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2.
BMC Psychiatry ; 24(1): 56, 2024 Jan 19.
Article in English | MEDLINE | ID: mdl-38243201

ABSTRACT

BACKGROUND: Adolescence is a critical period for the onset and maintenance of anxiety disorders, which raises the importance of intervening early; one possibility of doing so is via digital interventions. Within that research field, at least two important research paths have been explored in the past years. On the one hand, the anxiolytic effect of casual video games has been tested as such gaming activity may distract away from anxious thoughts through the induction of flow and redirection of attention toward the game and thus away of anxious thoughts. On the other hand, the bidirectional link between weak attentional control and higher anxiety has led to the design of interventions aiming at improving attentional control such as working memory training studies. Taking stock that another genre of gaming, action video games, improves attentional control, game-based interventions that combines cognitive training and action-like game features would seem relevant. This three-arm randomized controlled trial aims to evaluate the feasibility and the efficacy of two video game interventions to document how each may potentially alleviate adolescent anxiety-related symptoms when deployed fully on-line. METHODS: The study aims to recruit 150 individuals, 12 to 14 years of age, with high levels of anxiety as reported by the parents' online form of the Screen for Child Anxiety Related Disorders questionnaire. This trial contrasts a child-friendly, "action-like" video game designed to improve attentional control abilities in a progressive and stepwise manner (Eco-Rescue), a casual puzzle video game selected to act as a positive distraction tool (Bejeweled) and finally a control group with no assigned training intervention to control for possible test-retest effects (No-training). Participants will be assigned randomly to one of the three study arms. They will be assessed for main (anxiety) and secondary outcomes (attentional control, affective working memory) at three time points, before training (T1), one week after the 6-week training (T2) and four months after completing the training (T3). DISCUSSION: The results will provide evidence for the feasibility and the efficacy of two online video game interventions at improving mental health and emotional well-being in adolescents with high levels of anxiety. This project will contribute unique knowledge to the field, as few studies have examined the effects of video game play in the context of digital mental health interventions for adolescents. TRIAL REGISTRATION: The trial is registered on ClinicalTrials.gov (NCT05923944, June 20, 2023).


Subject(s)
Anxiety , Video Games , Adolescent , Humans , Anxiety/therapy , Anxiety Disorders/therapy , Memory, Short-Term , Multicenter Studies as Topic , Randomized Controlled Trials as Topic , Video Games/psychology , Child
3.
Transl Vis Sci Technol ; 12(3): 1, 2023 03 01.
Article in English | MEDLINE | ID: mdl-36857068

ABSTRACT

Purpose: To describe two new stereoacuity tests: the eRDS v6 stereotest, a global dynamic random dot stereogram (dRDS) test, and the Vivid Vision Stereo Test version 2 (VV), a local or "contour" stereotest for virtual reality (VR) headsets; and to evaluate the tests' reliability, validity compared to a dRDS standard, and learning effects. Methods: Sixty-four subjects passed a battery of stereotests, including perceiving depth from RDS. Validity was evaluated relative to a tablet-based dRDS reference test, ASTEROID. Reliability and learning effects were assessed over six sessions. Results: eRDS v6 was effective at measuring small thresholds (<10 arcsec) and had a moderate correlation (0.48) with ASTEROID. Across the six sessions, test-retest reliability was good, varying from 0.84 to 0.91, but learning occurred across the first three sessions. VV did not measure stereoacuities below 15 arcsec. It had a weak correlation with ASTEROID (0.27), and test-retest reliability was poor to moderate, varying from 0.35 to 0.74; however, no learning occurred between sessions. Conclusions: eRDS v6 is precise and reliable but shows learning effects. If repeated three times at baseline, this test is well suited as an outcome measure for testing interventions. VV is less precise, but it is easy and rapid and shows no learning. It may be useful for testing interventions in patients who have no global stereopsis. Translational Relevance: eRDS v6 is well suited as an outcome measure to evaluate treatments that improve adult stereodepth perception. VV can be considered for screening patient with compromised stereovision.


