5,351 research outputs found

    Display Enhanced Testing For Concussions And Mild Traumatic Brain Injury

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    Cognitive assessment systems and methods that provide an integrated solution for evaluating the presence or absence of cognitive impairment. The present invention is used to test cognitive functions of an individual including information processing speed, working memory, work list learning and recall, along with variations of these tasks. Immersive and non-immersive systems and methods are disclosed. Testing and results feedback using the present invention may be completed in real time, typically in less than 15 minutes.Emory UniversityGeorgia Tech Research Corporatio

    The Influence Of Television Pacing On Attention And Executive Functioning

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    Television shows, especially cartoons, are one of the most common types of media in children’s lives. Although there is a well-established connection between television exposure and difficulties with attention, it is unclear if all types of television are equally impactful. Given the amount of time children are exposed to television, there is a need to better understand which components of shows may or may not impact one’s attentional and executive functioning abilities. One such factor is the pace of the content. The current study expands on this limited area of the literature by utilizing a 9-minute 30-second long cartoon video, which has been edited at both a fast and slow pace, to examine the influence of pace on measures of attention and executive functioning (the Stop Signal Task and the Attentional Network Test) in both Typically Developing children (N = 24) and children with Attention-Deficit/Hyperactivity Disorder (ADHD; N = 17). Two (group; children with ADHD vs. Typically Developing children) x two (pace; fast vs. slow) ANCOVAs were conducted separately with each outcome measure as the dependent variable, group (ADHD and Typically Developing) and pace (fast and slow) as the independent variables, and IQ and Internalizing Problems as covariates. Findings suggested that although the majority of results were non-significant, effect sizes for group and pace (and associated covariates) varied across outcome measures. The Alerting and Executive Control ANT Networks also had non-significant but small effect sizes for the group by pace interactions. Planned comparisons of estimated marginal means revealed a non-significant and small effect of pace for children with ADHD, but no effect for Typically Developing children, for both interactions. Implications for those who work with and care for children are reviewed, and study limitations and future research directions are discussed

    A Serious Game-Derived Index for Detecting Children With Heterogeneous Developmental Disabilities: Randomized Controlled Trial

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    BACKGROUND: Developmental disabilities are a set of heterogeneous delays or difficulties in one or more areas of neuropsychological development. Considering that childhood is an essential stage of brain development and developmental delays lead to personal or social burdens, the early detection of childhood developmental disabilities is important. However, early screening for developmental disabilities has been a challenge because of the fear of positive results, expensive tests, differences in diagnosis depending on examiners' abilities, and difficulty in diagnosis arising from the need for long-term follow-up observation. OBJECTIVE: This study aimed to assess the feasibility of using a serious game-derived index to identify heterogeneous developmental disabilities. This study also examines the correlation between the game-derived index and existing neuropsychological test results. METHODS: The randomized controlled trial involved 48 children with either normal development or developmental disabilities. In this clinical trial, we used 19 features (6 from the Korean-Wechsler Preschool and Primary Scale of Intelligence, 8 from the Psychoeducational Profile Revised, 2 from the Bruininks-Oseretsky Test of Motor Proficiency, Second Edition, and 3 from the Pediatric Evaluation of Disability Inventory) from neuropsychological tests and 9 (7 game scores, path accuracy, and completion rate) from the serious game, DoBrain. The following analysis was conducted based on participants' baseline information and neuropsychological test and game-derived index data for one week: (1) we compared the baseline information between the normal development and developmental disabilities groups; (2) then we measured the correlation between the game-derived index and the neuropsychological test scores for each group; and (3) we built a classifier based on the game-derived index with a Gaussian process method and then compared the area under the curve (AUC) with a model based on neuropsychological test results. RESULTS: A total of 16 children (normal development=9; developmental disabilities=7) were analyzed after selection. Their developmental abilities were assessed before they started to play the serious games, and statistically significant differences were found in both groups. Specifically, the normal development group was more developed than the developmental disabilities group in terms of social function, gross motor function, full-scale IQ, and visual motor imitation, in that order. Similarly, the normal development group obtained a higher score on the game-derived index than the developmental disabilities group. In the correlation analysis between the game-derived index and the neuropsychological tests, the normal development group showed greater correlation with more variables than the developmental disabilities group. The game-derived index-based model had an AUC=0.9, a similar detection value as the neuropsychological test-based model's AUC=0.86. CONCLUSIONS: A game-derived index based on serious games can detect children with heterogenous developmental disabilities. This suggests that serious games can be used as a potential screening tool for developmental disabilities. TRIAL REGISTRATION: Clinical Research Information Service KCT0003247; https://cris.nih.go.kr/cris/en/search/search_result_st01 .jsp?seq=12365.ope

    Use of nonintrusive sensor-based information and communication technology for real-world evidence for clinical trials in dementia

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    Cognitive function is an important end point of treatments in dementia clinical trials. Measuring cognitive function by standardized tests, however, is biased toward highly constrained environments (such as hospitals) in selected samples. Patient-powered real-world evidence using information and communication technology devices, including environmental and wearable sensors, may help to overcome these limitations. This position paper describes current and novel information and communication technology devices and algorithms to monitor behavior and function in people with prodromal and manifest stages of dementia continuously, and discusses clinical, technological, ethical, regulatory, and user-centered requirements for collecting real-world evidence in future randomized controlled trials. Challenges of data safety, quality, and privacy and regulatory requirements need to be addressed by future smart sensor technologies. When these requirements are satisfied, these technologies will provide access to truly user relevant outcomes and broader cohorts of participants than currently sampled in clinical trials

