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1.
J Med Internet Res ; 23(1): e18482, 2021 01 29.
Artigo em Inglês | MEDLINE | ID: mdl-33512329

RESUMO

BACKGROUND: Alcohol use disorder (AUD) has been associated with diverse physical and mental morbidities. Among the main consequences of chronic and excessive alcohol use are cognitive and executive deficits. Some of these deficits may be reversed in specific cognitive and executive domains with behavioral approaches consisting of cognitive training. The advent of computer-based interventions may leverage these improvements, but randomized controlled trials (RCTs) of digital interactive-based interventions are still scarce. OBJECTIVE: The aim of this study is to explore whether a cognitive training approach using VR exercises based on activities of daily living is feasible for improving the cognitive function of patients with AUD undergoing residential treatment, as well as to estimate the effect size for this intervention to power future definitive RCTs. METHODS: This study consisted of a two-arm pilot RCT with a sample of 36 individuals recovering from AUD in a therapeutic community; experimental group participants received a therapist-guided, VR-based cognitive training intervention combined with treatment as usual, and control group participants received treatment as usual without cognitive training. A comprehensive neuropsychological battery of tests was used both at pre- and postassessments, including measurement of global cognition, executive functions, attention, visual memory, and cognitive flexibility. RESULTS: In order to control for potential effects of global cognition and executive functions at baseline, these domains were controlled for in the statistical analysis for each individual outcome. Results indicate intervention effects on attention in two out of five outcomes and on cognitive flexibility in two out of six outcomes, with effect sizes in significant comparisons being larger for attention than for cognitive flexibility. Patient retention in cognitive training was high, in line with previous studies. CONCLUSIONS: Overall, the data suggest that VR-based cognitive training results in specific contributions to improving attention ability and cognitive flexibility of patients recovering from AUD. TRIAL REGISTRATION: ClinicalTrials.gov NCT04505345; https://clinicaltrials.gov/show/NCT04505345.


Assuntos
Alcoolismo/psicologia , Alcoolismo/terapia , Transtornos Cognitivos/psicologia , Realidade Virtual , Atividades Cotidianas , Adulto , Idoso , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Projetos Piloto , Adulto Jovem
2.
J Med Internet Res ; 16(4): e102, 2014 Apr 17.
Artigo em Inglês | MEDLINE | ID: mdl-24742381

RESUMO

BACKGROUND: The consequences of alcohol dependence are severe and may range from physical disease to neuropsychological deficits in several cognitive domains. Alcohol abuse has also been related to brain dysfunction specifically in the prefrontal cortex. Conventional neuropsychological interventions (paper-and-pencil cognitive stimulation training) have a positive effect but are time-consuming, costly, and not motivating for patients. OBJECTIVE: Our goal was to test the cognitive effects of a novel approach to neuropsychological intervention, using mobile technology and serious games, on patients with alcohol dependence. METHODS: The trial design consisted of a two-arm study assessing the cognitive outcomes of neuropsychological intervention with mobile serious games (mHealth) versus control (treatment-as-usual with no neuropsychological intervention) in patients undergoing treatment for alcohol dependence syndrome. Sixty-eight patients were recruited from an alcohol-rehab clinic and randomly assigned to the mHealth (n=33) or control condition (n=35). The intervention on the experimental group consisted of a therapist-assisted cognitive stimulation therapy for 4 weeks on a 2-3 days/week basis. RESULTS: Fourteen patients dropped out of the study. The results of the neuropsychological assessments with the remaining 54 patients showed an overall increase (P<.05) of general cognitive abilities, mental flexibility, psychomotor processing speed, and attentional ability in both experimental (n=26) and control groups (n=28). However, there was a more pronounced improvement (P=.01) specifically in frontal lobe functions from baseline (mean 13.89, SE 0.58) to follow-up (mean 15.50, SE 0.46) in the experimental group but not in the control group. CONCLUSIONS: The overall increase in general cognitive function for both experimental and control groups supports the beneficial role of existing alcohol treatment protocols aimed at minimizing withdrawal symptoms, but the differential improvements observed in frontal lobe functioning supports the use of mobile serious games for neuropsychological stimulation to overcome executive dysfunction in patients with alcohol dependence. This trial was negative on two neuropsychological/cognitive tests, and positive on one. TRIAL REGISTRATION: ClinicalTrials.gov NCT01942954; http://www.clinicaltrials.gov/ct2/show/NCT01942954.