Subject(s)
Dystonic Disorders , Vision Tests , Adult , Humans , Reproducibility of Results , Depth Perception
4.
Front Psychol ; 13: 923370, 2022.
Article in English | MEDLINE | ID: mdl-36059724

ABSTRACT

The past decade has witnessed a rapid increase in the use of screen media in families, and infants are exposed to screens at younger ages than ever before. The objective of this review is twofold: (1) to understand the correlates and demographic factors determining exposure to screens, including interactive screens, when available, and (2) to study the effects of watching screens and using touchscreens on cognitive development, during the first 3 years of life. We argue that the effects of screen viewing depend mostly on contextual aspects of the viewing rather than on the quantity of viewing. That context includes the behavior of adult caregivers during viewing, the watched content in relation to the child's age, the interactivity of the screen and whether the screen is in the background or not. Depending on the context, screen viewing can have positive, neutral or negative effects on infants' cognition.

5.
J Exp Biol ; 225(3)2022 02 01.
Article in English | MEDLINE | ID: mdl-35048975

ABSTRACT

Birdsong learning has been consolidated as the model system of choice for exploring the biological substrates of vocal learning. In the zebra finch (Taeniopygia guttata), only males sing and they develop their song during a sensitive period in early life. Different experimental procedures have been used in the laboratory to train a young finch to learn a song. So far, the best method to achieve a faithful imitation is to keep a young bird singly with an adult male. Here, we present the different characteristics of a robotic zebra finch that was developed with the goal to be used as a song tutor. The robot is morphologically similar to a life-sized finch: it can produce movements and sounds contingently to the behaviours of a live bird. We present preliminary results on song imitation, and other possible applications beyond the scope of developmental song learning.


Subject(s)
Finches , Robotic Surgical Procedures , Robotics , Animals , Learning , Male , Vocalization, Animal
7.
Front Neurosci ; 15: 719120, 2021.
Article in English | MEDLINE | ID: mdl-34630011

ABSTRACT

It has long been debated whether the analysis of global and local stereoscopic depth is performed by a single system or by separate systems. Global stereopsis requires the visual system to solve a complex binocular matching problem to obtain a coherent percept of depth. In contrast, local stereopsis requires only a simple matching of similar image features. In this preliminary study, we recruited five adults with amblyopia who lacked global stereopsis and trained them on a computerized local stereopsis depth task for an average of 12 h. Three out of five (60%) participants recovered fine global stereoscopic vision through training. Those who recovered global stereopsis reached a learning plateau more quickly on the local stereopsis task, and they tended to start the training with better initial local stereopsis performance, to improve more on local stereopsis with training, and to have less severe amblyopia. The transfer of learning from local stereopsis to global stereopsis is compatible with an interacting two-stage model.

8.
Commun Biol ; 4(1): 1154, 2021 10 14.
Article in English | MEDLINE | ID: mdl-34650216

ABSTRACT

Previous work has demonstrated that action video game training produces enhancements in a wide range of cognitive abilities. Here we evaluate a possible mechanism by which such breadth of enhancement could be attained: that action game training enhances learning rates in new tasks (i.e., "learning to learn"). In an initial controlled intervention study, we show that individuals who were trained on action video games subsequently exhibited faster learning in the two cognitive domains that we tested, perception and working memory, as compared to individuals who trained on non-action games. We further confirmed the causal effect of action video game play on learning ability in a pre-registered follow-up study that included a larger number of participants, blinding, and measurements of participant expectations. Together, this work highlights enhanced learning speed for novel tasks as a mechanism through which action video game interventions may broadly improve task performance in the cognitive domain.


Subject(s)
Attention , Cognition , Learning , Task Performance and Analysis , Video Games/psychology , Visual Perception , Adult , Humans , Middle Aged , Reaction Time , Young Adult
9.
Sci Rep ; 10(1): 9796, 2020 06 17.
Article in English | MEDLINE | ID: mdl-32555228

ABSTRACT

Previous studies evidenced that already from birth, newborns can perceive differences between a direct versus an averted gaze in faces both presented in static and interactive situations. It has been hypothesized that this early sensitivity would rely on modifications of the location of the iris (i.e. the darker part of the eye) in the sclera (i.e. the white part), or that it would be an outcome of newborns' preference for configurations of faces with the eye region being more contrasted. One question still remains: What happens when the position of the iris is not modified in the sclera, but the look is 'faraway', that is when the gaze is toward the newborns' face but above his or her own eyes? In the present study, we tested the influence of a direct versus a faraway gaze (i.e., two gazes that only differed slightly in the position of the iris on the vertical axis and not on the horizontal axis) on newborns' face recognition. The procedure was identical to that used in previous studies: using a familiarization-test procedure, we familiarized two groups of newborns (N = 32) with videos of different talking faces that were presented with either a direct or a faraway gaze. Newborns were then tested with photographs of the face seen previously and of a new one. Results evidenced that newborns looked longer at the familiar face, but only in the direct gaze condition. These results suggest that, already from birth, infants can perceive slight differences of gazes when someone is addressing to them.


