86 research outputs found
An Investigation of Response and Stimulus Modality Transfer Effects after Dual-Task Training in Younger and Older
It has been shown that dual-task training leads to significant improvement in dual-task performance in younger and older adults. However, the extent to which training benefits to untrained tasks requires further investigation. The present study assessed (a) whether dual-task training leads to cross-modality transfer in untrained tasks using new stimuli and/or motor responses modalities, (b) whether transfer effects are related to improved ability to prepare and maintain multiple task-set and/or enhanced response coordination, (c) whether there are age-related differences in transfer effects. Twenty-three younger and 23 older adults were randomly assigned to dual-task training or control conditions. All participants were assessed before and after training on three dual-task transfer conditions; (1) stimulus modality transfer (2) response modality transfer (3) stimulus and response modalities transfer task. Training group showed larger improvement than the control group in the three transfer dual-task conditions, which suggests that training leads to more than specific learning of stimuli/response associations. Attentional costs analyses showed that training led to improved dual-task cost, only in conditions that involved new stimuli or response modalities, but not both. Moreover, training did not lead to a reduced task-set cost in the transfer conditions, which suggests some limitations in transfer effects that can be expected. Overall, the present study supports the notion that cognitive plasticity for attentional control is preserved in late adulthood
Fabrication de microstructures pour le recrutement de protéines synaptiques par polymérisation à deux photons
Ce mĂ©moire prĂ©sente une technique permettant dâimplĂ©menter les surfaces des Ă©lectrodes pour optimiser les connexions des neurones. Il a Ă©tĂ© prĂ©cĂ©demment dĂ©montrĂ© que des billes micromĂ©triques chargĂ©es positivement stimulent la formation de jonctions synaptiques sur leur surface. Il a Ă©tĂ© suggĂ©rĂ© par le Dr Santiago Costantino quâil Ă©tait possible de lier ces billes sur les surfaces des Ă©lectrodes en utilisant la liaison entre la biotine et la streptavidine. Mais, ces liaisons Ă©tant trop faibles pour lier les billes efficacement, il a Ă©tĂ© ensuite suggĂ©rĂ© par le Dr Costantino de recrĂ©er des jonctions synaptiques en utilisant dâautres structures conductrices similaires aux billes. Ces structures sont rĂ©alisĂ©es en utilisant un laser Ti:Sa Ă 800nm qui permet la photo-rĂ©duction Ă deux photons de structures micromĂ©triques dâargent dans un polymĂšre de polyvinylpyrrolidone (PVP). Ces structures ont une hauteur moyenne de 4.5±0.6”m et un diamĂštre moyen Ă mi-hauteur de 8.8±1.6”m. Leur rĂ©sistivitĂ© est de 4x10-3 Ω·m. Lâanalyse de la synaptophysine et de la PSD95, deux protĂ©ines largement retrouvĂ©es dans les rĂ©gions prĂ© et post-synaptiques, montre une accumulation significative autour des structures. Ce qui confirme que les structures de PVP et dâargent stimulent la formation de jonctions synaptiques et permettent lâoptimisation des connexions neuronales sur des Ă©lectrodes.This thesis presents a technique allowing the implementation of electrodesâ surfaces for the optimisation of neuronal connexions. It was established that micrometric beads with a positive charge stimulate the formation of synaptic junctions on their surfaces. It was suggested by Dr. Santiago Costantino that it was possible to link those beads on the electrodesâ surface using the connection between biotin and streptavidin-coated beads. But, those connections demonstrated to be too weak to link the beads efficiently. Alternatively, we recreated those synaptic junctions using others conductive structures comparable to beads. Those structures were fabricated using a Ti:Sa laser at 800nm that allows the two-photon reduction of micro structures made of silver nitrate integrated in a polymer of polyvinylpyrrolidone (PVP). Those structures have an average height of 4.5±0.6”m and a diameter a mid-height of 8.8±1.6”m. Their resistivity is 4x10-3 Ω·m. The analysis of the synaptophysin and the PS95, two proteins widely found in the pre-synaptic and post-synaptic regions, demonstrates a significant accumulation around the structures. This confirms that microfabrication of structures of PVP and silver stimulates the formations of synaptic junction and allows the optimisation of neuronal connections on electrodes
Joyau du patrimoine mondial et tourisme : l'exemple de St-George, Bermudes
Ce mĂ©moire prĂ©sente lâĂ©tude de cas de la ville de St George, ancienne capitale du protectorat britannique des Bermudes. Sa situation gĂ©ographique particuliĂšre et la prĂ©sence dâun ensemble architectural colonial britannique et dâouvrages militaires lui ont rĂ©cemment valu le titre de Site du patrimoine mondial de lâUNESCO, ce qui constitue une reconnaissance de la valeur exceptionnelle universelle de cet ensemble urbain. Cette inscription survient au moment oĂč les autoritĂ©s locales souhaitaient diversifier lâĂ©conomie de lâarchipel en misant davantage sur le tourisme culturel et patrimonial.
