RESUMEN
Calorie overconsumption has been proposed as a critical contributing factor to rising obesity rates. To combat this health issue, governments and policymakers have suggested implementing numerical caloric content labels. Alternatively, physical activity calorie equivalent (PACE) labels are being proposed as an easier-to-understand metric, representing the amount of physical activity required to burn off calorie content. This study examined individuals' ability to correctly estimate either the numerical caloric content or the PACE values of food images in an associative learning task. Moreover, it assessed whether this knowledge was learned and retained over time. One hundred and ninety-one participants were instructed to estimate either the numerical caloric content or PACE values of thirty food images. To facilitate learning, feedback on the correct number of calories or PACE values was provided during the first session (Time 1). To assess retention, people re-estimated numerical caloric content or PACE values of the same food pictures three days later (Time 2) and seven days later (Time 3), where feedback was not provided. Results showed that participants in both groups improved their estimations using feedback, with people being consistently more accurate when estimating numerical calorie content. Yet, our results also suggest that participants consolidated their knowledge of PACE values over time. Finally, our findings show that hunger moderates individuals' estimation ability, where hungrier people are less accurate than satiated ones. The results contribute to our understanding of how consumers process, estimate, and learn PACE labels versus numerical caloric content, and provide valuable information for researchers and policymakers to develop and implement nutritional labels as a health strategy.
Asunto(s)
Ingestión de Energía , Alimentos , Humanos , Aprendizaje , Preferencias Alimentarias , Ejercicio Físico , Etiquetado de Alimentos/métodosRESUMEN
Video game play has been suggested to improve visual and attention processing. Nevertheless, while action video game play is highly dynamic, there is scarce research on how information is temporally discriminated at the millisecond level. This cross-sectional study investigates whether temporal discrimination at the millisecond level in vision varies across action video game players (VGPs; N = 23) and non-video game players (NVGPs; N = 23). Participants discriminated synchronous from asynchronous onsets of two visual targets in virtual reality, while their EEG and oculomotor movements were recorded. Results show an increased sensitivity to short asynchronies (11, 33 and 66 ms) in VGPs compared with NVGPs, which was especially marked at the start of the task, suggesting better temporal discrimination abilities. Pre-targets oculomotor freezing - the inhibition of small fixational saccades - was associated with correct temporal discrimination, probably revealing attentional preparation. However, this parameter did not differ between groups. EEG and reconstruction analyses suggest that the enhancement of temporal discrimination in VGPs during temporal discrimination is related to parieto-occipital processing, and a reduction of alpha-band (8-14 Hz) power and inter-trial phase coherence. Overall, the study reveals an enhanced ability in action video game players to discriminate in time visual events in close temporal proximity combined with reduced alpha-band oscillatory activities. Consequently, playing action video games is associated with an improved temporal resolution of vision.
Asunto(s)
Desempeño Psicomotor , Juegos de Video , Humanos , Estudios Transversales , Atención , Movimientos OcularesRESUMEN
A fundamental characteristic of human development is acquiring and accumulating tool use knowledge through observation and sensorimotor experience. Recent studies showed that, in children and adults, different action possibilities to grasp-to-move and grasp-to-use objects generate a conflict that extinguishes neural motor resonance phenomena during visual object processing. In this study, a training protocol coupled with EEG recordings was administered in virtual reality to healthy adults to evaluate whether a similar conflict occurs between novel tool use knowledge. Participants perceived and manipulated two novel 3D tools trained beforehand with either single or double-usage. A weaker reduction of mu-band (10-13 Hz) power, accompanied by a reduced inter-trial phase coherence, was recorded during the perception of the tool associated with the double-usage. These effects started within the first 200 ms of visual object processing and were predominantly recorded over the left motor system. Furthermore, interacting with the double usage tool delayed grasp-to-reach movements. The results highlight a multifunctional interference effect, such as tool use acquisition reduces the neural motor resonance phenomenon and inhibits the activation of the motor system during subsequent object recognition. These results imply that learned tool use information guides sensorimotor processes of objects.
Asunto(s)
Desempeño Psicomotor , Comportamiento del Uso de la Herramienta , Adulto , Niño , Humanos , Desempeño Psicomotor/fisiología , Estimulación Luminosa/métodos , Percepción Visual/fisiología , SensaciónRESUMEN
Phenomenology suggests a disruption in the experience of time in individuals with schizophrenia, related to disorders of the sense of self. Patients themselves relate a fragmentation of their temporal experience and of their sense of self. Temporal expectations help relate the present moment to the future and we have previously shown that temporal expectations are fragile in patients, and relate to disorders of the self. Here, we investigate whether patients' performance is still impaired when the motor response to the expected event can be prepared in advance. In two different experiments participants (41 patients vs. 43 neurotypicals in total) responded to a visual target occurring at a variable interval (or "foreperiod") after an initial warning signal. Moreover, in Experiment 1 we measured the sense of self with the EASE scale. We observed the usual benefit of the passage of time: the longer the waiting period, the better the preparation, and the faster the responses. However, this effect also comprises sequential (surprise) effects, when a target occurs earlier than on the preceding trial. We evaluated the effect of the passage of time, by isolating trials that followed a trial with the same foreperiod. The benefit of long, versus short, foreperiods was still observed in controls but disappeared in patients. The results suggest that the benefit of the passage of time is diminished in patients and relates to self disorders, even when the task allows for motor preparation. The results suggest that a non-verbal impairment sub-tends disorders of the sense of self.
