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The majority of a football referee's time is spent assessing open-play situations, yet little is known about how referees search for information during this uninterrupted play. The aim of the current study was to examine the exploratory gaze behaviour of elite and sub-elite football referees in open-play game situations. Four elite (i.e. national) and eight sub-elite (i.e. regional) referees officiated an in-situ football match while wearing a mobile eye-tracker to assess their gaze behaviour. Both referential head and eye movements (i.e. moving gaze away from and then back to the ball) were measured. Results showed gaze behaviour was characterised overall by more referential head than eye movements (~75 vs 25%), which were of longer duration (~950 vs 460 ms). Moreover, elite referees employed faster referential movements (~640 vs 730 ms), spending less time with their gaze away from the ball (carrier) than the sub-elite referees. Crucially, both the referential head and eye movements were coordinated relative to key events in the match, in this case passes, showing that referees anticipate the passes to ensure that the referential movements did not occur during passes, rather before or after. The results further our understanding of the coordinative gaze behaviours that underpin expertise in officiating.
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Movimentos Oculares , Movimentos da Cabeça , Futebol , Humanos , Futebol/fisiologia , Futebol/psicologia , Movimentos Oculares/fisiologia , Movimentos da Cabeça/fisiologia , Adulto , Masculino , Tecnologia de Rastreamento Ocular , Fixação Ocular/fisiologiaRESUMO
Scanning is an important perceptual skill that enables football players to gather information about opponents, teammates and the environment in real-time. This study investigated scanning before and during ball possession and its effect on the success of the subsequent action in U19 female footballers. Sixty-one elite and grassroots players (age: 16.7 ± 1.4) were recruited and analysed during 4v4 small-sided games. A total of 2010 game situations were video recorded for subsequent manual tagging. Multilevel logistic regression models revealed that elite players performed significantly more scans prior to first ball contact than their grassroots counterparts, but the number of scans performed during ball possession did not differ between competition levels. Furthermore, scans before and during ball possession positively influenced player's performance, whereas opponent pressure negatively influenced the success of subsequent actions, regardless of competition level. Differentiating between various subsequent actions revealed that scans before ball possession had a positive effect on the success of dribblings and passes, whereas scans during ball possession only had a positive effect on dribblings. Our results underline the importance of scanning in youth female football. These findings should be considered by coaches in the long-term development of players to increase the level of performance at elite age.
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OBJECTIVE: To investigate the efficacy of the augmented reality (AR) app "Negami" as an active exploration training for the treatment of spatial neglect. Improvements of the ipsilesional attention and orientation bias (and resulting contralesional neglect) will be examined in stroke patients with spatial neglect and compared with a control group. DESIGN: Randomized controlled trial with an experimental Negami group, consisting of patients with spatial neglect, and a group of neglect patients receiving standard neglect therapy. SETTING: Three rehabilitation hospitals. PARTICIPANTS: Twenty right hemispheric stroke patients with spatial neglect (N=20). INTERVENTION: Over a period of 2 weeks, both groups received 5 training sessions per week (à 25 minutes). Neglect behavior was assessed weekly over a 5-week period, with the Negami therapy group receiving a second follow-up assessment at 1-to-2-month intervals after completion of training. MAIN OUTCOME MEASURES: Letter Cancellation, Bells Test, Copying Task, Line Bisection Task, and a self-developed "Exploration Test". RESULTS: Both groups improved significantly. While the Negami therapy group improved in 4 of 5 neglect tests used, the standard therapy group improved in only 1 of these tests. We observed significantly better improvement in the Negami group already after the first week of training. This difference was also significant after the end of the training as well as 1 week after the end of training and remained stable 1-2 months after the end of treatment. CONCLUSION: Negami can be used as an effective alternative or addition to current standard neglect therapy, and may even be superior to it.
