19,548 research outputs found

    Key Steps in Developing a Cognitive Vaccine against Traumatic Flashbacks: Visuospatial Tetris versus Verbal Pub Quiz

    Get PDF
    Background: Flashbacks (intrusive memories of a traumatic event) are the hallmark feature of Post Traumatic Stress Disorder, however preventative interventions are lacking. Tetris may offer a 'cognitive vaccine' [1] against flashback development after trauma exposure. We previously reported that playing the computer game Tetris soon after viewing traumatic material reduced flashbacks compared to no-task [1]. However, two criticisms need to be addressed for clinical translation: (1) Would all games have this effect via distraction/enjoyment, or might some games even be harmful? (2) Would effects be found if administered several hours post-trauma? Accordingly, we tested Tetris versus an alternative computer game - Pub Quiz - which we hypothesized not to be helpful (Experiments 1 and 2), and extended the intervention interval to 4 hours (Experiment 2).Methodology/Principal Findings: The trauma film paradigm was used as an experimental analog for flashback development in healthy volunteers. In both experiments, participants viewed traumatic film footage of death and injury before completing one of the following: (1) no-task control condition (2) Tetris or (3) Pub Quiz. Flashbacks were monitored for 1 week. Experiment 1: 30 min after the traumatic film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz led to a significant increase in flashbacks. Experiment 2: 4 hours post-film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz did not.Conclusions/Significance: First, computer games can have differential effects post-trauma, as predicted by a cognitive science formulation of trauma memory. In both Experiments, playing Tetris post-trauma film reduced flashbacks. Pub Quiz did not have this effect, even increasing flashbacks in Experiment 1. Thus not all computer games are beneficial or merely distracting post-trauma - some may be harmful. Second, the beneficial effects of Tetris are retained at 4 hours post-trauma. Clinically, this delivers a feasible time-window to administer a post-trauma "cognitive vaccine''

    No-one is Unmusical:Elizabeth, Everyday Cheermongery, and Active Musical Citizenship

    Get PDF
    Everyday cheermongers spread positive emotion through social contagion. This capability is illustrated here through a portrait of Elizabeth, a ‘Suzuki method’ violin teacher in Edinburgh. Through this example, we can learn about the important ways in which children and parents alike rely on skilled and dedicated felicitators to help them through the difficult balance between enjoyable and sociable music-making on the one hand, and the pursuit of musical excellence on the other. After presenting the philosophical and practical aspects of Shinichi Suzuki's ‘everyone-is-talented’ approach to instrumental music instruction, this paper argues for recognition of the key roles of music in facilitating happiness, and explores cultural variety in the promotion of musicality. While also recognizing that music education needs a democratic ‘no child left behind’ approach, the argument is that the full benefits of music are better realised through active musical engagement and social music-making. When not treated simply as an optional leisure activity or as a means to other ends, music can be a pathway to self-transcendent ‘peak experiences’ that can be achieved not only via the extraordinary performances of elite musicians, but also by savouring the very imperfect musical sounds produced by children

    Key Steps in Developing a Cognitive Vaccine against Traumatic Flashbacks: Visuospatial Tetris versus Verbal Pub Quiz

    Get PDF
    Background: Flashbacks (intrusive memories of a traumatic event) are the hallmark feature of Post Traumatic Stress Disorder, however preventative interventions are lacking. Tetris may offer a 'cognitive vaccine' [1] against flashback development after trauma exposure. We previously reported that playing the computer game Tetris soon after viewing traumatic material reduced flashbacks compared to no-task [1]. However, two criticisms need to be addressed for clinical translation: (1) Would all games have this effect via distraction/enjoyment, or might some games even be harmful? (2) Would effects be found if administered several hours post-trauma? Accordingly, we tested Tetris versus an alternative computer game - Pub Quiz - which we hypothesized not to be helpful (Experiments 1 and 2), and extended the intervention interval to 4 hours (Experiment 2).Methodology/Principal Findings: The trauma film paradigm was used as an experimental analog for flashback development in healthy volunteers. In both experiments, participants viewed traumatic film footage of death and injury before completing one of the following: (1) no-task control condition (2) Tetris or (3) Pub Quiz. Flashbacks were monitored for 1 week. Experiment 1: 30 min after the traumatic film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz led to a significant increase in flashbacks. Experiment 2: 4 hours post-film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz did not.Conclusions/Significance: First, computer games can have differential effects post-trauma, as predicted by a cognitive science formulation of trauma memory. In both Experiments, playing Tetris post-trauma film reduced flashbacks. Pub Quiz did not have this effect, even increasing flashbacks in Experiment 1. Thus not all computer games are beneficial or merely distracting post-trauma - some may be harmful. Second, the beneficial effects of Tetris are retained at 4 hours post-trauma. Clinically, this delivers a feasible time-window to administer a post-trauma "cognitive vaccine".</p

    Combining brain-computer interfaces and assistive technologies: state-of-the-art and challenges

