ORCID Profile
0000-0001-6786-1735
Current Organisation
University of South Australia
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Biological Psychology (Neuropsychology, Psychopharmacology, Physiological Psychology) | Sensory Processes, Perception and Performance | Psychology
Behaviour and Health | Disability and Functional Capacity | Mental Health |
Publisher: Public Library of Science (PLoS)
Date: 23-10-2017
Publisher: Frontiers Media SA
Date: 2014
Publisher: JMIR Publications Inc.
Date: 29-12-2019
Abstract: pathy is a common symptom in neurological disorders, including dementia, and is associated with a faster rate of cognitive decline, reduced quality of life, and high caregiver burden. There is a lack of effective pharmacological treatments for apathy, and nonpharmacological interventions are a preferred first-line approach to treatment. Virtual reality (VR) using head-mounted displays (HMDs) is being successfully used in exposure- and distraction-based therapies however, there is limited research on using HMDs for symptoms of neurological disorders. his feasibility study aimed to assess whether VR using HMDs could be used to deliver tailored reminiscence therapy and examine the willingness to participate, response rates to measures, time taken to create tailored content, and technical problems. In addition, this study aimed to explore the immediate effects between verbal fluency and apathy after exposure to VR. mixed methods study was conducted in a s le of older adults residing in aged care, and 17 participants were recruited. Apathy was measured using the Apathy Evaluation Scale (AES), and verbal fluency was used as a proxy measure of improvements in apathy and debriefing interviews to assess feedback from participants. Side effects that can occur from using HMDs were also measured. e recruited participants from a high socioeconomic status setting with a high education level, and the participation rate was 85% (17/20) most responses to measures were positive. Access to a wide range of freely available content and the absence of technical difficulties made the delivery of a VR reminiscence intervention highly feasible. Participants had improved semantic scores ( i t /i sub /sub =−3.27 i P /i =.006) but not phonemic fluency scores ( i t /i sub /sub =0.55 i P /i =.59) immediately after the intervention. Those with higher levels of apathy demonstrated the greatest cognitive improvements after a VR reminiscence experience, which was indicated by a strong positive relationship between the AES and semantic verbal fluency change scores postminus pre-VR ( i r /i =0.719 95% CI 0.327 to 0.900 i P /i =.003). All participants enjoyed the experience despite 35% (6/17) of participants experiencing temporary side effects. his study provides initial evidence that it is feasible to use VR with HMDs for therapy to treat symptoms of apathy in older adults in residential aged care. However, there is a need to closely monitor the side effects of HMD use in older adults. Further research is needed using an active control group to compare the use of VR with traditional forms of reminiscence therapy.
Publisher: American Psychological Association (APA)
Date: 2013
DOI: 10.1037/A0030467
Abstract: We examined whether the processing of words associated with distinct spatial locations automatically biases behavior toward these locations in space. In four experiments (Ns = 30, 34, 32, 32), participants were shown stimuli denoting objects typically associated with the upper and lower regions of visual space. In Experiment 1, words were categorized as man-made or natural by pressing one of two vertically arranged keys. Reaction times were faster for trials in which response locations were congruent with the stimulus-associated locations. Experiment 2 replicated the stimulus-response congruency effect when the stimuli were presented in a pictorial format. Stimuli-space interactions therefore seem to be driven by an automatic activation of the spatial attributes associated with the stimuli, irrespective of input format. In Experiments 3 and 4, a target detection task involving only one response button was employed to examine whether the effects observed in the first two experiments were due to attentional shifts, independent of response selection processes. In both experiments, the previously observed congruence effect between words and space either diminished or vanished completely. Consequently, the results of the four experiments in the current study point to a dominant role of response-selection processes in the genesis of space-object word interactions.
Publisher: JMIR Publications Inc.
Date: 20-10-2021
Abstract: eople with Down syndrome face various learning challenges. Introducing new and enjoyable experiences in learning settings may improve learning outcomes. Immersive and interactive technologies such as virtual reality can be used to deliver rich visual experiences in classrooms. he aim of this study was to investigate the feasibility and benefits of virtual reality exposure for people with Down syndrome in learning settings. o address this aim, we used a within-subjects design to assess the effect of a brief virtual reality drawing experience and conventional drawing experience on subsequent behavior in 16 participants. arge positive effects were found for virtual reality drawing ( i t /i sub /sub =5.020, i P /i & .001) and conventional drawing ( i t /i sub /sub =3.720, i P /i =.002) in improving subsequent behavior in a learning setting. Irrespective of the intervention, the participant’s mood, attention, and overall behavior significantly improved. No significant differences were found between the interventions ( i t /i sub /sub i =– /i .648 i P /i =.53). his study’s results are encouraging for researchers and educators interested in using virtual reality for people with Down syndrome, as virtual reality was found to be highly feasible. Recommendations are made for researchers and educators interested in providing virtual reality experiences for people with Down syndrome.
Publisher: Springer Science and Business Media LLC
Date: 11-09-2020
DOI: 10.1038/S41598-020-71800-6
Abstract: Higher and lower levels of alertness typically lead to a leftward and rightward bias in attention, respectively. This relationship between alertness and spatial attention potentially has major implications for health and safety. The current study examined alertness and spatial attention under simulated shiftworking conditions. Nineteen healthy right-handed participants (M = 24.6 ± 5.3 years, 11 males) completed a seven-day laboratory based simulated shiftwork study. Measures of alertness (Stanford Sleepiness Scale and Psychomotor Vigilance Task) and spatial attention (Landmark Task and Detection Task) were assessed across the protocol. Detection Task performance revealed slower reaction times and higher omissions of peripheral (compared to central) stimuli, with lowered alertness suggesting narrowed visuospatial attention and a slight left-sided neglect. There were no associations between alertness and spatial bias on the Landmark Task. Our findings provide tentative evidence for a slight neglect of the left side and a narrowing of attention with lowered alertness. The possibility that one’s ability to sufficiently react to information in the periphery and the left-side may be compromised under conditions of lowered alertness highlights the need for future research to better understand the relationship between spatial attention and alertness under shiftworking conditions.
Publisher: Frontiers Media SA
Date: 2012
Publisher: Springer Science and Business Media LLC
Date: 11-12-2018
DOI: 10.1007/S00221-018-5449-2
Abstract: When thinking about quantifiable domains such as numbers, pitch, and size, they are implicitly mapped on to representational space with small/low/less and large/high/more of the respective domain represented on the left and right sides of representational space, respectively. Recent research has also demonstrated that more abstract domains (colours, language, political party names) are also mapped in the same way. This study investigated a new abstract domain, risk, to examine if this same pattern of effects is apparent (left = low risk/right = high risk) to get a better understanding of how risk magnitudes are processed. Experiment 1 (n = 26) presented objective, statistically calculated risk stimuli (micromorts) to participants, who indicated if the stimuli had lower or higher risks than a referent, with their left and right hands. Experiment 2 (n = 25) utilised the same task, but the risk stimuli were generated by the participants themselves. Both experiments found the expected association of risk with space-indicated by faster left-hand responses to low-risk stimuli and faster right-hand responses to high-risk stimuli. Risks appear to fit onto a standard left-right spatial association however, the effect sizes for all analyses were small. The results of this study are not only in line with the idea of a generalised magnitude processing system, but might also inform best practices in effective communications of risks.
Publisher: Springer Science and Business Media LLC
Date: 11-11-2021
Publisher: Springer Science and Business Media LLC
Date: 11-05-2007
DOI: 10.1007/S00221-007-0889-0
Abstract: There is some evidence that human subjects preferentially select small numbers when asked to s le numbers from large intervals "at random". A retrospective analysis of single digit frequencies in 16 independent experiments with the Mental Dice Task (generation of digits 1-6 during 1 min) confirmed the occurrence of small-number biases (SNBs) in 488 healthy subjects. A subset of these experiments suggested a spatial nature of this bias in the sense of a "leftward" shift along the number line. First, in idual SNBs were correlated with leftward deviations in a number line bisection task (but unrelated to the bisection of physical lines). Second, in 20 men, the magnitude of SNBs significantly correlated with leftward attentional biases in the judgment of chimeric faces. Finally, cognitive activation of the right hemisphere enhanced SNBs in 20 different men, while left hemisphere activation reduced them. Together, these findings provide support for a spatial component in random number generation. Specifically, they allow an interpretation of SNBs in terms of "pseudoneglect in number space." We recommend the use of random digit generation for future explorations of spatial-attentional asymmetries in numerical processing and discuss methodological issues relevant to prospective designs.
Publisher: Springer Science and Business Media LLC
Date: 24-04-2015
Publisher: Elsevier BV
Date: 08-2011
DOI: 10.1016/J.BANDC.2011.04.006
Abstract: Distinct cognitive and neural mechanisms underlie perception and action in near (within-reach) and far (outside-reach) space. Objects in far space can be brought into the brain's near-space through tool-use. We determined whether a near object can be pushed into far space by changing the pictorial context in which it occurs. Participants (n = 372) made relative length judgements for lines presented in near space, but superimposed over photographs of near and far objects. The left segment of the line was overestimated in the baseline and near-context conditions whereas the right was overestimated in the far-context. The change from leftward to rightward overestimation is the same when lines are physically shifted from near to far space. Because participants did not have to do anything in relation to the photograph, the results suggest that simply viewing images with a near/far context can cause a shift of attention along the distal roximal axis, which may reflect differential activation of the ventral/dorsal visual streams.
Publisher: Elsevier BV
Date: 02-2017
DOI: 10.1016/J.AAP.2015.11.012
Abstract: There is evidence that a decrease in alertness is associated with a rightward shift of attention. Alertness fluctuates throughout the day and peak times differ between in iduals. Some in iduals feel most alert in the morning others in the evening. Our aim was to investigate the influence of morningness/eveningness and time of testing on spatial attention. It was predicted that attention would shift rightwards when in iduals were tested at their non-optimal time as compared to tests at peak times. A crowdsourcing internet marketplace, Amazon Mechanical Turk (AMT) was used to collect data. Given questions surrounding the quality of data drawn from such virtual environments, this study also investigated the sensitivity of data to demonstrate known effects from the literature. Five-hundred and thirty right-handed participants took part between 6 am and 11 pm. Participants answered demographic questions, completed a question from the Horne and Östberg Morningness/Eveningness Scale, and performed a spatial attentional task (landmark task). For the landmark task, participants indicated whether the left or right segment of each of 72 pre-bisected lines was longer (longer side counterbalanced). Response bias was calculated by subtracting the 'number of left responses' from the 'number of right responses', and iding by the number of trials. Negative values indicate a leftward attentional bias, and positive values a rightward bias. Well-supported relationships between variables were reflected in the dataset. Controlling for age, there was a significant interaction between morningness/eveningness and time of testing (morning=6 am-2.30 pm, evening=2.30 pm-11 pm) (p<0.05) such that there was a relative rightward shift of attention from peak to off-peak times of testing for those identifying as morning types, but not evening types. Findings support the utility of crowdsourcing internet marketplaces as data collection vehicles for research. Results also suggest that the deployment of spatial attention is modulated by an in idual's peak time (morningness/eveningness) and time of testing.
Publisher: JMIR Publications Inc.