Subject(s)
Child Development/physiology , Facial Recognition , Fixation, Ocular , Infant, Newborn/physiology , Social Cognition , Female , Humans , Male
10.
Sci Rep ; 9(1): 5789, 2019 04 08.
Article in English | MEDLINE | ID: mdl-30962466

ABSTRACT

Stereoscopic vision plays a critical role in visual perception; however, it is difficult to assess. In clinical settings, stereoacuity is assessed with clinical stereotests. Observers can use monocular cues to deceive some of the most common stereotests, such as the Titmus test. The Randot test has been found free of monocular cues, and here we confirm that result by testing observers under monocular viewing. However, there is a common misconception that only monocular cues can be used to deceive stereotests. Here we demonstrate that binocular non-stereoscopic cues can also be used to pass the Randot, by testing participants with the test rotated, a condition that abolishes stereopsis, and comparing the performance to a monocular viewing condition. We also assessed the Random Dot Butterfly test and discovered considerable amounts of non-stereoscopic cues, including binocular cues in the Circles that can be used to deceive the test. Participants with amblyopia had more difficulty using non-stereoscopic cues than neurotypical observers. We gathered normal-viewing Randot stereoacuities for 110 participants (90 neurotypical and 20 with amblyopia) and compared them to psychophysical stereoacuities (our gold standard). The Randot test showed low positive normalized predictive values for detecting stereoblindness. It could perfectly detect stereo-impairment but with a low sensitivity.


Subject(s)
Amblyopia/physiopathology , Depth Perception , Vision Tests/standards , Vision, Binocular , Adult , Cues , Female , Humans , Male , Vision Tests/methods
11.
Curr Opin Psychol ; 29: 168-173, 2019 10.
Article in English | MEDLINE | ID: mdl-30978639

ABSTRACT

The view that better perceptual skills can open the door to greater cognitive fitness calls for identifying interventions that enhance perception. We review here the impact of action video game play on perception. Cross-sectional studies indicate that action video game players outperform non-players by about ¾ of a standard deviation across all perceptual skills. More specifically, tasks relying on the dorsal system and peripheral vision appear most enhanced in action video game players. Despite their crucial role for establishing a causal role of action video game play on perception, the paucity of intervention studies limits interpretation. Yet, the existing dose-response curve already calls for at least 20 hours of play for significant effects to emerge. When considering the mechanisms at play, we propose that attentional control may mediate the noted perceptual benefits by increasing the quality of the perceptual information gathered, facilitating in turn the development of better perceptual templates.


Subject(s)
Attention , Video Games , Visual Perception , Humans
12.
Ophthalmic Physiol Opt ; 39(2): 66-85, 2019 03.
Article in English | MEDLINE | ID: mdl-30776852

ABSTRACT

PURPOSE: Stereoscopic vision (or stereopsis) is the ability to perceive depth from binocular disparity - the difference of viewpoints between the two eyes. Interestingly, there are large individual differences as to how well one can appreciate depth from such a cue. The total absence of stereoscopic vision, called 'stereoblindness', has been associated with negative behavioural outcomes such as poor distance estimation. Surprisingly, the prevalence of stereoblindness remains unclear, as it appears highly dependent on the way in which stereopsis is measured. RECENT FINDINGS: This review highlights the fact that stereopsis is not a unitary construct, but rather implies different systems. The optimal conditions for measuring these varieties of stereoscopic information processing are discussed given the goal of detecting stereoblindness, using either psychophysical or clinical stereotests. In that light, we then discuss the estimates of stereoblindness prevalence of past studies. SUMMARY: We identify four different approaches that all converge toward a prevalence of stereoblindness of 7% (median approach: 7%; unambiguous-stereoblindness-criteria approach: 7%; visual-defect-included approach: 7%; multiple-criteria approach: 7%). We note that these estimates were derived considering adults of age <60 years old. Older adults may have a higher prevalence. Finally, we make recommendations for a new ecological definition of stereoblindness and for efficient clinical methods for determining stereoblindness by adapting existing tools.


