33,868 research outputs found

    Path Integration Changes as a Cognitive Marker for Vascular Cognitive Impairment?—A Pilot Study

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    Path integration spatial navigation processes are emerging as promising cognitive markers for prodromal and clinical Alzheimer’s disease (AD). However, such path integration changes have been less explored in Vascular Cognitive Impairment (VCI), despite neurovascular change being a major contributing factor to dementia and potentially AD. In particular, the sensitivity and specificity of path integration impairments in VCI compared to AD is unclear. In the current pilot study, we explore path integration performance in early-stage AD and VCI patient groups and hypothesize that: (i) medial parietal mediated egocentric processes will be more affected in VCI; and (ii) medial temporal mediated allocentric processes will be more affected in AD. This cross-sectional study included early-stage VCI patients (n = 9), AD patients (n = 10) and healthy age-matched controls (n = 20). All participants underwent extensive neuropsychological testing, as well as spatial navigation testing. The spatial navigation tests included the virtual reality “Supermarket” task assessing egocentric (body-based) and allocentric (map-based) navigation as well as the “Clock Orientation” test assessing egocentric and path integration processes. Results showed that egocentric integration processes are only impaired in VCI, potentially distinguishing it from AD. However, in contrast to our prediction, allocentric integration was not more impaired in AD compared to VCI. These preliminary findings suggest limited specificity of allocentric integration deficits between VCI and AD. By contrast, egocentric path integration deficits emerge as more specific to VCI, potentially allowing for more specific diagnostic and treatment outcome measures for vascular impairment in dementia

    Spectators’ aesthetic experiences of sound and movement in dance performance

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    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

    Detect the unexpected: a science for surveillance

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    Purpose – The purpose of this paper is to outline a strategy for research development focused on addressing the neglected role of visual perception in real life tasks such as policing surveillance and command and control settings. Approach – The scale of surveillance task in modern control room is expanding as technology increases input capacity at an accelerating rate. The authors review recent literature highlighting the difficulties that apply to modern surveillance and give examples of how poor detection of the unexpected can be, and how surprising this deficit can be. Perceptual phenomena such as change blindness are linked to the perceptual processes undertaken by law-enforcement personnel. Findings – A scientific programme is outlined for how detection deficits can best be addressed in the context of a multidisciplinary collaborative agenda between researchers and practitioners. The development of a cognitive research field specifically examining the occurrence of perceptual “failures” provides an opportunity for policing agencies to relate laboratory findings in psychology to their own fields of day-to-day enquiry. Originality/value – The paper shows, with examples, where interdisciplinary research may best be focussed on evaluating practical solutions and on generating useable guidelines on procedure and practice. It also argues that these processes should be investigated in real and simulated context-specific studies to confirm the validity of the findings in these new applied scenarios

    Cognition and the Web

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    Empirical research related to the Web has typically focused on its impact to social relationships and wider society; however, the cognitive impact of the Web is also an increasing focus of scientific interest and research attention. In this paper, I attempt to provide an overview of what I see as the important issues in the debate regarding the relationship between human cognition and the Web. I argue that the Web is potentially poised to transform our cognitive and epistemic profiles, but that in order to understand the nature of this influence we need to countenance a position that factors in the available scientific evidence, the changing nature of our interaction with the Web, and the possibility that many of our everyday cognitive achievements rely on complex webs of social and technological scaffolding. I review the literature relating to the cognitive effects of current Web technology, and I attempt to anticipate the cognitive impact of next-generation technologies, such as Web-based augmented reality systems and the transition to data-centric modes of information representation. I suggest that additional work is required to more fully understand the cognitive impact of both current and future Web technologies, and I identify some of the issues for future scientific work in this area. Given that recent scientific effort around the Web has coalesced into a new scientific discipline, namely that of Web Science, I suggest that many of the issues related to cognition and the Web could form part of the emerging Web Science research agenda

    From Biological to Synthetic Neurorobotics Approaches to Understanding the Structure Essential to Consciousness (Part 3)

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    This third paper locates the synthetic neurorobotics research reviewed in the second paper in terms of themes introduced in the first paper. It begins with biological non-reductionism as understood by Searle. It emphasizes the role of synthetic neurorobotics studies in accessing the dynamic structure essential to consciousness with a focus on system criticality and self, develops a distinction between simulated and formal consciousness based on this emphasis, reviews Tani and colleagues' work in light of this distinction, and ends by forecasting the increasing importance of synthetic neurorobotics studies for cognitive science and philosophy of mind going forward, finally in regards to most- and myth-consciousness

    Designing with Fantasy in Augmented Reality Games for Learning

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    Designing with Fantasy in Augmented Reality Games for Learning

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    Sub space: Enhancing the spatial awareness of trainee submariners using 3D simulation environments

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    Rapid advancements in computer technology have facilitated the development of practical and economically feasible three dimensional (3D) computer-generated simulation environments that have been utilized for training in a number of different fields. In particular, this development has been heavily influenced by innovations within the gaming industry, where First Person Shooter (FPS) games are often considered to be on the cutting edge of gaming technology in terms of visual fidelity and performance. 3D simulation environments built upon FPS gaming technologies can be used to realistically represent real world places, while also providing a dynamic and responsive experiential based learning environment for trainees. This type of training environment can be utilized effectively when training within the corresponding real world space may not be safe, practical, or economically feasible. This thesis explores the effectiveness of 3D simulation environments based on FPS gaming technologies to enhance the spatial awareness of trainees in unfamiliar real world spaces. The purpose was to identify the characteristics that contribute to effective learning within such environments. In order to identify these characteristics, a model was proposed representing the interrelationships between, and determinant factors of, the concepts of spatial cognition, learning within a simulation environment, and computer-generated 3D environments. The Location and Scenario Training System (LASTS), developed by the Royal Australian Navy, was evaluated to determine whether experience within the LASTS environment could benefit trainee submariners on Collins class submarines. The LASTS environment utilises the Unreal Runtime FPS game engine to provide a realistic representation of the Main Generator Room (MGR) on-board a Collins class submarine. This simulation was used to engage trainees in a simplified exercise based on the location of items relevant to a 12 Point Safety Round performed inside the MGR. Five trainee submariners were exposed to LASTS and then required to conduct the same exercise on-board a Collins class submarine. This mode of learning was compared to traditional non-immersive classroom teaching involving five additional trainee submariners who were also required to complete the same exercise inside the MGR. A mixture of qualitative and quantitative approaches to data collection and analysis was used to ascertain the effectiveness of LASTS as well as the contributing factors to this and learners\u27 perception of the value of the environment. Results indicated that LASTS could be successfully used as a training tool to enhance the spatial awareness of trainee submariners with regard to the MGR on-board a Collins class submarine. LASTS trainees also demonstrated a better spatial understanding of the MGR environment as a result of their experience compared to trainees who were the recipients of traditional classroom based training. The contributing characteristics of the proposed model were also validated with reference to the data gathered from the LASTS case study. This indicated that the model could be utilized in the design of future 3D simulation environments based on gaming technology in order to facilitate effective spatial awareness training
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