Date: 12-04-2021
Abstract: pathy is a frequent and underrecognized neurological disorder symptom. Reduced goal-directed behavior caused by apathy is associated with poor outcomes for older adults in residential aged care. Recommended nonpharmacological treatments include person-centered therapy using information and communication technology. Virtual reality (VR) in the form of head-mounted displays (HMDs) is a fully immersive technology that provides access to a wide range of freely available content. The use of VR as a therapy tool has demonstrated promise in the treatment of posttraumatic stress disorder and anxiety. In addition, VR has been used to improve conditions including depression, anxiety, cognitive function, and balance in older adults with memory deficits, Alzheimer disease, and Parkinson disease. Research using VR for the symptoms of apathy in older adults living in residential aged care facilities is limited. his study aims to examine whether using HMDs as a tool for reminiscence therapy improves the symptoms of apathy compared with using a laptop computer and physical items with older adults living in residential aged care. n this multisite trial, 43 participants were allocated to one of three groups: reminiscence therapy intervention using VR in the form of HMDs, reminiscence therapy using a laptop computer supplemented by physical items if required (active control), and a usual care (passive control) group. The primary outcome was apathy, and the secondary outcomes included cognition and depression. The side effects of using HMDs were also measured in the VR group. ixed model analyses revealed no significant group interaction over time in outcomes between the VR and laptop groups (estimate=−2.24, SE 1.89 i t /i sub /sub =−1.18 i P= /i .24). Pooled apathy scores in the two intervention groups compared with the passive control group also revealed no significant group interaction over time (estimate=−0.26, SE 1.66 i t /i sub /sub =−0.16 i P= /i .88). There were no significant secondary outcomes. Most participants in the VR group stated that they would prefer to watch content in VR than on a flat screen ( i Χ /i sup /sup sub /sub =11.2 i P /i =.004), side effects from HMD use were negligible to minimal according to the Simulator Sickness Questionnaire cutoff scores. lthough there were no significant results in outcome measures, this study found that participants engaged in the research and enjoyed the process of reminiscing using both forms of technology. It was found that VR can be implemented in an aged care setting with correct protocols in place. Providing residents in aged care with a choice of technology may assist in increasing participation in activities. We cannot dismiss the importance of immediate effects while the therapy was in progress, and this is an avenue for future research. ustralian New Zealand Clinical Trials Registry ACTRN12619001510134 www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=378564. R2-DOI: 10.1136/bmjopen-2020-046030
Publisher: Center for Open Science
Date: 08-02-2023
Abstract: Virtual Reality (VR) technology is gaining in popularity as a research tool for studying human behavior. However, the use of VR technology for remote testing is still an emerging field. This study aimed to evaluate the feasibility of conducting remote VR behavioral experiments that require millisecond timing. Participants were recruited via an online crowdsourcing platform and accessed the classic cognitive phenomenon "Inhibition of Return" through a web browser using their own VR headset or desktop computer (68 participants in each group). Results confirm previous research that remote participants using desktop computers can be used effectively for conducting time-critical cognitive experiments. However, inhibition of return was only partially replicated for the VR headset group. Exploratory analyses revealed that technical factors, such as headset type, were likely to significantly impact variability and must be mitigated to obtain accurate results. This study demonstrates the potential for remote VR testing to broaden the research scope and reach a larger participant population. Crowdsourcing services appear to be an efficient and effective way to recruit participants for remote behavioral testing using high-end VR headsets.
Publisher: Informa UK Limited
Date: 20-08-2023
Publisher: Frontiers Media SA
Date: 03-07-2020
Publisher: Elsevier BV
Date: 10-2015
DOI: 10.1016/J.BANDC.2015.08.005
Abstract: Our ability to process information about an object's location in depth varies along the horizontal and vertical axes. These variations reflect functional specialisation of the cerebral hemispheres as well as the ventral/dorsal visual streams for processing stimuli located in near and far space. Prior research has demonstrated visual field superiorities for processing near space in the lower and right hemispaces and for far space in the upper and left hemispaces. No research, however, has directly tested whether the functional specialisation of the visual fields actually makes objects look closer when presented in the lower or right visual fields. To measure biases in the perception of depth, we employed anaglyph stimuli where participants made closer/further judgments about the relative location of two spheres in a three-dimensional virtual space. We observed clear processing differences in this task where participants perceived the right and lower spheres to be closer and the left and upper spheres to be further away. Furthermore, no relationship between the horizontal and vertical dimensions was observed suggesting separate cognitive/neural mechanisms. Not only does this methodology clearly demonstrate differences in perceived depth across the visual field, it also opens up many possibilities for studying functional asymmetries in three-dimensional space.
Publisher: Elsevier BV
Date: 03-2010
Publisher: MDPI AG
Date: 29-06-2022
DOI: 10.3390/HEALTHCARE10071222
Abstract: Background: Virtual reality (VR) using head-mounted displays (HMDs) has demonstrated to be an effective tool for treating various somatic and psychological symptoms. Technological advances and increased affordability of VR technology provide an interesting option for delivering psychological interventions to patients in palliative care. The primary aim of this systematic review was to synthesise the available research on the use of VR for enhancing psychological and somatic outcomes for palliative care patients. Secondary aims included assessing general satisfaction and overall usability. Method: A pre-registered systematic literature search was conducted according to PRISMA guidelines using OVID Emcare, Cochrane Library, Embase, Medline, PsycINFO, and PubMed Care Search: Palliative Care Knowledge Network. Peer-reviewed experimental, quasi-experimental, observational, case, and feasibility studies consisting of single or multiple VR sessions using HMDs that reported psychological and/or somatic outcomes were included. Results: Eight studies published between 2019 and 2021 were included, representing 138 patients. While the reported quantitative psychological and somatic outcomes were ambiguous, the qualitative outcomes were largely positive. Participants were generally satisfied with VR, and most studies reported the VR interventions as usable, feasible, and acceptable. Conclusions: VR shows promise in palliative care and generally addresses a range of symptoms with few adverse effects. Future research should consist of adequately powered RCTs evaluating dosage and focusing on providing meaningful activities to enhance outcomes further.
Publisher: Center for Open Science
Date: 04-02-2021
Abstract: Purpose: Investigating difficulties during activities of daily living is a fundamental first step for the development of intervention and rehabilitation strategies. One way to do this is through visual impairment simulations. The aim of this review is to synthesise and assess the types of simulation methods that have been used to simulate age-related macular degeneration (AMD) in normally sighted participants, during activities of daily living (e.g., reading, cleaning, cooking).Methods: We conducted a systematic literature search in five databases and a critical analysis of the advantages and disadvantages of various AMD simulation methods (following PRISMA guidelines). The review focuses on the suitability of each method for investigating activities of daily living, an assessment of clinical validation procedures, and an evaluation of the adaptation periods for participants. Results: Nineteen studies met the criteria for inclusion. Contact lenses, computer manipulations, gaze contingent displays, and simulation glasses were the main forms of AMD simulation identified. The use of validation and adaptation procedures were reported in approximately two-thirds and half of studies, respectively. Conclusions: Synthesis of the methodology demonstrated that the choice of simulation has been, and should continue to be, guided by the nature of the study. While simulations may never completely replicate vision loss experienced during AMD, consistency in simulation methodology is critical for generating realistic behavioural responses under vision impairment simulation and limiting the influence of confounding factors. Researchers could also come to a consensus regarding the length and form of adaptation by exploring what is an adequate amount of time and type of training required to acclimatise participants to vision impairment simulations.
Publisher: JMIR Publications Inc.
Date: 23-10-2020
DOI: 10.2196/19840
Abstract: Virtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake. This study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness. A total of 36 participants played an exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods—before VR, immediately after VR, and 40 min after VR (late). Beat Saber was well tolerated, as there were no dropouts due to sickness. For most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation (F1,35=8.424 P=.006) and convergence (F1,35=7.826 P=.008) however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR (F1,35=26.515 P .001) and were significantly higher for long compared with short exposures (t35=2.807 P=.03), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants’ sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure. Irrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR however, some in iduals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential.
Publisher: Frontiers Media SA
Date: 31-03-2020
Publisher: Wiley
Date: 10-11-2019
Publisher: Frontiers Media SA
Date: 20-09-2019
Publisher: Public Library of Science (PLoS)
Date: 02-05-2012
Publisher: Elsevier BV
Date: 04-2015
DOI: 10.1016/J.NEUROPSYCHOLOGIA.2014.10.008
Abstract: Being in close social proximity to a stranger is generally perceived to be an uncomfortable experience, which most people seek to avoid. In circumstances where crowding is unavoidable, however, people may seek to withdraw their attention from the other person. This study examined whether social discomfort, as indexed by electrodermal activity, is related to a withdrawal of attention in 28 (m=8, f=20) university students. Students performed a radial line bisection task while alone or together with a stranger facing them. Physiological arousal was indexed by a wrist monitor, which recorded electrodermal activity. Correlational analyses showed that in iduals who displayed physiological discomfort when together showed a withdrawal of the perceived midpoint of the line towards them (and away from the stranger). Conversely, in iduals who showed no discomfort exhibited an expansion of the perceived midpoint away from them. We propose that participants shift their attention away from the stranger to increase interpersonal distance and reduce anxiety/arousal.
Publisher: Springer Science and Business Media LLC
Date: 23-08-2018
DOI: 10.1038/S41598-018-31129-7
Abstract: Although the perception of faces depends on low-level neuronal processes, it is also affected by high-level social processes. Faces from a social in-group, such as people of a similar age, receive more in-depth processing and are processed holistically. To explore whether own-age biases affect subconscious face perception, we presented participants with the young/old lady ambiguous figure. Mechanical Turk was used to s le participants of varying ages from the USA. Results demonstrated that younger and older participants estimated the age of the image as younger and older, respectively. This own-age effect ties in with socio-cultural practices, which are less inclusive towards the elderly. Participants were not aware the study was related to ageing and the stimulus was shown briefly. The results therefore demonstrate that high-level social group processes have a subconscious effect on the early stages of face processing. A neural feedback model is used to explain this interaction.
Publisher: SAGE Publications
Date: 12-2013
DOI: 10.1080/17470218.2013.863371
Abstract: Null hypothesis significance testing uses the seemingly arbitrary probability of .05 as a means of objectively determining whether a tested effect is reliable. Within recent psychological articles, research has found an overrepresentation of p values around this cut-off. The present study examined whether this overrepresentation is a product of recent pressure to publish or whether it has existed throughout psychological research. Articles published in 1965 and 2005 from two prominent psychology journals were examined. Like previous research, the frequency of p values at and just below .05 was greater than expected compared to p frequencies in other ranges. While this overrepresentation was found for values published in both 1965 and 2005, it was much greater in 2005. Additionally, p values close to but over .05 were more likely to be rounded down to, or incorrectly reported as, significant in 2005 than in 1965. Modern statistical software and an increased pressure to publish may explain this pattern. The problem may be alleviated by reduced reliance on p values and increased reporting of confidence intervals and effect sizes.
Publisher: Wiley
Date: 31-05-2013
Publisher: Elsevier BV
Date: 11-2012
DOI: 10.1016/J.CORTEX.2011.10.003
Abstract: To explore the idea of a perceptual distortion of space in spatial neglect, neglect patients, age-matched healthy controls and right hemisphere control patients judged the vanishing point of horizontally and vertically-moving stimuli. Hemifield of presentation and movement direction of the stimulus presentation was manipulated. The results suggest that neglect patients show a stronger response bias in the direction of the moving stimuli ("representational momentum") than healthy and right hemisphere controls. Furthermore, neglect patients, but not the control groups, showed a direction-specific response whereby the presence of neglect was associated with a larger representational momentum for leftward-moving stimuli. The one left-hemisphere patient with right-sided neglect showed the opposite effect. Thus, neglect patients showed a relative overextension into their neglected side of space. While these findings are in line with the idea of an extension in the representation of contralesional space, other explanations such as deficient spatial remapping, impairments in smooth pursuit and distortions in memorized visuo-motor movements are considered.
