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Flôres F, Silva A, Willig R, Reyes A, Serpa J, Marconcin P, Vieira F, Soares D, Casanova N. Exergames as an Effective Alternative to Real Environmental Tennis Training for Adolescents. Sports (Basel) 2024; 12:168. [PMID: 38921862 PMCID: PMC11209055 DOI: 10.3390/sports12060168] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/27/2024] [Revised: 06/12/2024] [Accepted: 06/14/2024] [Indexed: 06/27/2024] Open
Abstract
(1) Background: The popularity of motion-sensing computer-based games, like virtual reality (VR) exergames, is increasing among adolescents. However, their efficacy compared to conventional physical training methods remains unclear. This study investigated whether VR exergames produce effects on reaction time (RT) comparable to traditional tennis training in school-aged adolescents. (2) Methods: In total, 130 adolescents (mean age: 15.6 ± 2.0 years; 67 boys: 15.5 ± 2.2 years; 63 girls: 15.7 ± 1.8 years) were recruited in schools and assigned to one of three groups: VR exergame (G1, n = 39), tennis training (G2, n = 25), or control (G3, n = 66). Participants' RTs were evaluated before and after the interventions. G1 engaged in VR exergames for 8 min, G2 underwent traditional tennis training for 30 min, and G3 did not participate in any physical activity. (3) Results: Our results indicated that in G3, girls exhibited slower RTs compared to boys (p < 0.0). No differences were observed in RTs when comparing G1 and G2. (4) Conclusions: Sex appeared to influence RT, with girls showing slower RTs than boys in G3. The findings suggest that VR exergames and traditional tennis training have similar impacts on RT. This indicates the potential of VR exergames as an alternative to conventional physical training for improving RT in adolescents.
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Affiliation(s)
- Fábio Flôres
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
- Research Center in Sports Performance, Recreation, Innovation and Technology (SPRINT), 4960-320 Melgaco, Portugal
| | - André Silva
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
| | - Renata Willig
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
| | - Ana Reyes
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
- Centro de Investigação em Desporto, Educação Física, Exercício e Saúde (CIDEFES), Lusófona University, 1749-024 Lisboa, Portugal
- Centro de Investigação, Formação, Inovação e Intervenção em Desporto (CIFI2D), Porto University, 4099-002 Porto, Portugal
| | - Joana Serpa
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
| | - Priscila Marconcin
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
- Faculty of Health Sciences, Universidad Autónoma de Chile, Providencia 7500912, Chile
| | - Fernando Vieira
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
| | - Denise Soares
- Liberal Arts Department, American University of the Middle East, Kuwait City 620000, Kuwait
| | - Nuno Casanova
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
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2
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Colverson A, Barsoum S, Cohen R, Williamson J. Rhythmic musical activities may strengthen connectivity between brain networks associated with aging-related deficits in timing and executive functions. Exp Gerontol 2024; 186:112354. [PMID: 38176601 DOI: 10.1016/j.exger.2023.112354] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/06/2023] [Revised: 12/14/2023] [Accepted: 12/27/2023] [Indexed: 01/06/2024]
Abstract
Brain aging and common conditions of aging (e.g., hypertension) affect networks important in organizing information, processing speed and action programming (i.e., executive functions). Declines in these networks may affect timing and could have an impact on the ability to perceive and perform musical rhythms. There is evidence that participation in rhythmic musical activities may help to maintain and even improve executive functioning (near transfer), perhaps due to similarities in brain regions underlying timing, musical rhythm perception and production, and executive functioning. Rhythmic musical activities may present as a novel and fun activity for older adults to stimulate interacting brain regions that deteriorate with aging. However, relatively little is known about neurobehavioral interactions between aging, timing, rhythm perception and production, and executive functioning. In this review, we account for these brain-behavior interactions to suggest that deeper knowledge of overlapping brain regions associated with timing, rhythm, and cognition may assist in designing more targeted preventive and rehabilitative interventions to reduce age-related cognitive decline and improve quality of life in populations with neurodegenerative disease. Further research is needed to elucidate the functional relationships between brain regions associated with aging, timing, rhythm perception and production, and executive functioning to direct design of targeted interventions.