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Realidade Aumentada , Aplicativos Móveis , Transtornos da Percepção , Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Humanos , Acidente Vascular Cerebral/complicações , Transtornos da Percepção/etiologia , Transtornos da Percepção/reabilitação , Reabilitação do Acidente Vascular Cerebral/métodosRESUMO
When humans visually explore an image, they typically tend to start exploring its left side. This phenomenon, so-called pseudoneglect, is well known, but its time-course has only sparsely been studied. Furthermore, it is unclear whether age influences pseudoneglect, and the relationship between visuo-spatial attentional asymmetries in a free visual exploration task and a classical line bisection task has not been established. To address these questions, 60 healthy participants, aged between 22 and 86, were assessed by means of a free visual exploration task with a series of naturalistic, colour photographs of everyday scenes, while their gaze was recorded by means of a contact-free eye-tracking system. Furthermore, a classical line bisection task was administered, and information concerning handedness and subjective alertness during the experiment was obtained. The results revealed a time-sensitive window during visual exploration, between 260 and 960 ms, in which age was a significant predictor of the leftward bias in gaze position, i.e., of pseudoneglect. Moreover, pseudoneglect as assessed by the line bisection task correlated with the average gaze position throughout a time-window of 300-1490 ms during the visual exploration task. These results suggest that age influences visual exploration and pseudoneglect in a time-sensitive fashion, and that the degree of pseudoneglect in the line bisection task correlates with the average gaze position during visual exploration in a time-sensitive manner.
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Percepção Espacial , Percepção do Tempo , Adulto , Idoso , Idoso de 80 Anos ou mais , Atenção , Viés , Lateralidade Funcional , Humanos , Pessoa de Meia-Idade , Adulto JovemRESUMO
The technical progress in the last decades makes photo and video recording devices omnipresent. This change has a significant impact, among others, on police work. It is no longer unusual that a myriad of digital data accumulates after a criminal act, which must be reviewed by criminal investigators to collect evidence or solve the crime. This paper presents the VICTORIA Interactive 4D Scene Reconstruction and Analysis Framework ("ISRA-4D" 1.0), an approach for the visual consolidation of heterogeneous video and image data in a 3D reconstruction of the corresponding environment. First, by reconstructing the environment in which the materials were created, a shared spatial context of all available materials is established. Second, all footage is spatially and temporally registered within this 3D reconstruction. Third, a visualization of the hereby created 4D reconstruction (3D scene + time) is provided, which can be analyzed interactively. Additional information on video and image content is also extracted and displayed and can be analyzed with supporting visualizations. The presented approach facilitates the process of filtering, annotating, analyzing, and getting an overview of large amounts of multimedia material. The framework is evaluated using four case studies which demonstrate its broad applicability. Furthermore, the framework allows the user to immerse themselves in the analysis by entering the scenario in virtual reality. This feature is qualitatively evaluated by means of interviews of criminal investigators and outlines potential benefits such as improved spatial understanding and the initiation of new fields of application.
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Several studies have investigated visual processing impairment in schizophrenia. The literature on visual exploration has described restricted scanning in schizophrenia patients. This gaze behavior is characterized by increased fixation duration, a reduced scan path length and avoidance of salient features of the face with emotional content. The aim of this paper is to give an insight on the latest update on scan path deficit. Abnormal gaze exploration was replicated in various visual stimuli. This review describes gaze patterns with stimuli that imply minimal to high cognitive process: figures, objects, faces, and scenes. Interestingly, schizophrenia patients have shown cognitive flexibility by modulating gaze scanning when they are involved in an active assignment. We will also consider scanning abnormalities in real-life environment and discuss the potential therapeutic use of eye tracking in schizophrenia. The therapeutic application of eye tracking in schizophrenia is a young emerging field in psychiatry research. The recent remediation program is based on the reorientation of visual attention on the salient features of faces. For now, this program has shown encouraging results. Further studies are needed to explore behavior in real-world situations to complement laboratory measurements to move toward a full understanding of the mechanisms underlying atypical scanning in patients with schizophrenia.
