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BACKGROUND: Recent technological advancements present promising opportunities to enhance the frequency and objectivity of functional assessments, aligning with recent stroke rehabilitation guidelines. Within this framework, we designed and adapted different manual dexterity tests in extended reality (XR), using immersive virtual reality (VR) with controllers (BBT-VR-C), immersive VR with hand-tracking (BBT-VR-HT), and mixed-reality (MD-MR). OBJECTIVE: This study primarily aimed to assess and compare the validity of the BBT-VR-C, BBT-VR-HT and MD-MR to assess post-stroke manual dexterity. Secondary objectives were to evaluate reliability, usability and to define arm kinematics measures. METHODS: A sample of 21 healthy control participants (HCP) and 21 stroke individuals with hemiparesis (IHP) completed three trials of the traditional BBT, the BBT-VR-C, BBT-VR-HT and MD-MR. Content validity of the different tests were evaluated by asking five healthcare professionals to rate the difficulty of performing each test in comparison to the traditional BBT. Convergent validity was evaluated through correlations between the scores of the traditional BBT and the XR tests. Test-retest reliability was assessed through correlations between the second and third trial and usability was assessed using the System Usability Scale (SUS). Lastly, upper limb movement smoothness (SPARC) was compared between IHP and HCP for both BBT-VR test versions. RESULTS: For content validity, healthcare professionals rated the BBT-VR-HT (0[0-1]) and BBT-MR (0[0-1]) as equally difficult to the traditional BBT, whereas they rated BBT-VR-C as more difficult than the traditional BBT (1[0-2]). For IHP convergent validity, the Pearson tests demonstrated larger correlations between the scores of BBT and BBT-VR-HT (r = 0.94;p < 0.001), and BBT and MD-MR (r = 0.95;p < 0.001) than BBT and BBT-VR-C (r = 0.65;p = 0.001). BBT-VR-HT and MD-MR usability were both rated as excellent, with median SUS scores of 83[57.5-91.3] and 83[53.8-92.5] respectively. Excellent reliability was found for the BBT-VR-C (ICC = 0.96;p < 0.001), BBT-VR-HT (ICC = 0.96;p < 0.001) and BBT-MR (ICC = 0.99;p < 0.001). The usability of the BBT-VR-C was rated as good with a median SUS of 70[43.8-83.8]. Upper limb movements of HCP were significantly smoother than for IHP when completing either the BBT-VR-C (t = 2.05;p = 0.043) and the BBT-VR-HT (t = 5.21;p < 0.001). CONCLUSION: The different XR manual tests are valid, short-term reliable and usable tools to assess post-stroke manual dexterity. TRIAL REGISTRATION: https://clinicaltrials.gov/ct2/show/NCT04694833 ; Unique identifier: NCT04694833, Date of registration: 11/24/2020.
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Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Realidade Virtual , Humanos , Mãos , Reprodutibilidade dos Testes , Acidente Vascular Cerebral/complicações , Extremidade SuperiorRESUMO
BACKGROUND: To plan treatment and measure post-stroke recovery, frequent and time-bounded functional assessments are recommended. With increasing needs for neurorehabilitation advances, new technology based methods, such as virtual reality (VR) have emerged. Here, we developed an immersive VR version of the Action Research Arm Test (ARAT-VR) to complement neurorehabilitation. OBJECTIVE: This study aimed to assess the validity, usability and test-retest reliability of the ARAT-VR among individuals with stroke, healthcare professionals and healthy control subjects (HCS). METHODS: Among the 19 items of the ARAT, 13 items were selected and developed in immersive VR. 11 healthcare professionals, 30 individuals with stroke, and 25 HCS were recruited. Content validity was assessed by asking healthcare professionals to rate the difficulty of performing each item of the ARAT-VR in comparison to the classical Action Research Arm Test (ARAT-19). Concurrent validity was first measured using correlation (Spearman tests) between