Assuntos
Alcoolismo/psicologia , Terapia Cognitivo-Comportamental/métodos , Função Executiva , Adulto , Alcoólicos , Alcoolismo/terapia , Cognição , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Testes Neuropsicológicos
3.
Cyberpsychol Behav Soc Netw ; 27(4): 253-260, 2024 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-38377602

RESUMO

Policing is a highly demanding and stressful profession. Virtual reality (VR) has emerged as a promising tool for enhancing stress management programs, including for police officers. The use of VR in combination with biosensors enables measurement of psychophysiological responses such as peripheral temperature (PT) and skin conductance level (SCL). This study investigated the psychophysiological responses of police officers exposed to a VR scenario simulating a car accident. The study included a total of 63 police officers from the Public Security Police. Participants were divided into three groups based on their police divisions: the Investigation Brigade of Traffic Accidents, the Traffic Surveillance Squad (TSS), and a control group from the Lisbon Metropolitan Command. The results indicated that the VR environment effectively induced psychophysiological arousal, particularly in less experienced officers (TSS), that is, there were significant group differences in mean SCL and PT, showing this group with higher SCL and lower PT during the VR exposure. These results support the potential of VR as a stress inoculation strategy for training police officers and highlight the complex nature of stress responses that are influenced by individual factors and psychopathology.


Assuntos
Estresse Psicológico , Realidade Virtual , Humanos , Masculino , Feminino , Adulto Jovem , Adulto , Pessoa de Meia-Idade , Simulação por Computador , Psicofisiologia , Acidentes de Trânsito/psicologia , Fatores Sociodemográficos , Resposta Galvânica da Pele/fisiologia , Frequência Cardíaca/fisiologia , Taxa Respiratória/fisiologia , Temperatura Corporal/fisiologia
4.
Addiction ; 118(5): 935-951, 2023 05.
Artigo em Inglês | MEDLINE | ID: mdl-36508168

RESUMO

AIMS: Substance use disorders (SUD) are associated with cognitive deficits that are not always addressed in current treatments, and this hampers recovery. Cognitive training and remediation interventions are well suited to fill the gap for managing cognitive deficits in SUD. We aimed to reach consensus on recommendations for developing and applying these interventions. DESIGN, SETTING AND PARTICIPANTS: We used a Delphi approach with two sequential phases: survey development and iterative surveying of experts. This was an on-line study. During survey development, we engaged a group of 15 experts from a working group of the International Society of Addiction Medicine (Steering Committee). During the surveying process, we engaged a larger pool of experts (n = 54) identified via recommendations from the Steering Committee and a systematic review. MEASUREMENTS: Survey with 67 items covering four key areas of intervention development: targets, intervention approaches, active ingredients and modes of delivery. FINDINGS: Across two iterative rounds (98% retention rate), the experts reached a consensus on 50 items including: (i) implicit biases, positive affect, arousal, executive functions and social processing as key targets of interventions; (ii) cognitive bias modification, contingency management, emotion regulation training and cognitive remediation as preferred approaches; (iii) practice, feedback, difficulty-titration, bias modification, goal-setting, strategy learning and meta-awareness as active ingredients; and (iv) both addiction treatment work-force and specialized neuropsychologists facilitating delivery, together with novel digital-based delivery modalities. CONCLUSIONS: Expert recommendations on cognitive training and remediation for substance use disorders highlight the relevance of targeting implicit biases, reward, emotion regulation and higher-order cognitive skills via well-validated intervention approaches qualified with mechanistic techniques and flexible delivery options.


