46 research outputs found

    Age-Based Differences in Task Switching Are Moderated by Executive Control Demands

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    OBJECTIVES: Recent work has identified different aspects of executive function that may underlie cognitive changes associated with age. The current study used a multifactorial design to investigate age sensitivity in the ability to shift between different task sets and the interaction of this ability with several specific aspects of executive control. METHOD: A large, well-characterized sample of younger (n = 40) and clinically healthy older (n = 51) adults completed a task switching paradigm in which 3 aspects of executive control were manipulated between subjects: a) sensorimotor demand (the number of distinct stimulus-response options); b) stimulus-level interference (i.e., flanker effects); and c) updating/monitoring (the frequency of task switches). RESULTS: Unique age-related deficits were observed for different aspects of local task switching performance costs and updating/monitoring, but not for interference. Sensorimotor demand was also an important additional factor that interacted with task switching performance. DISCUSSION: Our findings suggest that task switching, coupled with infrequent and unexpected transitions from one task set to another, in the context of high motoric demands, is particularly difficult for older adults

    Training Cognitive Control in Older Adults with the Space Fortress Game: The Role of Training Instructions and Basic Motor Ability

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    This study examined if and how cognitively healthy older adults can learn to play a complex computer-based action game called the Space Fortress (SF) as a function of training instructions [Standard vs. Emphasis Change (EC); e.g., Gopher et al., 1989] and basic motor ability. A total of 35 cognitively healthy older adults completed a 3-month SF training program with three SF sessions weekly. Twelve 3-min games were played during each session. Basic motor ability was assessed with an aiming task, which required rapidly rotating a spaceship to shoot targets. Older adults showed improved performance on the SF task over time, but did not perform at the same level as younger adults. Unlike studies of younger adults, overall SF performance in older adults was greater following standard instructions than following EC instructions. However, this advantage was primarily due to collecting more bonus points and not – the primary goal of the game – shooting and destroying the fortress, which in contrast benefited from EC instructions. Basic motor ability was low and influenced many different aspects of SF game learning, often interacted with learning rate, and influenced overall SF performance. These findings show that older adults can be trained to deal with the complexity of the SF task but that overall SF performance, and the ability to capitalize on EC instructions, differs when a basic ability such as motor control is low. Hence, the development of this training program as a cognitive intervention that can potentially compensate for age-related cognitive decline should consider that basic motor ability can interact with the efficiency of training instructions that promote the use of cognitive control (e.g., EC instructions) – and the confluence between such basic abilities and higher-level cognitive control abilities should be further examined

    Space Fortress Game Training and Executive Control in Older Adults: A Pilot Intervention

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    We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC)--elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC)--game play with standard instructions; Passive Control (PC)--evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter-number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures

    Predicting Individuals' Learning Success from Patterns of Pre-Learning MRI Activity

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    Performance in most complex cognitive and psychomotor tasks improves with training, yet the extent of improvement varies among individuals. Is it possible to forecast the benefit that a person might reap from training? Several behavioral measures have been used to predict individual differences in task improvement, but their predictive power is limited. Here we show that individual differences in patterns of time-averaged T2*-weighted MRI images in the dorsal striatum recorded at the initial stage of training predict subsequent learning success in a complex video game with high accuracy. These predictions explained more than half of the variance in learning success among individuals, suggesting that individual differences in neuroanatomy or persistent physiology predict whether and to what extent people will benefit from training in a complex task. Surprisingly, predictions from white matter were highly accurate, while voxels in the gray matter of the dorsal striatum did not contain any information about future training success. Prediction accuracy was higher in the anterior than the posterior half of the dorsal striatum. The link between trainability and the time-averaged T2*-weighted signal in the dorsal striatum reaffirms the role of this part of the basal ganglia in learning and executive functions, such as task-switching and task coordination processes. The ability to predict who will benefit from training by using neuroimaging data collected in the early training phase may have far-reaching implications for the assessment of candidates for specific training programs as well as the study of populations that show deficiencies in learning new skills

    Skill training in Multimodal virtual environments

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    Training of Perceptual Motor Skills in Multimodal Virtual Environments

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    Multimodal, immersive, virtual reality (VR) techniques open new perspectives for perceptualmotor skill trainers. They also introduce new risks and dangers. This paper describes the benefits and pitfalls of multimodal training and the cognitive building blocks of a multimodal, VR training simulators

    Around the Patient Bed

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    Transfer of Skill from a Virtual Reality Trainer to Real Juggling

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    The purpose of this study was to evaluate transfer of training from a virtual reality environment that captures visual and temporal-spatial aspects of juggling, but not the motor demands of juggling. Transfer of skill to real juggling was examined by comparing juggling performance of novices that either experienced both the virtual training protocol and real juggling practice, or only practiced real juggling. After ten days of training, participants who have alternated between real and virtual training demonstrated comparable performance to those who only practiced real juggling. Moreover, they adapted better to instructed changes in temporal-spatial constraints. These results imply that juggling relevant skill subcomponents can be trained in the virtual environment, and support the notion that cognitive aspects of a skill can be separately trained to enhance the acquisition of a complex perceptual-motor task. This study was performed within the SKILLS integrated project of the EC 6th framework
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