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Affiliation(s)
- Aaron Colverson
- Memory and Aging Center, Weill Institute for Neurosciences, University of California, 1651 4th street, San Francisco, CA, United States of America.
| | - Stephanie Barsoum
- Center for Cognitive Aging and Memory, College of Medicine, University of Florida, PO Box 100277, Gainesville, FL 32610-0277, United States of America
| | - Ronald Cohen
- Center for Cognitive Aging and Memory, College of Medicine, University of Florida, PO Box 100277, Gainesville, FL 32610-0277, United States of America
| | - John Williamson
- Center for Cognitive Aging and Memory, College of Medicine, University of Florida, PO Box 100277, Gainesville, FL 32610-0277, United States of America
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3
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Dalla Bella S. Rhythmic serious games as an inclusive tool for music-based interventions. Ann N Y Acad Sci 2022; 1517:15-24. [PMID: 35976673 DOI: 10.1111/nyas.14878] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/01/2022]
Abstract
Technologies, such as mobile devices or sets of connected sensors, provide new and engaging opportunities to devise music-based interventions. Among the different technological options, serious games offer a valuable alternative. Serious games can engage multisensory processes, creating a rich, rewarding, and motivating rehabilitation setting. Moreover, they can be targeted to specific musical features, such as pitch production or synchronization to a beat. Because serious games are typically low cost and enjoy wide access, they are inclusive tools perfectly suited for remote at-home interventions using music in various patient populations and environments. The focus of this article is in particular on the use of rhythmic serious games for training auditory-motor synchronization. After reviewing the existing rhythmic games, initial evidence from a recent proof-of-concept study in Parkinson's disease is provided. It is shown that rhythmic video games using finger tapping can be used with success as an at-home protocol, and bring about beneficial effects on motor performance in patients. The use and benefits of rhythmic serious games can extend beyond the rehabilitation of patients with movement disorders, such as to neurodevelopmental disorders, including dyslexia and autism spectrum disorder.
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Affiliation(s)
- Simone Dalla Bella
- International Laboratory for Brain, Music, and Sound Research (BRAMS), Montreal, Quebec, Canada.,Department of Psychology, University of Montreal, Montreal, Quebec, Canada.,Centre for Research on Brain, Language and Music (CRBLM), Montreal, Quebec, Canada.,University of Economics and Human Sciences in Warsaw, Warsaw, Poland
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4
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Puyjarinet F, Bégel V, Geny C, Driss V, Cuartero MC, De Cock VC, Pinto S, Dalla Bella S. At-Home Training With a Rhythmic Video Game for Improving Orofacial, Manual, and Gait Abilities in Parkinson’s Disease: A Pilot Study. Front Neurosci 2022; 16:874032. [PMID: 35769698 PMCID: PMC9235408 DOI: 10.3389/fnins.2022.874032] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/11/2022] [Accepted: 05/12/2022] [Indexed: 01/10/2023] Open
Abstract
Rhythm disorders are consistently reported in Parkinson’s disease (PD). They manifest across motor domains, such as in orofacial (oral diadochokinesis), manual (finger tapping), and gait tasks. It is still unclear, however, whether these disorders are domain- and task-specific, or result from impaired common mechanisms supporting rhythm processing (general dysrhythmia). We tested the possibility that an at-home intervention delivered via a rhythmic video game on tablet improves motor performance across motor domains in PD. Patients with PD (n = 12) played at home a rhythmic video game (Rhythm Workers) on tablet, in which they finger-tapped to the beat of music, for 6 weeks. A control group (n = 11) played an active non-rhythmic video game (Tetris). A third group (n = 10) did not receive any intervention. We measured rhythmic abilities in orofacial, manual and gait motor domains, as well as rhythm perception, before and after the intervention. Patients who performed the rhythmic training improved their orofacial and manual rhythmic performance. This beneficial effect was linked to improved rhythm perception only following the rhythmic training period. We did not observe any improvement in rhythmic abilities in the other two groups. In this pilot study, we demonstrated that at-home intervention with a rhythmic video game using finger tapping can have beneficial effects on motor performance across different motor domains (manual and orofacial). This finding provides evidence of a general dysrhythmia in PD and paves the way to technology-driven interventions aiming at alleviating rhythm-related motor deficits in PD.