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Comportamento Exploratório , Psicologia do Esquizofrênico , Percepção Visual , Movimentos Oculares , Fixação Ocular , HumanosRESUMO
The present study examined the validity and reliability of two new soccer tests: the Passing Accuracy Test (PAT), which assesses ball passing accuracy in combination with visual stimulus recognition and the Passing and Visual Recognition test (PVR), which assesses player's space detection skill in a 360 degrees range along with the frequency and the accuracy of ball passing technique. Participants were allocated in four (4) groups based on their age: the Under 11 (U11) group consisted of 101 players, the Under 14 (U14) group consisted of 100 players, the Under 17 (U17) group consisted of 118 players and the Adults (AD) group consisted of 43 players. The typical error, the limits of agreement and the ICC of PAT and PVR test were examined. The results of the study showed high validity and reliability for both tests with the exception in PAT for adult group (ICC = 0.33-0.83; P < 0.05). Therefore, both tests could be valuable tools to assess the accuracy of ball passing technique and the space detection skill in players of different ages.
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Teste de Esforço/métodos , Destreza Motora/fisiologia , Futebol/fisiologia , Futebol/psicologia , Percepção Espacial/fisiologia , Adolescente , Adulto , Criança , Humanos , Masculino , Reprodutibilidade dos TestesRESUMO
Previous studies showed that the small leftward bias found in healthy humans' spatial judgments of lines ("pseudoneglect") shifts to the right with increasing distance between stimuli and observer. In this study, we investigated whether such a modulation of attentional asymmetry can also be observed in free visual exploration. Participants freely explored photographs of naturalistic scenes for 7â¯s in near (60â¯cm) and far (140â¯cm) space. After an initial leftward bias, followed by a compensatory rightward bias, gaze positions were significantly more leftward in near compared to far space (around 4â¯s from scene onset). Our results show that the modulation of attentional asymmetries by viewing distance previously reported for spatial judgments generalizes to free visual exploration, and we revealed the temporal dynamics of these asymmetries by fine-grained eye movement analysis. In contrast, an effect of viewing distance was reduced or absent when eye movements are under strong top-down control, as in systematic serial visual search (Sensitive Negelct Test). Finally, there was no effect of viewing distance in the landmark task (as also reported in a minority of other studies), suggesting that this effect may depend on specific, yet unidentified task characteristics.
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Atenção , Movimentos Oculares , Percepção Espacial , Adulto , Viés , Feminino , Lateralidade Funcional , Humanos , Julgamento , Masculino , Adulto JovemRESUMO
BACKGROUND: Eye tracking dysfunction (ETD) observed with standard pursuit stimuli represents a well-established biomarker for schizophrenia. How ETD may manifest during free visual exploration of real-life movies is unclear. METHODS: Eye movements were recorded (EyeLink®1000) while 26 schizophrenia patients and 25 healthy age-matched controls freely explored nine uncut movies and nine pictures of real-life situations for 20 s each. Subsequently, participants were shown still shots of these scenes to decide whether they had explored them as movies or pictures. Participants were additionally assessed on standard eye-tracking tasks. RESULTS: Patients made smaller saccades (movies (p = 0.003), pictures (p = 0.002)) and had a stronger central bias (movies and pictures (p < 0.001)) than controls. In movies, patients' exploration behavior was less driven by image-defined, bottom-up stimulus saliency than controls (p < 0.05). Proportions of pursuit tracking on movies differed between groups depending on the individual movie (group*movie p = 0.011, movie p < 0.001). Eye velocity on standard pursuit stimuli was reduced in patients (p = 0.029) but did not correlate with pursuit behavior on movies. Additionally, patients obtained lower rates of correctly identified still shots as movies or pictures (p = 0.046). CONCLUSION: Our results suggest a restricted centrally focused visual exploration behavior in patients not only on pictures, but also on movies of real-life scenes. While ETD observed in the laboratory cannot be directly transferred to natural viewing conditions, these alterations support a model of impairments in motion information processing in patients resulting in a reduced ability to perceive moving objects and less saliency driven exploration behavior presumably contributing to alterations in the perception of the natural environment.