the ARAT-VR and ARAT-19 scores for the individuals with stroke, and second through correlation and comparison between the scores of the ARAT-VR and the reduced version of the ARAT (ARAT-13) for both individuals with stroke and HCS (Wilcoxon signed rank tests and Bland-Altman plots). Usability was measured using the System Usability Scale. A part of individuals with stroke and HCS were re-tested following a convenient delay to measure test-retest reliability (Intra-class correlation and Wilcoxon tests). RESULTS: Regarding the content validity, median difficulty of the 13 ARAT-VR items (0[0 to - 1] to 0[0-1]) evaluated by healthcare professionals was rated as equivalent to the classical ARAT for all tasks except those involving the marbles. For these, the difficulty was rated as superior to the real tasks (1[0-1] when pinching with the thumb-index and thumb-middle fingers, and 1[0-2] when pinching with thumb-ring finger). Regarding the concurrent validity, for paretic hand scores, there were strong correlations between the ARAT-VR and ARAT-13 (r = 0.84), and between the ARAT-VR and ARAT-19 (r = 0.83). Usability (SUS = 82.5[75-90]) and test-retest reliability (ICC = 0.99; p < 0.001) were excellent. CONCLUSION: The ARAT-VR is a valid, usable and reliable tool that can be used to assess upper limb activity among individuals with stroke, providing potential to increase assessment frequency, remote evaluation, and improve neurorehabilitation. Trial registration https://clinicaltrials.gov/ct2/show/NCT04694833 ; Unique identifier: NCT04694833, Date of registration: 11/24/2020.
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Acidente Vascular Cerebral , Realidade Virtual , Humanos , Pesquisa sobre Serviços de Saúde , Reprodutibilidade dos Testes , Acidente Vascular Cerebral/complicações , Extremidade SuperiorRESUMO
BACKGROUND: After a stroke, experts recommend regular monitoring and kinematic assessments of patients to objectively measure motor recovery. With the rise of new technologies and increasing needs for neurorehabilitation, an interest in virtual reality has emerged. In this context, we have developed an immersive virtual reality version of the Box and Block Test (BBT-VR). The aim of this study was to assess the concurrent validity of the BBT-VR among patients with stroke and healthy participants. METHODS: Twenty-three healthy participants and 22 patients with stroke were asked to perform the classical Box and Block Test (BBT) and BBT-VR three times with both hands. Concurrent validity was assessed through correlations between these two tests and reliability of the BBT-VR through correlation on test-retest. Usability of the BBT-VR was also evaluated with the System Usability Scale. Hand kinematic data extracted from controller's 3D position allowed to compute mean velocity (Vmean), peak velocity (Vpeak) and smoothness (SPARC). RESULTS: Results showed strong correlations between the number of blocks displaced with the BBT and the BBT-VR among patients with stroke for affected (r = 0.89; p < 0.001) and less-affected hands (r = 0.76; p < 0.001) and healthy participants for dominant (r = 0.58; p < 0.01) and non-dominant hands (r = 0.68; p < 0.001). Reliability for test-retest was excellent (ICC > 0.8; p < 0.001) and usability almost excellent (System Usability Scale = 79 ± 12.34%). On average participants moved between 30 and 40% less blocks during the BBT-VR than during the BBT. Healthy participants demonstrated significantly higher kinematic measures (Vmean = 0.22 ± 0.086 ms-1; Vpeak = 0.96 ± 0.341 ms-1; SPARC = - 3.31 ± 0.862) than patients with stroke (Vmean = 0.12 ± 0.052 ms-1; Vpeak = 0.60 ± 0.202 ms-1; SPARC = - 5.04[- 7.050 to - 3.682]). CONCLUSION: The BBT-VR is a usable, valid and reliable test to assess manual dexterity, providing kinematic parameters, in a population of patients with stroke and healthy participants. Trial registration http://www.clinicaltrials.gov ; Unique identifier: NCT04694833, Date of registration: 11/24/2020.
