Can attentional re-training reduce food cravings and consumption? This project aims to determine the impact of a procedure involving the re-training of attention to food cues on food cravings and food intake. Results will advance our understanding of food cravings and contribute to interventions aimed at curbing unwanted cravings and (over) consumption.
Discovery Early Career Researcher Award - Grant ID: DE210101107
Funder
Australian Research Council
Funding Amount
$412,744.00
Summary
Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cul ....Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cultural and game structure features. Findings will prompt the ethical growth of the Australian Health games industry and inform strategies to combat gaming disorder by tailoring games to users' needs. This will uniquely benefit Australians by re-directing this growing industry to better serve the public interest.Read moreRead less
Square Eyes or All Lies? Understanding Children's Exposure to Screens. This project will examine Australian parents’ number one concern about their children’s health and behaviour – their interactions with electronic screens. Current screen time guidelines are based on low-quality evidence and lack the nuance required to address this complex issue. This project will use innovative technology to resolve these weaknesses. Wearable cameras will measure what children are doing on screens, and where, ....Square Eyes or All Lies? Understanding Children's Exposure to Screens. This project will examine Australian parents’ number one concern about their children’s health and behaviour – their interactions with electronic screens. Current screen time guidelines are based on low-quality evidence and lack the nuance required to address this complex issue. This project will use innovative technology to resolve these weaknesses. Wearable cameras will measure what children are doing on screens, and where, when, and how long they are doing it. The project will also investigate how screen time impacts children’s development and how it is influenced by their environment. This evidence will benefit children by improving screen time guidelines, and help parents understand the impact of screen time on children’s development.
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Mapping cognitive impulsivity through online testing. The project aims to develop a new model of cognitive impulsivity and produce an online tool to measure it. Impulsivity is defined as the skill/s that exert control over impulsive behaviours. It is a trait of human cognition that affects health and productivity and that varies normatively across the healthy population. However, coherent models of cognitive impulsivity and comprehensive measures of the construct are lacking. The project aims to ....Mapping cognitive impulsivity through online testing. The project aims to develop a new model of cognitive impulsivity and produce an online tool to measure it. Impulsivity is defined as the skill/s that exert control over impulsive behaviours. It is a trait of human cognition that affects health and productivity and that varies normatively across the healthy population. However, coherent models of cognitive impulsivity and comprehensive measures of the construct are lacking. The project aims to unravel and measure the cognitive skills that can produce (or avoid) impulsive behaviour.Read moreRead less
Ageing drivers: Cognitive ageing and technology. This project aims to enhance our understanding of whether cognitive changes associated with ageing impacts older drivers' use of emerging vehicle automation and assistive technologies. Through analysis of insurance claims databases, a large consumer survey and a naturalistic driving study, evidence will be obtained on how ageing and cognition interact with assistive technology. Findings will inform older drivers, government policy makers and indus ....Ageing drivers: Cognitive ageing and technology. This project aims to enhance our understanding of whether cognitive changes associated with ageing impacts older drivers' use of emerging vehicle automation and assistive technologies. Through analysis of insurance claims databases, a large consumer survey and a naturalistic driving study, evidence will be obtained on how ageing and cognition interact with assistive technology. Findings will inform older drivers, government policy makers and industry on ageing, cognitive changes and the use of assistive technology in vehicles. This will provide benefits for older drivers by promoting optimal driving which will enhance social engagement as well as safety. Read moreRead less