Publisher: Springer Science and Business Media LLC
Date: 08-03-2022
DOI: 10.1038/S41598-022-07924-8
Abstract: The reliable assessment of cognitive functioning is critical to the study of brain-behaviour relationships. Yet conditions that are synchronous which ageing, including visual decline, are easily overlooked when interpreting cognitive test scores. The purpose of this study was to demonstrate the negative consequences of visual impairments on cognitive tests performance. Moderate to severe levels of age-related macular degeneration were simulated, with a set of goggles, in a s le of twenty-four normally sighted participants while they completed two cognitive tasks: a vision-dependent reaction time task and a vision-independent verbal fluency test. Performance on the reaction time task significantly decreased ( p 0.001) in the simulated age-related macular degeneration condition, by as much as 25 percentile ranks. In contrast, performance on the verbal fluency test were not statistically different between the simulated and normal vision conditions ( p = 0.78). The findings highlight the importance of considering visual functioning when assessing cognitive function. When vision is not accounted for, low test scores may inaccurately indicate poor cognition. Such false attributions may have significant ramification for diagnosis and research on cognitive functioning.
Publisher: Royal College of Psychiatrists
Date: 08-08-2022
DOI: 10.1192/BJO.2022.558
Abstract: People with age-related macular degeneration (AMD) can report reduced mental health. There is also evidence that they struggle with daily tasks because of vision loss. The purpose of this study was to assess the psychological impact of instrumental activities of daily living on people with simulated AMD. Twenty-four normally sighted participants completed 12 household tasks, in a simulated home environment, under a moderate-to-severe AMD simulation. Participants’ psychological state was measured through self-report questionnaires and physiological measurements related to anxiety and stress. Tasks were completed twice, under counterbalanced vision conditions (normal and simulated AMD). Linear mixed models on vision condition (normal versus simulated AMD) and trial order (trial 1 versus trial 2) revealed a significant large negative effect of the AMD simulation on time to complete tasks, and the anxiety, task engagement and distress self-reports (all P 0.024, all ω 2 0.177). There were also significant medium-large effects of trial order on time, task incompletion, task errors, and the anxiety and task engagement self-reports (all P 0.047, all ω 2 0.130), whereby the results improved during the second attempt at the tasks. No physiological measures were significant (all P 0.05). Completing instrumental activities of daily living under an AMD simulation had a negative impact on participants’ self-reported mental state. The observed trial order effects also illuminated how practice with tasks could ease anxiety and stress over time.
Publisher: Springer Science and Business Media LLC
Date: 23-08-2019
DOI: 10.1007/S00221-019-05632-W
Abstract: Risk perception has recently been shown to reveal a mental spatial representation, with people responding faster to low-risk items on the left side, and high-risk items on the right side. Subjective risk perception has a stronger spatial representation than objective risk perception however, both reveal small effect sizes. With risk magnitude being a new domain within spatial mapping literature, we sought to explore its nuances. Following discussion surrounding the relationship between spatial mapping and level of expertise, this study investigated the effect of training an objective risk magnitude sequence on mental spatial representations. Participants (n = 34) used their left and right hands to indicate whether eight risk stimuli were lower or higher risk than a referent activity, both before and after training. Training involved repetitively learning the objectively correct order of the same eight risk stimuli for approximately 15 min. Pre-training results demonstrated the expected spatial representations. Contrary to our predictions, the spatial representation did not get stronger post-training, but instead disappeared. Previous research has demonstrated a loss of spatial-numerical mappings with increased task load. An increase in post-training reaction times could reflect an increase in task load due to a lack of adequate knowledge of risk stimulus order thus revealing no mental spatial representation. However, failure to find training effects highlights the flexibility of weaker spatial representations, and supports research demonstrating spatial representation flexibility.
Publisher: Ovid Technologies (Wolters Kluwer Health)
Date: 07-05-2022
Publisher: Informa UK Limited
Date: 04-07-2017
DOI: 10.1080/13554794.2017.1364775
Abstract: We present a patient with reading inexpertise and right hemianopia following left posterior cerebral artery (PCA) stroke. We examine the extent of disruption to reading performance and the extent of white matter tract damage relative to a patient with more limited PCA infarction and isolated right hemianopia. We show white matter disconnection of the temporal occipital fusiform cortex in our pure alexia patient. Connectivity-based laterality indices revealed right hemisphere laterality in the alexia patient this was not associated with improved reading function. We speculate that the degree of premorbid laterality may be a critical factor affecting the extent of reading dysfunction in alexia.
Publisher: Springer Science and Business Media LLC
Date: 21-06-2014
DOI: 10.1007/S00221-014-4015-9
Abstract: Neurologically normal in iduals devote more attention to the left side an asymmetry known as pseudoneglect, which reflects right hemisphere involvement in visuospatial attention. The role of eye movements in attentional asymmetries has received little consideration, particularly in terms of the greyscales task. Stimulus length, elevation, and presentation duration were manipulated, while monitoring eye movements during the greyscales task. Region of interest analyses compared time spent examining each quadrant of the stimulus. Further, saccades were examined in conjunction with fixations to gain an understanding of overall eye movement patterns. Scatterplots combining x-and y-coordinates illustrate mean eye position. Results demonstrated a comparison strategy was used, where the dark portions of each rectangle were fixated. Mean eye position was within the lower left quadrant. The left visual field was inspected most for the baseline condition. Interestingly, the lower visual field was examined most when duration, length, or elevation was manipulated. Eye movement patterns provide a possible explanation for why correlations are y not observed between visuospatial tasks. Different strategies, based on specific-task demands, are likely to be used, which in turn, engage separate aspects of visuospatial attention.
Publisher: Frontiers Media SA
Date: 31-10-2017
Publisher: Springer Science and Business Media LLC
Date: 09-03-2011
DOI: 10.3758/S13414-011-0114-X
Abstract: Time, number, and space may be represented in the brain by a common set of cognitive/neural mechanisms. In support of this conjecture, Schwarz and Eiselt (Journal of Experimental Psychology: Human Perception and Performance, 35, 989-1004, 2009) found that numerically smaller digits were perceived to occur earlier than larger digits, and they concluded that this difference reflected faster processing of smaller numbers. This difference, however, could have been related to a response bias, whereby participants map responses of "which first" onto the "first" number along the mental number line. In Experiment 1, participants made temporal order judgements between digits presented to the left or to the right. The point of subjective simultaneity was shifted so that the 9 had to be presented before the 2 in order for simultaneity to be perceived. This difference could reflect either faster processing of the 2 or a response bias. Experiments 2a and 2b eliminated response biases by using simultaneity judgements, which have no logical stimulus mapping. Both of the latter experiments established that the 2 was not processed faster than the 9. Although the present results relate specifically to numerical magnitude and temporal order associations, they also have broader implications. Other studies have reported associations between dimensions such as size, duration, and number and have attributed these to parietal mechanisms. Such associations, however, may also be an artefact of response biases.
Publisher: Center for Open Science
Date: 04-05-2020
Abstract: Background: Virtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected when users experience VR sickness. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake.Objective: This study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness.Methods: A total of 36 participants played a popular VR exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods—before VR, immediately after VR, and 40 min after VR (late).Results: Beat Saber was well tolerated, as there were no dropouts due to sickness. Overall, for most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation (F1,35=8.424 P=.006) and convergence (F1,35=7.826 P=.008) however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR (F1,35=26.515 P& .001) and were significantly higher for long compared with short exposures (t35=2.807 P=.032), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants’ sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure.Conclusions: Irrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR however, some in iduals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential.
Publisher: Springer Science and Business Media LLC
Date: 12-05-2021
DOI: 10.1038/S41598-021-89054-1
Abstract: Current evidence suggests that the ability to detect and react to information under lowered alertness conditions might be more impaired on the left than the right side of space. This evidence derives mainly from right-handers being assessed in computer and paper-and-pencil spatial attention tasks. However, there are suggestions that left-handers might show impairments on the opposite (right) side compared to right-handers with lowered alertness, and it is unclear whether the impairments observed in the computer tasks have any real-world implications for activities such as driving. The current study investigated the alertness and spatial attention relationship under simulated monotonous driving in left- and right-handers. Twenty left-handed and 22 right-handed participants (15 males, mean age = 23.6 years, SD = 5.0 years) were assessed on a simulated driving task (lasting approximately 60 min) to induce a time-on-task effect. The driving task involved responding to stimuli appearing at six different horizontal locations on the screen, whilst driving in a 50 km/h zone. Decreases in alertness and driving performance were evident with time-on-task in both handedness groups. We found handedness impacts reacting to lateral stimuli differently with time-on-task: right-handers reacted slower to the leftmost stimuli, while left-handers showed the opposite pattern (although not statistically significant) in the second compared to first half of the drive. Our findings support suggestions that handedness modulates the spatial attention and alertness interactions. The interactions were observed in a simulated driving task which calls for further research to understand the safety implications of these interactions for activities such as driving.
Publisher: Springer Science and Business Media LLC
Date: 26-12-2018
DOI: 10.1007/S00221-017-5154-6
Abstract: The spatial numerical association of response code (SNARC) effect is characterized by low numbers mapped to the left side of space and high numbers mapped to the right side of space. In addition to numbers, SNARC-like effects have been found in non-numerical magnitude domains such as time, size, letters, luminance, and more, whereby the smaller/earlier and larger/later magnitudes are typically mapped to the left and right of space, respectively. The purpose of this systematic and meta-analytic review was to identify and summarise all empirical papers that have investigated horizontal (left-right) SNARC-like mappings using non-numerical stimuli. A systematic search was conducted using EMBASE, Medline, and PsycINFO, where 2216 publications were identified, with 57 papers meeting the inclusion criteria (representing 112 experiments). Ninety-five of these experiments were included in a meta-analysis, resulting in an overall effect size of d = .488 for a SNARC-like effect. Additional analyses revealed a significant effect size advantage for explicit instruction tasks compared with implicit instructions, yet yielded no difference for the role of expertise on SNARC-like effects. There was clear evidence for a publication bias in the field, but the impact of this bias is likely to be modest, and it is unlikely that the SNARC-like effect is a pure artefact of this bias. The similarities in the response properties for the spatial mappings of numerical and non-numerical domains support the concept of a general higher order magnitude system. Yet, further research will need to be conducted to identify all the factors modulating the strength of the spatial associations.
Publisher: Elsevier BV
Date: 05-2010
DOI: 10.1016/J.CORTEX.2009.06.010
Abstract: Spatial neglect can be characterized by a "magnetic attraction" towards the right side of a visual stimulus array and a selection of stimuli from that hemispace. This study examined whether these distinctive characteristics in visuo-motor space are also evident in representational number space. Given that numbers are thought to be represented along a left-to-right oriented mental number line, an affinity for the spontaneous selection of larger numbers was anticipated for neglect patients. Contrary to this expectation, neglect patients (n=20) picked a similar range of numbers compared to controls (n=17) when generating a number between 1000 and 10,000 and when playing an imaginary lottery game. There was, however, a positive correlation between the biases for the imaginary lottery, number generation and a number bisection task - demonstrating that exploration asymmetries along the mental number line are consistent within in iduals across tasks. Some of the patients selected smaller numbers in all of these tasks, confirming reports of dissociations between physical and numerical-representational forms of neglect. Conversely, only four (20%) of the patients could reliably be classified as demonstrating a neglect in number space. When filling out a physical lottery ticket, the neglect patients showed the expected bias towards picking numbers placed on the right-hand side of the ticket. These results demonstrate that the magnetic attraction towards the right side of mental representations is rather weak and that representational forms of neglect only occasionally co-exist with neglect in physical space.