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Comportamento Exploratório/fisiologia , Percepção de Movimento/fisiologia , Reconhecimento Visual de Modelos/fisiologia , Acompanhamento Ocular Uniforme/fisiologia , Esquizofrenia/fisiopatologia , Adulto , Medições dos Movimentos Oculares , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Filmes CinematográficosRESUMO
Eye movements serve to accumulate information from the visual world, contributing to the formation of coherent memory representations that support cognition and behavior. The hippocampus and the oculomotor network are well connected anatomically through an extensive set of polysynaptic pathways. However, the extent to which visual sampling behavior is related to functional responses in the hippocampus during encoding has not been studied directly in human neuroimaging. In the current study, participants engaged in a face processing task while brain responses were recorded with fMRI and eye movements were monitored simultaneously. The number of gaze fixations that a participant made on a given trial was correlated significantly with hippocampal activation such that more fixations were associated with stronger hippocampal activation. Similar results were also found in the fusiform face area, a face-selective perceptual processing region. Notably, the number of fixations was associated with stronger hippocampal activation when the presented faces were novel, but not when the faces were repeated. Increases in fixations during viewing of novel faces also led to larger repetition-related suppression in the hippocampus, indicating that this fixation-hippocampal relationship may reflect the ongoing development of lasting representations. Together, these results provide novel empirical support for the idea that visual exploration and hippocampal binding processes are inherently linked. SIGNIFICANCE STATEMENT: The hippocampal and oculomotor networks have each been studied extensively for their roles in the binding of information and gaze function, respectively. Despite the evidence that individuals with amnesia whose damage includes the hippocampus show alterations in their eye movement patterns and recent findings that the two systems are anatomically connected, it has not been demonstrated whether visual exploration is related to hippocampal activity in neurologically intact adults. In this combined fMRI-eye-tracking study, we show how hippocampal responses scale with the number of gaze fixations made during viewing of novel, but not repeated, faces. These findings provide new evidence suggesting that the hippocampus plays an important role in the binding of information, as sampled by gaze fixations, during visual exploration.
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Movimentos Oculares/fisiologia , Hipocampo/fisiologia , Reconhecimento Visual de Modelos/fisiologia , Estimulação Luminosa/métodos , Adulto , Feminino , Previsões , Humanos , Imageamento por Ressonância Magnética/métodos , Masculino , Adulto JovemRESUMO
Co-registration of EEG and eye movement has promise for investigating perceptual processes in free viewing conditions, provided certain methodological challenges can be addressed. Most of these arise from the self-paced character of eye movements in free viewing conditions. Successive eye movements occur within short time intervals. Their evoked activity is likely to distort the EEG signal during fixation. Due to the non-uniform distribution of fixation durations, these distortions are systematic, survive across-trials averaging, and can become a source of confounding. We illustrate this problem with effects of sequential eye movements on the evoked potentials and time-frequency components of EEG and propose a solution based on matching of eye movement characteristics between experimental conditions. The proposal leads to a discussion of which eye movement characteristics are to be matched, depending on the EEG activity of interest. We also compare segmentation of EEG into saccade-related epochs relative to saccade and fixation onsets and discuss the problem of baseline selection and its solution. Further recommendations are given for implementing EEG-eye movement co-registration in free viewing conditions. By resolving some of the methodological problems involved, we aim to facilitate the transition from the traditional stimulus-response paradigm to the study of visual perception in more naturalistic conditions.