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Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Realidade Virtual , Humanos , Reprodutibilidade dos Testes , Reabilitação do Acidente Vascular Cerebral/métodos , Extremidade SuperiorRESUMO
Recent data collected on adult patients with vestibular loss (VL) tend to demonstrate possible cognitive impairments in visuospatial working memory, mental rotation, selective attention, and space orientation. However, the neuropsychological profile of children with VL remains largely under-investigated in the scientific literature. Although previous research has shown that children with VL may experience some degree of delayed motor development, it is not yet clear if VL could also lead to specific delayed cognitive development. In this study, we will present the development and validation of a new tablet-based computerized test battery (VSAD) that evaluates visuospatial working memory, mental rotation, selective attention, and space orientation abilities. Thirteen children with VL and 54 average-age matched healthy children performed the VSAD and classical paper-and-pencil neuropsychological tasks twice within a 1-month interval. Our results demonstrated a good concurrent validity with strong correlations between the visuospatial working memory, mental rotation, and space orientation tests of the VSAD and classical tasks. Test-retest reliability was also supported through good intra-class coefficients. However, the test of selective attention showed no concurrent validity with the matched classical task. The discriminant validity of the VSAD was partially supported for visuospatial working memory and mental rotation performance accuracy. The VSAD shows good concurrent validity and reliability for measuring visuospatial working memory, mental rotation, and space orientation in children with VL. Future studies are needed to extend discriminant validity with other populations.
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Navegação Espacial , Adulto , Criança , Cognição , Humanos , Memória de Curto Prazo , Testes Neuropsicológicos , Reprodutibilidade dos TestesRESUMO
Vertigo patients frequently complain of emotional and associated cognitive problems, yet currently, there is no satisfactory questionnaire to measure these associated problems. In the present paper, we propose a new internet-based Neuropsychological Vertigo Inventory (NVI; French) that evaluates attention, memory, emotion, space perception, time perception, vision, and motor abilities. The questionnaire was created using four steps: (1) open interviews with patients suffering from vertigo; (2) semi-structured interviews with an analysis grid to quantify and define the various cognitive and emotional problems reported by the patients; (3) a first version of an internet questionnaire tested on 108 vertigo participants; and (4) the selection of subscale items using principal component analyses (PCA). From the development phase, the revised NVI was composed of seven subscales, each with four items (28 items). In the validation phase, Cronbach's alphas were performed on the revised NVI for total and each subscale score, and to test extreme groups validity, the analyses of covariance (ANCOVAs) taking into account age were performed between 108 vertigo and 104 non-vertigo participants. The Cronbach's alphas showed good to satisfactory coefficients for the total and for all subscale scores, demonstrating acceptable reliability. The extreme groups validity analyses (ANCOVAs) were reliable for the total scale and for four subscales. Supplementary analyses showed no effect of hearing difficulties and an inverse age effect for attention and emotion subscales, with reduced problems with increased age in the vertigo participants. The NVI provides a useful new questionnaire to determine cognitive and emotional neuropsychological complaints that are associated with vertigo.
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Transtornos Cognitivos/diagnóstico , Inquéritos e Questionários , Vertigem/psicologia , Adulto , Fatores Etários , Atenção , Bélgica , Cognição , Emoções , Feminino , Transtornos da Audição/diagnóstico , Humanos , Internet , Entrevista Psicológica , Masculino , Pessoa de Meia-Idade , Testes Neuropsicológicos , Reprodutibilidade dos TestesRESUMO
Greenhouse whitefly (Trialeurodes vaporariorum) is a major global pest, causing direct damage to plants and transmitting viral plant diseases. Management of T. vaporariorum is problematic because of widespread pesticide resistance, and many greenhouse growers rely on biological control agents to regulate T. vaporariorum populations. However, these are often slow and vary in efficacy, leading to subsequent application of chemical insecticides when pest populations exceed threshold levels. Combining chemical and biological pesticides has great potential but can result in different outcomes, from positive to negative interactions. In this study, we evaluated co-applications of the entomopathogenic fungi (EPF) Beauveria bassiana and Cordyceps farinosa and the chemical insecticide spiromesifen in laboratory bioassays. Complex interactions between the EPFs and insecticide were described using an ecotoxicological mixtures model, the MixTox analysis. Depending on the EPF and chemical concentrations applied, mixtures resulted in additivity, synergism, or antagonism in terms of total whitefly mortality. Combinations of B. bassiana and spiromesifen, compared to single treatments, increased the rate of kill by 5 days. Results indicate the potential for combined applications of EPF and spiromesifen as an effective integrated pest management strategy and demonstrate the applicability of the MixTox model to describe complex mixture interactions.