Publisher: Informa UK Limited
Date: 26-03-2014
DOI: 10.1080/00140139.2014.899633
Abstract: Attention can be captured by distractors and can affect performance. To examine whether asymmetrical distractors, such as a wall, affect spatial attention, Experiment 1 required participants (n = 20) to determine the relative length of pre-bisected lines when a temporary barrier was placed close to the left or right sides of the display. Post-hoc tests showed that attention was drawn towards left, but not right, walls. Experiment 2 (n = 18) sought to increase this effect using a solid brick wall rather than a temporary barrier. Instead of strengthening the result, no effect of barrier was observed. A non-effect was also observed in Experiment 3 (n = 18) when participants moved a cursor to the line's middle. Finally, Experiment 4 (n = 26) showed that asymmetrical barriers had no effect on visual search. While the data showed some evidence that attention is distracted by walls placed to the left, this effect is weak and task-specific. The ability to monitor critical information on displays can be affected by asymmetrical distractors. In many workplaces, a display may be placed alongside a wall. This study explored whether a wall placed to the left/right affects spatial attention. A weak, task-specific, attraction effect was observed for walls on the left.
Publisher: BMJ
Date: 02-2021
DOI: 10.1136/BMJOPEN-2020-046030
Abstract: Apathy is a prevalent neuropsychiatric symptom for older adults residing in aged care. Left untreated, apathy has been associated with accelerated cognitive decline and increased risk of mortality. Reminiscence therapy is commonly used in aged care and has demonstrated to reduce apathy. Traditional methods of reminiscence use physical objects and more recently technology including tablets and laptop computers have demonstrated potential. Virtual reality (VR) has successfully been used to treat psychological disorders however, there is little evidence on using VR for behavioural symptoms such as apathy in older adults. Using VR to deliver reminiscence therapy provides an immersive experience, and readily available applications provide access to a large range of content allowing easier delivery of therapy over traditional forms of therapy. This study aims to identify changes in apathy after a reminiscence therapy intervention using head-mounted displays (HMDs). Participants will be allocated to one of three groups reminiscence therapy using VR an active control using a laptop computer or physical items and a passive control. A total of 45 participants will be recruited from residential aged care (15 in each group). The three groups will be compared at baseline and follow-up. The primary outcome is apathy, and secondary outcomes include cognition and depression. Side effects from using HMDs will also be examined in the VR group. Primary and secondary outcomes at baseline and follow-up will be analysed using linear mixed modelling. Ethics approval was obtained from the University of South Australia Human Research Ethics Committee. The results from this study will be disseminated through manuscript publications and national/international conferences. ACTRN12619001510134.
Publisher: Elsevier BV
Date: 2009
DOI: 10.1016/J.NEUROPSYCHOLOGIA.2008.08.005
Abstract: Based on interactions between number and space apparent from healthy subjects' randomization attempts we expected random number generation (RNG) to be sensitive for the monitoring of unilateral spatial deficits. Specifically, we predicted patients with left-sided hemineglect to evidence "neglect in number space", i.e. to produce a deficiency in the generation of small, "left-sided" numbers. In RNG of digits from 1 to 6, 19 patients with left-sided neglect generated sequences with a higher redundancy, but as many small numbers as did a matched control group. We discuss possible reasons for the absence of a small-number neglect and emphasize that the observed redundancy was not due to a counting bias, as known from other neurological patients, but to an unspecific imbalance in the use of response alternatives. We speculate that this may be the consequence of disrupted fronto-parietal functions normally serving in the sequential organization and manipulation of items in working memory.
Publisher: Elsevier BV
Date: 05-2021
Publisher: Elsevier BV
Date: 05-2007
DOI: 10.1016/J.NEULET.2007.03.012
Abstract: Coarse semantic encoding and broad categorization behavior are the hallmarks of the right cerebral hemisphere's contribution to language processing. We correlated 40 healthy subjects' breadth of categorization as assessed with Pettigrew's category width scale with lateral asymmetries in perceptual and representational space. Specifically, we hypothesized broader category width to be associated with larger leftward spatial biases. For the 20 men, but not the 20 women, this hypothesis was confirmed both in a lateralized tachistoscopic task with chimeric faces and a random digit generation task the higher a male participant's score on category width, the more pronounced were his left-visual field bias in the judgement of chimeric faces and his small-number preference in digit generation ("small" is to the left of "large" in number space). Subjects' category width was unrelated to lateral displacements in a blindfolded tactile-motor rod centering task. These findings indicate that visual-spatial functions of the right hemisphere should not be considered independent of the same hemisphere's contribution to language. Linguistic and spatial cognition may be more tightly interwoven than is currently assumed.
Publisher: BMJ
Date: 13-04-2023
Publisher: Elsevier BV
Date: 08-2016
DOI: 10.1016/J.NEUROSCIENCE.2016.05.056
Abstract: Spatial neglect is modeled on an imbalance of interhemispheric inhibition (IHI) however evidence is emerging that it may not explain neglect in all cases. The aim of this study was to investigate the IHI imbalance model of visual neglect in healthy adults, using paired pulse transcranial magnetic stimulation to probe excitability of projections from posterior parietal cortex (PPC) to contralateral primary motor cortex (M1) bilaterally. Motor-evoked potentials (MEPs) were recorded from the first dorsal interossei and facilitation was determined as ratio of conditioned to non-conditioned MEP litude. A laterality index reflecting the balance of excitability between the two hemispheres was calculated. A temporal order judgment task (TOJ) assessed visual attention. Continuous theta-burst stimulation was used to transiently suppress right parietal cortex activity and the effect on laterality and judgment task measured, along with associations between baseline and post stimulation measures. Stimulation had conflicting results on laterality, with most participants demonstrating an effect in the negative direction with no decrement in the TOJ task. Correlation analysis suggests a strong association between laterality direction and degree of facilitation of left PPC-to right M1 following stimulation (r=.902), with larger MEP facilitation at baseline demonstrating greater reduction (r=-.908). Findings indicate there was relative balance between the cortices at baseline but right PPC suppression did not evoke left PPC facilitation in most participants, contrary to the IHI imbalance model. Left M1 facilitation prior to stimulation may predict an in idual's response to continuous theta-burst stimulation of right PPC.
Publisher: European Delirium Association
Date: 12-05-2023
DOI: 10.56392/001C.74542
Abstract: Transcatheter aortic valve implantation (TAVI) has become the standard for treating severe symptomatic aortic stenosis in those with prohibitive surgical risk. Cognitive complications, including delirium and cognitive decline are common following TAVI, yet an understanding of pre-procedural factors associated with these outcomes is lacking. This prospective observational study set out to identify geriatric pre-procedural factors associated with post-procedural delirium and cognitive decline in patients undergoing TAVI. Cognitive outcomes of TAVI patients aged ≥60 years (N=32) were measured over one-year post-TAVI. Pre-procedural measures included frailty, gait, visual symptoms, voice pitch, dysphagia, blink rate, mood, and sleep. Primary outcomes were post-procedural delirium and cognitive decline. Delirium was present in 25% of patients over two days following TAVI and 26% experienced cognitive decline in the year post-TAVI. Daily physical activity was a protective factor against cognitive decline, and worse baseline visual memory was associated with delirium. While non-significant and with very large confidence intervals, moderate to large effect sizes were found for associations between slowed gait speed, pre-existing atrial fibrillation, and dysphagia for delirium, and slower gait speed, higher blink rate, pre-existing atrial fibrillation for cognitive decline. Though underpowered, measures of considerable effect size were identified (although non-significant and with large variability). In larger studies, these novel geriatric factors could further be explored for predicting cognitive complications following TAVI. Improvement of risk prediction for cognitive decline and delirium following TAVI could assist with early identification of those at risk, informing clinical decision-making and allowing for targeted intervention to reduce post-procedural incidence of these complications.
Publisher: Center for Open Science
Date: 24-09-2020
Abstract: Background: Apathy is a prevalent neuropsychiatric symptom for older adults residing in aged care. Left untreated, apathy has been associated with accelerated cognitive decline and increased risk of mortality. Pharmacological interventions have not been established and can have side effects, placing a priority on the evaluation of non-pharmacological interventions. Reminiscence therapy, a psychosocial, person-centred intervention is commonly used in aged care and has demonstrated to reduce apathy. Traditional methods of reminiscence utilise physical objects and more recently technology including tablets and laptop computers have demonstrated potential. Virtual reality (VR) has successfully been used to treat psychological disorders, however there is little evidence on using VR for behavioural symptoms such as apathy in older adults. Using VR to deliver reminiscence therapy provides an immersive experience, and readily available applications provide access to a large range of content allowing easier delivery of therapy over traditional forms of therapy. This study aims to examine the effect of tailored reminiscence therapy using VR on apathy.Methods: In this multi-site trial, participants will be allocated to one of three groups a reminiscence therapy intervention using VR an active control using a laptop computer or physical items and a passive control usual care group. A total of 45 participants will be recruited from residential aged care (15 in each group). The three groups will be compared at baseline and follow-up. The primary outcome is apathy, secondary outcomes include cognition and depression. Side effects from using head-mounted displays will also be examined in the VR group.Discussion: This study intends to establish if using VR reminiscence therapy improves levels of apathy compared to traditional reminiscence therapy or usual care. Results from this study will inform the therapeutic use of VR for older adults residing in aged care and provide knowledge for implementing VR into existing lifestyle activities in this context.Trial registration: This trial was registered in the Australian and New Zealand Clinical Trials Registry (ACTRN12619001510134). Registered 31 October 2018, www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=378564& isReview=true
Publisher: Informa UK Limited
Date: 28-05-2015
DOI: 10.1080/17588928.2015.1048677
Abstract: While it is generally acknowledged that another person's presence can influence how we behave within our environment, our understanding of the mechanisms underlying this influence is limited. Three experiments investigated the effect of social presence on the lateral distribution of spatial attention. Shifts in spatial attention were measured using line bisection, while participants sat in each other's personal space. An attentional withdrawal was observed, whereby attention moved away from the other person when the same task was using turn-taking (Experiment 1) and independent responding (Experiment 2) paradigms. When participant pairs engaged in different tasks (Experiment 3), attentional withdrawal was no longer observed. Our results strongly suggest that the influence of interpersonal proximity on attention merits greater consideration than it has received from researchers investigating social effects on cognition.
Publisher: Informa UK Limited
Date: 24-06-2019
Publisher: JMIR Publications Inc.