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Affiliation(s)
- Frédéric Puyjarinet
- University of Montpellier, Montpellier, France
- *Correspondence: Frédéric Puyjarinet,
| | - Valentin Bégel
- Department of Psychology, McGill University, Montreal, QC, Canada
| | - Christian Geny
- Department of Geriatrics, CHRU of Montpellier, Montpellier, France
| | - Valérie Driss
- Clinical Investigation Centre, CHRU of Montpellier, Montpellier, France
| | | | | | - Serge Pinto
- Aix Marseille Univ., CNRS, LPL, Aix-en-Provence, France
| | - Simone Dalla Bella
- International Laboratory for Brain, Music and Sound Research (BRAMS), Montreal, QC, Canada
- Department of Psychology, University of Montreal, Montreal, QC, Canada
- Centre for Research on Brain, Language and Music (CRBLM), Montreal, QC, Canada
- University of Economics and Human Sciences in Warsaw, Warsaw, Poland
- Simone Dalla Bella,
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5
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Martin-Moratinos M, Bella-Fernandez M, Blasco-Fontecilla H. Effects of music on ADHD symptomatology and potential application of music in video games: A systematic review (Preprint). J Med Internet Res 2022; 25:e37742. [PMID: 37171837 DOI: 10.2196/37742] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/04/2022] [Revised: 05/30/2022] [Accepted: 03/08/2023] [Indexed: 03/10/2023] Open
Abstract
BACKGROUND Attention-deficit/hyperactivity disorder (ADHD) has a considerable impact on an individual's daily life. Some difficulties with timing deficits may be associated with deficiencies in attention, reading, language skills, or executive function. Music therapy, either active (playing an instrument) or passive (listening to music) has demonstrated its efficacy in reducing symptomatology in many disorders. Video games may prove to be a useful assessment and treatment tool in compensating for the difficulties with multimodal treatment in ADHD. OBJECTIVE The aim of the study is to (1) analyze the evidence that music is beneficial in reducing the symptomatology of ADHD using systematic review and (2) propose the application of music in video games following music therapy strategies. METHODS Searches were conducted in PubMed, Embase, PsycINFO, Cochrane, and gray literature (Google Scholar and WorldCat). We used the following search syntax: ((music[Title/Abstract]) or (music therapy[Title/Abstract])) and (attention deficit disorder[MeSH or thesaurus term]). RESULTS Of the 70 records identified, 17 provided findings that music can be beneficial in various domains of ADHD. Active music therapy improves hemispheric synchrony, social skills, aggressivity, and impulsivity. Passive music therapy improves academic skills like arithmetic, drawing, and reading comprehension, as well as attention and disruptive behaviors. The effects depend on the music genre, tempo, or task difficulty. Music in video games was generally found to be beneficial for people with ADHD. Music improves immersion and flow while playing video games. Using rhythm may also improve timing skills and immersion in patients with ADHD. Regarding the proposed application of aspects of music to therapeutic video games for ADHD, some paradigms in timing and music therapy were considered in the proposed design of video games. CONCLUSIONS Improving ADHD treatment through the application of music in video games is proposed. TRIAL REGISTRATION PROSPERO CRD42021288226; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=288226.
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Rodrigo-Yanguas M, González-Tardón C, Bella-Fernández M, Blasco-Fontecilla H. Serious Video Games: Angels or Demons in Patients With Attention-Deficit Hyperactivity Disorder? A Quasi-Systematic Review. Front Psychiatry 2022; 13:798480. [PMID: 35573357 PMCID: PMC9091561 DOI: 10.3389/fpsyt.2022.798480] [Citation(s) in RCA: 19] [Impact Index Per Article: 9.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/20/2021] [Accepted: 02/11/2022] [Indexed: 01/17/2023] Open
Abstract
OBJECTIVE To carry out a quasi-systematic review of the use of serious video games for health as a cognitive rehabilitative tool in patients diagnosed with attention-deficit hyperactivity disorder. METHOD A quasi-systematic review of serious video games used as an evaluative and rehabilitative tool in patients with ADHD was conducted. It included behavioral patterns in the use of video games and addiction problems in this population. For its elaboration the PRISMA GUIDES were followed. The search was carried out in three PubMed databases, MEDLINE, and PsycInfo using the keywords: [game OR serious game OR computer game) AND (psychotherapy OR rehabilitation OR intervention OR mental disorders) AND (adhd)], [(adhd) AND (Video game addiction)]. All articles written in English, Spanish, or Portuguese from January 1970 to June 2021 were included: those in which reference was made to the use of video games and/or new technologies as a therapeutic and evaluative tool in children and adults diagnosed with ADHD, as well as those that referred to behavioral and clinical patterns in the use of video games. RESULTS We found 605 articles of which 128 were reviewed (44 observational studies, 26 quasi-experimental studies, 26 experimental studies, 8 systematic reviews, 9 narrative texts, 6 case reports, 7 pilot studies, 8 systematic reviews, and 2 meta-analyses). Serious video games can be used to ameliorate ADHD symptoms while improving adherence to treatment. Some serious video games show high accuracy properties assessing ADHD features. CONCLUSION Serious video games for health are increasingly being used as a cognitive rehabilitation tool in patients with attention-deficit hyperactivity disorder (ADHD). SYSTEMATIC REVIEW REGISTRATION [www.crd.york.ac.uk/prospero], identifier [CRD42021247784].