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Beauveria , Hemípteros , Inseticidas , Controle Biológico de Vetores , Animais , Hemípteros/efeitos dos fármacos , Hemípteros/microbiologia , Inseticidas/farmacologia , Beauveria/fisiologia , Controle Biológico de Vetores/métodos , Cordyceps , Compostos de Espiro/farmacologiaRESUMO
BACKGROUND: Treisman (1980) proposed that visual-spatial attention to targets presented with distractors involves parallel and serial cognition. When the target is different from distractors by a single feature, the number of distractors does not influence search speed (parallel). However, when the target is different from the distractor by a conjunction of features, increased numbers of distractors increase task difficulty (serial). Here, we developed a serious game in immersive virtual reality (IVR) for evaluating spatial and distractor inhibition attention. METHODS: We tested 60 healthy participants. They performed the serious game in which they had to find a target mole wearing a red miner's helmet. In the single feature parallel conditions, the distractor moles wore blue (miner's or horned) helmets, and in the conjunction feature serial conditions, the distractor moles wore blue miner's helmets or red horned helmets. There were 11-17-23 distractors. Responses were made with the dominant hand by hitting the target with a virtual hammer. We measured mean response time (RT), mean velocity (MV) and coefficient of variance of speed (CV). RESULTS: Participants were significantly slower (RT and MV) and showed greater CV when responding to targets in conjunction compared to single feature search tasks. Further, participants were slower (RT and MV) and showed greater CV when the number of distractors increased. A significant interaction between search tasks and distractors showed that RT and CV only increased with distractor number for the conjunction search tasks. MV decreased with distractor number for both single and conjunction tasks, with a stronger decrease for conjunction relative to single feature search. CONCLUSION: The results replicated previous findings, providing support for the use of immersive virtual reality technology for the simultaneous evaluation of spatial and distractor inhibition attention using complex 3D objects.
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Toupeiras , Realidade Virtual , Humanos , Animais , Tempo de Reação , Fenômenos Biomecânicos , Cognição , Percepção Visual/fisiologiaRESUMO
Background. Due to an increasing stroke incidence, a lack of resources to implement effective rehabilitation and a significant proportion of patients with remaining impairments after treatment, there is a rise in demand for effective and prolonged rehabilitation. Development of self-rehabilitation programs provides an opportunity to meet these increasing demands.Objective. The primary aim of this meta-analysis was to determine the effect of self-rehabilitation on motor outcomes, in comparison to conventional rehabilitation, among patients with stroke. The secondary aim was to assess the influence of trial location (continent), technology, time since stroke (acute/subacute vs chronic), dose (total training duration > vs ≤ 15 hours), and intervention design (self-rehabilitation in addition/substitution to conventional therapy) on effect of self-rehabilitation.Methods. Studies were selected if participants were adults with stroke; the intervention consisted of a self-rehabilitation program defined as a tailored program where for most of the time, the patient performed rehabilitation exercises independently; the control group received conventional therapy; outcomes included motor function and activity; and the study was a randomized controlled trial with a PEDro score ≥5.Results. Thirty-five trials were selected (2225 participants) and included in quantitative synthesis regarding motor outcomes. Trials had a median PEDro Score of 7 [6-8]. Self-rehabilitation programs were shown to be as effective as conventional therapy. Trial location, use of technology, stroke stage, and intervention design did not appear to have a significant influence on outcomes.Conclusion. This meta-analysis showed low to moderate evidence that self-rehabilitation and conventional therapy efficacy was equally valuable for post-stroke motor function and activity.