Assuntos
Comportamento Aditivo , Transtornos Relacionados ao Uso de Substâncias , Humanos , Técnica Delphi , Treino Cognitivo , Transtornos Relacionados ao Uso de Substâncias/terapia , Transtornos Relacionados ao Uso de Substâncias/psicologia , Comportamento Aditivo/terapia , Comportamento Aditivo/psicologia , Consenso
5.
Stud Health Technol Inform ; 181: 78-82, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22954832

RESUMO

Even though it is diminishing in Europe, smoking is still a serious health problem. The craving of Nicotine is one of the hardest behaviours to tackle when a smoking cessation programme is implemented. Following on previous work [1], which aimed at evaluating the possibility of inducing smoking craving in smokers using a VR platform, the present study was devised to assess the role of craving in cognitive processing through event related potentials (ERP). From an initial sample of 89 university students (smokers and non-smokers), which was randomly exposed to VR smoking cues and VR non-smoking cue scenarios, a subsample of 13 smokers and non-smokers was drawn. This subsample (M = 23.08; SD = 4.39), which had previously been immersed in the VR smoking cues environment, was presented to a rapid (1 sec) serial of smoking and neutral images. Data on brain activity was recorded through an EEG during this task to further estimate ERPs. When compared to non-smokers, smokers showed higher frontal activation when watching smoking related images.


Assuntos
Comportamento Aditivo/fisiopatologia , Comportamento Aditivo/psicologia , Potenciais Evocados/fisiologia , Abandono do Hábito de Fumar/psicologia , Fumar/psicologia , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino , Inquéritos e Questionários
6.
Disabil Rehabil Assist Technol ; 17(3): 298-303, 2022 04.
Artigo em Inglês | MEDLINE | ID: mdl-32255695

RESUMO

PURPOSE: Recent studies argue that the use of virtual reality tasks depicting activities daily living may be effective means for cognitive rehabilitation. The aim of this study was to test an ecologically oriented approach in virtual reality resembling the demands of everyday life activities for cognitive rehabilitation following stroke. MATERIALS AND METHODS: The sample comprised 30 sub-acute stroke patients recovering from stroke in a rehabilitation hospital. They were assessed in a single-arm pre-post intervention study on global cognition, executive functions, memory and attention abilities. The intervention consisted of virtual reality in a multidomain cognitive training approach depicting everyday life tasks (preparing food, choosing clothes, shopping, etc.). RESULTS: Improvements were found in the assessed cognitive domains at 6 to 10 post-treatment sessions. In-depth analysis through reliable change scores has suggested larger treatment effects on global cognition. CONCLUSIONS: Overall results suggest that the use of virtual reality-based exercises on everyday life activities may be a useful cognitive rehabilitation approach to provide short-term gains in cognition following stroke.Implications for rehabilitationVirtual reality-based cognitive rehabilitation resembling everyday life activities may provide short-term gains in cognition of stroke patients;Consistent improvements in executive functions may require higher treatment dosage than for improvements in global cognition.


Assuntos
Transtornos Cognitivos , Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Realidade Virtual , Atividades Cotidianas , Cognição , Transtornos Cognitivos/reabilitação , Humanos , Reabilitação do Acidente Vascular Cerebral/métodos
7.
Int J Psychol ; 46(2): 119-26, 2011 Apr 01.
Artigo em Inglês | MEDLINE | ID: mdl-22044183

