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1.
Hippocampus ; 34(7): 310-326, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38721743

RESUMO

Classic research has shown a division in the neuroanatomical structures that support flexible (e.g., short-cutting) and habitual (e.g., familiar route following) navigational behavior, with hippocampal-caudate systems associated with the former and putamen systems with the latter. There is, however, disagreement about whether the neural structures involved in navigation process particular forms of spatial information, such as associations between constellations of cues forming a cognitive map, versus single landmark-action associations, or alternatively, perform particular reinforcement learning algorithms that allow the use of different spatial strategies, so-called model-based (flexible) or model-free (habitual) forms of learning. We sought to test these theories by asking participants (N = 24) to navigate within a virtual environment through a previously learned, 9-junction route with distinctive landmarks at each junction while undergoing functional magnetic resonance imaging (fMRI). In a series of probe trials, we distinguished knowledge of individual landmark-action associations along the route versus knowledge of the correct sequence of landmark-action associations, either by having absent landmarks, or "out-of-sequence" landmarks. Under a map-based perspective, sequence knowledge would not require hippocampal systems, because there are no constellations of cues available for cognitive map formation. Within a learning-based model, however, responding based on knowledge of sequence would require hippocampal systems because prior context has to be utilized. We found that hippocampal-caudate systems were more active in probes requiring sequence knowledge, supporting the learning-based model. However, we also found greater putamen activation in probes where navigation based purely on sequence memory could be planned, supporting models of putamen function that emphasize its role in action sequencing.


Assuntos
Hipocampo , Imageamento por Ressonância Magnética , Navegação Espacial , Humanos , Navegação Espacial/fisiologia , Hipocampo/fisiologia , Hipocampo/diagnóstico por imagem , Masculino , Imageamento por Ressonância Magnética/métodos , Feminino , Adulto Jovem , Adulto , Corpo Estriado/fisiologia , Corpo Estriado/diagnóstico por imagem , Mapeamento Encefálico/métodos , Realidade Virtual , Sinais (Psicologia)
2.
Nutrients ; 14(1)2021 Dec 31.
Artigo em Inglês | MEDLINE | ID: mdl-35011063

RESUMO

Computer games have previously been used to improve nutrition knowledge in children. This paper describes the acceptability and feasibility of a serious game, "VitaVillage", for improving child nutrition knowledge. VitaVillage is a farming-style game in which the player undertakes quests and completes questions aimed at increasing several aspects of nutrition and healthy eating knowledge. Children aged 9-12 years in two primary schools (control vs. intervention) completed a nutrition knowledge questionnaire at baseline (T1) and after 1 week (T2). Participants at the intervention school (n = 75) played VitaVillage for 20 minutes on two occasions. Control participants (n = 94) received no nutrition education. Likeability question scores and written feedback from intervention participants was reported qualitatively. Paired sample t-tests were used to compare T1 and T2 nutrition knowledge changes between control and intervention participants. Engagement with VitaVillage improved children's overall nutrition knowledge (Mean increase of 2.25 points between T1 and T2, Standard Deviation (SD) 6.31, p = 0.035) compared to controls. The game was liked overall (mean score 77 (SD 24.6) on scale of 0-100) and positive feedback was given. Results indicate that VitaVillage has the potential to be successful as a nutrition education tool. In the future, VitaVillage's content and gameplay will be revised, extended and evaluated for its long-term impact on eating behaviour and knowledge changes.


Assuntos
Estudos de Viabilidade , Educação em Saúde/métodos , Ciências da Nutrição/educação , Jogos de Vídeo , Austrália , Criança , Fenômenos Fisiológicos da Nutrição Infantil , Dieta Saudável , Comportamento Alimentar , Feminino , Conhecimentos, Atitudes e Prática em Saúde , Humanos , Masculino , Serviços de Saúde Escolar , Instituições Acadêmicas
3.
Int J Behav Nutr Phys Act ; 14(1): 65, 2017 05 12.
Artigo em Inglês | MEDLINE | ID: mdl-28499433

