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Liang Z, Zhang L, Wang P, Zhang Y, Xia Y, Jin H. The possible positive effects of physical exercise on the global motion perception aging: the cognitive mechanism. Front Psychol 2024; 15:1323291. [PMID: 38328382 PMCID: PMC10847546 DOI: 10.3389/fpsyg.2024.1323291] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/17/2023] [Accepted: 01/08/2024] [Indexed: 02/09/2024] Open
Abstract
Background Sensitivity to global motion perception (GMP) decreases gradually with age, and the mechanism to effectively alleviate its aging process is still unclear. This study aimed to examine the impact and mechanism of exercise on GMP aging. Methods This study adopted the global motion direction discrimination task and used motion coherence thresholds to assess GMP sensitivity. It adopted the perceptual template model (PTM) to fit the GMP processing efficiency. Results The threshold for the elderly group with no exercise was higher than that of the elderly group with exercise, while the threshold of the latter was higher than that of the youth group. The results of the model fitting showed that both models, Aa and Af, corresponding to the elderly group with exercise and the elderly group with no exercise, respectively, were the best-fitted models when compared with that of the youth group. Compared to the elderly group with no exercise, models Aa and Af, were the best-fitted models. Conclusion These results showed that good exercise habits might have a certain degree of positive effect on GMP aging, by lower their internal additive noise (Aa), and improve the ability to eliminate external noise (Af).
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Affiliation(s)
- Ziping Liang
- Mental Health Education Center, Zhengzhou University, Zhengzhou, Henan, China
| | - Lei Zhang
- School of Physical Education (Main Campus), Zhengzhou University, Zhengzhou, Henan, China
| | - Pengpeng Wang
- College of Psychology, Xinjiang Normal University, Urumqi, China
| | - Yuping Zhang
- Medicine School of Rehabilitation, Henan University of Chinese Medicine, Zhengzhou, Henan, China
| | - Yaoyuan Xia
- Department of Physical Education, Zhejiang University of Finance and Economics, Hangzhou, Zhejiang, China
| | - Hua Jin
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Faculty of Psychology, Tianjin Social Science Laboratory of Students’ Mental Development and Learning, Tianjin Normal University, Tianjin, China
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Yaghoubi KC, Kabbara S, Arian S, Kobaissi H, Peters MAK, Seitz AR. Comparing random dot motion in MATLAB vs. Inquisit Millisecond. Front Psychol 2022; 13:1035518. [PMID: 36562063 PMCID: PMC9763265 DOI: 10.3389/fpsyg.2022.1035518] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/02/2022] [Accepted: 10/31/2022] [Indexed: 12/12/2022] Open
Abstract
Random Dot Motion (RDM) displays refer to clouds of independently moving dots that can be parametrically manipulated to provide a perception of the overall cloud moving coherently in a specified direction of motion. As a well-studied probe of motion perception, RDMs have been widely employed to understand underlying neural mechanisms of motion perception, perceptual decision-making, and perceptual learning, among other processes. Despite their wide use, RDM stimuli implementation is highly dependent on the parameters and the generation algorithm of the stimuli; both can greatly influence behavioral performance on RDM tasks. With the advent of the COVID pandemic and an increased need for more accessible platforms, we aimed to validate a novel RDM paradigm on Inquisit Millisecond, a platform for the online administration of cognitive and neuropsychological tests and assessments. We directly compared, in the same participants using the same display, a novel RDM paradigm on both Inquisit Millisecond and MATLAB with Psychtoolbox. We found that psychometric functions of Coherence largely match between Inquisit Millisecond and MATLAB, as do the effects of Duration. These data demonstrate that the Millisecond RDM provides data largely consistent with those previously found in laboratory-based systems, and the present findings can serve as a reference point for expected thresholds for when these procedures are used remotely on different platforms.