LâhypothĂšse centrale de ce mĂ©moire est que la ville St George se rĂ©vĂšle, au sens oĂč lâentendent G.J. Ashworth et J.E. Tunbridge dans leur ouvrage The tourist-historic city, un « joyau du patrimoine », ce dernier Ă©tant dĂ©fini comme une petite collectivitĂ© territoriale recelant des ressources historiques exceptionnelles qui en dĂ©finissent de maniĂšre notable la morphologie urbaine et lâidentitĂ© paysagĂšre et orientent les politiques municipales.
La recherche, suite Ă la prĂ©sentation dâun cadre thĂ©orique sur le patrimoine mondial et le tourisme patrimonial, a par ailleurs permis de montrer que le concept de « citĂ© historico-touristique » dĂ©veloppĂ© par les mĂȘmes auteurs sâapplique aux Bermudes Ă la condition quâun transfert dâĂ©chelle soit opĂ©rĂ©. En effet, nous ne sommes pas en prĂ©sence dâun espace touristique constituĂ© de deux secteurs dâune mĂȘme ville qui contribuent, chacun Ă sa façon, Ă la dĂ©finition de lâattractivitĂ© touristique, mais plutĂŽt de deux petites villes voisines â St-George et Hamilton, la capitale â qui constituent le substrat dâune citĂ© historico-touristique Ă©clatĂ©e.This dissertation presents the case study of the town of St. George, historic capital of Bermuda. Its unique geography, the presence of British colonial architecture and of many military forts allowed its inclusion on the UNESCO world heritage List. This nomination in itself constitutes a recognition of the exceptional universal value of this urban entity. This inscription happens at the exact moment where the local authorities wish to diversify the archipelagoâs economy by exploiting cultural and heritage tourism.
The hypothesis of this dissertation is that the town of St. George is, according to the proposition of G.J Ashworth and J.E Tunbridge in their book The tourist-historic city, a «heritage gem », that is, a small community containing a great number of exceptional historic resources shaping the urban morphology, the landscape identity and local policies.
The research, following the introduction of the relevant theoretical framework on
world heritage and heritage tourism, demonstrated that the concept of the âtourist-historic cityâ developed by the same authors can be easily applied to the case of Bermuda if a scale reduction is made. Indeed, we are not presented with a touristic space created by two different sectors of the same city, but by two small neighbouring cities â St. George and Hamilton, the capital â which are the basis of a fragmented tourist-historic city
Satisfaction et autonomisation des personnes ùgées face aux soins et services de santé : instruments de mesure et variables associées
Jeux édifiants, vertu et émotion : une éthique vidéoludique
Ce que nous Ă©prouvons en jouant Ă des jeux vidĂ©o indique quelque chose Ă propos de nous et transforme notre personne. DĂ©terminer la valeur Ă©thique dâun jeu vidĂ©o requiert en consĂ©quence de porter une attention toute spĂ©ciale Ă son expĂ©rience Ă©motionnelle. Dans cette thĂšse de doctorat, nous nous intĂ©ressons aux Ă©motions que nous transmettent les jeux vidĂ©o narratifs et aux vertus quâelles mettent en pratique. Au cours de cet examen, nous offrons une description psychologique de lâactivitĂ© vidĂ©oludique, rĂ©flĂ©chissons Ă la place du jeu vidĂ©o dans nos vies et nous munissons dâoutils conceptuels pour Ă©valuer en dĂ©tail les exemples suivants : Dishonored (Arkane Studios, 2012), Frostpunk (11 bit studios, 2018), Hellblade: Senuaâs Sacrifice (Ninja Theory, 2017), Neo Cab (Chance Agency, 2019), Outlast (Red Barrels, 2013), Spec Ops: The Line (Yager, 2012) et Vampyr (DONTNOD, 2018).
