribution: the referencing of our perception to an external space beyond the limits of the sensory organs themselves. Second, even if the experience of the sense of presence is a unitary feeling, conceptually it can be divided in three different layers, phylogenetically different and strictly related to the three levels of self identified by Damasio. In particular we can make conceptual distinctions between proto presence (self vs. non self), core presence (self vs. present external world), and extended presence (self relative to present external world). Third, given that each layer of presence solves a particular facet of the internal/external world separation, it is characterized by specific properties. Finally, in humans the sense of presence is a direct function of these three layers: the more they are integrated, the more we are present. In the experience of optimal presence, biologically and culturally determined cognitive processes are working in harmony--to focus all levels of the self on a significant situation in the external world, whether this is real or virtual.


Subject(s)
Biological Evolution , Cultural Characteristics , Ego , Interpersonal Relations , User-Computer Interface , Animals , Attention/physiology , Awareness/physiology , Brain Mapping , Central Nervous System/physiology , Emotions/physiology , Humans , Internal-External Control , Perception/physiology , Social Environment
4.
Stud Health Technol Inform ; 85: 560-6, 2002.
Article in English | MEDLINE | ID: mdl-15458152

ABSTRACT

The current experiment was carried out to extend our knowledge about the relative importance of stereoscopic display and hand-image collocation for dextrous interaction. We devised a new task, the Volumetric Dexterity Test (VDT), which quite accurately duplicates the way professional personnel such as surgeons and radiologists interact with detailed medical data in a VR environment. Our results were surprising. Stereo vision was very important to both accuracy and speed of task completion, as we found previously. But the presence of hand-image collocation did not improve accuracy, despite the fact that this was a truly three-dimensional task. If this finding is borne out it has important implications for the volumetric presentation of medical data to individual practitioners and in group settings.


Subject(s)
Data Display , Depth Perception , Psychomotor Performance , User-Computer Interface , Attention , Humans , Image Enhancement , Microcomputers , Outcome Assessment, Health Care , Reaction Time
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