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Affiliation(s)
- Kimia C. Yaghoubi
- Perception and Learning Laboratory, Department of Psychology, University of California, Riverside, Riverside, CA, United States,*Correspondence: Kimia C. Yaghoubi,
| | - Sarah Kabbara
- Perception and Learning Laboratory, Department of Psychology, University of California, Riverside, Riverside, CA, United States
| | - Sara Arian
- Perception and Learning Laboratory, Department of Psychology, University of California, Riverside, Riverside, CA, United States
| | - Hadi Kobaissi
- Perception and Learning Laboratory, Department of Psychology, University of California, Riverside, Riverside, CA, United States
| | - Megan A. K. Peters
- Cognitive and Neural Computation Laboratory, Department of Cognitive Sciences, University of California, Irvine, Irvine, CA, United States,Center for the Neurobiology of Learning and Memory, University of California, Irvine, Irvine, CA, United States
| | - Aaron R. Seitz
- Perception and Learning Laboratory, Department of Psychology, University of California, Riverside, Riverside, CA, United States
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Pavan A, Ghin F, Campana G. Visual Short-Term Memory for Coherent and Sequential Motion: A rTMS Investigation. Brain Sci 2021; 11:brainsci11111471. [PMID: 34827470 PMCID: PMC8615668 DOI: 10.3390/brainsci11111471] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/27/2021] [Revised: 11/01/2021] [Accepted: 11/04/2021] [Indexed: 01/10/2023] Open
Abstract
We investigated the role of the human medio-temporal complex (hMT+) in the memory encoding and storage of a sequence of four coherently moving random dot kinematograms (RDKs), by applying repetitive transcranial magnetic stimulation (rTMS) during an early or late phase of the retention interval. Moreover, in a second experiment, we also tested whether disrupting the functional integrity of hMT+ during the early phase impaired the precision of the encoded motion directions. Overall, results showed that both recognition accuracy and precision were worse in middle serial positions, suggesting the occurrence of primacy and recency effects. We found that rTMS delivered during the early (but not the late) phase of the retention interval was able to impair not only recognition of RDKs, but also the precision of the retained motion direction. However, such impairment occurred only for RDKs presented in middle positions along the presented sequence, where performance was already closer to chance level. Altogether these findings suggest an involvement of hMT+ in the memory encoding of visual motion direction. Given that both position sequence and rTMS modulated not only recognition but also the precision of the stored information, these findings are in support of a model of visual short-term memory with a variable resolution of each stored item, consistent with the assigned amount of memory resources, and that such item-specific memory resolution is supported by the functional integrity of area hMT+.
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Affiliation(s)
- Andrea Pavan
- Department of Psychology, University of Bologna, Viale Berti Pichat 5, 40127 Bologna, Italy
- School of Psychology, University of Lincoln, Brayford Wharf East, Lincoln LN5 7AY, UK;
- Correspondence:
| | - Filippo Ghin
- School of Psychology, University of Lincoln, Brayford Wharf East, Lincoln LN5 7AY, UK;
- Department of Child and Adolescent Psychiatry, Cognitive Neurophysiology, Faculty of Medicine of the TU Dresden, Fetscherstraße 74, 01307 Dresden, Germany
| | - Gianluca Campana
- Dipartimento di Psicologia Generale, University of Padova, Via Venezia 8, 35131 Padova, Italy;
- Human Inspired Technology Research Centre, University of Padova, Via Luzzati 4, 35121 Padova, Italy
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Pöhlmann KMT, O’Hare L, Dickinson P, Parke A, Föcker J. Action Video Game Players Do Not Differ in the Perception of Contrast-Based Motion Illusions but Experience More Vection and Less Discomfort in a Virtual Environment Compared to Non-Action Video Game Players. JOURNAL OF COGNITIVE ENHANCEMENT 2021. [DOI: 10.1007/s41465-021-00215-6] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Abstract
AbstractAction video game players (AVGPs) show enhanced visual perceptual functions compared to their non-video game playing peers (NVGPs). Whether AVGPs are more susceptible towards static contrast motion illusions, such as Fraser Wilcox illusions, has not been addressed so far. Based on their improved perceptual skills, AVGPs are expected to be more susceptible to the illusions and perceive more motion in them. The experience of illusory self-motion (vection) is believed to be dependent on top-down attentional processes; AVGPs should therefore experience stronger vection compared to NVGPs based on their improved attentional skills. Lastly, due to their extensive prior experience with virtual environments, AVGPs should experience less discomfort in VR compared to NVGPs. We presented rotating and expanding motion illusions in a virtual environment and asked 22 AVGPs and 21 NVGPs to indicate the strength of illusory motion, as well as the level of discomfort and vection experienced when exposed to these motion illusions. Results indicated that AVGPs and NVGPs perceived the same amount of motion when viewing these illusions. However, AVGPs perceived more vection and less discomfort compared to NVGPs, possibly due to factors such as enhanced top-down attentional control and adaptation. No differences in the perception of expanding and rotating illusions were found. Discomfort experienced by AVGPs was related to illusion strength, suggesting that contrast illusions might evoke the perceived discomfort rather than the virtual environment. Further studies are required to investigate the relationship between contrast sensitivity, migraine and the perception of illusion in AVGPs which should include illusory motion onset and duration measures.
