8,466 research outputs found

    Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres

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    Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a). However, in this article we make the case that to assess accurately the effects of video-game play researchers must better characterize video-game experience and expertise. This requires a more precise and objective assessment of an individual's video-game history and skill level, and making finer distinctions between video-games that fall under the umbrella of “action” games. Failure to consider these factors may partly be responsible for mixed findings (see Boot et al., 2011)

    The precision of experienced action video-game players: Line bisection reveals reduced leftward response bias

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    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias with their left hand compared to non-AVGPs. Bisections by experienced-AVGPs were also more precise than those of non-AVGPs. These findings show the cognitive proficiencies of experienced-AVGPs can generalize beyond computer based tasks, which resemble their training environment

    The Reflections of a Japanese Suicide.

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    The Practical Side of the Religion of Science. (With Editorial Reply.)

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    Evaluation of the Effect of Scan Strategy on the Accuracy of 4 Intraoral Digital Impression Systems

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    Objective: Digital impression systems, both direct and indirect, are becoming more common in orthodontics. Intraoral scanners (IOS) are devices that are used to directly capture dental impressions. With upgrades and new systems being released at a rapid pace, continued evaluation of device accuracy is essential. This study aims to determine the effects of scan strategy on 4 intraoral digital impression systems. Materials and Methods: Four digital intraoral impression systems were used to scan a custom made typodont that had a refractive index within the range of enamel and dentin. Four distinct scan patterns, each based off of manufacture suggested patterns, were tested and compared to the reference model. The comparison of test and reference models were completed using an industrial grade metrology software program that allowed both 3D files to be compared for discrepancies. Trueness and precision were then compared for patterns and scanners to determine whether scan pattern affects each. Scan time was also recorded and evaluated for effects on trueness and precision. Results: Six comparisons were made during this study. Overall scanner comparisons were made, overall patterns were compared, patterns for each scanner were compared, scanners for each pattern were evaluated, maximum deviations were analyzed, and a visual analysis was completed on the superimposed models. Overall, the trueness ranking was as follows: Element\u3eTrios\u3eEmerald\u3eOmnicam. The Omnicam showed some statistically significant differences in trueness and precision with changes in scan patterns. The Element scan showed statistically significant differences in precision among two of the scan patterns. No statistically significant differences were noted when scan time was evaluated against changes in precision and trueness. Conclusions: Two of the scanners showed changes in either trueness or precision when scan patterns were altered. Scan times were not found to affect trueness or precision of the scanners. As new scanners are released, further research is warranted to verify manufacturer claims of accuracy. Although statistically significant differences in trueness and precision were noted between scanners, most showed clinically acceptable accuracy values

    Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.

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    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and maintained playtime of at least 20 hours per week over the last 6 months. Non-VGPs had little-to-no game play experience (maximum 1.5 years). Participants responded to checkerboard stimuli presented to the left and right visual fields while 128-channel EEG was recorded. Expert VGPs responded significantly more quickly than non-VGPs. Expert VGPs also had significantly earlier occipital N1s in direct visual pathways (the hemisphere contralateral to the visual field in which the stimulus was presented). IHTT was calculated by comparing the latencies of occipital N1 components between hemispheres. No significant between-group differences in electrophysiological estimates of IHTT were found. Shorter N1 latencies may enable expert VGPs to discriminate attended visual stimuli significantly earlier than non-VGPs and contribute to faster responding in visual tasks. As successful video-game play requires precise, time pressured, bimanual motor movements in response to complex visual stimuli, which in this sample began during early childhood, these differences may reflect the experience and training involved during the development of video-game expertise, but training studies are needed to test this prediction

    Simon-Task Reveals Balanced Visuomotor Control in Experienced Video-Game Players

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    Both short and long-term video-game play may result in superior performance on visual and attentional tasks. To further these findings, we compared the performance of experienced male video-game players (VGPs) and non-VGPs on a Simon-task. Experienced-VGPs began playing before the age of 10, had a minimum of 8 years of experience and a minimum play time of over 20 h per week over the past 6 months. Our results reveal a significantly reduced Simon-effect in experienced-VGPs relative to non-VGPs. However, this was true only for the right-responses, which typically show a greater Simon-effect than left-responses. In addition, experienced-VGPs demonstrated significantly quicker reaction times and more balanced left-versus-right-hand performance than non-VGPs. Our results suggest that experienced-VGPs can resolve response-selection conflicts more rapidly for right-responses than non-VGPs, and this may in part be underpinned by improved bimanual motor control

    High-fat meals rich in EPA plus DHA compared with DHA only have differential effects on postprandial lipemia and plasma 8-isoprostane F-2 alpha concentrations relative to a control high-oleic acid meal: a randomized controlled trial

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    Background: Eicosapentaenoic acid (EPA) plus docosahexaenoic acid (DHA) supplementation has beneficial cardiovascular effects, but postprandial influences of these individual fatty acids are unclear. Objectives: The primary objective was to determine the vascular effects of EPA + DHA compared with DHA only during postprandial lipemia relative to control high–oleic acid meals; the secondary objective was to characterize the effects of linoleic acid–enriched high-fat meals relative to the control meal. Design: We conducted a randomized, controlled, double-blind crossover trial of 4 high-fat (75-g) meals containing 1) high–oleic acid sunflower oil (HOS; control), 2) HOS + fish oil (FO; 5 g EPA and DHA), 3) HOS + algal oil (AO; 5 g DHA), and 4) high–linoleic acid sunflower oil (HLS) in 16 healthy men (aged 35–70 y) with higher than optimal fasting triacylglycerol concentrations (mean ± SD triacylglycerol, 1.9 ± 0.5 mmol/L). Results: Elevations in triacylglycerol concentration relative to baseline were slightly reduced after FO and HLS compared with the HOS control (P < 0.05). The characteristic decrease from baseline in plasma nonesterified fatty acids after a mixed meal was inhibited after AO (Δ 0–3 h, P < 0.05). HLS increased the augmentation index compared with the other test meals (P < 0.05), although the digital volume pulse–reflection index was not significantly different. Plasma 8-isoprostane F(2α) analysis revealed opposing effects of FO (increased) and AO (reduced) compared with the control (P < 0.05). No differences in nitric oxide metabolites were observed. Conclusions: These data show differential postprandial 8-isoprostane F(2α) responses to high-fat meals containing EPA + DHA–rich fish oil compared with DHA-rich AO, but these differences were not associated with consistent effects on postprandial vascular function or lipemia. More detailed analyses of polyunsaturated fatty acid–derived lipid mediators are required to determine possible divergent functional effects of single meals rich in either DHA or EPA. This trial was registered at clinicaltrials.gov as NCT01618071
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