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1.
Front Behav Neurosci ; 18: 1399716, 2024.
Article En | MEDLINE | ID: mdl-38835838

Introduction: In order to successfully move from place to place, our brain often combines sensory inputs from various sources by dynamically weighting spatial cues according to their reliability and relevance for a given task. Two of the most important cues in navigation are the spatial arrangement of landmarks in the environment, and the continuous path integration of travelled distances and changes in direction. Several studies have shown that Bayesian integration of cues provides a good explanation for navigation in environments dominated by small numbers of easily identifiable landmarks. However, it remains largely unclear how cues are combined in more complex environments. Methods: To investigate how humans process and combine landmarks and path integration in complex environments, we conducted a series of triangle completion experiments in virtual reality, in which we varied the number of landmarks from an open steppe to a dense forest, thus going beyond the spatially simple environments that have been studied in the past. We analysed spatial behaviour at both the population and individual level with linear regression models and developed a computational model, based on maximum likelihood estimation (MLE), to infer the underlying combination of cues. Results: Overall homing performance was optimal in an environment containing three landmarks arranged around the goal location. With more than three landmarks, individual differences between participants in the use of cues are striking. For some, the addition of landmarks does not worsen their performance, whereas for others it seems to impair their use of landmark information. Discussion: It appears that navigation success in complex environments depends on the ability to identify the correct clearing around the goal location, suggesting that some participants may not be able to see the forest for the trees.

2.
Dent J (Basel) ; 12(3)2024 Mar 04.
Article En | MEDLINE | ID: mdl-38534288

Modern toothpastes are complex formulations with various ingredients. The aim of this study was to analyze the improvement of toothpaste formulations from 1900 to 2023 focusing on active ingredients with remineralizing, antibacterial, or plaque-removing effects, and to discuss their influence on caries prevention. For this, worldwide patent applications were searched using the international database Espacenet from the European Patent Office. Additionally, toothpaste products were searched using the Mintel product database from 1996 to 2023. The searched ingredients were (in alphabetical order): calcium carbonate, calcium phosphates, hydrated silica, sodium fluoride, sodium lauryl sulfate, triclosan, xylitol, and zinc salts as they are known from the scientific literature to be remineralizing or antibacterial/antiplaque agents. It was shown that the number of patent applications containing these ingredients significantly increased since the 1970s. As these ingredients have remineralizing, antibacterial, or plaque-removing effects, they all can contribute to caries prevention. In conclusion, and within the limitations of this approach, this study shows that toothpaste formulations have greatly improved over the past decades by using various active anticaries ingredients.

3.
PLoS One ; 18(11): e0293536, 2023.
Article En | MEDLINE | ID: mdl-37943845

Spatial navigation research in humans increasingly relies on experiments using virtual reality (VR) tools, which allow for the creation of highly flexible, and immersive study environments, that can react to participant interaction in real time. Despite the popularity of VR, tools simplifying the creation and data management of such experiments are rare and often restricted to a specific scope-limiting usability and comparability. To overcome those limitations, we introduce the Virtual Navigation Toolbox (VNT), a collection of interchangeable and independent tools for the development of spatial navigation VR experiments using the popular Unity game engine. The VNT's features are packaged in loosely coupled and reusable modules, facilitating convenient implementation of diverse experimental designs. Here, we depict how the VNT fulfils feature requirements of different VR environments and experiments, guiding through the implementation and execution of a showcase study using the toolbox. The presented showcase study reveals that homing performance in a classic triangle completion task is invariant to translation velocity of the participant's avatar, but highly sensitive to the number of landmarks. The VNT is freely available under a creative commons license, and we invite researchers to contribute, extending and improving tools using the provided repository.


Spatial Navigation , Virtual Reality , Humans
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