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Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sci 2020; 10:brainsci10110859. [PMID: 33203067 PMCID: PMC7696945 DOI: 10.3390/brainsci10110859] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2020] [Accepted: 11/10/2020] [Indexed: 12/14/2022] Open
Abstract
(1) Background: Research into action video games (AVG) has surged with the popularity of esports over the past three decades. Specifically, evidence is mounting regarding the importance of enhanced cognitive abilities for successful esports performance. However, due to the sedentary nature in which AVGs are played, concerns are growing with the increased engagement young adults have with AVGs. While evidence exists supporting the benefits of exercise for cognition generally in older adult, children and clinical populations, little to no work has synthesized the existing knowledge regarding the effect of exercise specifically on the cognitive abilities required for optimal esports performance in young adults. (2) Method: We conducted a dual-systematic review to identify the cognitive abilities integral to esports performance (Phase 1) and the efficacy of exercise to enhance said cognitive abilities (Phase 2). (3) Results: We demonstrate the importance of four specific cognitive abilities for AVG play (attention, task-switching, information processing, and memory abilities) and the effect that different types and durations of physical exercise has on each. (4) Conclusion: Together, these results highlight the role that exercise can have on not only combating the sedentary nature of gaming, but also its potential role in facilitating the cognitive aspects of gaming performance.
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Efficacy of dynamic visuo-attentional interventions for reading in dyslexic and neurotypical children: A systematic review. Neurosci Biobehav Rev 2019; 100:58-76. [DOI: 10.1016/j.neubiorev.2019.02.015] [Citation(s) in RCA: 29] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/13/2018] [Revised: 12/10/2018] [Accepted: 02/19/2019] [Indexed: 11/21/2022]
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Visual short-term memory for coherent motion in video game players: evidence from a memory-masking paradigm. Sci Rep 2019; 9:6027. [PMID: 30988353 PMCID: PMC6465596 DOI: 10.1038/s41598-019-42593-0] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/26/2018] [Accepted: 03/28/2019] [Indexed: 01/12/2023] Open
Abstract
In this study, we investigated visual short-term memory for coherent motion in action video game players (AVGPs), non-action video game players (NAVGPs), and non-gamers (control group: CONs). Participants performed a visual memory-masking paradigm previously used with macaque monkeys and humans. In particular, we tested whether video game players form a more robust visual short-term memory trace for coherent moving stimuli during the encoding phase, and whether such memory traces are less affected by an intervening masking stimulus presented 0.2 s after the offset of the to-be-remembered sample. The results showed that task performance of all groups was affected by the masking stimulus, but video game players were affected to a lesser extent than controls. Modelling of performance values and reaction times revealed that video game players have a lower guessing rate than CONs, and higher drift rates than CONs, indicative of more efficient perceptual decisions. These results suggest that video game players exhibit a more robust VSTM trace for moving objects and this trace is less prone to external interference.