    Get PDF
    In recent years, new research has brought the field of EEG-based Brain-Computer Interfacing (BCI) out of its infancy and into a phase of relative maturity through many demonstrated prototypes such as brain-controlled wheelchairs, keyboards, and computer games. With this proof-of-concept phase in the past, the time is now ripe to focus on the development of practical BCI technologies that can be brought out of the lab and into real-world applications. In particular, we focus on the prospect of improving the lives of countless disabled individuals through a combination of BCI technology with existing assistive technologies (AT). In pursuit of more practical BCIs for use outside of the lab, in this paper, we identify four application areas where disabled individuals could greatly benefit from advancements in BCI technology, namely,“Communication and Control”, “Motor Substitution”, “Entertainment”, and “Motor Recovery”. We review the current state of the art and possible future developments, while discussing the main research issues in these four areas. In particular, we expect the most progress in the development of technologies such as hybrid BCI architectures, user-machine adaptation algorithms, the exploitation of users’ mental states for BCI reliability and confidence measures, the incorporation of principles in human-computer interaction (HCI) to improve BCI usability, and the development of novel BCI technology including better EEG devices

    Spectators’ aesthetic experiences of sound and movement in dance performance

    Get PDF
    In this paper we present a study of spectators’ aesthetic experiences of sound and movement in live dance performance. A multidisciplinary team comprising a choreographer, neuroscientists and qualitative researchers investigated the effects of different sound scores on dance spectators. What would be the impact of auditory stimulation on kinesthetic experience and/or aesthetic appreciation of the dance? What would be the effect of removing music altogether, so that spectators watched dance while hearing only the performers’ breathing and footfalls? We investigated audience experience through qualitative research, using post-performance focus groups, while a separately conducted functional brain imaging (fMRI) study measured the synchrony in brain activity across spectators when they watched dance with sound or breathing only. When audiences watched dance accompanied by music the fMRI data revealed evidence of greater intersubject synchronisation in a brain region consistent with complex auditory processing. The audience research found that some spectators derived pleasure from finding convergences between two complex stimuli (dance and music). The removal of music and the resulting audibility of the performers’ breathing had a significant impact on spectators’ aesthetic experience. The fMRI analysis showed increased synchronisation among observers, suggesting greater influence of the body when interpreting the dance stimuli. The audience research found evidence of similar corporeally focused experience. The paper discusses possible connections between the findings of our different approaches, and considers the implications of this study for interdisciplinary research collaborations between arts and sciences

    Lacan and Organization

    Get PDF
    239 p.Libro ElectrĂłnicoThe work of Jacques Lacan has become an influential source to most disciplines of the social sciences, and is now considered a standard reference in literary theory, cultural studies and political theory. While management and organization studies has traditionally been preoccupied with questions of making corporations more efficient and productive, it has also mobilized a strong and forceful critique of work, management and capitalism. It is primarily as a contribution to this tradition of critical scholarship that we can see the work of Lacan now emerging.La obra de Jacques Lacan se ha convertido en una fuente de influencia para la mayorĂ­a de las disciplinas de las ciencias sociales, y ahora se considera una referencia estĂĄndar en la teorĂ­a literaria, estudios culturales y la teorĂ­a polĂ­tica. Mientras que los estudios de gestiĂłn y organizaciĂłn ha sido tradicionalmente preocupado por las cuestiones de lo que las empresas mĂĄs eficientes y productivos, sino que tambiĂŠn ha movilizado una fuerte crĂ­tica y contundente del trabajo, la gestiĂłn y el capitalismo. Es sobre todo como una contribuciĂłn a esta tradiciĂłn de los estudios crĂ­ticos que podemos ver la obra de Lacan surgiendo.Contributors ix Preface xiii Carl CederstrĂśm and Casper Hoedemaekers 1 Lacan and Organization: An Introduction 1 2 Lacan at Work 13 3 Symbolic Authority, Fantasmatic Enjoyment and the Spirits of Capitalism: Genealogies of Mutual Engagement 59 4 The Unbearable Weight of Happiness 101 5 For the Love of the Organization 133 6 You Are Where You Are Not: Lacan and Ideology in Contemporary Workplaces 169 7 Danger! Neurotics at Work 187 8 Lacan in Organization Studies 21

    Popular music and/as event: subjectivity, love and fidelity in the aftermath of rock ’n’ roll

    Get PDF
    This article concerns the usefulness of attaching a philosophy of the event to popular music studies. I am attempting to think about the ways that rock ’n’ roll functions as a musical revolution that becomes subjected to a narrative of loss accompanying the belief that the revolution has floundered, or even disappeared completely. In order to think about what this narrative of loss might entail I have found myself going back to the emergence of rock ’n’ roll, to what we might term its ‘event’, and then working towards the present to take stock of the current situation. The article is divided into three parts. Part One attempts to think of the emergence of rock ’n’ roll and its attendant discourse alongside Alain Badiou’s notion of event, looking at ways in which listening subjects are formed. Part Two continues the discussion of listening subjectivity while shifting the focus to objects associated with phonography. Part Three attends to a number of difficulties encountered in the Badiouian project and asks to what extent rock music might be thought of as a lost cause. All three parts deal with notions of subjectivity, love and fidelit
    • …
    corecore