RESUMO

Early findings from Broca and Wernicke led to the classical view of hemispheric specialization, where the main idea relates to left-hemisphere language capabilities compared to right-hemisphere visual capabilities. Federmeier and Benjamin (2005) have suggested that semantic encoding for verbal information in the right hemisphere can be more effective when memory demands are higher. In light of this, our main goal was to study the effect of retention level of verbal information on hemispheric processes. However, regarding the cross-linguistic differences in orthography and their subsequent effects on word recognition (Frost, Katz, & Bentin, 1987), our intent was also to test prior predictions of Federmeier and Benjamin (2005) for a "shallow" orthography language, where words have a clear correspondence between graphemes and phonemes, as opposed to English, which is a "deep" orthography language. Portuguese concrete nouns were selected. The participants were submitted to a visual half-field word presentation using a continuous recognition memory paradigm. The retention level included 1, 2, 4, 8, 20 or 40 words. Results showed that recognition accuracy was higher for words studied in the right visual field, compared to those studied in the left visual field, when the retention interval included 2, 4, or 20 words. No significant differences were found for the remaining intervals. Further analysis on accuracy data for intermediate retention levels showed that recognition accuracy was higher for the 2 words retention level than for the levels including 4, 8, or 20 words; it was higher for left-hemisphere encoding as well. Our results also indicated that reaction times were slower for left-hemisphere encoding and for the 40 words retention level when compared to that of 20 words. In summary, the current results are in partial agreement with those of Federmeier and Benjamin (2005) and suggest different hemispheric memory strategies for the semantic encoding of verbal information.


Assuntos
Dominância Cerebral , Idioma , Reconhecimento Psicológico , Retenção Psicológica , Aprendizagem Verbal , Adulto , Feminino , Humanos , Masculino , Fonética , Portugal , Tempo de Reação , Semântica , Campos Visuais , Adulto Jovem
8.
Stud Health Technol Inform ; 167: 63-8, 2011.
Artigo em Inglês | MEDLINE | ID: mdl-21685643

RESUMO

Several forms of treatment for nicotine dependence that combine the classical smoking cessation strategies with new Virtual Reality (VR) exposure techniques to smoking-related cues are in development. In this line, the main goal of our study was to develop a virtual platform in order to induce cravings in smokers. Sixty undergraduate students were randomly assigned to two different virtual environments (high-arousal cues and low-arousal cues). Both environments were based on a three-room apartment with commercial music playing and virtual characters interacting in a social event. The assessment was carried out before and after exposure through psychophysiological activation and self-report data for craving and nicotine dependence levels. No statistical differences were observed between smokers and non-smokers in psychophysiological activation. As far as self-report data is concerned, smokers revealed a significant increase in craving after the VR exposure to high arousal environments. Overall results were in line with previous studies suggesting the use of virtual environments as a tool for the existing smoking cessation programs.


Assuntos
Simulação por Computador , Tabagismo/fisiopatologia , Tabagismo/psicologia , Interface Usuário-Computador , Adulto , Nível de Alerta , Sinais (Psicologia) , Feminino , Humanos , Masculino
9.
Front Psychol ; 12: 686183, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34887795

RESUMO

Research on pupillometry provides an increasing evidence for associations between pupil activity and memory processing. The most consistent finding is related to an increase in pupil size for old items compared with novel items, suggesting that pupil activity is associated with the strength of memory signal. However, the time course of these changes is not completely known, specifically, when items are presented in a running recognition task maximizing interference by requiring the recognition of the most recent items from a sequence of old/new items. The sample comprised 42 healthy participants who performed a visual word recognition task under varying conditions of retention interval. Recognition responses were evaluated using behavioral variables for discrimination accuracy, reaction time, and confidence in recognition decisions. Pupil activity was recorded continuously during the entire experiment. The results suggest a decrease in recognition performance with increasing study-test retention interval. Pupil size decreased across retention intervals, while pupil old/new effects were found only for words recognized at the shortest retention interval. Pupillary responses consisted of a pronounced early pupil constriction at retrieval under longer study-test lags corresponding to weaker memory signals. However, the pupil size was also sensitive to the subjective feeling of familiarity as shown by pupil dilation to false alarms (new items judged as old). These results suggest that the pupil size is related not only to the strength of memory signal but also to subjective familiarity decisions in a continuous recognition memory paradigm.