Date: 20-09-2021
DOI: 10.2196/29210
Abstract: Apathy is a frequent and underrecognized neurological disorder symptom. Reduced goal-directed behavior caused by apathy is associated with poor outcomes for older adults in residential aged care. Recommended nonpharmacological treatments include person-centered therapy using information and communication technology. Virtual reality (VR) in the form of head-mounted displays (HMDs) is a fully immersive technology that provides access to a wide range of freely available content. The use of VR as a therapy tool has demonstrated promise in the treatment of posttraumatic stress disorder and anxiety. In addition, VR has been used to improve conditions including depression, anxiety, cognitive function, and balance in older adults with memory deficits, Alzheimer disease, and Parkinson disease. Research using VR for the symptoms of apathy in older adults living in residential aged care facilities is limited. This study aims to examine whether using HMDs as a tool for reminiscence therapy improves the symptoms of apathy compared with using a laptop computer and physical items with older adults living in residential aged care. In this multisite trial, 43 participants were allocated to one of three groups: reminiscence therapy intervention using VR in the form of HMDs, reminiscence therapy using a laptop computer supplemented by physical items if required (active control), and a usual care (passive control) group. The primary outcome was apathy, and the secondary outcomes included cognition and depression. The side effects of using HMDs were also measured in the VR group. Mixed model analyses revealed no significant group interaction over time in outcomes between the VR and laptop groups (estimate=−2.24, SE 1.89 t40=−1.18 P=.24). Pooled apathy scores in the two intervention groups compared with the passive control group also revealed no significant group interaction over time (estimate=−0.26, SE 1.66 t40=−0.16 P=.88). There were no significant secondary outcomes. Most participants in the VR group stated that they would prefer to watch content in VR than on a flat screen (Χ22=11.2 P=.004), side effects from HMD use were negligible to minimal according to the Simulator Sickness Questionnaire cutoff scores. Although there were no significant results in outcome measures, this study found that participants engaged in the research and enjoyed the process of reminiscing using both forms of technology. It was found that VR can be implemented in an aged care setting with correct protocols in place. Providing residents in aged care with a choice of technology may assist in increasing participation in activities. We cannot dismiss the importance of immediate effects while the therapy was in progress, and this is an avenue for future research. Australian New Zealand Clinical Trials Registry ACTRN12619001510134 www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=378564. RR2-DOI: 10.1136/bmjopen-2020-046030
Publisher: JMIR Publications Inc.
Date: 26-06-2020
DOI: 10.2196/17632
Abstract: Apathy is a common symptom in neurological disorders, including dementia, and is associated with a faster rate of cognitive decline, reduced quality of life, and high caregiver burden. There is a lack of effective pharmacological treatments for apathy, and nonpharmacological interventions are a preferred first-line approach to treatment. Virtual reality (VR) using head-mounted displays (HMDs) is being successfully used in exposure- and distraction-based therapies however, there is limited research on using HMDs for symptoms of neurological disorders. This feasibility study aimed to assess whether VR using HMDs could be used to deliver tailored reminiscence therapy and examine the willingness to participate, response rates to measures, time taken to create tailored content, and technical problems. In addition, this study aimed to explore the immediate effects between verbal fluency and apathy after exposure to VR. A mixed methods study was conducted in a s le of older adults residing in aged care, and 17 participants were recruited. Apathy was measured using the Apathy Evaluation Scale (AES), and verbal fluency was used as a proxy measure of improvements in apathy and debriefing interviews to assess feedback from participants. Side effects that can occur from using HMDs were also measured. We recruited participants from a high socioeconomic status setting with a high education level, and the participation rate was 85% (17/20) most responses to measures were positive. Access to a wide range of freely available content and the absence of technical difficulties made the delivery of a VR reminiscence intervention highly feasible. Participants had improved semantic scores (t14=−3.27 P=.006) but not phonemic fluency scores (t14=0.55 P=.59) immediately after the intervention. Those with higher levels of apathy demonstrated the greatest cognitive improvements after a VR reminiscence experience, which was indicated by a strong positive relationship between the AES and semantic verbal fluency change scores postminus pre-VR (r=0.719 95% CI 0.327 to 0.900 P=.003). All participants enjoyed the experience despite 35% (6/17) of participants experiencing temporary side effects. This study provides initial evidence that it is feasible to use VR with HMDs for therapy to treat symptoms of apathy in older adults in residential aged care. However, there is a need to closely monitor the side effects of HMD use in older adults. Further research is needed using an active control group to compare the use of VR with traditional forms of reminiscence therapy.
Publisher: Public Library of Science (PLoS)
Date: 05-12-2018
Publisher: American Psychological Association (APA)
Date: 10-2017
DOI: 10.1037/XGE0000358
Abstract: Healthy in iduals usually display a bias toward the left side of space. This effect can be measured in a line bisection task or, alternatively, in a landmark task where prebisected lines are presented to participants. Several factors have been shown to influence pseudoneglect, that is, to vary the magnitude of the left side bias. We performed 2 landmark experiments: 1 online (n = 801) and a 2nd in the laboratory (n = 20). Our results demonstrate that pseudoneglect is strongly modulated by the sequence of trials in a landmark task. Of particular relevance is the fact that, for some histories of responses, pseudoneglect is inverted such that apparently there is a preference for the right side. In addition, we show that the way in which the point of subjective equality depends on the previous sequence of trials is well approximated by an exponential filter, well known from the literature of sequential effects to be related to motor control. In other words, the type of sequential effects we encountered in the landmark task is consistent with a purely motor contribution, further deepening our understanding of the way motor control influences pseudoneglect. (PsycINFO Database Record
Publisher: Ovid Technologies (Wolters Kluwer Health)
Date: 06-2010
Publisher: SAGE Publications
Date: 12-2012
DOI: 10.1080/17470218.2012.688979
Abstract: The original aim was to examine the effect of perceived distance, induced by the Ponzo illusion, on left/right asymmetries for line bisection. In Experiment 1, university students ( n = 29) made left/right bisection judgements for lines presented in the lower or upper half of the screen against backgrounds of the Ponzo stimuli, or a baseline. While the Ponzo illusion had relatively little effect on line bisection, elevation in the baseline condition had a strong effect, whereby the leftward bias was increased for upper lines. Experiment 2 ( n = 17) eliminated the effect of elevation by presenting the line in the middle and moving the Ponzo stimuli relative to the line. Despite this change, the leftward bias was still stronger in the upper condition in the baseline condition. The final experiment ( n = 17) investigated whether upper/lower visual stimulation, which was irrelevant to the task, affected asymmetries for line bisection. The results revealed that a rectangle presented in the upper half of the screen increased the leftward line bisection bias relative to a baseline and lower stimulation condition. These results corroborate neuroimaging research, showing increased right parietal activation associated with shifts of attention into the upper hemispace. This increased right parietal activation may increase the leftward attentional bias—resulting in a stronger leftward bias for line bisection.
Publisher: Elsevier BV
Date: 02-2008
DOI: 10.1016/J.NEUROSCIENCE.2007.07.068
Abstract: Human subjects' answer to questions like "what number is halfway between 2 and 8" provides insights into spatial attention mechanisms involved in numerical processing. Here we show that mental numerical bisections are accompanied by a systematic pattern of horizontal eye movements: processing of a large number followed by a small number is accompanied with leftward eye movements, a tendency less pronounced or even reversed for the processing of a small number followed by a large number. The eyes thus appear to move along a left-to-right-oriented number line, indicating that shifts of attention in representational space are accompanied by an ocular motor orienting response. These results add to the growing evidence for a convergence of numerical processing, spatial attention, and movement planning in the parietal and frontal lobes. They also demonstrate the homologous relationship between our internal representations of numbers and space, and show that the concept of "number space" is more than a mere metaphor.
Publisher: Elsevier BV
Date: 12-2018
Publisher: Springer Science and Business Media LLC
Date: 12-08-2022
Publisher: Center for Open Science
Date: 10-03-2020
Abstract: Higher and lower levels of alertness typically lead to a leftward and rightward bias in attention, respectively. This relationship between alertness and spatial attention potentially has major implications for health and safety. The current study examined alertness and spatial attention under simulated shiftworking conditions. Nineteen healthy right-handed participants (M=24.6±5.3 years, 11 males) completed a seven-day laboratory based simulated shiftwork study. Measures of alertness (Stanford Sleepiness Scale and Psychomotor Vigilance Task) and spatial attention (Landmark Task and Detection Task) were assessed across the protocol. Detection Task performance revealed slower reaction times and higher omissions of peripheral (compared to central) stimuli, with lowered alertness suggesting narrowed visuospatial attention and a slight left-sided neglect. There were no associations between alertness and spatial bias on the Landmark Task. Our findings provide tentative evidence for a slight neglect of the left-side and a narrowing of attention with lowered alertness. The possibility that one’s ability to sufficiently react to information in the periphery and the left-side may be compromised under conditions of lowered alertness highlights the need for future research to better understand the relationship between spatial attention and alertness under shiftworking conditions.
Publisher: SAGE Publications
Date: 2015
DOI: 10.1080/17470218.2014.925481
Abstract: Many studies use multiexperiment designs where experiments are carried out at different times of semester. When comparing between experiments, the data may be confounded by between-participants effects related to motivation. Research indicates that course-credit participants who engage in research early in semester have different personality and performance characteristics compared to those tested late in semester. This study examined whether the semester effect is caused by internal (inherent motivation of the participant) or external (looming exams, essays) factors. To do this, sustained attention and intrinsic/extrinsic motivation was measured in groups of course-credit ( n = 40) and paid ( n = 40) participants early and late in semester. While there was no difference in sustained attention between the groups early in semester, the course-credit group performed significantly worse late in semester. The course-credit group also showed a significant decrease in intrinsic motivation with time whereas the paid participants showed no change. Because changes were not seen for both groups, the semester difference cannot be due to external factors. Instead, the data demonstrate that course-credit participants who engage early have high sustained attention and intrinsic motivation compared to their late counterparts, who leave their participation to the last minute. Researchers who use multiexperimental designs across semester need to control for these effects—perhaps by using paid participants who do not vary across semester.
Publisher: BMJ
Date: 18-05-2006
Publisher: Public Library of Science (PLoS)
Date: 10-09-2019
Publisher: JMIR Publications Inc.
Date: 04-05-2020
Abstract: irtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake. his study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness. total of 36 participants played an exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods—before VR, immediately after VR, and 40 min after VR (late). eat Saber was well tolerated, as there were no dropouts due to sickness. For most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation ( i F /i sub ,35 /sub =8.424 i P /i =.006) and convergence ( i F /i sub ,35 /sub =7.826 i P /i =.008) however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR ( i F /i sub ,35 /sub =26.515 i P /i & .001) and were significantly higher for long compared with short exposures ( i t /i sub /sub =2.807 i P /i =.03), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants’ sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure. rrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR however, some in iduals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential. >
Publisher: Public Library of Science (PLoS)
Date: 24-08-2010
Publisher: Informa UK Limited
Date: 13-12-2018
Publisher: Elsevier BV
Date: 10-2021
Publisher: SAGE Publications
Date: 23-01-2013
Abstract: The aim of this study was to investigate asymmetrical interactions between humans and their environment using online seat booking sites. Functional differences between the cerebral hemispheres affect the choices people make. For ex le, when asked to imagine going to a cinema, people preferentially select seats to the right. We investigated whether this experimental research generalizes to online booking sites for aircraft and theaters. Occupancy rates for seats taken on the left and right sides were assessed for 100 airline flights with 12,762 available seats and 37 theater performances with 34,456 seats. On the basis of previous research, a rightward bias was predicted for aircraft and theaters. For aircraft, contrary to expectation, occupancy rate was higher for left-compared with right-side seats. For theaters, a rightward bias was observed when the theater was less than half full. The bias was not affected by the orientation of the map. For aircraft, the leftward preference could be attributable to a rightward turning bias or a “feeling” that the port seats are closer to the exit, even though they are not. For theaters, the data demonstrate that the rightward preference observed in earlier studies exists only when the theater is relatively empty. Asymmetrical seating may play an important role in the efficient assimilation of information from the environment, and this role should take this into account when designing effective human–environment interfaces. The online method of assessing seating used in the current study provides an informative and potentially powerful means of assessing asymmetries in human perception and action.