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Terapia por Exercício , Atividade Motora , Avaliação de Processos e Resultados em Cuidados de Saúde , Autogestão , Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral/terapia , Ensaios Clínicos como Assunto/estatística & dados numéricos , Humanos , Avaliação de Processos e Resultados em Cuidados de Saúde/estatística & dados numéricos , Autogestão/estatística & dados numéricos , Reabilitação do Acidente Vascular Cerebral/estatística & dados numéricosRESUMO
Previous research in vestibular cognition has clearly demonstrated a link between the vestibular system and several cognitive and emotional functions. However, the most coherent results supporting this link come from rodent models and healthy human participants artificial stimulation models. Human research with vestibular-damaged patients shows much more variability in the observed results, mostly because of the heterogeneity of vestibular loss (VL), and the interindividual differences in the natural vestibular compensation process. The link between the physiological consequences of VL (such as postural difficulties), and specific cognitive or emotional dysfunction is not clear yet. We suggest that a neuropsychological model, based on Kahneman's Capacity Model of Attention, could contribute to the understanding of the vestibular compensation process, and partially explain the variability of results observed in vestibular-damaged patients. Several findings in the literature support the idea of a limited quantity of cognitive resources that can be allocated to cognitive tasks during the compensation stages. This basic mechanism of attentional limitations may lead to different compensation profiles in patients, with or without cognitive dysfunction, depending on the compensation stage. We suggest several objective and subjective measures to evaluate this cognitive-vestibular compensation hypothesis.
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Developmental dyslexia (DD), a severe and frequent disorder of reading acquisition, is characterized by a diversity of cognitive and motor deficits whose interactions still remain under debate. Although deficits in the automatization of sensorimotor control have been highlighted, internal action representation allowing prediction has never before been investigated. In this study, we considered action representation of 18 adolescents with pure DD and 18 age-matched typical readers. Participants actually and mentally performed a visually guided pointing task involving strong spatiotemporal constraints (speed/accuracy trade-off paradigm). While actual and mental movement times of typical readers were isochronous and both conformed to Fitts' law, the movement times of dyslexics differed between conditions, and only the actual movement times conformed to Fitts' law. Furthermore, the quality of motor imagery correlated with word reading abilities. This suggests that the process of action representation is impaired in pure DD and supports the sensorimotor perspective of DD. Theoretical implications are discussed.
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Dislexia , Movimento , Adolescente , Humanos , LeituraRESUMO
PRIMARY OBJECTIVE: To determine the influence of the terms concussion, mild traumatic brain injury and minor head injury on expected injury outcome, term-related familiarity and actual symptom reporting. RESEARCH DESIGN: A questionnaire varied the terms concussion, mild traumatic brain injury and minor head injury. METHODS AND PROCEDURES: Two hundred and twenty-four university students were allocated one questionnaire version. Participants rated injury outcome statements for their truthfulness, specified term familiarity and completed measures on post-concussion symptoms, anxiety, depression, pain and affectivity. Chi-square tests compared response frequencies of statement ratings and familiarity between questionnaire versions and a rank-based multivariate method compared psychological measures between questionnaire versions. MAIN OUTCOMES AND RESULTS: Terminology significantly influenced both expected injury outcome and familiarity. Outcome expectations were reliably more negative for the term mild traumatic brain injury than concussion or minor head injury. Mild traumatic brain injury was the least familiar term. However, terminology groups did not differ in actual symptom reporting. CONCLUSIONS: The data showed that the use of terminology affected athletes' injury outcome expectations and familiarity. The impact of the data and advice for the best term for future use are discussed. While it is not easy to make a clear recommendation, the data clearly indicate a strong need for education of brain injury at university level and possibly beyond.