10.
Artigo em Inglês | MEDLINE | ID: mdl-34065698

RESUMO

The use of ecologically oriented approaches with virtual reality (VR) depicting instrumental activities of daily living (IADL) is a promising approach for interventions on acquired brain injuries. However, the results of such an approach on dementia caused by Alzheimer's disease (AD) are still lacking. This research reports on a pilot randomized controlled trial that aimed to explore the effect of a cognitive stimulation reproducing several IADL in VR on people with mild-to-moderate dementia caused by AD. Patients were recruited from residential care homes of Santa Casa da Misericórdia da Amadora (SCMA), which is a relevant nonprofit social and healthcare provider in Portugal. This intervention lasted two months, with a total of 10 sessions (two sessions/week). A neuropsychological assessment was carried out at the baseline and follow-up using established neuropsychological instruments for assessing memory, attention, and executive functions. The sample consisted of 17 patients of both genders randomly assigned to the experimental and control groups. The preliminary results suggested an improvement in overall cognitive function in the experimental group, with an effect size corresponding to a large effect in global cognition, which suggests that this approach is effective for neurocognitive stimulation in older adults with dementia, contributing to maintaining cognitive function in AD.


Assuntos
Doença de Alzheimer , Realidade Virtual , Atividades Cotidianas , Idoso , Doença de Alzheimer/terapia , Cognição , Feminino , Humanos , Masculino , Projetos Piloto , Portugal
11.
Stud Health Technol Inform ; 154: 128-33, 2010.
Artigo em Inglês | MEDLINE | ID: mdl-20543284

RESUMO

Nature and origin of presence are still unclear. Although it can be characterized, under a neurophysiological perspective, as a process resulting from a synchrony between cognitive and perceptive systems, the multitude of associated processes reduces the chances of brain mapping presence. In this way, our study was designed in order to understand the possible role of VR experience on presence in a virtual environment. For our study, 16 participants (M=28.39 years; SD=13.44) of both genders without computer experience were selected. The study design consisted of two assessments (initial and final), where the participants were evaluated with BFI, PQ, ITQ, QC, MCSDS-SF, STAI, visual attention and behavioral measures after playing an first person shooter (FPS) game. In order to manipulate the level of VR experience the participants were trained on, a different FPS was used during the 12 weekly sessions of 30 minutes. Results revealed significant differences between the first and final assessment for presence (F(1,15)=11.583; MSE=775.538; p<01) and immersion scores (F(1,15)=6.234; MSE=204.962; p<05), indicating higher levels of presence and immersion in the final assessment. No statistical significant results were obtained for cybersickness or the behavioral measures. In summary, our results showed that training and the subsequent higher computer experience levels can increase immersion and presence.


Assuntos
Ansiedade , Ensino/métodos , Interface Usuário-Computador , Adolescente , Adulto , Feminino , Humanos , Masculino , Personalidade , Inquéritos e Questionários , Jogos de Vídeo , Adulto Jovem
12.
Int J Psychol Res (Medellin) ; 13(2): 99-108, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33329882

RESUMO

Non-immersive VR environments are related to the least interactive application of VR techniques, such that interaction with the VR environment can occur commonly by 3D-TV without full immersion into the environment. This study presents how 3D-TV exposure combined with physiology recording can elicit fear of cockroaches among individuals with different levels of fear. Thirty-six participants, set apart into three fear groups (low vs. moderate vs. high), were exposed to VR environment with cockroaches for 4 minutes while recording and using cardiac activity as input to the VR environment. Results revealed significant effects on self-report measures and heart rate between different fear groups. Moreover, participants with higher levels of fear were more likely to trigger cockroaches into the scenario due to their cardiac acceleration. Overall results suggest that our physiology-driven VR environment is valid for fear elicitation while having potential use in therapeutic domain.