Publisher: ACM Press
Date: 2015
Publisher: Center for Open Science
Date: 16-10-2020
Abstract: Current evidence suggests that the ability to detect and react to information under lowered alertness conditions might be more impaired on the left than the right side of space. This evidence derives mainly from right-handers being assessed in computer and paper-and-pencil spatial attention tasks. However, there are suggestions that left-handers might show impairments on the opposite (right) side compared to right-handers with lowered alertness, and it is unclear whether the impairments observed in the computer tasks have any real-world implications for activities such as driving. The current study investigated the alertness and spatial attention relationship under simulated monotonous driving in left- and right-handers. Twenty left-handed and 22 right-handed participants (15 males, mean age=23.6y, SD=5.0y) were assessed on a simulated driving task (lasting approximately 60 minutes) to induce a time-on-task effect. The driving task involved responding to stimuli appearing at six different horizontal locations on the screen, whilst driving in a 50km/h zone. Decreases in alertness and driving performance were evident with time-on-task in both handedness groups. We found handedness impacts reacting to lateral stimuli differently with time-on-task: right-handers reacted slower to the leftmost stimuli, while left-handers showed the opposite pattern (although not statistically significant) in the second compared to first half of the drive. Our findings support suggestions that handedness modulates the spatial attention and alertness interactions. The interactions were observed in a simulated driving task which calls for further research to understand the safety implications of these interactions for activities such as driving.
Publisher: Center for Open Science
Date: 15-02-2021
Abstract: Purpose: Age-related macular degeneration (AMD) is a degenerative condition impacting central vision. Evaluating the effectiveness of low vision devices provides empirical evidence on how devices can rehabilitate and overcome deficits caused by AMD. This evidence could help to facilitate discussion on necessary future improvements to vision enhancement technology.Methods: A systematic review of the literature was conducted on low vision devices use in AMD populations. Relevant peer-reviewed research articles from six databases were screened. Results: The findings of thirty-five studies revealed a significant positive impact of low vision devices leading to improvements in visual acuity, reading performance, facial recognition, and more. While the studies were found to have moderate risks of bias, a GRADE assessment of the evidence suggested the certainty of the evidence was low-moderate.Discussion: Simple hand-held low vision devices (e.g., magnifiers) appear to currently have greater preferential support than newer visual enhancement technology (e.g., head mounted devices). Financial, comfort or usability reasons may influence preferences more than performance-based findings. However, there is a lack of studies examining newer technologies in AMD populations, which future research should address. Moreover, given the presence of bias across the studies and limited controlled experiments, confidence in the results may be low. Conclusions: Most studies indicated that low vision devices have positive impacts on reading and visual performance. But, even though they are reported to be a valuable asset to AMD populations, more rigorous research is required to draw conclusive evidence.
Publisher: MDPI AG
Date: 21-03-2023
DOI: 10.3390/MTI7030032
Abstract: Virtual Reality (VR) technology is gaining in popularity as a research tool for studying human behavior. However, the use of VR technology for remote testing is still an emerging field. This study aimed to evaluate the feasibility of conducting remote VR behavioral experiments that require millisecond timing. Participants were recruited via an online crowdsourcing platform and accessed a task on the classic cognitive phenomenon “Inhibition of Return” through a web browser using their own VR headset or desktop computer (68 participants in each group). The results confirm previous research that remote participants using desktop computers can be used effectively for conducting time-critical cognitive experiments. However, inhibition of return was only partially replicated for the VR headset group. Exploratory analyses revealed that technical factors, such as headset type, were likely to significantly impact variability and must be mitigated to obtain accurate results. This study demonstrates the potential for remote VR testing to broaden the research scope and reach a larger participant population. Crowdsourcing services appear to be an efficient and effective way to recruit participants for remote behavioral testing using high-end VR headsets.
Publisher: Springer Science and Business Media LLC
Date: 20-07-2018
DOI: 10.1038/S41598-018-29337-2
Abstract: Small and large numbers are typically associated with the left and right side of space, respectively. We conducted an online version of the classical Spatial-Numerical Association of Response Codes (SNARC) paradigm in 604 subjects in order to analyse how previous trials and responses affect SNARC. Our results point to a strong inversion of number-space associations (left/large and right/small) when the last trial was incoherent - i.e. when a response with the left hand was made to a large number or vice-versa. In addition, we demonstrate that the congruency of trials beyond just the last two can influence SNARC, providing empirical support for an important assumption of a working memory account of spatial-numerical associations. Finally, we show that sequential effects in SNARC can be captured by a simple exponential filter, known to underpin sequential effects across a range of stimuli detection and perceptual two-alternative forced choice decision tasks. Our findings point to universal mechanisms responsible for the processing of sequences from perception to cognition.
Publisher: IEEE
Date: 03-2022
Publisher: Elsevier BV
Date: 12-2016
DOI: 10.1016/J.HLC.2016.09.002
Abstract: Older in iduals can now undergo invasive cardiovascular procedures without serious concern about mortality, and the numbers and proportions of the over 65s and 85s doing so in Australia has been increasing over the last 20 years. There is overwhelming evidence linking cardiovascular conditions to late-life (65 years and over) cognitive impairment and dementia including Alzheimer's Disease, primarily due to impaired cerebrovascularisation and cascading neuropathological processes. Somewhat paradoxically, these cardiovascular interventions, carried out with the primary aim of revascularisation, are not usually associated with short- or long-term improvements in cognitive function in older adults. We discuss factors associated with cognitive outcomes post-cardiovascular surgeries in patients over 65 years of age. There are many opportunities for future research: we know almost nothing about cognitive outcomes following invasive cardiac procedures in the oldest old (85 years and over) nor how to predict the cognitive/delirium outcome using pre-surgical data, and lastly, intervention opportunities exist both pre and postoperatively that have not been tested. As our population ages with increased cardiovascular burden and rates of cardiovascular interventions and surgeries, it is critical that we understand the cognitive consequences of these procedures, who is at greatest risk, and ways to optimise cognition.
Publisher: Elsevier BV
Date: 10-2019
DOI: 10.1016/J.CORTEX.2019.03.016
Abstract: Attending to the visuospatial field is paramount for safety. The inability to sufficiently allocate attention in the environment could lead to unfavourable consequences. One's ability to attend quickly to left- and right-sided stimuli can vary depending on the person's level of alertness. A dominant model of this relationship proposes that low alertness is associated with a rightward bias in attention, with increases in alertness shifting attention leftward. The current study sought to synthesise the literature on spatial attention and alertness and identify modulators of this relationship in healthy adults. Nineteen articles meeting inclusion criteria were identified for meta-analysis. A small effect of alertness on spatial bias (d = .302) with no evidence for a systematic publication bias was found. Of the five investigated modulators, namely, the experimental design relative to alertness, direction of alertness manipulation, measurement of alertness, the nature of the spatial task, and handedness, only the latter was identified as a significant modulator of the relationship between alertness and spatial attention. The review's findings tie in with the influential framework by Corbetta and Shulman (2011) and support the idea to increase alertness as a rehabilitation approach to reduce inattention to the left side in neglect patients. Findings also suggest a need for future research to investigate neurological processes that underlie the alertness and spatial attention relationship, and a need to examine the transfer effects of laboratory-based experiments for real-world implications.
Publisher: MDPI AG
Date: 14-10-2021
DOI: 10.3390/S21206817
Abstract: Immersive virtual reality (VR) can cause acute sickness, visual disturbance, and balance impairment. Some manufacturers recommend intermittent breaks to overcome these issues however, limited evidence examining whether this is beneficial exists. The aim of this study was to examine whether taking breaks during VR gaming reduced its effect on postural sway during standing balance assessments. Twenty-five people participated in this crossover design study, performing 50 min of VR gaming either continuously or with intermittent 10 min exposure/rest intervals. Standing eyes open, two-legged balance assessments were performed immediately pre-, immediately post- and 40 min post-exposure. The primary outcome measure was total path length secondary measures included independent axis path velocity, litude, standard deviation, discrete and continuous wavelet transform-derived variables, and detrended fluctuation analysis. Total path length was significantly (p 0.05) reduced immediately post-VR gaming exposure in the intermittent rest break group both in comparison to within-condition baseline values and between-condition timepoint results. Conversely, it remained consistent across timepoints in the continuous exposure group. These changes consisted of a more clustered movement speed pattern about a lower central frequency, evidenced by signal frequency content. These findings indicate that caution is required before recommending rest breaks during VR exposure until we know more about how balance and falls risk are affected.
Publisher: Frontiers Media SA
Date: 24-11-2021
DOI: 10.3389/FNEUR.2021.742365
Abstract: Objective: The objective of this scoping review was to capture the reported definitions for the subtypes of neglect post stroke and map the range of assessment tools employed for each neglect subtype. Methods: EMBASE, Emcare, Medline, and psychINFO were searched from database inception. Searching included all allied terms and mesh headings for stroke, spatial neglect, measurement, screening tools, psychometric properties. Two reviewers independently screened studies for inclusion. Primary studies with documented protocols of a spatial neglect tool for adults post stroke, with some aspect of validity or reliability were included. Two reviewers independently reviewed the documented protocols of each tool to determine the underlying subtypes and disagreements were resolved through discussion. Results: There were 371 articles included with 292 tools used for the screening or diagnosis of neglect. The majority of studies (67%) included a tool that did not specify the neglect subtype being assessed, therefore an analysis of the underlying subtypes for each tool is presented. Conclusions: There is no consistency with the terms used to refer to the syndrome of spatial neglect with over 200 different terms used within the included studies to refer to the syndrome as a whole or one of its subtypes. It is essential to unify the terminology and definition for each neglect subtype. There are hundreds of neglect tools available, however many are not able to differentiate presenting subtypes. It is important for clinicians and researchers to critically evaluate the neglect tools being used for the screening and diagnosis of neglect.
Publisher: Cambridge University Press (CUP)
Date: 27-04-2010
DOI: 10.1017/S1355617710000184
Abstract: The idea that handedness indicates something about a person’s cognitive ability and personality is a perennial issue. A variety of models have been put forward to explain this relationship and predict a range of outcomes from higher levels of cognitive ability in left-handers or moderate right-handers to lower levels of achievement in left- or mixed-handers. We tested these models using a s le ( n = 895) drawn from the BRAINnet database ( www.brainnet.net ). Participants completed a general cognitive ability (GCA) scale and a test of hand preference erformance. Moderate right-handers, as indexed by their performance measures, had higher GCA scores compared with strong left- or right-handers. The performance measure also showed lower levels of GCA for left-handers compared with right-handers. The hand preference data showed little or no association with cognitive ability—perhaps because this measure clusters in iduals toward the extremes of the handedness distribution. While adding support to Annett’s heterozygous advantage model, which predicts a cognitive disadvantage for strong left- or right-handers, the data also confirm recent research showing a GCA disadvantage for left-handers. Although this study demonstrates that handedness is related to cognitive ability, the effects are subtle and might only be identified in large-scale studies with sensitive measures of hand performance. ( JINS , 2010, 16 , 585–592.)
Publisher: Elsevier BV
Date: 11-2013
DOI: 10.1016/J.CORTEX.2013.02.002
Abstract: Knowing whether an in idual prefers the left or right hand for skilled activities is important to researchers in experimental psychology and neuroscience. The current study reports on a new measure of skilled hand preference derived from the Provins and Cunliffe (1972) handedness inventory. Undergraduates (n = 3324) indicated their lateral preference for their hands, feet, eyes and ears. A measure of hand performance and familial handedness was also obtained. Factor analysis identified ten items that loaded on skilled hand preference and these were included in the new FLANDERS questionnaire. Cluster analysis of the new questionnaire revealed three distinct groups (left-, mixed- & right-handed). The new test showed a strong association with other measures of lateral preference and hand performance. Scores on the test were also related to the sex of the respondent and the hand preference of their parents. The FLANDERS provides a measure of skilled hand preference that is easy to administer and understand and should be useful for experimenters wanting to screen for hand preference.