Subject(s)
Blindness , Optometry/methods , Vision Disparity/physiology , Vision, Binocular/physiology , Blindness/diagnosis , Blindness/epidemiology , Blindness/physiopathology , Global Health , Humans , Middle Aged , Prevalence
13.
Sci Rep ; 7(1): 3435, 2017 06 13.
Article in English | MEDLINE | ID: mdl-28611463

ABSTRACT

The ability to estimate the distance of objects from one's self and from each other is fundamental to a variety of behaviours from grasping objects to navigating. The main cue to distance, stereopsis, relies on the slight offsets between the images derived from our left and right eyes, also termed disparities. Here we ask whether the precision of stereopsis varies with professional experience with precise manual tasks. We measured stereo-acuities of dressmakers and non-dressmakers for both absolute and relative disparities. We used a stereoscope and a computerized test removing monocular cues. We also measured vergence noise and bias using the Nonius line technique. We demonstrate that dressmakers' stereoscopic acuities are better than those of non-dressmakers, for both absolute and relative disparities. In contrast, vergence noise and bias were comparable in the two groups. Two non-exclusive mechanisms may be at the source of the group difference we document: (i) self-selection or the fact that stereo-vision is functionally important to become a dressmaker, and (ii) plasticity, or the fact that training on demanding stereovision tasks improves stereo-acuity.


Subject(s)
Occupations , Space Perception , Visual Perception , Adult , Female , Humans , Male
14.
J Vis ; 16(8): 2, 2016 06 01.
Article in English | MEDLINE | ID: mdl-27248566

ABSTRACT

There has been a long-standing debate about the mechanisms underlying the perception of stereoscopic depth and the computation of the relative disparities that it relies on. Relative disparities between visual objects could be computed in two ways: (a) using the difference in the object's absolute disparities (Hypothesis 1) or (b) using relative disparities based on the differences in the monocular separations between objects (Hypothesis 2). To differentiate between these hypotheses, we measured stereoscopic discrimination thresholds for lines with different absolute and relative disparities. Participants were asked to judge the depth of two lines presented at the same distance from the fixation plane (absolute disparity) or the depth between two lines presented at different distances (relative disparity). We used a single stimulus method involving a unique memory component for both conditions, and no extraneous references were available. We also measured vergence noise using Nonius lines. Stereo thresholds were substantially worse for absolute disparities than for relative disparities, and the difference could not be explained by vergence noise. We attribute this difference to an absence of conscious readout of absolute disparities, termed the absolute disparity anomaly. We further show that the pattern of correlations between vergence noise and absolute and relative disparity acuities can be explained jointly by the existence of the absolute disparity anomaly and by the assumption that relative disparity information is computed from absolute disparities (Hypothesis 1).


Subject(s)
Depth Perception/physiology , Vision Disparity/physiology , Adult , Female , Fixation, Ocular/physiology , Humans , Male , Photic Stimulation , Vision, Binocular/physiology , Visual Fields/physiology , Young Adult
15.
J Exp Psychol Hum Percept Perform ; 42(9): 1275-81, 2016 09.
Article in English | MEDLINE | ID: mdl-27123684

ABSTRACT

The first time a newborn is held, he is attracted by the human's face. A talking face is even more captivating, as it is the first time he or she hears and sees another human talking. Older infants are relatively good at detecting the relationship between images and sounds when someone is addressing to them, but it is unclear whether this ability is dependent on experience or not. Using an intermodal matching procedure, we presented newborns with 2 silent point-line displays representing the same face uttering different sentences while they were hearing a vocal-only utterance that matched 1 of the 2 stimuli. Nearly all of the newborns looked longer at the matching point-line face than at the mismatching 1, with prior exposure to the stimuli (Experiment 1) or without (Experiment 2). These results are interpreted in terms of newborns' ability to extract common visual and auditory information of continuous speech events despite a short experience with talking faces. The implications are discussed in the light of the language processing and acquisition literature. (PsycINFO Database Record


Subject(s)
Facial Recognition/physiology , Infant Behavior/physiology , Speech Perception/physiology , Female , Humans , Infant, Newborn , Male
17.
Vision Res ; 63: 63-8, 2012 Jun 15.
Article in English | MEDLINE | ID: mdl-22609083

ABSTRACT

Binocular rivalry is an intriguing phenomenon: when different images are displayed to the two eyes, perception alternates between these two images. What determines whether two monocular images engage in fusion or in rivalry: the physical difference between these images or the difference between the percepts resulting from the images? We investigated that question by measuring the interocular difference of grid orientation needed to produce a transition from fusion to rivalry and by changing those transitions by means of a superimposed tilt illusion. Fusion was attested by a correct stereoscopic slant perception of the grid. The superimposed tilt illusion was achieved in displaying small segments on the grids. We found that the illusion can change the fusion-rivalry transitions indicating that rivalry and fusion are based on the perceived orientations rather than the displayed ones. In a second experiment, we confirmed that the absence of binocular rivalry resulted in fusion and stereoscopic slant perception. We conclude that the superimposed tilt illusion arises at a level of visual processing prior to those stages mediating binocular rivalry and stereoscopic depth extraction.