Los entornos de RV no inmersivos se constituyen en la aplicación de menor interactividad en relación con las técnicas de realidad virtual, de modo que la interacción con el entorno de realidad virtual puede ocurrir de forma común en televisores 3D (TV-3D), sin que exista una inmersión total en el entorno. Este estudio presenta cómo la exposición a la TV-3D, combinada con el registro fisiológico, puede inducir temor a las cucarachas en personas con diferentes niveles de miedo. Treinta y seis participantes, divididos en tres grupos según su nivel de miedo a las cucarachas, fueron expuestos a un entorno de realidad virtual con cucarachas, durante 4 minutos, mientras se registraba su actividad cardíaca, que fue usada como entrada para el entorno de realidad virtual. Los resultados revelaron efectos significativos en las medidas tomadas por autorreporte y en la frecuencia cardíaca de diferentes grupos temerosos a las cucarachas. Además, los participantes más temerosos son más propensos a desencadenar la aparición de cucarachas en el entorno de realidad virtual, debido a su aceleración cardíaca. Los resultados generales sugieren que nuestro entorno de RV es válido para inducir miedo a las cucarachas, con un potencial uso en el dominio terapéutico.

13.
Cyberpsychol Behav Soc Netw ; 23(3): 150-156, 2020 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-32031888

RESUMO

The advantages of using naturalistic virtual reality (VR) environments based on everyday life tasks for cognitive intervention in the elderly are not yet well understood. The literature suggests that the similarity of such exercises with real life activities may improve generalizability by extending the transfer of gains of training to everyday living. This study aimed to investigate the gains associated with this ecologically-oriented virtual reality cognitive stimulation (VR-CS) versus standard cognitive stimulation in the elderly. Forty-three healthy older adults were divided into two groups: an experimental group underwent a VR-based cognitive stimulation and an active control group underwent a paper-and-pencil cognitive stimulation. The outcomes assessed at the pre-treatment and posttreatment assessment consisted in well-established tests for cognitive and executive functioning, depression, subjective well-being, and functionality. The results showed positive outcomes on dimensions of general cognition, executive functioning, attention, and visual memory in the group that underwent VR-CS. Improvements in executive functioning in this group was supported by consistent evidence of increases in attention abilities but little evidence of increases in memory abilities. Both effects may have contributed to improvements in general cognition. Further studies are needed to test whether these effects may extend to well-being and functionality in cognitively impaired older adults.


Assuntos
Cognição/fisiologia , Função Executiva/fisiologia , Realidade Virtual , Atividades Cotidianas , Idoso , Idoso de 80 Anos ou mais , Feminino , Promoção da Saúde , Humanos , Masculino , Testes Psicológicos
14.
Stud Health Technol Inform ; 144: 269-72, 2009.
Artigo em Inglês | MEDLINE | ID: mdl-19592779

RESUMO

More than 30 years after signing truces, there are still around 20,000 Portuguese war veterans that fill PTSD (Posttraumatic Stress Disorder) diagnose criteria. Despite many of them attending therapy, the outcome is not cheerful. In this way, a research protocol was devised to investigate the opportunity of adopting virtual reality exposure therapy (VRET) to reduce PTSD symptomathology. This protocol consists on a controlled study (VRET vs. traditional psychotherapy vs. waiting list), where in the VRET condition patients will be graded by being exposed to a virtual reality jungle scenario. The activating episodes, that are comprised of three cues (ambush, mortar blasting and waiting for injured rescue), are repeated 3 times each session. The cues' intensity and frequency increase from session to session. Patients are exposed to the VR world through a HMD (Head Mounted Display). This paper reports on the ongoing research where 4 VRET patients that filled CAPS DSM-IV PTSD criteria were assessed at pretreatment and at the middle of treatment (5th session). Results from IES and SCL-90R dimensions showed no statistical significant differences between assessments, with exception to obsession-compulsion dimension of SCL-90R (F(1;3)=21.235; p<.05), indicating a decrease in obsessive thoughts. However, through descriptive analysis, it was observed a reduction in all IES and SCL-90R dimensions, except for hostility and psychoticism of SCL-90R.