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Affiliation(s)
- María Rodrigo-Yanguas
- Servicio de Psiquiatría, Puerta de Hierro Health Research Institute-Segovia de Arana (IDIPHISA)-Hospital Universitario Puerta de Hierro-Majadahonda, Madrid, Spain.,Faculty of Medicine, Universidad Autónoma de Madrid, Madrid, Spain
| | | | - Marcos Bella-Fernández
- Servicio de Psiquiatría, Puerta de Hierro Health Research Institute-Segovia de Arana (IDIPHISA)-Hospital Universitario Puerta de Hierro-Majadahonda, Madrid, Spain.,Faculty of Medicine, Universidad Autónoma de Madrid, Madrid, Spain.,Department of Psychology, Universidad Pontificia de Comillas, Madrid, Spain
| | - Hilario Blasco-Fontecilla
- Servicio de Psiquiatría, Puerta de Hierro Health Research Institute-Segovia de Arana (IDIPHISA)-Hospital Universitario Puerta de Hierro-Majadahonda, Madrid, Spain.,Faculty of Medicine, Universidad Autónoma de Madrid, Madrid, Spain.,Consulting Asistencial Sociosanitario SL, Madrid, Spain.,Centro de Investigación Biomédica en Red de Salud Mental, Madrid, Spain
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7
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Darabi N, Svensson UP. Dynamic Systems Approach in Sensorimotor Synchronization: Adaptation to Tempo Step-Change. Front Physiol 2021; 12:667859. [PMID: 34234688 PMCID: PMC8256279 DOI: 10.3389/fphys.2021.667859] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/19/2021] [Accepted: 05/05/2021] [Indexed: 12/02/2022] Open
Abstract
This paper presents a dynamic systems model of a sensorimotor synchronization (SMS) task. An SMS task typically gives temporally discrete human responses to some temporally discrete stimuli. Here, a dynamic systems modeling approach is applied after converting the discrete events to regularly sampled time signals. To collect data for model parameter fitting, a previously published pilot study was expanded. Three human participants took part in an experiment: to tap a finger on a keyboard, following a metronome which changed tempo in steps. System identification was used to estimate the transfer function that represented the relationship between the stimulus and the step response signals, assuming a separate linear, time-invariant system for each tempo step. Different versions of model complexity were investigated. As a minimum, a second-order linear system with delay, two poles, and one zero was needed to model the most important features of the tempo step response by humans, while an additional third pole could give a somewhat better fit to the response data. The modeling results revealed the behavior of the system in two distinct regimes: tempo steps below and above the conscious awareness of tempo change, i.e., around 12% of the base tempo. For the tempo steps above this value, model parameters were derived as linear functions of step size for the group of three participants. The results were interpreted in the light of known facts from other fields like SMS, psychoacoustics and behavioral neuroscience.