Notre travail est divisĂ© en trois parties. La premiĂšre prĂ©sente une thĂ©orie de lâexpĂ©rience Ă©motionnelle du jeu vidĂ©o. Nous dĂ©fendons quâune Ă©motion survient Ă la rencontre dâune perception conceptuelle et dâune prĂ©occupation, et que les jeux vidĂ©o orchestrent leur expĂ©rience Ă©motionnelle Ă lâintĂ©rieur dâune structure de progression. La seconde partie revisite les dĂ©bats autour des jeux vidĂ©o qui «âengagent moralementâ» et de ceux qui incluent un contenu transgressif. Afin de tenir compte du rĂŽle de lâĂ©motion, nous introduisons une Ă©thique de la vertu selon laquelle le jeu vidĂ©o reprĂ©sente un terrain dâentraĂźnement oĂč se constituent nos dispositions Ă©motionnelles. La troisiĂšme partie est consacrĂ©e Ă lâanalyse de jeux vidĂ©o potentiellement Ă©difiants, qui communiquent des vertus. Nous explorons plus particuliĂšrement la maniĂšre dont ces jeux mettent en relation le courage et la peur ainsi que la justice et la colĂšre.What we feel when playing video games indicates something about us and transforms our person. Determining the ethical value of a video game hence requires to pay special attention to its emotional experience. In this doctoral thesis, we are interested in emotions transmitted by narrative video games and in virtues they put into practice. During the course of this examination, we will reflect on the place of video games in our lives and will provide conceptual tools to evaluate in detail the following examples: Dishonored (Arkane Studios, 2012), Frostpunk (11 bit studios, 2018), Hellblade: Senuaâs Sacrifice (Ninja Theory, 2017), Neo Cab (Chance Agency, 2019), Outlast (Red Barrels, 2013), Spec Ops: The Line (Yager, 2012) and Vampyr (DONTNOD, 2018).
Our work is divided in three parts. The first one presents a theory of the emotional experience of video games. We defend that an emotion occurs at the encounter between a conceptual perception and a concern, and that video games orchestrate their emotional experience within a progression structure. The second part revisits the debate on âmorally engagingâ video games and on transgressive game content. In order to take into account the role of emotion, we introduce a virtue ethics according to which video games act as a training ground where our emotional dispositions are constituted. The third part is dedicated to the analysis of potentially edifying video games, which communicates virtues. We explore more particularly how courage and fear as well as justice and anger are connected in these games
Un poids sur la conscience : la culpabilité du joueur pour ses actions vidéoludiques
Ce mĂ©moire porte sur la culpabilitĂ© du joueur pour des actions quâil pose dans les jeux vidĂ©o. Lâobjectif est de cibler les situations de jeu et les conditions psychosociologiques Ă lâĂ©mergence de cette Ă©motion. Le premier chapitre compare lâexpĂ©rience Ă©motionnelle du spectateur et du joueur principalement dans la relation que ces derniers entretiennent avec des personnages. Le deuxiĂšme chapitre offre une Ă©tude dĂ©taillĂ©e de la culpabilitĂ© telle que vĂ©cue ordinairement, particuliĂšrement de son processus cognitif et de ses fonctions sociales. Le troisiĂšme chapitre propose un modĂšle du processus de la culpabilitĂ© du joueur qui inclut des variables relatives Ă lâexpĂ©rience des jeux vidĂ©o et au design de jeu. Le modĂšle est mis en application dans lâanalyse dâun corpus de jeux vidĂ©o solos et narratifs Ă diffĂ©rents degrĂ©s, qui visent Ă provoquer des fautes morales chez le joueur et Ă les lui faire prendre conscience.This masterâs thesis focuses on playerâs guilt based on gameplay actions. The objective is to target video games situations and psychosociological conditions leading to this emotion. The first chapter compares the spectatorâs emotional experience with that of the player mainly in their relations with characters. The second chapter offers a detailed study of guilt as ordinarily experienced, especially of its cognitive process and its social functions. The third chapter introduces a theoretical model of the playerâs guilt process which includes variables related to the experience of video games and game design. The model is applied to the analysis of a corpus of single-player narrative games that intent to provoke the player to commit wrongdoings and to make him aware of them
Pas à pas : la réadaptation des amputés du membre inférieur
Travail d'intĂ©gration rĂ©alisĂ© dans le cadre du cours PHT-6113.Le manque de ressources disponibles concernant la rĂ©adaptation des amputĂ©s du membre infĂ©rieur, et le besoin flagrant dâinformation Ă ce sujet autant au QuĂ©bec que dans les pays victimes de catastrophes naturelles ou de guerres, nous ont poussĂ© Ă effectuer une recension de la littĂ©rature pour concevoir un outil dâinformation concis et spĂ©cifique concernant la rĂ©adaptation Ă la marche des amputĂ©s trans-tibiaux et trans-fĂ©moraux. Trois sections seront abordĂ©es dans cet outil dâinformation :
Facteurs prédictifs : Un portrait des conditions pouvant favoriser ou nuire à la réadaptation de la marche avec prothÚse sera dressé.