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Eletroencefalografia/normas , Potenciais Evocados/fisiologia , Medições dos Movimentos Oculares/normas , Movimentos Oculares/fisiologia , Testes Neuropsicológicos/normas , Percepção Visual/fisiologia , Adulto , Eletroencefalografia/métodos , Feminino , Humanos , Masculino , Movimentos Sacádicos/fisiologia , Adulto JovemRESUMO
Background: Visual exploration is abnormal in schizophrenia; however, few studies have investigated the physiological responses during selecting objectives in more ecological scenarios. This study aimed to demonstrate that people with schizophrenia have difficulties observing the prominent elements of an image due to a deficit mechanism of sensory modulation (active sensing) during natural vision. Methods: An electroencephalogram recording with eye tracking data was collected on 18 healthy individuals and 18 people affected by schizophrenia while looking at natural images. These had a prominent color element and blinking produced by changes in image luminance. Results: We found fewer fixations when all images were scanned, late focus on prominent image areas, decreased amplitude in the eye-fixation-related potential, and decreased intertrial coherence in the SCZ group. Conclusions: The decrease in the visual attention response evoked by the prominence of visual stimuli in patients affected by schizophrenia is generated by a reduction in endogenous attention mechanisms to initiate and maintain visual exploration. Further work is required to explain the relationship of this decrease with clinical indicators.
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To step over obstacles of varying heights, two distinct ongoing streams of activities-visual exploration of the environment and gait adjustment- were required to occur concurrently without interfering each other. Yet, it remains unclear whether and how the manner of embodied behavior of visual exploration is related to the synergistic control of foot trajectory to negotiate with the irregular terrain. Thus, we aimed to explore that how the synergistic control of the vertical trajectory of the swing foot (i.e., obstacle clearance) crossing an obstacle is related to the manner of visual exploration of the environment during approach. Twenty healthy young adults crossed an obstacle (depth: 1 cm, width: 60 cm, height: 8 cm) during their comfortable-speed walking. The visual exploration was evaluated as the amount of time spent in fixating the vicinity of the obstacle on the floor during the period from two to four steps prior to crossing the obstacle, and the strengths of kinematic synergy to control obstacle clearance were estimated using the uncontrolled manifold approach. We found that the participants with relatively weak synergy spent more time fixating at the vicinity of the obstacle from two to four steps prior to crossing the obstacle, and those participants exhibited greater amount of head flexion movement compared to those with stronger kinematic synergy. Taking advantage of this complex relationship between exploratory activities (e.g. looking movement) and performative activities (e.g. adjustment of ground clearance) would be crucial to adapt walking in a complex environment.
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Pé , Caminhada , Adulto Jovem , Humanos , Fenômenos Biomecânicos , Marcha , Movimentos da CabeçaRESUMO
Latent vectors extracted by machine learning (ML) are widely used in data exploration (e.g., t-SNE) but suffer from a lack of interpretability. While previous studies employed disentangled representation learning (DRL) to enable more interpretable exploration, they often overlooked the potential mismatches between the concepts of humans and the semantic dimensions learned by DRL. To address this issue, we propose Drava, a visual analytics system that supports users in 1) relating the concepts of humans with the semantic dimensions of DRL and identifying mismatches, 2) providing feedback to minimize the mismatches, and 3) obtaining data insights from concept-driven exploration. Drava provides a set of visualizations and interactions based on visual piles to help users understand and refine concepts and conduct concept-driven exploration. Meanwhile, Drava employs a concept adaptor model to fine-tune the semantic dimensions of DRL based on user refinement. The usefulness of Drava is demonstrated through application scenarios and experimental validation.
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Visual exploration paradigms involving object arrays have been used to examine salience of social stimuli such as faces in ASD. Recent work suggests performance on these paradigms may associate with clinical features of ASD. We evaluate metrics from a visual exploration paradigm in 4-to-11-year-old children with ASD (n = 23; 18 males) and typical development (TD; n = 23; 13 males). Presented with arrays containing faces and nonsocial stimuli, children with ASD looked less at (p = 0.002) and showed fewer fixations to (p = 0.022) faces than TD children, and spent less time looking at each object on average (p = 0.004). Attention to the screen and faces correlated positively with social and cognitive skills in the ASD group (ps < .05). This work furthers our understanding of objective measures of visual exploration in ASD and its potential for quantifying features of ASD.