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Traumatismos em Atletas/psicologia , Síndrome Pós-Concussão/psicologia , Terminologia como Assunto , Adolescente , Adulto , Concussão Encefálica/psicologia , Feminino , Educação em Saúde , Conhecimentos, Atitudes e Prática em Saúde , Humanos , Escala de Gravidade do Ferimento , Masculino , Testes Neuropsicológicos , Fatores de Risco , Inquéritos e Questionários , Resultado do Tratamento , Universidades , Adulto JovemRESUMO
BACKGROUND: Bioassays evaluating entomopathogenic fungi (EPF) isolates for effective microbial control of whitefly are a fundamental part of the screening process for bioprotectants, but development of repeatable, robust bioassays is not straightforward. Currently, there is no readily available standardised method to test the efficacy of EPF on whitefly. Here, we describe the calibration and use of a spray tower to deliver a standardised protocol to assess EPF activity; the method was validated using 18 EPF from four genera in tests against greenhouse whitefly, Trialeurodes vaporariorum (Westwood). RESULTS: At 138 kPa, the sprayer delivered 0.062 mL mm-2 (620 L ha-1 ) and an even deposition of spray across the central 1590 mm2 of the spray area. Average conidial deposition for all EPF was 252 conidia mm-2 and equivalent to 2.5 × 1012 conidia ha-1 at an application concentration of 1 × 107 conidia mL-1 . Conidial deposition of a test Beauveria bassiana suspension increased with increasing application concentration. Egg laying by T. vaporariorum adults was restricted to 177 mm2 using clip cages specifically designed to ensure that third-instar T. vaporariorum received a uniform spray coverage. Nymphs occupied 373 ± 5 mm2 of the leaf after migrating during the first instar. Average T. vaporariorum mortality totaled 8-89% 14 days after application of 1 × 107 conidia mL-1 of each EPF isolate. CONCLUSION: Combining the calibrated sprayer and bioassay method provides a reliable, standardised approach to test the virulence of EPF against whitefly nymphs. This laboratory-based assay is affordable, replicable and allows the user to alter the dose of conidia applied to the target.
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Beauveria , Hemípteros , Animais , Bioensaio , Ninfa , Controle Biológico de VetoresRESUMO
BACKGROUND: The impact of vestibular loss (VL) on cognition has been previously studied in experimental animal, human and adult patient studies showing links between VL, and cognitive impairments in space orientation, working memory, mental rotation and selective attention. However, few studies have been conducted on children with VL. OBJECTIVE: We investigated for the first time, the impact of a VL on children's cognition. METHODS: 13 children with VL (10 years, 5 months) and 60 average-age matched controls performed a neuropsychological assessment consisting of visuospatial working memory, selective visual attention, mental rotation and space orientation tasks. RESULTS: Children with VL recalled smaller sequences for both forward and backward memory subtasks (mean±SDâ=â6.3±1.9 and 5.3±2.6) than controls (8.2±2.3 and 7.3±2.0), have less accurate mental rotation scores (25.4±6 versus 30.8±5.1) and greater additional distance travelled in the maze task (96.4±66.6 versus 60.4±66.3); all corrected p-values <0.05. Selective visual attention measures do not show significant differences. CONCLUSIONS: Children with VL show similar cognitive difficulties that adults with VL, in tasks involving dynamic cognitive processes (higher attentional load) that in tasks requiring static cognitive processes such as visual attention task.
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Disfunção Cognitiva/fisiopatologia , Disfunção Cognitiva/psicologia , Testes Neuropsicológicos , Doenças Vestibulares/fisiopatologia , Doenças Vestibulares/psicologia , Testes de Função Vestibular/métodos , Adolescente , Criança , Disfunção Cognitiva/diagnóstico , Feminino , Humanos , Masculino , Memória de Curto Prazo/fisiologia , Doenças Vestibulares/diagnóstico , Vestíbulo do Labirinto/fisiopatologiaRESUMO
Imagery research has identified two main visual perspectives, external visual imagery (EVI, third person) and internal visual imagery (IVI, first person). Based upon findings from brain imaging literature showing that different neural substrates are recruited for IVI and EVI perspectives, and that IVI activates motor system brain areas, we hypothesised that a concurrent action dual task would cause greater interference in performance for IVI than EVI. In a first experiment, participants were allocated to either an IVI or an EVI group, and were tasked with moving an onscreen marker towards a target in three blocked conditions: imagery, imagery with a concurrent motor dual-task of sequencing, and a math control. An interaction between imagery group and condition was driven by greater root mean square error for participants in the dual-task condition in the IVI group compared with the EVI group. We replicated the experiment with an eye-tracking objective measure of IVI; the results again showed that participants in the IVI group made more errors in motor movements, and an interference effect in eye movements, during the dual-task sequencing condition compared with the EVI group. The results of the two experiments reveal that a secondary motor task does interfere with IVI, providing behavioural evidence that IVI appears to rely on motor system processes more than EVI. These results have important implications for the use of visual imagery perspectives across a number of domains, with this paper being an essential reference for those conducting visual imagery perspectives research.
