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1.
Neurobiol Aging ; 28(12): 1925-35, 2007 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-16973245

RESUMO

Cognitive tasks involving conflicting stimuli and responses are associated with an early age-related decline in performance. Conflict and conflict-induced interference can be stimulus- or response-related. In classical stimulus-response compatibility tasks, such as the Stroop task, the event-related potential (ERP) usually reveals a greater negativity on incongruent versus congruent trials which has often been linked with conflict processing. However, it is unclear whether this negativity is related to stimulus- or response-related conflict, thus rendering the meaning of age-related changes inconclusive. In the present study, a modified Stroop task was used to focus on stimulus-related interference processes while excluding response-related interference. Since we intended to study work-relevant effects ERPs and performance were determined in young (about 30 years old) and middle-aged (about 50 years old) healthy subjects (total n=80). In the ERP, a broad negativity developed after incongruent versus congruent stimuli between 350 and 650 ms. An age-related increase of the latency and amplitude of this negativity was observed. These results indicate age-related alterations in the processing of conflicting stimuli already in middle age.


Assuntos
Envelhecimento/fisiologia , Encéfalo/fisiologia , Cognição/fisiologia , Conflito Psicológico , Tomada de Decisões/fisiologia , Potenciais Evocados/fisiologia , Análise e Desempenho de Tarefas , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade
2.
Appl Psychophysiol Biofeedback ; 30(3): 205-16, 2005 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-16167186

RESUMO

Fully immersive and stereoscopic Virtual Environments (VE) represent a powerful multimedia tool for laboratory-based simulations of distinct scenarios including scenarios for evaluating stressful situations resembling reality. Thus far, cortisol secretion as a neuroendocrine parameter of stress has not been evaluated within a Virtual Reality (VR)-based paradigm. In this study 94 healthy volunteers were subjected to a provocative VR-paradigm and a cognitive stress task. Provocative in this context means the VE was designed to provoke physiological reactions (cortisol secretion) within the respective users by purpose. It was tested (a) if a fully dynamic VE as opposed to a static VE can be regarded as a stressor and (b) if such a fully dynamic VE can modify an additional response to a cognitive stressor presented within the VE additionally. Furthermore, possible gender-related impacts on cortisol responses were assessed. A significant cortisol increase was observed only after the combined application of the fully dynamic VE and the cognitive stressor, but not after application of the dynamic VE or the cognitive stressor alone. Cortisol reactivity was greater for men than for women. We conclude that a fully dynamic VE does not affect cortisol secretion per se, but increases cortisol responses to a dual task paradigm that includes performance of a stressful mental task. This provides the basis for the application of VR-based technologies in neuroscientific research, including the assessment of the human Hypothalamus-Pituitary-Adrenal (HPA) axis regulation.


Assuntos
Cognição , Hidrocortisona/sangue , Estresse Psicológico/fisiopatologia , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Modelos Teóricos , Fatores Sexuais , Análise e Desempenho de Tarefas
3.
Appl Psychophysiol Biofeedback ; 30(3): 233-8, 2005 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-16167188

RESUMO

In today's society, there is an increasing number of workplaces in virtual environments (VE). But, there are only a few reports dealing with occupational health issues or age effects. The question arises how VR generally interferes with cognitive processes. This interference might have relevant implications for workability and work-efficiency in virtual environments. Event-related potentials are known to reflect different stages of stimulus reception, evaluation, and response. We have established an electroencephalographic (EEG) monitoring, focussing on event-related potentials (N100; mismatch negativity, i.e., MMN) to obtain access to attention dependent and pre-attentive processing of sensory stimuli applied in VE. The MMN is known to be correlated with the ability of subjects to react to an unexpected event. The aim of the present study was to investigate cognitive responses to distracting auditory stimuli in two different age groups in a virtual environment (VE) and in a real environment ("real reality"), and to compare characteristic neurophysiological response patterns. Data show that stimulus detection as given by the N100 amplitude and latency does not differ in both age groups and task conditions. In contrast, the pre-attentive processing as given by the MMN is altered in the VR such as the non-VR condition in an age-related manner. A relevant finding of the present study was that the age related differences seen in the non-VR condition were not strengthened in VR.


Assuntos
Atenção , Potenciais Evocados , Interface Usuário-Computador , Adulto , Fatores Etários , Percepção Auditiva , Cognição , Eletroencefalografia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Saúde Ocupacional , Análise e Desempenho de Tarefas
4.
Appl Psychophysiol Biofeedback ; 30(3): 259-69, 2005 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-16167190

RESUMO

For patients suffering from mild cognitive impairments, the navigation through a virtual maze should be as intuitive and efficient as possible in order to minimize cognitive and physical strain. This paper discusses the appropriateness of interaction devices for being used for easy navigation tasks. Information gained from human centered evaluation was used to develop an intuitive and ergonomic interaction device. Two experiments examined the usability of tracked interaction devices. Usability problems with the devices are discussed. The findings from the experiments were translated into general design guidance, in addition to specific recommendations. A new device was designed on the basis of these recommendations and its usability was evaluated in a second experiment. The results were used to develop a lightweight interaction device for navigation in the virtual maze.


Assuntos
Transtornos Cognitivos/reabilitação , Ergonomia , Aprendizagem em Labirinto , Interface Usuário-Computador , Desenho de Equipamento , Humanos
6.
Cyberpsychol Behav ; 5(3): 203-6, 2002 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-12123241

RESUMO

Some members of the so-called virtual world deny that technology such as the virtual environment (VE) is value-laden. But there are a variety of complex issues which arise in VE that make it necessary to think about ethics and values in VE applications. Using VE in therapy and psychotherapy research or diagnostics leads to several ethical concerns. VE can impoverish those aspects of life that are essential to social development, interpersonal relations, and emotional growth. This paper will focus on the concept called "virtual world," a question of metaphysics. After reviewing general ethical principles, ethics in applied sciences will be described. Ethical decision-making, code of conduct, and specific issues in VE will be discussed. The VE community is challenged to set guidelines around VE, and its ethics and values. A set of measurement tools around ethical codes and values in a virtual world ought to be discursively gained in this virtual world and in real society as a whole.


Assuntos
Bioética , Diagnóstico por Computador/ética , Psicoterapia/ética , Terapia Assistida por Computador/ética , Interface Usuário-Computador , Códigos de Ética , Humanos , Suíça
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