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Affiliation(s)
- Nima Darabi
- Department of Electronic Systems, Norwegian University of Science and Technology, Trondheim, Norway
| | - U Peter Svensson
- Department of Electronic Systems, Norwegian University of Science and Technology, Trondheim, Norway
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8
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Synchronization to auditory and visual beats in Parkinson's disease. Parkinsonism Relat Disord 2020; 79:47-54. [PMID: 32862018 DOI: 10.1016/j.parkreldis.2020.08.029] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/21/2020] [Revised: 08/18/2020] [Accepted: 08/21/2020] [Indexed: 11/23/2022]
Abstract
The ability to move in synchrony with a perceived regular beat in time is essential for humans to interact with environments in an anticipatory manner, and the basal ganglia have been shown to be preferentially involved in beat processing. Auditory beats are often adopted in assessing the sensorimotor deficiency of patients with Parkinson's disease (PD), which is characterized by basal ganglia dysfunction. Whereas beat synchronization has long been considered to be specific to the auditory modality, recent studies employing moving instead of static visual stimuli have shown comparable synchronization performances of auditory and visual beats. Here, we show that compared with control subjects, synchronization stability of PD patients significantly decreased for beats composed of visual contracting rings but not for beats consisting of auditory tones or static visual flashes. The results revealed specific impairment of visual beat synchronization in PD. Considering the common experience of visuomotor interactions in daily lives of PD patients, the present finding emphasizes the importance of evaluation of visuomotor timing deficiency in PD by employing moving visual stimuli that have ecological relevance.
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9
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Yuan RY, Chen SC, Peng CW, Lin YN, Chang YT, Lai CH. Effects of interactive video-game-based exercise on balance in older adults with mild-to-moderate Parkinson's disease. J Neuroeng Rehabil 2020; 17:91. [PMID: 32660512 PMCID: PMC7359629 DOI: 10.1186/s12984-020-00725-y] [Citation(s) in RCA: 27] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/03/2019] [Accepted: 07/06/2020] [Indexed: 01/03/2023] Open
Abstract
BACKGROUND This study aimed to evaluate the effectiveness of a customized interactive video game-based (IVGB) training on balance in older adults with mild-to-moderate Parkinson's disease (PD). METHODS In this 12-week crossover trial, PD patients ≥65 years of age were randomly divided into Group A (a 6-week intervention phase followed by a 6-week control phase) and Group B (a 6-week control phase followed by a 6-week intervention phase). Participants received IVGB exercise training during the intervention phase and no exercise during the control phase. Functional outcomes were measured using behavioral evaluation scales and questionnaires at baseline, week 6 and week 12. RESULTS Twenty-four PD patients were included in this study, and were evenly divided into two groups. After Bonferroni adjustment, the changes in Modified Falls Efficacy Scale (MFES) and two subscales of Multi-Directional Reach Test were significantly different between two groups in the first 6-week period. In addition, the changes in Berg Balance Scale, MFES, and two subscales of Maximum Step Length were significantly different between two groups in the second 6-week period. Compared to controls, 6-week IVGB exercise intervention significantly improved different but overlapping functional outcomes in two groups of PD patients. CONCLUSIONS The customized IVGB exercise training improves balance, postural stability and confidence in preventing falls in older adults with mild-to-moderate PD. However, this IVGB exercise doesn't have a significant impact on quality of life. TRIAL REGISTRATION ClinicalTrials.gov. NCT03689764 . Registered 27 September 2018, retrospectively registered.
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Affiliation(s)
- Rey-Yue Yuan
- Department of Neurology, School of Medicine, College of Medicine, Taipei Medical University, Taipei, Taiwan
- Department of Neurology, Taipei Medical University Hospital, Taipei, Taiwan
| | - Shih-Ching Chen
- Department of Physical Medicine and Rehabilitation, School of Medicine, College of Medicine, Taipei Medical University, Taipei, Taiwan
- Department of Physical Medicine and Rehabilitation, Taipei Medical University Hospital, No. 252, Wu-Hsing St., Taipei City, 110 Taiwan
- Taipei Neuroscience Institute, Taipei Medical University, Taipei, Taiwan
| | - Chih-Wei Peng
- Taipei Neuroscience Institute, Taipei Medical University, Taipei, Taiwan
- School of Biomedical Engineering, College of Biomedical Engineering, Taipei Medical University, Taipei, Taiwan
- Graduate Institute of Biomedical Optomechatronics, College of Biomedical Engineering, Taipei Medical University, Taipei, Taiwan
| | - Yen-Nung Lin
- Graduate Institute of Injury Prevention and Control, Taipei Medical University, Taipei, Taiwan
- Department of Physical Medicine and Rehabilitation, Wan Fang Hospital, Taipei Medical University, Taipei, Taiwan
| | - Yu-Tai Chang
- Department of Physical Medicine and Rehabilitation, Taipei Medical University Hospital, No. 252, Wu-Hsing St., Taipei City, 110 Taiwan
- Taipei Neuroscience Institute, Taipei Medical University, Taipei, Taiwan
| | - Chien-Hung Lai
- Department of Physical Medicine and Rehabilitation, School of Medicine, College of Medicine, Taipei Medical University, Taipei, Taiwan