Douleur fantĂŽme : La pathophysiologie de la douleur fantĂŽme (DF) de mĂȘme que lâĂ©valuation de la DF et son traitement seront abordĂ©s.
Ăvaluation et traitement : Une liste de problĂšmes spĂ©cifiques aux amputĂ©s basĂ©e sur la littĂ©rature sera dressĂ©e et regroupera la douleur rĂ©siduelle, lâoedĂšme et la sensibilitĂ© du moignon, la diminution de souplesse, dâamplitude articulaire et de force musculaire, une diminution de lâĂ©quilibre debout et une difficultĂ© Ă la marche prothĂ©tique. DiffĂ©rents questionnaires et Ă©chelles de mesures seront proposĂ©s selon les Ă©vidences pour Ă©valuer ces problĂšmes et un traitement basĂ© sur les donnĂ©es cliniques et probantes de la littĂ©rature sera proposĂ© pour chacun de ces problĂšmes.
Pour terminer, nous résumerons les grandes lignes qui devraient guider la réadaptation des amputés du membre inférieur et soulignerons les lacunes de la littérature et les domaines nécessitant des recherches futures
The Walking Simulatorâs Generic Experiences
This article examines walking simulators through the lens of video game genre study. Following Arsenaultâs (2011) thesis which theorized genre as the âtemporary crystallization of a common cultural consensusâ (pp. 333â334), it maps the shared horizon of expectations of the walking simulator. The first section presents an overview of genre theory in the field of game studies. The second part assembles a corpus of five iconic walking simulators based on a discourse analysis conducted in four gaming communities: scholars, journalists, designers, and Steam users. The third portion builds on this discourse analysis to conceptualize five clusters of âgeneric resourcesâ (Gregersen, 2014) that synthesize the collective understanding of the walking simulatorâs generic experiences, which are then analyzed in the final segment with reference to one exemplar game of the corpus. Each analysis introduces a specific âgeneric effectâ (Arsenault, 2011)âpeacefulness, secretiveness, fatalism, everydayness, and self-reflexive distanciationâthat contributes to ongoing efforts to outline the experiences of this genre. The conclusion ends witha brief discussion about the importance of transgeneric studies
Optical measurement of a guidewire displacement during percutaneous coronary interventions
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Waking EEG functional connectivity in middle-aged and older adults with obstructive sleep apnea
Objectives: The present study aimed at investigating changes in waking electroencephalography
(EEG), most specifically regarding spectral power and functional connectivity, in middle-aged and
older adults with OSA. We also explored whether changes in spectral power or functional
connectivity are associated with polysomnographic characteristics and/or neuropsychological
performance.
Methods: 19 OSA subjects (apnea-hypopnea index ℠20, age: 63.6 ± 6.4) and 22 controls (apneahypopnea index †10, age: 63.6 ± 6.7) underwent a full night of in-laboratory polysomnography
followed by a waking EEG and a neuropsychological assessment. Waking EEG spectral power
and imaginary coherence were compared between groups for all EEG frequency bands and scalp
regions. Correlation analyses were performed between selected waking EEG variables,
polysomnographic parameters and neuropsychological performance.
Results: No group difference was observed for EEG spectral power for any frequency band.
Regarding the imaginary coherence, when compared to controls, OSA subjects showed decreased
EEG connectivity between frontal and temporal regions in theta and alpha bands as well as
increased connectivity between frontal and parietal regions in delta and beta 1 bands. In the OSA
group, these changes in connectivity correlated with lower sleep efficiency, lower total sleep time
and higher apnea-hypopnea index. No relationship was found with neuropsychological
performance.
Conclusions: Contrary to spectral power, imaginary coherence was sensitive enough to detect
changes in brain function in middle-aged and older subjects with OSA when compared to controls.
Whether these changes in cerebral connectivity predict cognitive decline needs to be investigated
longitudinally
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