    An examination of the effects of stimulant medication on response inhibition: A comparison between children with and without attention deficit hyperactivity disorder

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    This study investigated whether methylphenidate is effective in improving response inhibition in children with Attention Deficit Hyperactivity Disorder (ADHD). Children with ADHD were compared with normally developing children on measures of response inhibition. Participants with ADHD were compared across two conditions--medicated and unmedicated. There was no significant difference between the inhibitory control of children with and without ADHD. Children with ADHD showed significant improvements in inhibitory control following methylphenidate. The findings of the present study contrast with previous studies which document reduced inhibitory control in ADHD, compared with normally developing children. Reports of methylphenidate improving functioning in children with ADHD are supported. Limitation and implications of the study are discussed

    Neuropsychological deficits in disordered screen use behaviours : A systematic review and meta-analysis

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    Over the last few decades, excessive and disordered screen use has become more prevalent, prompting investigations into its associated consequences. The extent to which disordered screen use behaviours impact neuropsychological functioning has been reportedly mixed and at times inconsistent. This review sought to synthesise the literature and estimate the magnitude of overall cognitive impairment across a wide range of disordered screen use behaviours. We also sought to determine the cognitive domains most impacted, and whether the observed impairments were moderated by the classification of screen-related behaviours (i.e., Internet or gaming) or the format of cognitive test administration (i.e., paper-and-pencil or computerised). A systematic search of databases (Embase, PsycINFO, MEDLINE) identified 43 cross-sectional articles that assessed neuropsychological performance in disordered screen use populations, 34 of which were included in the meta-analysis. A random-effects meta-analysis revealed significant small/medium (g = .38) cognitive deficits for individuals with disordered screen use behaviours relative to controls. The most affected cognitive domain with a significant medium effect size (g = .50) was attention and focus followed by a significant reduction in executive functioning (g = .31). The classification of disordered screen use behaviours into Internet or gaming categories or the format of cognitive testing did not moderate these deficits. Additionally, excluding disordered social media use in an exploratory analysis had little effect on the observed outcomes. This study highlights a number of methodological considerations that may have contributed to disparate findings and shows that disordered screen use can significantly impact cognitive performance. Recommendations for future research are also discussed. Data for this study can be found at https://osf.io/upeha/

    Does Video Game Use Exacerbate the Relation Between Neurophysiological Deficits and ADHD Symptoms in Children and Adolescents?

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    Attention-deficit/hyperactivity disorder (ADHD) is diagnosed based on behavioral symptoms but is thought to have a significant heritable neurological basis, and several brain structures have been implicated. Recent research has focused on the role of environmental factors that may influence the behavioral expression of inattention and hyperactivity-impulsivity in children and teens, particularly when a biological predisposition exists. This study sought to broaden the literature base by examining the extent to which one environmental factor—video game use—moderated the relation between neuropsychological deficits in attention and inhibition and the behavioral symptoms of ADHD. It was hypothesized that gaming frequency and duration as well as deficits in neuropsychological functioning would relate positively to ADHD symptoms. Twenty-five participants (age 10 to 17 years) recruited from the community were administered four neuropsychological tests of attention and behavioral disinhibition and reported on gaming habits while parents completed measures of ADHD symptoms and also reported on the child’s video gaming habits. Moderated multiple regression analyses were used to examine the moderating effects of gaming frequency and gaming duration on the association between neuropsychological deficits and ADHD symptom domains beyond control variables (i.e., age, gender, race/ethnicity, family income, IQ). Gaming duration was significantly related to symptoms of inattention. Neuropsychological deficits were not significantly related to symptoms of inattention or hyperactivity-impulsivity. However, the interaction of gaming frequency and sustained attention deficits predicted significant variability in inattention, and the interaction of gaming frequency and set shifting deficits significantly predicted symptoms of hyperactivity-impulsivity. These findings underscore the importance of continued research on environmental factors, such as video game use, that may exacerbate a biological predisposition for ADHD symptoms in children. Masters thesis: http://aquila.usm.edu/masters_theses/238

    Exploring the Touch and Motion Features in Game-Based Cognitive Assessments

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    Early detection of cognitive decline is important for timely intervention and treatment strategies to prevent further deterioration or development of more severe cognitive impairment, as well as identify at risk individuals for research. In this paper, we explore the feasibility of using data collected from built-in sensors of mobile phone and gameplay performance in mobile-game-based cognitive assessments. Twenty-two healthy participants took part in the two-session experiment where they were asked to take a series of standard cognitive assessments followed by playing three popular mobile games in which user-game interaction data were passively collected. The results from bivariate analysis reveal correlations between our proposed features and scores obtained from paper-based cognitive assessments. Our results show that touch gestural interaction and device motion patterns can be used as supplementary features on mobile game-based cognitive measurement. This study provides initial evidence that game related metrics on existing off-the-shelf games have potential to be used as proxies for conventional cognitive measures, specifically for visuospatial function, visual search capability, mental flexibility, memory and attention
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