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Função Executiva/fisiologia , Imaginação/fisiologia , Atividade Motora/fisiologia , Desempenho Psicomotor/fisiologia , Percepção Visual/fisiologia , Adulto , Medições dos Movimentos Oculares , Feminino , Humanos , Masculino , Adulto JovemRESUMO
BACKGROUNDROBiGAME project aims to implement serious games on robots to rehabilitate upper limb (UL) in stroke patients. The serious game characteristics (target position, level of assistance/resistance, level of force) are adapted based on the patient's assessment before and continuously during the game (measuring UL working area, kinematics and muscle strength).OBJECTIVETo develop an UL robotic motor assessment protocol to configure the serious game.METHODS32 healthy subjects and 20 stroke patients participated in the study. Subjects were clinically assessed (UL length and isometric force) and using a robot. The robot assessment consisted of the patient's UL working area (WA), the UL isometric and isokinetic force in three directions and the UL kinematics during a pointing task toward targets placed at different distances.RESULTSThe WA and the UL isometric force were moderately to highly correlated with clinical measures (respectively ρ=â0.52; pâ=â0.003, ρ=â0.68-0.73; pâ<â0.001). Ratios between the UL isokinetic force generated on three directions were established. The velocity and straightness indexes of all subjects increased when subjects had to reach to targets placed more distantly (r=â0.82-0.90; ρ=â0.86-0.90 respectively; pâ<â0.001).CONCLUSIONSThis protocol can be integrated into a serious game in order to continuously configure the game characteristics to patient's performance.
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Robótica/métodos , Reabilitação do Acidente Vascular Cerebral/métodos , Extremidade Superior/fisiopatologia , Adulto , Idoso , Fenômenos Biomecânicos , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Destreza Motora , Força Muscular , Robótica/instrumentação , Reabilitação do Acidente Vascular Cerebral/instrumentaçãoRESUMO
BACKGROUND: The ROBiGAME project aims to implement serious games on robots to rehabilitate upper limb (UL) motor function in children with cerebral palsy (CP). Serious game characteristics (target position, level of assistance/resistance, level of force) are typically adapted based on the child's assessment before and continuously during the game (measuring UL working area, kinematics and muscle strength). OBJECTIVE: This study developed an UL robotic motor assessment protocol to configure the serious game. METHODS: Forty-nine healthy children and 20 CP children participated in the study. The clinical assessment consisted of the child's UL length and isometric force. The robot assessment consisted of the child's UL working area (WA), the UL isometric and isokinetic force in three directions and the UL kinematics during a pointing task toward targets placed at different distances. RESULTS: Results showed that WA and UL isometric force were moderately to highly correlated with clinical measures. Ratios between the UL isokinetic force generated on three directions were established. The velocity and straightness indexes of all children increased when they had to reach to targets placed more distant. CONCLUSIONS: This protocol can be integrated into different serious games in order to continuously configure the game characteristics to a child's performance. TRIAL REGISTRATION: The study was registered at ClinicalTrials.gov (NCT02543424), 12 August 2015.