Publisher: Elsevier BV
Date: 07-2020
Publisher: American Psychological Association (APA)
Date: 2014
DOI: 10.1037/A0037033
Abstract: Quick and accurate judgments of emotional expressivity and attractiveness facilitate social interactions. Eye tracking was used to examine left/right asymmetries across 2 studies. Fixations to each hemiface, and to the eyes and mouth, when judging attractiveness and emotional expressivity were examined. Overall, more fixations occurred on the left hemiface (from the viewer's point of view), even when mirror-reversed, supporting the suggestion that we intuitively know the left hemiface is more expressive. The right side of the mouth was fixated more when judging happiness, whereas the left eye was fixated more for sadness and the left mouth when rating emotional expressivity. The present findings support the notion that the right hemisphere and valence-specific hypotheses are not mutually exclusive. The right hemisphere hypothesis is supported when assessing global facial qualities (i.e., hemiface) however, hemispheric processing differences emerge when exploring the eyes and mouth. The current findings highlight the importance of not only considering how the face is examined more generally, but of also exploring smaller regions of interest to investigate lateral biases. Future research should therefore include analyses of fixations to the hemifaces, as well as to these smaller regions of interest.
Publisher: Frontiers Media SA
Date: 13-08-2021
DOI: 10.3389/FNINS.2021.663062
Abstract: Purpose: Investigating difficulties during activities of daily living is a fundamental first step for the development of vision-related intervention and rehabilitation strategies. One way to do this is through visual impairment simulations. The aim of this review is to synthesize and assess the types of simulation methods that have been used to simulate age-related macular degeneration (AMD) in normally sighted participants, during activities of daily living (e.g., reading, cleaning, and cooking). Methods: We conducted a systematic literature search in five databases and a critical analysis of the advantages and disadvantages of various AMD simulation methods (following PRISMA guidelines). The review focuses on the suitability of each method for investigating activities of daily living, an assessment of clinical validation procedures, and an evaluation of the adaptation periods for participants. Results: Nineteen studies met the criteria for inclusion. Contact lenses, computer manipulations, gaze contingent displays, and simulation glasses were the main forms of AMD simulation identified. The use of validation and adaptation procedures were reported in approximately two-thirds and half of studies, respectively. Conclusions: Synthesis of the methodology demonstrated that the choice of simulation has been, and should continue to be, guided by the nature of the study. While simulations may never completely replicate vision loss experienced during AMD, consistency in simulation methodology is critical for generating realistic behavioral responses under vision impairment simulation and limiting the influence of confounding factors. Researchers could also come to a consensus regarding the length and form of adaptation by exploring what is an adequate amount of time and type of training required to acclimatize participants to vision impairment simulations.
Publisher: Springer Science and Business Media LLC
Date: 24-05-2012
DOI: 10.1007/S00221-012-3113-9
Abstract: Neurologically normal in iduals show an attentional bias toward the left side, which results from right hemisphere activation during visuospatial tasks. The strength of this bias is influenced by various factors, such as line length, vertical elevation and presentation time. What remains unknown is how participants gather information via saccadic eye movements during task performance and how this relates to their responses. Eye movements were recorded while participants performed the landmark task. Fixations and saccades were both analysed to gain a complete understanding of eye movement patterns. Fixations tended to focus on the centre of the line, with few left-right differences. Saccades were examined by creating histograms illustrating all x-coordinates which were examined over the course of each trial. Interestingly, mean eye position varied with participant response, with an overall tendency to look to the right of centre. Results are consistent with prior research, which has primarily looked at fixations and demonstrates the necessity of examining saccades as well as fixations in order to see how eye movement patterns relate to pseudoneglect.
Publisher: Association for Research in Vision and Ophthalmology (ARVO)
Date: 20-07-2012
DOI: 10.1167/12.7.9
Abstract: We investigated the claim that larger stimuli are perceived to last longer (Xuan, Zhang, He, & Chen, 2007). This claim, along with other similar claims of interactions between magnitude representations, is frequently used to support the generalized magnitude system hypothesis-the suggestion that the brain represents information about different magnitudes (e.g., time, space, and quantity) via a common mechanism. It is not clear, however, whether the size of a stimulus genuinely affects the perceived duration of the stimulus or simply biases decisions about duration. This was addressed using duration "equality judgments," which have been proposed to measure perceived duration unconfounded by decisional bias-in contrast to "comparative judgments," which are generally considered bias-prone. Using equality judgments, we failed to find support for the claim that larger stimuli are perceived to last longer, despite replicating the original effect reported by Xuan et al. (2007) using comparative judgments. Instead, unexpectedly, larger stimuli were judged-though not necessarily perceived-as shorter in duration. This result casts doubt on the conclusions of a significant body of behavioral interference studies using comparative judgments, which support a generalized magnitude system. We also identify a hitherto unrecognized potential source of decisional bias associated with equality judgments.
Publisher: Elsevier BV
Date: 2007
DOI: 10.1016/J.NEUROPSYCHOLOGIA.2006.09.020
Abstract: Some patients with hemispatial neglect show a deficit of "disengagement", i.e., their left-sided inattention is largely a consequence of an inability to move the spotlight of attention away from right-sided stimuli. We report a neglect patient with a failure of disengagement in imagined space, a feature not previously described. The patient was repeatedly moved along a hallway and had to memorize 20 objects placed alongside the walls (alternating starting points). Each learning run was followed by a recall run, in which objects had to be named in their correct sequence from one imaginary starting point. Initially, when performance was still poor, only right-sided items were named, a response pattern mimicking a neglect of representational space. However, as recall improved over successive runs, left-sided objects were as well memorized as right-sided, but the latter were named before the former. By contrast, if photographs of single objects were presented in the center of a screen for laterality decisions, neither accuracy nor latency of the patient's decisions differentiated between left-sided and right-sided items. We interpret the sticking to the right side during initial periods of free recall, in the absence of side-differences during cued recognition, as a failure to disengage from the right side of a mental image. In view of the extensive cortical and subcortical lesions in our patient the current debate about the functional neuroanatomy of this deficit cannot be resolved. However, the present report adds to our understanding of the heterogeneous nature of deficiencies in the representation of space.
Publisher: Elsevier BV
Date: 2008
Publisher: SAGE Publications
Date: 03-2017
DOI: 10.1080/17470218.2015.1131841
Abstract: Perceptual attention in healthy participants is characterized by two biases, one operating in the horizontal plane, which draws attention leftward, and the other operating in the vertical plane, which draws attention upward. Given that these biases are reliably found in the same in idual, and appear similar at a surface level, a number of researchers have investigated the relationship between horizontal and vertical attentional biases. To date, these investigations have failed to find an association, and this may be due to the fact that one-dimensional vertical and horizontal stimuli were presented separately rather than being measured from a single, two-dimensional stimulus. Across three experiments, two dimensional stimuli were presented, and participants marked the centre of the stimuli. In addition, the shapes of the stimuli were manipulated to determine whether this produced the same modulation of the two biases. Across 13 stimuli and three experiments there were no correlations between the vertical and horizontal biases. In addition, manipulations of stimulus shape, which affected biases in one dimension, did not affect biases in the other dimension. There were, however, consistent correlations between the degree of bias within each dimension across the different stimuli. This study has produced converging evidence that horizontal and vertical biases in spatial judgments rely on separate cognitive mechanisms. To account for these results we discuss a model whereby horizontal asymmetries rely more on space-based mechanisms whereas vertical asymmetries rely more on object-based mechanisms.
Publisher: Springer Science and Business Media LLC
Date: 03-04-2023
DOI: 10.1007/S10055-023-00759-2
Abstract: Virtual reality (VR) is a promising tool for training life skills in people with intellectual disabilities. However, there is a lack of evidence surrounding the implementation, suitability, and effectiveness of VR training in this population. The present study investigated the effectiveness of VR training for people with intellectual disabilities by assessing (1) their ability to complete basic tasks in VR, (2) real-world transfer and skill generalisation, and (3) the in idual characteristics of participants able to benefit from VR training. Thirty-two participants with an intellectual disability of varying severity completed a waste management training intervention in VR that involved sorting 18 items into three bins. Real-world performance was measured at pre-test, post-test, and delayed time points. The number of VR training sessions varied as training ceased when participants met the learning target (≈ 90% correct). A survival analysis assessed training success probability as a function of the number of training sessions with participants split by their level of adaptive functioning (as measured on the Adaptive Behaviour Assessment System Third Edition). The learning target was met by 19 participants (59.4%) within ten sessions ( Mdn = 8.5, IQR 4–10). Real-world performance significantly improved from pre- to post-test and pre- to delayed test. There was no significant difference from post- to delayed test. Further, there was a significant positive relationship between adaptive functioning and change in the real-world assessment from the pre-test to the post- and delayed tests. VR facilitated the learning of most participants, which led to demonstrations of real-world transfer and skill generalisation. The present study identified a relationship between adaptive functioning and success in VR training. The survival curve may assist in planning future studies and training programs.
Publisher: Center for Open Science
Date: 20-12-2019
Abstract: Background and Objectives: Apathy is a common symptom in neurological disorders including dementia and is associated with a faster rate of cognitive decline, reduced quality of life and high carer burden. A lack of effective pharmacological treatments for apathy has placed an emphasis on non-pharmacological interventions. Virtual reality (VR) using head-mounted displays (HMD) has been successfully used in exposure and distraction-based therapies, however, there is limited research in using HMDs for symptoms of neurological disorders. This feasibility study assessed if VR using HMDs could be used to deliver tailored reminiscence therapy. Willingness to participate response rates to measures time taken to create tailored content and technical problems were examined.Methods: A mixed methods study was conducted in a s le of older adults residing in aged care, 17 participants were recruited. Apathy was measured using the Apathy Evaluation Scale, verbal fluency was used as a proxy measure of improvements in apathy and debriefing interviews assessed feedback from participants. Side effects that can occur from using HMDs were also measured. Results: Those with higher levels of apathy demonstrated the greatest cognitive improvements after a VR reminiscence experience. All participants enjoyed the experience despite 35% of participants experiencing temporary side effects.Implications: There is a need to closely monitor side effects from HMD use in older adults. This study provides initial evidence that it is feasible to use VR with HMDs for therapy to treat symptoms of apathy in older adults in residential aged care.
Publisher: Center for Open Science
Date: 08-02-2019
Abstract: Objective: The present study investigates skill transfer from Virtual Reality (VR) sports training to the real world, using the fast-paced sport of table tennis.Background: A key assumption of VR training is that the learned skills and experiences transfer to the real world. Yet, in certain application areas, such as VR sports training, the research testing this assumption is sparse.Design: Real-world table tennis performance was assessed using a mixed-model analysis of variance. The analysis comprised a between-subjects (VR training group vs control group) and a within-subjects (pre- and post-training) factor. Method: Fifty-seven participants (23 females) were either assigned to a VR training group (n = 29) or no-training control group (n = 28). During VR training, participants were immersed in competitive table tennis matches against an artificial intelligence opponent. An expert table tennis coach evaluated participants on real-world table tennis playing before and after the training phase. Blinded regarding participant's group assignment, the expert assessed participants’ backhand, forehand and serving on quantitative aspects (e.g. count of rallies without errors) and quality of skill aspects (e.g. technique and consistency).Results: VR training significantly improved participants’ real-world table tennis performance compared to a no-training control group in both quantitative (p& .001, partial eta2 = .301) and quality of skill assessments (p& .001, Cohen’s d = 1.10).Conclusions: This study adds to a sparse yet expanding literature, demonstrating real-world skill transfer from Virtual Reality in an athletic task.