- Department of Physical Medicine and Rehabilitation, Taipei Medical University Hospital, No. 252, Wu-Hsing St., Taipei City, 110 Taiwan
- Taipei Neuroscience Institute, Taipei Medical University, Taipei, Taiwan
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10
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Zanto TP, Padgaonkar NT, Nourishad A, Gazzaley A. A Tablet-Based Assessment of Rhythmic Ability. Front Psychol 2019; 10:2471. [PMID: 31736843 PMCID: PMC6838143 DOI: 10.3389/fpsyg.2019.02471] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/29/2018] [Accepted: 10/21/2019] [Indexed: 01/21/2023] Open
Abstract
The exponential rise in use of mobile consumer electronics has presented a great potential for research to be conducted remotely, with participants numbering several orders of magnitude greater than a typical research paradigm. Here, we attempt to demonstrate the validity and reliability of using a consumer game-engine to create software presented on a mobile tablet to assess sensorimotor synchronization, a proxy of rhythmic ability. Our goal was to ascertain whether previously observed research results can be replicated, rather than assess whether a mobile tablet achieves comparable performance to a desktop computer. To achieve this, younger (aged 18–35 years) and older (aged 60–80 years) adult musicians and non-musicians were recruited to play a custom-designed sensorimotor synchronization assessment on a mobile tablet in a controlled laboratory environment. To assess reliability, participants performed the assessment twice, separated by a week, and an intra-class correlation coefficient (ICC) was calculated. Results supported the validity of this approach to assessing rhythmic abilities by replicating previously observed results. Specifically, musicians performed better than non-musicians, and younger adults performed better than older adults. Participants also performed best when the tempo was in the range of previously-identified preferred tempos, when the stimuli included both audio and visual information, and when synchronizing on-beat compared to off-beat or continuation (self-paced) synchronization. Additionally, high ICC values (>0.75) suggested excellent test–retest reliability. Together, these results support the notion that consumer electronics running software built with a game engine may serve as a valuable resource for remote, mobile-based data collection of rhythmic abilities.
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Affiliation(s)
- Theodore P Zanto
- Department of Neurology, University of California, San Francisco, San Francisco, CA, United States.,Neuroscape, University of California, San Francisco, San Francisco, CA, United States
| | - Namita T Padgaonkar
- Department of Neurology, University of California, San Francisco, San Francisco, CA, United States.,Neuroscape, University of California, San Francisco, San Francisco, CA, United States.,Interdepartmental Neuroscience Program, University of California, Los Angeles, Los Angeles, CA, United States
| | - Alex Nourishad
- Department of Neurology, University of California, San Francisco, San Francisco, CA, United States.,Neuroscape, University of California, San Francisco, San Francisco, CA, United States.,Department of Psychiatry, Mount Sinai Beth Israel, New York, NY, United States
| | - Adam Gazzaley
- Department of Neurology, University of California, San Francisco, San Francisco, CA, United States.,Neuroscape, University of California, San Francisco, San Francisco, CA, United States.,Department of Physiology and Department of Psychiatry, University of California, San Francisco, San Francisco, CA, United States
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11
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Aguilar-Lazcano CA, Rechy-Ramirez EJ, Hu H, Rios-Figueroa HV, Marin-Hernandez A. Interaction Modalities Used on Serious Games for Upper Limb Rehabilitation: A Systematic Review. Games Health J 2019; 8:313-325. [PMID: 31287734 DOI: 10.1089/g4h.2018.0129] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/25/2022] Open
Abstract
This systematic review aims to analyze the state-of-the-art regarding interaction modalities used on serious games for upper limb rehabilitation. A systematic search was performed in IEEE Xplore and Web of Science databases. PRISMA and QualSyst protocols were used to filter and assess the articles. Articles must meet the following inclusion criteria: they must be written in English; be at least four pages in length; use or develop serious games; focus on upper limb rehabilitation; and be published between 2007 and 2017. Of 121 articles initially retrieved, 33 articles met the inclusion criteria. Three interaction modalities were found: vision systems (42.4%), complementary vision systems (30.3%), and no-vision systems (27.2%). Vision systems and no-vision systems obtained a similar mean QualSyst (86%) followed by complementary vision systems (85.7%). Almost half of the studies used vision systems as the interaction modality (42.4%) and used the Kinect sensor to collect the body movements (48.48%). The shoulder was the most treated body part in the studies (19%). A key limitation of vision systems and complementary vision systems is that their device performances might be affected by lighting conditions. A main limitation of the no-vision systems is that the range-of-motion in angles of the body movement might not be measured accurately. Due to a limited number of studies, fruitful areas for further research could be the following: serious games focused on finger rehabilitation and trauma injuries, game difficulty adaptation based on user's muscle strength and posture, and multisensor data fusion on interaction modalities.