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Paralisia Cerebral/fisiopatologia , Destreza Motora , Exame Neurológico/métodos , Robótica/métodos , Extremidade Superior/fisiopatologia , Fenômenos Biomecânicos , Criança , Pré-Escolar , Feminino , Humanos , Masculino , Força MuscularRESUMO
BACKGROUND: Research investigating action observation-execution priming has mainly manipulated congruent versus incongruent action, and aspects of action expertise/capability. More specifically, the literature suggests enhanced performance priming following action observation by actors closely matched to participant expertise. The aim of the present study was to extend the understanding of action expertise effects by investigating action priming in healthy participants after observing a mild hemiparetic child actor versus a neurologically healthy child actor. METHODS: 16 healthy right-handed children, aged 6-13 years were tested. Several motor assessments were performed, including gross and fine manual motor ability, and upper limb kinematics measured using a precise robotic device. A cross-over design consisted in two experimental conditions (observing actions performed by a child with hemiparesis versus observing actions performed by a healthy child) and a pre-observation double baseline control condition, with the data analyzed using repeated measures ANOVA. RESULTS: Relative to baseline, both types of action observation conditions enhanced fine manual dexterity, but observing the hemiparetic child enhanced gross manual dexterity and upper limb velocity kinematics relative to observing actions performed by a healthy child. No effects were shown on measures of smoothness and accuracy. DISCUSSION: Contradictorily to hypotheses discussed in the literature, results here showed evidence of enhanced action execution when healthy children observed hemiparetic compared to healthy child actions. These results are discussed in terms of how patient compared to healthy actors may be useful for clinical action observation priming therapy.
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Crianças com Deficiência/reabilitação , Mãos/fisiologia , Movimento/fisiologia , Desempenho Psicomotor/fisiologia , Extremidade Superior/fisiologia , Adolescente , Fenômenos Biomecânicos/fisiologia , Criança , Feminino , Humanos , Masculino , Atividade Motora/fisiologia , Paresia/patologiaRESUMO
We report three experiments investigating the hypothesis that use of internal visual imagery (IVI) would be superior to external visual imagery (EVI) for the performance of different slalom-based motor tasks. In Experiment 1, three groups of participants (IVI, EVI, and a control group) performed a driving-simulation slalom task. The IVI group achieved significantly quicker lap times than EVI and the control group. In Experiment 2, participants performed a downhill running slalom task under both IVI and EVI conditions. Performance was again quickest in the IVI compared to EVI condition, with no differences in accuracy. Experiment 3 used the same group design as Experiment 1, but with participants performing a downhill ski-slalom task. Results revealed the IVI group to be significantly more accurate than the control group, with no significant differences in time taken to complete the task. These results support the beneficial effects of IVI for slalom-based tasks, and significantly advances our knowledge related to the differential effects of visual imagery perspectives on motor performance.
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This is the first study to assess sport concussion knowledge and the effect of sport concussion self-report on knowledge in the UK general public. In the online survey, participants (n = 227) stated personal sport concussion history, injury indicators, and rated 26 injury statements for truthfulness using definite (true, false) or non-definite (probably true, probably false) response options. As anticipated, knowledge was limited. Few statement ratings were definite, and misconceptions prevailed. The injury's seriousness was systematically underestimated, suggesting that knowledge may not be sufficient for injury self-diagnosis and self-recovery measures. Sport concussion self-report was associated with more definite than non-definite statement ratings. However, response accuracy did not differ. This suggested that personal injury experience may yield a false sense of security. The use of accessible, easy-to-use tools needs to be promoted to improve sport practice safety.
Assuntos
Traumatismos em Atletas , Concussão Encefálica , Conhecimentos, Atitudes e Prática em Saúde , Adolescente , Adulto , Traumatismos em Atletas/complicações , Concussão Encefálica/etiologia , Feminino , Inquéritos Epidemiológicos , Humanos , Masculino , Sistemas On-Line , Autorrelato , Fatores Sexuais , Reino Unido/epidemiologia , Adulto JovemRESUMO
Research shows that action observation can prime execution. Evidence for this comes from experiments that show that action observation influenced temporal (e.g., speed) or spatial (e.g., peak grasp aperture or trajectory) aspects of executed movement. In the paper presented here, we for the first time show that observation can also prime executed action force. Following observation of force actions, participants executed grip-force responses using a dynamometer, and the data showed that their force was modulated by the condition observed. The findings of the study are discussed in terms of a likely cause of the force modulation effect and potential uses that the effect may have for strength rehabilitation.