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Transtorno do Espectro Autista , Masculino , Criança , Humanos , Pré-Escolar , Transtorno do Espectro Autista/diagnóstico , Transtorno do Espectro Autista/psicologia , Estudos de Viabilidade , Benchmarking , Tomografia Computadorizada por Raios XRESUMO
BACKGROUND: Visual cues can improve gait in Parkinson's disease (PD), including those experiencing freezing of gait (FOG). However, responses are variable and underpinning mechanisms remain unclear. Visuo-cognitive processing (measured through visual exploration) has been implicated in cue response, but this has not been comprehensively examined. OBJECTIVE: To examine visual exploration and gait with and without visual cues in PD who do and do not self-report FOG, and healthy controls (HC). METHODS: 17 HC, 21 PD without FOG, and 22 PD with FOG walked with and without visual cues, under single and dual-task conditions. Visual exploration (ie, saccade frequency, duration, peak velocity, amplitude, and fixation duration) was measured via mobile eye-tracking and gait (ie, gait speed, stride length, foot strike angle, stride time, and stride time variability) with inertial sensors. RESULTS: PD had impaired gait compared to HC, and dual-tasking made gait variables worse across groups (all P < .01). Visual cues improved stride length, foot strike angle, and stride time in all groups (P < .01). Visual cueing also increased saccade frequency, but reduced saccade peak velocity and amplitude in all groups (P < .01). Gait improvement related to changes in visual exploration with visual cues in PD but not HC, with relationships dependent on group (FOG vs non-FOG) and task (single vs dual). CONCLUSION: Visual cues improved visual exploration and gait outcomes in HC and PD, with similar responses in freezers and non-freezers. Freezer and non-freezer specific associations between cue-related changes in visual exploration and gait indicate different underlying visuo-cognitive processing within these subgroups for cue response.
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Transtornos Neurológicos da Marcha , Doença de Parkinson , Humanos , Sinais (Psicologia) , Doença de Parkinson/complicações , Transtornos Neurológicos da Marcha/etiologia , Caminhada/fisiologia , Marcha/fisiologiaRESUMO
Current explanatory models of negative symptoms in schizophrenia have suggested the role of social cognition in symptom formation and maintenance. This study examined a core aspect of social cognition, namely social perception, and its association with clinical manifestations in 22q11.2 deletion syndrome (22q11DS), a genetic model of schizophrenia. We used an eye-tracking device to analyze developmental trajectories of complex and dynamic social scenes exploration in 58 participants with 22q11DS compared to 79 typically developing controls. Participants with 22q11DS showed divergent patterns of social scene exploration compared to healthy individuals from childhood to adulthood. We evidenced a more scattered gaze pattern and a lower number of shared gaze foci compared to healthy controls. Associations with negative symptoms, anxiety level, and face recognition were observed. Findings reveal abnormal visual exploration of complex social information from childhood to adulthood in 22q11DS. Atypical gaze patterns appear related to clinical manifestations in this syndrome.
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Síndrome de DiGeorge , Reconhecimento Facial , Esquizofrenia , Humanos , Criança , Adolescente , Adulto Jovem , Esquizofrenia/complicações , Percepção Social , Cognição SocialRESUMO
BACKGROUND: A widely applied and effective rehabilitation method for patients experiencing spatial neglect after a stroke is "visual exploration training." Patients improve their ipsilesional bias of attention and orientation by training exploration movements and search strategies toward the contralesional side of space. In this context, gamification can have a positive influence on motivation for treatment and thus on the success of treatment. In contrast to virtual reality applications, treatment enhancements through augmented reality (AR) have not yet been investigated, although they offer some advantages over virtual reality. OBJECTIVE: This study aimed to develop an AR-based app (Negami) for the treatment of spatial neglect that combines visual exploration training with active, contralesionally oriented rotation of the eyes, head, and trunk. METHODS: The app inserts a virtual element (origami bird) into the real space surrounding the patient, which the patient explores with the camera of a tablet. Subjective reports from healthy elderly participants (n=10) and patients with spatial neglect after stroke (n=10) who trained with the new Negami app were analyzed. Usability, side effects, and game experience were assessed by various questionnaires. RESULTS: Training at the highest defined difficulty level was perceived as differently challenging but not as frustrating by the group of healthy elderly participants. The app was rated with high usability, hardly any side effects, high motivation, and entertainment. The group of patients with spatial neglect after stroke consistently evaluated the app positively on the dimensions of motivation, satisfaction, and fun. CONCLUSIONS: The Negami app represents a promising extension by adding AR to traditional exploration training for spatial neglect. Through participants' natural interaction with the physical surrounding environment during playful tasks, side effects as symptoms of cybersickness are minimized and patients' motivation appeared to markedly increase. The use of AR in cognitive rehabilitation programs and the treatment of spatial neglect seems promising and should receive further investigation.
