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1.
NPJ Sci Learn ; 9(1): 13, 2024 Mar 01.
Artículo en Inglés | MEDLINE | ID: mdl-38429339

RESUMEN

Visual objects are often defined by multiple features. Therefore, learning novel objects entails learning feature conjunctions. Visual cortex is organized into distinct anatomical compartments, each of which is devoted to processing a single feature. A prime example are neurons purely selective to color and orientation, respectively. However, neurons that jointly encode multiple features (mixed selectivity) also exist across the brain and play critical roles in a multitude of tasks. Here, we sought to uncover the optimal policy that our brain adapts to achieve conjunction learning using these available resources. 59 human subjects practiced orientation-color conjunction learning in four psychophysical experiments designed to nudge the visual system towards using one or the other resource. We find that conjunction learning is possible by linear mixing of pure color and orientation information, but that more and faster learning takes place when both pure and mixed selectivity representations are involved. We also find that learning with mixed selectivity confers advantages in performing an untrained "exclusive or" (XOR) task several months after learning the original conjunction task. This study sheds light on possible mechanisms underlying conjunction learning and highlights the importance of learning by mixed selectivity.

2.
Front Psychiatry ; 12: 665326, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34248702

RESUMEN

In recent years, the application of virtual reality (VR) for therapeutic purposes has escalated dramatically. Favorable properties of VR for engaging patients with autism, in particular, have motivated an enormous body of investigations targeting autism-related disabilities with this technology. This study aims to provide a comprehensive meta-analysis for evaluating the effectiveness of VR on the rehabilitation and training of individuals diagnosed with an autism spectrum disorder. Accordingly, we conducted a systematic search of related databases and, after screening for inclusion criteria, reviewed 33 studies for more detailed analysis. Results revealed that individuals undergoing VR training have remarkable improvements with a relatively large effect size with Hedges g of 0.74. Furthermore, the results of the analysis of different skills indicated diverse effectiveness. The strongest effect was observed for daily living skills (g = 1.15). This effect was moderate for other skills: g = 0.45 for cognitive skills, g = 0.46 for emotion regulation and recognition skills, and g = 0.69 for social and communication skills. Moreover, five studies that had used augmented reality also showed promising efficacy (g = 0.92) that calls for more research on this tool. In conclusion, the application of VR-based settings in clinical practice is highly encouraged, although their standardization and customization need more research.

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