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Föcker J, Mortazavi M, Khoe W, Hillyard SA, Bavelier D. Neural Correlates of Enhanced Visual Attentional Control in Action Video Game Players: An Event-Related Potential Study. J Cogn Neurosci 2019; 31:377-389. [DOI: 10.1162/jocn_a_01230] [Citation(s) in RCA: 21] [Impact Index Per Article: 4.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022]
Abstract
Action video game players (AVGPs) outperform non–action video game players (NAVGPs) on a range of perceptual and attentional tasks. Although several studies have reported neuroplastic changes within the frontoparietal networks of attention in AVGPs, little is known about possible changes in attentional modulation in low-level visual areas. To assess the contribution of these different levels of neural processing to the perceptual and attentional enhancements noted in AVGPs, visual event-related potentials (ERPs) were recorded from 14 AVGPs and 14 NAVGPs during a target discrimination task that required participants to attend to rapid sequences of Gabor patches under either focused or divided attention conditions. AVGPs responded faster to target Gabors in the focused attention condition compared with the NAVGPs. Correspondingly, ERPs to standard Gabors revealed a more pronounced negativity in the time range of the parietally generated anterior N1 component in AVGPs compared with NAVGPs during focused attention. In addition, the P2 component of the visual ERP was more pronounced in AVGPs than in NAVGPs over the hemisphere contralateral to the stimulus position in response to standard Gabors. Contrary to predictions, however, attention-modulated occipital components generated in the low-level extrastriate visual pathways, including the P1 and posterior N1, showed no significant group differences. Thus, the main neural signature of enhanced perceptual and attentional control functions in AVGPs appears linked to an attention-dependent parietal process, indexed by the anterior N1 component, and possibly to more efficient higher-order perceptual processing, indexed by the P2 component.
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Franceschini S, Trevisan P, Ronconi L, Bertoni S, Colmar S, Double K, Facoetti A, Gori S. Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia. Sci Rep 2017; 7:5863. [PMID: 28725022 PMCID: PMC5517521 DOI: 10.1038/s41598-017-05826-8] [Citation(s) in RCA: 94] [Impact Index Per Article: 13.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2017] [Accepted: 06/02/2017] [Indexed: 11/09/2022] Open
Abstract
Dyslexia is characterized by difficulties in learning to read and there is some evidence that action video games (AVG), without any direct phonological or orthographic stimulation, improve reading efficiency in Italian children with dyslexia. However, the cognitive mechanism underlying this improvement and the extent to which the benefits of AVG training would generalize to deep English orthography, remain two critical questions. During reading acquisition, children have to integrate written letters with speech sounds, rapidly shifting their attention from visual to auditory modality. In our study, we tested reading skills and phonological working memory, visuo-spatial attention, auditory, visual and audio-visual stimuli localization, and cross-sensory attentional shifting in two matched groups of English-speaking children with dyslexia before and after they played AVG or non-action video games. The speed of words recognition and phonological decoding increased after playing AVG, but not non-action video games. Furthermore, focused visuo-spatial attention and visual-to-auditory attentional shifting also improved only after AVG training. This unconventional reading remediation program also increased phonological short-term memory and phoneme blending skills. Our report shows that an enhancement of visuo-spatial attention and phonological working memory, and an acceleration of visual-to-auditory attentional shifting can directly translate into better reading in English-speaking children with dyslexia.
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Affiliation(s)
- Sandro Franceschini
- Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Padova, 35131, Italy. .,Child Psychopathology Unit, Scientific Institute "E. Medea", Bosisio Parini, Lecco, 23842, Italy.
| | - Piergiorgio Trevisan
- Department of Languages and Literatures, Communication, Education and Society, University of Udine, Udine, 33100, Italy
| | - Luca Ronconi
- Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Padova, 35131, Italy.,Child Psychopathology Unit, Scientific Institute "E. Medea", Bosisio Parini, Lecco, 23842, Italy.,Center for Mind/Brain Sciences, University of Trento, Rovereto, Trento, 38068, Italy
| | - Sara Bertoni
- Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Padova, 35131, Italy
| | - Susan Colmar
- Sydney School of Education and Social Work, University of Sydney, Sydney, NSW 2006, Australia
| | - Kit Double
- Sydney School of Education and Social Work, University of Sydney, Sydney, NSW 2006, Australia
| | - Andrea Facoetti
- Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Padova, 35131, Italy.,Child Psychopathology Unit, Scientific Institute "E. Medea", Bosisio Parini, Lecco, 23842, Italy
| | - Simone Gori
- Child Psychopathology Unit, Scientific Institute "E. Medea", Bosisio Parini, Lecco, 23842, Italy.,Department of Human and Social Sciences, University of Bergamo, Bergamo, 24129, Italy
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