RESUMO

BACKGROUND: Accurate estimation of food portion size is a difficult task. Visual cues are important mediators of portion size and therefore technology-based aids may assist consumers when serving and estimating food portions. The current study evaluated the usability and impact on estimation error of standard food servings of a novel augmented reality food serving aid, ServAR. METHODS: Participants were randomised into one of three groups: 1) no information/aid (control); 2) verbal information on standard serving sizes; or 3) ServAR, an aid which overlayed virtual food servings over a plate using a tablet computer. Participants were asked to estimate the standard serving sizes of nine foods (broccoli, carrots, cauliflower, green beans, kidney beans, potato, pasta, rice, and sweetcorn) using validated food replicas. Wilcoxon signed-rank tests compared median served weights of each food to reference standard serving size weights. Percentage error was used to compare the estimation of serving size accuracy between the three groups. All participants also performed a usability test using the ServAR tool to guide the serving of one randomly selected food. RESULTS: Ninety adults (78.9% female; a mean (95%CI) age 25.8 (24.9-26.7) years; BMI 24.2 (23.2-25.2) kg/m2) completed the study. The median servings were significantly different to the reference portions for five foods in the ServAR group, compared to eight foods in the information only group and seven foods for the control group. The cumulative proportion of total estimations per group within ±10%, ±25% and ±50% of the reference portion was greater for those using ServAR (30.7, 65.2 and 90.7%; respectively), compared to the information only group (19.6, 47.4 and 77.4%) and control group (10.0, 33.7 and 68.9%). Participants generally found the ServAR tool easy to use and agreed that it showed potential to support optimal portion size selection. However, some refinements to the ServAR tool are required to improve the user experience. CONCLUSIONS: Use of the augmented reality tool improved accuracy and consistency of estimating standard serve sizes compared to the information only and control conditions. ServAR demonstrates potential as a practical tool to guide the serving of food. Further evaluation across a broad range of foods, portion sizes and settings is warranted.


Assuntos
Comportamento Alimentar , Tamanho da Porção , Percepção de Tamanho , Tecnologia , Adulto , Computadores , Ingestão de Energia , Feminino , Alimentos , Preferências Alimentares , Humanos , Masculino , Verduras , Adulto Jovem
4.
Health Promot J Austr ; 28(3): 260-263, 2017 12.
Artigo em Inglês | MEDLINE | ID: mdl-27745570

RESUMO

Large portion sizes contribute to weight gain in western societies. Portion-size interventions, aids and education can be effective in helping prevent weight gain, but consumers are unsure what appropriate portions are and express confusion about existing guidelines. A lack of clarity about suggested serving size recommendations is a major barrier to food portion-size control. Therefore, standardised measurement units and unambiguous terminologies are required. This position paper summarises the evidence regarding the impact and importance of portion-size education and estimation, and outlines strategies for improving consumer understanding and application of this through the development of an international food measurement system and a range of appropriate portion control tools. In this position paper, the authors call for the standardisation of food volume measurement terminologies, units, implementation recommendations, as well as consumer education. The target audience for this paper includes nutrition and behavioural researchers, policy makers, and stakeholders who potentially influence and implement changes in national food measurement systems, which in turn impact on consumer choice.


Assuntos
Ingestão de Energia , Tamanho da Porção , Aumento de Peso , Comportamento do Consumidor , Alimentos , Humanos
5.
Dev Psychobiol ; 56(3): 421-34, 2014 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-23532957

RESUMO

Whether animals represent environmental geometry in a global and/or local way has been the subject of recent debate. We applied a transfer of search paradigm between rectangular- and kite-shaped arenas to examine the performance of human adults (using virtual environments) and children of 2.5-3.5 years (using real arenas). Adults showed robust transfer to a congruent corner in a kite-shaped arena, following training in a rectangular-shaped arena in two paradigms modeled on those used with rats and young children respectively. In contrast, the children showed no evidence of transfer of search, despite above chance performance in the rectangular arena, and above chance performance in a study where search occurred in the kite arena only. The pattern of findings suggests global aspects of environmental geometry may be used to re-establish heading, and that the matching of elements of local geometry in new global contexts may be an advanced developmental achievement.


Assuntos
Comportamento Exploratório/fisiologia , Comportamento Espacial/fisiologia , Transferência de Experiência , Adolescente , Fatores Etários , Pré-Escolar , Meio Ambiente , Feminino , Humanos , Masculino , Orientação/fisiologia , Percepção Espacial/fisiologia , Adulto Jovem
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