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The diffusion of virtual reality applications dedicated to aging urges us to appraise its acceptance by target populations, especially the oldest olds. We investigated whether immersive virtual biking, and specifically a visuomotor manipulation aimed at improving visual exploration (augmented gaze), was well accepted by elders living in assisted residences. Twenty participants (mean age 89.8 years, five males) performed three 9 min virtual biking sessions pedalling on a cycle ergometer while wearing a Head-Mounted Display which immersed them inside a 360-degree pre-recorded biking video. In the second and third sessions, the relationship between horizontal head rotation and contingent visual shift was experimentally manipulated (augmented gaze), the visual shift being twice (gain = 2.0) or thrice (gain = 3.0) the amount of head rotation. User experience, motion sickness and visual exploration were measured. We found (i) very high user experience ratings, regardless of the gain; (ii) no effect of gain on motion sickness; and (iii) increased visual exploration (slope = +46%) and decreased head rotation (slope = -18%) with augmented gaze. The improvement in visual exploration capacity, coupled with the lack of intolerance signs, suggests that augmented gaze can be a valuable tool to improve the "visual usability" of certain virtual reality applications for elders, including the oldest olds.
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Enjoo devido ao Movimento , Óculos Inteligentes , Realidade Virtual , Masculino , Humanos , Idoso de 80 Anos ou mais , Idoso , EnvelhecimentoRESUMO
BACKGROUND: Attenuated social attention is a key marker of autism spectrum disorder (ASD). Recent neuroimaging findings also emphasize an altered processing of sensory salience in ASD. The locus coeruleus-norepinephrine system (LC-NE) has been established as a modulator of this sensory salience processing (SSP). We tested the hypothesis that altered LC-NE functioning contributes to different SSP and results in diverging social attention in ASD. METHODS: We analyzed the baseline eye-tracking data of the EU-AIMS Longitudinal European Autism Project (LEAP) for subgroups of autistic participants (n = 166, age = 6-30 years, IQ = 61-138, gender [female/male] = 41/125) or neurotypical development (TD; n = 166, age = 6-30 years, IQ = 63-138, gender [female/male] = 49/117) that were matched for demographic variables and data quality. Participants watched brief movie scenes (k = 85) depicting humans in social situations (human) or without humans (non-human). SSP was estimated by gazes on physical and motion salience and a corresponding pupillary response that indexes phasic activity of the LC-NE. Social attention is estimated by gazes on faces via manual areas of interest definition. SSP is compared between groups and related to social attention by linear mixed models that consider temporal dynamics within scenes. Models are controlled for comorbid psychopathology, gaze behavior, and luminance. RESULTS: We found no group differences in gazes on salience, whereas pupillary responses were associated with altered gazes on physical and motion salience. In ASD compared to TD, we observed pupillary responses that were higher for non-human scenes and lower for human scenes. In ASD, we observed lower gazes on faces across the duration of the scenes. Crucially, this different social attention was influenced by gazes on physical salience and moderated by pupillary responses. LIMITATIONS: The naturalistic study design precluded experimental manipulations and stimulus control, while effect sizes were small to moderate. Covariate effects of age and IQ indicate that the findings differ between age and developmental subgroups. CONCLUSIONS: Pupillary responses as a proxy of LC-NE phasic activity during visual attention are suggested to modulate sensory salience processing and contribute to attenuated social attention in ASD.