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Affiliation(s)
| | | | - Huosheng Hu
- School of Computer Science and Electronic Engineering, University of Essex, Colchester, United Kingdom
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12
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Bonacina S, Krizman J, White-Schwoch T, Nicol T, Kraus N. How Rhythmic Skills Relate and Develop in School-Age Children. Glob Pediatr Health 2019; 6:2333794X19852045. [PMID: 31223633 PMCID: PMC6566463 DOI: 10.1177/2333794x19852045] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/18/2019] [Revised: 04/11/2019] [Accepted: 04/15/2019] [Indexed: 11/16/2022] Open
Abstract
Rhythmic expertise can be considered a multidimensional skill set, with clusters of distinct rhythmic abilities evident in young adults. In this article, we explore relationships in school-age children (ages 5-8 years) among 4 rhythmic tasks hypothesized to reflect different clusters of skills, namely, drumming to an isochronous beat, remembering rhythmic patterns, drumming to the beat in music, and clapping in time with feedback. We find that drumming to an isochronous beat and remembering rhythmic patterns are not related. In addition, clapping in time with feedback correlates with performance on the other 3 rhythm tasks. This study contributes to the taxonomy of rhythmic skills in school-age children. It also supports the use of clapping in time training as a way to possibly affect a broad spectrum of rhythmic abilities that are linked to language and literacy processes.
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Affiliation(s)
- Silvia Bonacina
- Auditory Neuroscience Laboratory, Northwestern University, Evanston, Illinois, USA
- Department of Commincation Sciences, Northwestern University, Evanston, Illinois, USA
| | - Jennifer Krizman
- Auditory Neuroscience Laboratory, Northwestern University, Evanston, Illinois, USA
- Department of Commincation Sciences, Northwestern University, Evanston, Illinois, USA
| | - Travis White-Schwoch
- Auditory Neuroscience Laboratory, Northwestern University, Evanston, Illinois, USA
- Department of Commincation Sciences, Northwestern University, Evanston, Illinois, USA
| | - Trent Nicol
- Auditory Neuroscience Laboratory, Northwestern University, Evanston, Illinois, USA
- Department of Commincation Sciences, Northwestern University, Evanston, Illinois, USA
| | - Nina Kraus
- Auditory Neuroscience Laboratory, Northwestern University, Evanston, Illinois, USA
- Department of Commincation Sciences, Northwestern University, Evanston, Illinois, USA
- Department of Neurobiology, Northwestern University, Evanston, Illinois, USA
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13
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Politimou N, Dalla Bella S, Farrugia N, Franco F. Born to Speak and Sing: Musical Predictors of Language Development in Pre-schoolers. Front Psychol 2019; 10:948. [PMID: 31231260 PMCID: PMC6558368 DOI: 10.3389/fpsyg.2019.00948] [Citation(s) in RCA: 38] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/27/2019] [Accepted: 04/09/2019] [Indexed: 11/13/2022] Open
Abstract
The relationship between musical and linguistic skills has received particular attention in infants and school-aged children. However, very little is known about pre-schoolers. This leaves a gap in our understanding of the concurrent development of these skills during development. Moreover, attention has been focused on the effects of formal musical training, while neglecting the influence of informal musical activities at home. To address these gaps, in Study 1, 3- and 4-year-old children (n = 40) performed novel musical tasks (perception and production) adapted for young children in order to examine the link between musical skills and the development of key language capacities, namely grammar and phonological awareness. In Study 2, we investigated the influence of informal musical experience at home on musical and linguistic skills of young pre-schoolers, using the same evaluation tools. We found systematic associations between distinct musical and linguistic skills. Rhythm perception and production were the best predictors of phonological awareness, while melody perception was the best predictor of grammar acquisition, a novel association not previously observed in developmental research. These associations could not be explained by variability in general cognitive functioning, such as verbal memory and non-verbal abilities. Thus, selective music-related auditory and motor skills are likely to underpin different aspects of language development and can be dissociated in pre-schoolers. We also found that informal musical experience at home contributes to the development of grammar. An effect of musical skills on both phonological awareness and language grammar is mediated by home musical experience. These findings pave the way for the development of dedicated musical activities for pre-schoolers to support specific areas of language development.