Assuntos
Transtornos de Estresse Pós-Traumáticos , Veteranos , Simulação por Computador , Humanos , Transtornos de Estresse Pós-Traumáticos/terapia , Terapia de Exposição à Realidade Virtual , Guerra
15.
Cyberpsychol Behav Soc Netw ; 22(1): 69-75, 2019 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-30040477

RESUMO

As the demographic structure in western societies ages, the prevalence and impact of cognitive decline rises. Thus, new solutions to tackle this problem are required. The use of Information and Communication Technologies (ICT)-based cognitive exercises has emerged in the last few decades, though with inconsistent results. Hence, we conducted a pre-post treatment study to further investigate this approach. We designed a set of virtual reality exercises that mimic activities of daily living by which the patient can train different cognitive domains. Twenty-five participants, ages 65-85, underwent 12 training sessions between the pre-treatment and post-treatment assessments. Significant increases were seen between the two assessments for some of the neuropsychological measures: visual memory, attention, and cognitive flexibility. Results also suggest that participants with lower baseline cognitive performance levels improved most after these sessions.


Assuntos
Atividades Cotidianas , Terapia Cognitivo-Comportamental , Telerreabilitação , Realidade Virtual , Idoso , Idoso de 80 Anos ou mais , Humanos , Transtornos Mentais/terapia , Doenças do Sistema Nervoso/terapia
16.
Appl Neuropsychol Adult ; 25(6): 555-561, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-28805447

RESUMO

This investigation sought to understand whether performance in naturalistic virtual reality tasks for cognitive assessment relates to the cognitive domains that are supposed to be measured. The Shoe Closet Test (SCT) was developed based on a simple visual search task involving attention skills, in which participants have to match each pair of shoes with the colors of the compartments in a virtual shoe closet. The interaction within the virtual environment was made using the Microsoft Kinect. The measures consisted of concurrent paper-and-pencil neurocognitive tests for global cognitive functioning, executive functions, attention, psychomotor ability, and the outcomes of the SCT. The results showed that the SCT correlated with global cognitive performance as measured with the Montreal Cognitive Assessment (MoCA). The SCT explained one third of the total variance of this test and revealed good sensitivity and specificity in discriminating scores below one standard deviation in this screening tool. These findings suggest that performance of such functional tasks involves a broad range of cognitive processes that are associated with global cognitive functioning and that may be difficult to isolate through paper-and-pencil neurocognitive tests.


Assuntos
Atenção/fisiologia , Cognição/fisiologia , Função Executiva/fisiologia , Desempenho Psicomotor/fisiologia , Realidade Virtual , Adolescente , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Testes Neuropsicológicos , Adulto Jovem
17.
Psicothema ; 29(3): 364-369, 2017 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-28693708

RESUMO

BACKGROUND: Despite the multisensory nature of perception, previous research on emotions has been focused on unimodal emotional cues with visual stimuli. To the best of our knowledge, there is no evidence on the extent to which incongruent emotional cues from visual and auditory sensory channels affect pupil size. AIMS: To investigate the effects of audiovisual emotional information perception on the physiological and affective response, but also to determine the impact of mismatched cues in emotional perception on these physiological indexes. METHOD: Pupil size, electrodermal activity and affective subjective responses were recorded while 30 participants were exposed to visual and auditory stimuli with varied emotional content in three different experimental conditions: pictures and sounds presented alone (unimodal), emotionally matched audio-visual stimuli (bimodal congruent) and emotionally mismatched audio-visual stimuli (bimodal incongruent). RESULTS: The data revealed no effect of emotional incongruence on physiological and affective responses. On the other hand, pupil size covaried with skin conductance response (SCR), but the subjective experience was partially dissociated from autonomic responses. CONCLUSION: Emotional stimuli are able to trigger physiological responses regardless of valence, sensory modality or level of emotional congruence.