Subject(s)
Depth Perception/physiology , Dominance, Ocular/physiology , Vision, Binocular/physiology , Analysis of Variance , Discrimination, Psychological , Female , Humans , Male , Optical Illusions/physiology , Photic Stimulation/methods
18.
Curr Biol ; 22(7): 622-6, 2012 Apr 10.
Article in English | MEDLINE | ID: mdl-22386314

ABSTRACT

What humans perceive depends in part on what they have previously experienced. After repeated exposure to one stimulus, adaptation takes place in the form of a negative correlation between the current percept and the last displayed stimuli. Previous work has shown that this negative dependence can extend to a few minutes in the past, but the precise extent and nature of the dependence in vision is still unknown. In two experiments based on orientation judgments, we reveal a positive dependence of a visual percept with stimuli presented remotely in the past, unexpectedly and in contrast to what is known for the recent past. Previous theories of adaptation have postulated that the visual system attempts to calibrate itself relative to an ideal norm or to the recent past. We propose instead that the remote past is used to estimate the world's statistics and that this estimate becomes the reference. According to this new framework, adaptation is predictive: the most likely forthcoming percept is the one that helps the statistics of the most recent percepts match that of the remote past.


Subject(s)
Orientation , Pattern Recognition, Visual , Vision, Binocular , Visual Perception , Adaptation, Physiological , Figural Aftereffect , Humans , Motion , Neurons/physiology , Photic Stimulation , Time Factors
19.
Q J Exp Psychol (Hove) ; 65(1): 73-91, 2012.
Article in English | MEDLINE | ID: mdl-21923632

ABSTRACT

Given an estimate of the binocular disparity between a pair of points and an estimate of the viewing distance, or knowledge of eye position, it should be possible to obtain an estimate of their depth separation. Here we show that, when points are arranged in different vertical geometric configurations across two intervals, many observers find this task difficult. Those who can do the task tend to perceive the depth interval in one configuration as very different from depth in the other configuration. We explore two plausible explanations for this effect. The first is the tilt of the empirical vertical horopter: Points perceived along an apparently vertical line correspond to a physical line of points tilted backwards in space. Second, the eyes can rotate in response to a particular stimulus. Without compensation for this rotation, biases in depth perception would result. We measured cyclovergence indirectly, using a standard psychophysical task, while observers viewed our depth configuration. Biases predicted from error due either to cyclovergence or to the tilted vertical horopter were not consistent with the depth configuration results. Our data suggest that, even for the simplest scenes, we do not have ready access to metric depth from binocular disparity.


Subject(s)
Depth Perception/physiology , Visual Perception/physiology , Adolescent , Adult , Female , Humans , Male , Vision Disparity/physiology , Vision, Binocular/physiology
20.
J Vis ; 11(7): 18, 2011 Jun 24.
Article in English | MEDLINE | ID: mdl-21705461

ABSTRACT

Two sets of dots moving in opposite directions are usually seen as two transparent surfaces. Deciding which surface is in front of the other is bistable and observers exhibit strong biases to see one particular motion direction in front. Surprisingly, biases are dependent on stimulus orientation in a persistent, idiosyncratic, and irrelevant manner. We investigated here whether this preferred direction is arbitrarily fixed or can instead be updated from the context. Observers performed two tasks alternately. One task was to report the surface seen in front in a transparent motion stimulus. The other task was a visual search for a slow dot. Unknown to the observers, we systematically paired the target dot with one surface direction in an attempt to make that surface appear preferentially in front. This manipulation was sufficient to change the observer's preferred direction for the surface seen in front. Attentional explanations did not account for the results. Observers modified their idiosyncratic preference in motion transparency depth rivalry only because it was useful to perform well in an auxiliary task.


Subject(s)
Attention , Depth Perception/physiology , Motion Perception/physiology , Pattern Recognition, Visual/physiology , Humans , Photic Stimulation
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