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Affiliation(s)
- Nina Politimou
- Department of Psychology, Middlesex University, London, United Kingdom
| | - Simone Dalla Bella
- International Laboratory for Brain, Music and Sound Research (BRAMS), Montreal, QC, Canada
- Department of Psychology, University of Montreal, Montreal, QC, Canada
- Centre for Research on Brain, Language and Music (CRBLM), Montreal, QC, Canada
- Department of Cognitive Psychology, University of Economics and Human Sciences in Warsaw, Warsaw, Poland
| | - Nicolas Farrugia
- Lab-STICC, Department of Electronics, IMT Atlantique, Brest, France
| | - Fabia Franco
- Department of Psychology, Middlesex University, London, United Kingdom
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14
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Cognition difference between players of different involvement toward the concrete design features in music games. PLoS One 2019; 14:e0216276. [PMID: 31063468 PMCID: PMC6504098 DOI: 10.1371/journal.pone.0216276] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/08/2018] [Accepted: 04/17/2019] [Indexed: 11/19/2022] Open
Abstract
When designing mobile games, how to understand preferences and cognition of players is a topic worth exploring. The main objectives of this paper are to obtain design features of music games on mobile devices, and explore players' perceptions toward music games. The results can serve as an orientation during decision-making in game design. Based on Miryoku Engineering and the Evaluation Grid Method, this study interviewed 22 frequent users to get concrete features of game design; Moreover, 210 subjects were divided into high, medium, and low involvement groups according to CIP measures, and then this study used Multiple Regression analysis to determine whether players with different levels of involvement had different perceptions of the design features of music games. The results found 44 concrete features and six original evaluations items of game design, and also discovered that there were perception differences in different involvement groups, and only two concrete design features significantly influenced all three groups: 'Extra games to earn more points after completing levels' and 'Playable without internet'.
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15
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Dalla Bella S. Music and movement: Towards a translational approach. Neurophysiol Clin 2018; 48:377-386. [PMID: 30396753 DOI: 10.1016/j.neucli.2018.10.067] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/12/2018] [Accepted: 10/14/2018] [Indexed: 12/21/2022] Open
Abstract
Rhythmic abilities are highly widespread in the general population. Most people can extract the regular beat of music, and align their movements with it. The aim of a translational approach for music and movement is to build on current fundamental research and theories of beat perception and synchronization to devise music-based interventions, which are informed by theory. To illustrate this approach, Parkinson's disease is taken as a model, with a focus on the positive effects of rhythmic auditory cueing on walking. In Parkinson's disease, a relation is found between the success of this music-based intervention and individual differences in rhythmic abilities. Patients with relatively spared rhythmic abilities are the most likely to benefit from cueing. Moreover, rhythmic auditory cueing can be optimized by using mobile technologies (tablets and smartphones), in the form of dedicated apps or serious games. A similar translational approach to the study of music, rhythm, and movement can be extended to remediation of cognitive, speech and language functions in other patient populations, such as children and adults with neurodevelopemental disorders.
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Affiliation(s)
- Simone Dalla Bella
- International Laboratory for Brain, Music, and Sound Research (BRAMS), Montreal, Canada; Department of Psychology, University of Montreal, Montreal, Canada; Centre for Research on Brain, Language and Music (CRBLM), Montreal, Canada.
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16
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Dauvergne C, Bégel V, Gény C, Puyjarinet F, Laffont I, Dalla Bella S. Home-based training of rhythmic skills with a serious game in Parkinson's disease: Usability and acceptability. Ann Phys Rehabil Med 2018; 61:380-385. [DOI: 10.1016/j.rehab.2018.08.002] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/30/2018] [Revised: 08/03/2018] [Accepted: 08/11/2018] [Indexed: 10/28/2022]
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