Assuntos
Emoções/fisiologia , Sistema Nervoso Autônomo/fisiologia , Feminino , Humanos , Masculino , Estimulação Física/métodos , Adulto Jovem
18.
Methods Inf Med ; 56(2): 156-161, 2017 Mar 23.
Artigo em Inglês | MEDLINE | ID: mdl-28116414

RESUMO

BACKGROUND: Heroin addiction has a negative impact on cognitive functions, and even recovering addicts suffer from cognitive impairment. Recent approaches to cognitive intervention have been taking advantage of what new technologies have to offer. OBJECTIVES: We report a study testing the efficacy of a serious games approach using tablets to stimulate and rehabilitate cognitive functions in recovering addicts. METHODS: A small-scale cognitive training program with serious games was run with a sample of 14 male heroin addicts undergoing a rehabilitation program. RESULTS: We found consistent improvements in cognitive functioning between baseline and follow-up assessments for frontal lobe functions, verbal memory and sustained attention, as well as in some aspects of cognitive flexibility, decision-making and in depression levels. More than two thirds of patients in cognitive training had positive outcomes related to indicators of verbal memory cognitive flexibility, which contrasts to patients not in training, in which only one patient improved between baseline and follow-up. CONCLUSIONS: The results are promising but still require randomized control trials to determine the efficiency of this approach to cognitive rehabilitation programs for the cognitive recovery of heroin addicts.


Assuntos
Cognição/fisiologia , Dependência de Heroína/fisiopatologia , Dependência de Heroína/terapia , Telemedicina , Seguimentos , Humanos , Masculino , Rememoração Mental , Testes Neuropsicológicos , Análise e Desempenho de Tarefas
19.
Methods Inf Med ; 56(2): 112-116, 2017 Mar 23.
Artigo em Inglês | MEDLINE | ID: mdl-27922659

RESUMO

BACKGROUND: An adequate behavioral response depends on attentional and mnesic processes. When these basic cognitive functions are impaired, the use of non-immersive Virtual Reality Applications (VRAs) can be a reliable technique for assessing the level of impairment. However, most non-immersive VRAs use indirect measures to make inferences about visual attention and mnesic processes (e.g., time to task completion, error rate). OBJECTIVES: To examine whether the eye movement analysis through eye tracking (ET) can be a reliable method to probe more effectively where and how attention is deployed and how it is linked with visual working memory during comparative visual search tasks (CVSTs) in non-immersive VRAs. METHODS: The eye movements of 50 healthy participants were continuously recorded while CVSTs, selected from a set of cognitive tasks in the Systemic Lisbon Battery (SLB). Then a VRA designed to assess of cognitive impairments were randomly presented. RESULTS: The total fixation duration, the number of visits in the areas of interest and in the interstimulus space, along with the total execution time was significantly different as a function of the Mini Mental State Examination (MMSE) scores. CONCLUSIONS: The present study demonstrates that CVSTs in SLB, when combined with ET, can be a reliable and unobtrusive method for assessing cognitive abilities in healthy individuals, opening it to potential use in clinical samples.


Assuntos
Cognição/fisiologia , Movimentos Oculares/fisiologia , Análise e Desempenho de Tarefas , Interface Usuário-Computador , Adolescente , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Fatores de Tempo , Adulto Jovem
20.
Disabil Rehabil ; 39(4): 385-388, 2017 02.
Artigo em Inglês | MEDLINE | ID: mdl-25739412

RESUMO

PURPOSE: Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients. METHODS: A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. RESULTS: The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. CONCLUSIONS: Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.


Assuntos
Transtornos Cognitivos/reabilitação , Reabilitação do Acidente Vascular Cerebral/métodos , Jogos de Vídeo , Realidade Virtual , Atividades Cotidianas , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Portugal , Resultado do Tratamento
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