Asunto(s)
Esquizofrenia , Psicología del Esquizofrénico , Percepción del Tiempo , Humanos , Masculino , Femenino , Adulto , Esquizofrenia/fisiopatología , Percepción del Tiempo/fisiología , Autoimagen , Desempeño Psicomotor/fisiología , Adulto Joven , Tiempo de Reacción/fisiología , Persona de Mediana EdadRESUMEN
Winning in action video games requires to predict timed events in order to react fast enough. In these games, repeated waiting for enemies may help to develop implicit (incidental) preparation mechanisms. We compared action video game players and non-video game players in a reaction time task involving both implicit time preparations and explicit (conscious) temporal attention cues. Participants were immersed in virtual reality and instructed to respond to a visual target appearing at variable delays after a warning signal. In half of the trials, an explicit cue indicated when the target would occur after the warning signal. Behavioral, oculomotor and EEG data consistently indicate that, compared with non-video game players, video game players better prepare in time using implicit mechanisms. This sheds light on the neglected role of implicit timing and related electrophysiological mechanisms in gaming research. The results further suggest that game-based interventions may help remediate implicit timing disorders found in psychiatric populations.
Asunto(s)
Percepción del Tiempo , Juegos de Video , Señales (Psicología) , Movimientos Oculares , Humanos , Tiempo de Reacción , Juegos de Video/psicologíaRESUMEN
Perceiving the environment automatically informs how we can interact with it through affordance mechanisms. However, it remains unknown how our knowledge about the environment shapes how it is perceived. In this training study, we evaluated whether motor and function knowledge about novel objects affects visual object processing. Forty-three participants associated a usage or function to a novel object in interactive virtual reality while their EEG was recorded. Both usage and function influenced the mu-band (8-12 Hz) rhythms, suggesting that motor and function object information influence motor processing during object recognition. Learning the usage also prevented the reduction of the theta-band (4-8 Hz) rhythms recorded over the posterior cortical areas, suggesting a predominant top-down influence of tool use information on visuo-motor pathways. The modulation being specifically induced by learning an object usage, the results support further the embodied cognition approach rather than the reasoning-based approach of object processing.
Asunto(s)
Comportamiento del Uso de la Herramienta , Cognición , Humanos , Reconocimiento Visual de Modelos , Percepción VisualRESUMEN
It has been proposed that agency disorders found in schizophrenia rely on aberrant processing of prediction error. Overreactivity to nonpertinent prediction errors may lead to the attribution of one's own actions to an external source. When applied to perception, this could explain hallucinations. However, experiments in motor control or perception have mainly suggested deficient prediction errors. Using a novel approach based on the manipulation of temporal delays, 23 patients with schizophrenia, 18 patients with bipolar disorder, and 22 healthy participants performed a pointing task with a haptic device that provided haptic feedback without or with delays, which were processed consciously (65 ms) or unconsciously (15 ms). The processing of prediction errors was measured via the adaptation of the hand trajectory, that is, the deceleration in anticipation of the surface, and its modulation as a function of recent history (stable or unstable sensory feedback). Agency was evaluated by measuring the participants' feeling of controlling the device. Only patients with schizophrenia reported a decrease in the feeling of control following subliminally delayed haptic feedback and adapted deceleration durations following subliminally delayed haptic feedback. This effect was correlated with positive symptoms. The overreactivity to subliminal delays was present only when delays occurred repeatedly in an unpredictable way, that is, with a volatile distribution. The results suggest that small temporal uncertainties that should be held as negligible, trigger an aberrant overreactivity which could account for hallucinations and alterations of the patients' conscious feeling of control. (PsycInfo Database Record (c) 2021 APA, all rights reserved).
Asunto(s)
Control Interno-Externo , Esquizofrenia , Psicología del Esquizofrénico , Emociones , Retroalimentación Sensorial/fisiología , Alucinaciones , Humanos , Esquizofrenia/fisiopatologíaRESUMEN
Recent reformulations of the Sapir-Whorf hypothesis have shown how labels can guide our thinking in situations of uncertainty, facilitating the identification of objects. We examine whether the effect of labels extends beyond perceptual processes, to help us learn the motoric manipulations required to use novel tools. Exploiting immersive virtual reality, we measured behavioural movement latencies and electrophysiological activity from participants learning to use a range of labeled and unlabeled novel tools. We found that providing a tool with a label reduced the time taken to reach for it, with participants also faster and more accurate when executing the manipulations required to use it. Conversely, labels did not confer any facilitation when the tool was simply moved to another location; participants were slower to grasp a labeled tool when asked to transport it. These findings were also supported by electrophysiological recordings, showing a reduction in sensorimotor beta-band (~30 Hz) power when participants were asked to use the labeled tools, but not move them. This modulation of beta activity indicates augmented learning of motor-activity related to tool use within somatosensory regions due to the activation of its lexical representation. These results suggest an extension of the Whorfian hypothesis, such that language not only modulates our thoughts and perceptual processes, but also affects our actions with objects and tools. We propose that labels tune our somatosensory experience and help to memorize body states related to tool use by creating an invariant lexical anchor on which we can build motor learning and experience.