Publisher: Frontiers Media SA
Date: 13-04-2018
Publisher: Frontiers Media SA
Date: 11-08-2021
Abstract: Background: Transcatheter aortic valve implantation (TAVI) has become the standard-of-care for treatment of severe symptomatic aortic stenosis and is also being increasingly recommended for low-risk patients. While TAVI boasts positive post-procedural outcomes, it is also associated with cognitive complications, namely delirium and cognitive decline. There is a pressing need for accurate risk tools which can identify TAVI patients at risk of delirium and cognitive decline, as risk scores designed for general cardiovascular surgery fall short. The present effect-finding exploratory study will assess the utility of various measures in the context of aging and frailty in predicting who will and who will not develop delirium or cognitive impairment following TAVI. The measures we propose include gait, visual symptoms, voice, swallowing, mood and sleep. Methods: This is an observational prospective cohort study focused on identifying pre-procedural risk factors for the development of delirium and cognitive decline following TAVI. Potential risk factors will be measured prior to TAVI. Primary outcomes will be post-procedure cognitive decline and delirium. Secondary outcomes include activities of daily living, quality of life, and mortality. Delirium presence will be measured on each of the first 2 days following TAVI. All other outcomes will be assessed at 3-, 6-, and 12-months post-operatively. A series of logistic regressions will be run to investigate the relationship between potential predictors and outcomes (presence vs. absence of either delirium or cognitive decline). Discussion: This study will assess the strengths of associations between a range of measures drawn from frailty and aging literature in terms of association with cognitive decline and delirium following TAVI. Identified measures can be used in future development of TAVI risk prediction models, which are essential for the accurate identification of cognitive at-risk patients and successful application of pre-procedural interventions. Clinical Trial Registration: This trial is registered with the Australian New Zealand Clinical Trials Registry. [ bit.ly/2PAotP5 ], [ACTRN12618001114235].
Publisher: Elsevier BV
Date: 03-2015
DOI: 10.1016/J.CORTEX.2014.10.018
Abstract: Pseudoneglect is influenced by vertical visual field stimulation, such that attentional biases are stronger for upper space distractors. Leftward biases result from right hemisphere visuospatial processing, and may be accentuated by additional right hemisphere activation during upper space distraction. Three experiments examined potential explanations for this finding. Experiment 1 controlled for perceptual grouping and leftward biases remained stronger in upper space. Experiment 2 used peripheral distractors to eliminate two further potential explanations: centre-of-mass and framing effects. Eye tracking was included to compare overt and covert attention. Findings supported the occurrence of a stronger leftward attentional bias during upper space distraction. Distractors were rarely fixated, suggesting covert attentional mechanisms are preferentially drawn toward upper space distractors. Experiment 3 employed a cueing paradigm that purposefully directed attention away from centre to determine whether pseudoneglect was influenced by overt attentional orienting. Results indicated that when attention was overtly directed away from centre, the strength of pseudoneglect did not differ based on visual field. It is concluded that covert attention toward upper space distractors recruits additional right hemisphere activation, leading existing leftward biases to be accentuated.
Publisher: SAGE Publications
Date: 20-03-2021
Abstract: Dementia has become a major public health concern globally. With no cure available and strong evidence for modifiable risk factors, it is imperative that the public are knowledgeable about dementia and to reduce their risk. The aim of this study was to measure the knowledge of dementia and its risk factors in the Australian public, as well as the number and type of information sources used. An online survey promoted through various social media platforms was completed by 596 Australian adults aged 18–78 years (59% aged 18–44 years 78% female). Eighty-eight percent of respondents were able to recognise dementia from a vignette, more so from a moderate than from a mild symptom vignette. Only 19% of respondents had a good understanding of dementia, that is describing impairment in both cognition and function. Ninety-five percent of respondents recognised that genetics and old age contributed to a person getting dementia. However, respondents had poor knowledge of empirically supported modifiable risk factors, with most viewed as likely contributors to dementia at chance levels (50%) or below. Respondents reported using informal information sources more often than formal information sources to learn about dementia. The public appear to be able to recognise the symptoms of dementia but lack understanding of how dementia impacts both a person’s cognitive functioning and ability to perform everyday tasks. Furthermore, the public remain largely unaware of empirically supported modifiable risk factors that contribute to the development of dementia. It is imperative that the public are educated on how to access and evaluate dementia-related information sources in order to increase their knowledge and understanding of dementia.
Publisher: JMIR Publications Inc.
Date: 07-04-2022
DOI: 10.2196/34373
Abstract: People with Down syndrome face various learning challenges. Introducing new and enjoyable experiences in learning settings may improve learning outcomes. Immersive and interactive technologies such as virtual reality can be used to deliver rich visual experiences in classrooms. The aim of this study was to investigate the feasibility and benefits of virtual reality exposure for people with Down syndrome in learning settings. To address this aim, we used a within-subjects design to assess the effect of a brief virtual reality drawing experience and conventional drawing experience on subsequent behavior in 16 participants. Large positive effects were found for virtual reality drawing (t15=5.020, P .001) and conventional drawing (t15=3.720, P=.002) in improving subsequent behavior in a learning setting. Irrespective of the intervention, the participant’s mood, attention, and overall behavior significantly improved. No significant differences were found between the interventions (t15=–0.648 P=.53). This study’s results are encouraging for researchers and educators interested in using virtual reality for people with Down syndrome, as virtual reality was found to be highly feasible. Recommendations are made for researchers and educators interested in providing virtual reality experiences for people with Down syndrome.
Publisher: Center for Open Science
Date: 09-07-2019
Abstract: Developing an understanding of how virtual reality (VR) aftereffects may influence later activities could help to minimise the risk of using head-mounted displays (HMDs) for various applications. This study investigated the visual and cognitive aftereffects of using HMDs and their relationship to the reporting of VR sickness symptoms. Visual (accommodation and vergence) and cognitive (reaction time and rapid visual processing) assessments were employed before and after participants engage in a 30-minute VR table tennis game (VR group, n = 27) or went about their daily activities (control group, n = 28). VR sickness symptoms were captured using the Simulator Sickness Questionnaire (SSQ). The data showed changes in accommodation but no concurrent changes in vergence, which likely stems from decoupling accommodation and vergence in VR. Furthermore, larger changes in accommodation were linked to a greater reporting of sickness symptoms suggesting that decoupling accommodation and vergence could be more adverse than previously thought. Participants in the VR group also showed slower decision (cognitive) times, but VR did not seem to affect their movement times in a five-choice reaction time task. The novel visual and cognitive findings from this study may be valuable to obtain a better understanding of the user issues and safety around VR usage.
Publisher: Frontiers Media SA
Date: 2014
Publisher: Center for Open Science
Date: 13-12-2019
Abstract: The use of head-mounted displays (HMD) for virtual reality (VR) application-based purposes including therapy, rehabilitation, and training is increasing. Despite advancements in VR technologies, many users still experience sickness symptoms. VR sickness may be influenced by technological differences within HMDs such as resolution and refresh rate, however VR content also plays a significant role. The primary objective of this systematic review and meta-analysis was to examine the literature on HMD’s that report Simulator Sickness Questionnaire (SSQ) scores to determine the impact of content. User factors associated with VR sickness were also examined. A systematic search was conducted according to PRISMA guidelines. Fifty-five articles met inclusion criteria, representing 3,016 participants (mean age range 19.5-80 41% female). Findings show gaming content recorded the highest total SSQ mean 34.26 (95%CI 29.57-38.95). VR sickness profiles were also influenced by visual stimulation, locomotion and exposure times. Older s les (mean age ≥35 years) scored significantly lower total SSQ means than younger s les, however these findings are based on a small evidence base as a limited number of studies included older users. No sex differences were found. Across all types of content, the pooled total SSQ mean was relatively high 28.00 (95%CI 24.66-31.35) compared with recommended SSQ cut-off scores. These findings are of relevance for informing future research and the application of VR in different contexts.
Publisher: Center for Open Science
Date: 08-09-2020
Abstract: People with neurodevelopmental disorders are often considered unsuitable or incapable of working in open employment. When employment is available, tasks are often limited, and opportunities for career development are restricted. Policy and funding constraints leave people with disabilities without an opportunity to develop skills due to the additional time and costs for employers. To overcome these barriers, virtual environments have been proposed as a safe and reliable solution for training. An important prerequisite for a wider uptake of training in virtual environments are demonstrations that the training leads to improved performance in the real world. This is particularly true for people with neurodevelopmental disorders, as transferring learnings from one context to another can be challenging. A systematic review was conducted to assess whether training in virtual environments can be used to improve real-world vocational skills in people with neurodevelopmental disorders. After a systematic search in five databases, seven out of the initially identified 1107 articles met the inclusion criteria. The findings from these seven studies demonstrate that people with neurodevelopmental disorders can transfer vocational skills from virtual environments to real-world settings. With substantial technological improvements, a surge in accessibility, and improved affordability, there is a need to build upon the promising results identified in this review.
Publisher: Springer Science and Business Media LLC
Date: 02-01-2020
DOI: 10.3758/S13423-019-01703-9
Abstract: An accurate perception of the space surrounding us is central for effective and safe everyday functioning. Understanding the factors influencing spatial perception is therefore vital. Here, we first confirm previous reports that our cultural reading habits shape the perception of space. Twenty-four left-to-right readers (tested in Australia) and 23 right-to-left readers (tested in Israel) over-attend to information presented on the left and right side of space, respectively. We then show that this cultural bias is highly malleable. By employing a simple mirror-reading task prior to the spatial judgments, we demonstrate that the supposed cultural bias can be easily overridden. These findings question hardwired, lateralisation models of spatial-attentional biases and highlight the need for a dynamic model that takes into account hemispheric lateralisation, cultural habits and situational context.
Publisher: Frontiers Media SA
Date: 08-09-2021
DOI: 10.3389/FNHUM.2021.718662
Abstract: Non-invasive brain stimulation is a useful tool to probe brain function and provide therapeutic treatments in disease. When applied to the right posterior parietal cortex (PPC) of healthy participants, it is possible to temporarily shift spatial attention and mimic symptoms of spatial neglect. However, the field of brain stimulation is plagued by issues of high response variability. The aim of this study was to investigate baseline functional connectivity as a predictor of response to an inhibitory brain stimulation paradigm applied to the right PPC. In fourteen healthy adults (9 female, aged 24.8 ± 4.0 years) we applied continuous theta burst stimulation (cTBS) to suppress activity in the right PPC. Resting state functional connectivity was quantified by recording electroencephalography and assessing phase consistency. Spatial attention was assessed before and after cTBS with the Landmark Task. Finally, known determinants of response to brain stimulation were controlled for to enable robust investigation of the influence of resting state connectivity on cTBS response. We observed significant inter-in idual variability in the behavioral response to cTBS with 53.8% of participants demonstrating the expected rightward shift in spatial attention. Baseline high beta connectivity between the right PPC, dorsomedial pre-motor region and left temporal-parietal region was strongly associated with cTBS response ( R 2 = 0.51). Regression analysis combining known cTBS determinants (age, sex, motor threshold, physical activity, stress) found connectivity between the right PPC and left temporal-parietal region was the only significant variable ( p = 0.011). These results suggest baseline resting state functional connectivity is a strong predictor of a shift in spatial attention following cTBS. Findings from this study help further understand the mechanism by which cTBS modifies cortical function and could be used to improve the reliability of brain stimulation protocols.
Location: No location found
Start Date: 2013
End Date: 12-2016
Amount: $360,000.00
Funder: Australian Research Council
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