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1.
J Acoust Soc Am ; 155(3): 1928-1949, 2024 Mar 01.
Artículo en Inglés | MEDLINE | ID: mdl-38466043

RESUMEN

In the U.S., the Federal Aviation Administration's Aviation Environmental Design Tool (AEDT) is approved to predict the impacts of aircraft noise and emissions. AEDT's critical role in regulatory compliance and evaluating the environmental impacts of aviation requires asking how accurate are its noise predictions. Previous studies suggest that AEDT's predictions lack desired accuracy. This paper reports on a large-scale study, using 200 000 flight trajectories paired with measured sound levels for arrivals to Runways 28L/28R at San Francisco International Airport, over 12 months. For each flight, two AEDT studies were run, one using the approved mode for regulatory filing and the other using an advanced non-regulatory mode with exact aircraft trajectories. AEDT's per aircraft noise predictions were compared with curated measured sound levels at two locations. On average, AEDT underestimated LAmax by -3.09 dB and SEL by -2.04 dB, combining the results from both AEDT noise-modeling modes. Discrepancies appear to result from limitations in the physical modeling of flight trajectories and noise generation, combined with input data uncertainties (aircraft weight, airspeed, thrust, and lift configuration) and atmospheric conditions.

2.
Science ; 380(6644): 457-458, 2023 May 05.
Artículo en Inglés | MEDLINE | ID: mdl-37141345

RESUMEN

A large-scale experiment focused on social belonging shows impacts on first-year full-time completion.

3.
Curr Opin Psychol ; 49: 101544, 2023 02.
Artículo en Inglés | MEDLINE | ID: mdl-36623440

RESUMEN

Video games have been a popular form of media entertainment since the 1970s, with gamers of all ages experiencing and engaging digital worlds and creating lasting memories in those spaces. As video games mature, so are their players-by some estimates, the average age of a gamer is in their 30s, and often playing games with their children. As such, video games are a potentially powerful elicitor of nostalgia, as is being recognized in more recent research and discourse. In this article, we describe and explain nostalgia as elicited from video gaming experiences, discuss the effects of gaming-induced nostalgia on psychological well-being, and offer direct avenues for fostering and growing this research.


Asunto(s)
Juegos de Video , Niño , Humanos , Juegos de Video/psicología , Memoria , Emociones
4.
Curr Opin Psychol ; 45: 101316, 2022 06.
Artículo en Inglés | MEDLINE | ID: mdl-35313181

RESUMEN

Despite stereotypes of video games as isolating technologies, video gaming can be a highly social activity that contributes to well-being. Advances in computing technology and greater social acceptance of video gaming have led to overall increases in gameplay in social scenarios. Our review focuses on three areas of research relevant to understanding social gaming and well-being: social play in video games (both past and present social play, and forms of tandem play), social gaming and psychological recovery (both short-term recovery and long-term resilience), and the use of emerging technologies to connect via gaming (such as game streaming and augmented/virtual reality). Throughout the article, we also highlight deficiencies in extant research and offer suggestions for how social scholarship on video games can move forward with well-being in mind. While existing research generally demonstrates the social dynamics of gaming and demonstrates the role of games for well-being, a robust and directed merging of these two complimentary lines of research is currently lacking.


Asunto(s)
Juegos de Video , Realidad Virtual , Humanos , Juegos de Video/psicología
5.
New Media Soc ; 25(7)2022 Apr 05.
Artículo en Inglés | MEDLINE | ID: mdl-37441356

RESUMEN

Video game content has evolved over the last six decades, from a basic focus on challenge and competition to include more serious and introspective narratives capable of encouraging critical contemplation within gamers. The "No Russian" mission from Call of Duty: Modern Warfare 2 casts players as terrorists responsible for the murder of innocent bystanders, sparking debate around how players engage and react to wanton violence in modern video games. Through thematic analysis of 649 Reddit posts discussing the mission, 10 themes emerged representing complexity in player experiences. Those themes were grouped into categories representing (descending order), (1) rote gameplay experiences, (2) dark humor, (3) comparing the mission to other games and real-world events, and (4) self-reflective eudaimonic reactions to the mission. Although less common, the presence of eudaimonic media effects (in at least 15% of posts) holds promise for the use of video games as reflective spaces for violence prevention.

6.
J Res Sci Teach ; 59(10): 1876-1900, 2022 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-36591375

RESUMEN

Substantial gender equity gaps in postsecondary degree completion persist within many science, technology, engineering, and mathematics (STEM) disciplines, and these disparities have not narrowed during the 21st century. Various explanations of this phenomenon have been offered; one possibility that has received limited attention is that the sparse representation of women itself has adverse effects on the academic achievement-and ultimately the persistence and graduation-of women who take STEM courses. This study explored the relationship between two forms of gender representation (i.e., the proportion of female students within a course and the presence of a female instructor) and grades within a sample of 11,958 STEM-interested undergraduates enrolled in 8686 different STEM courses at 20 colleges and universities. Female student representation within a course predicted greater academic achievement in STEM for all students, and these findings were generally stronger among female students than male students. Female students also consistently benefitted more than male students from having a female STEM instructor. These findings were largely similar across a range of student and course characteristics and were robust to different analytic approaches; a notable exception was that female student representation had particularly favorable outcomes for female students (relative to male students) within mathematics/statistics and computer science courses.

7.
Front Psychol ; 12: 701965, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34335418

RESUMEN

In playing videogames, players often create avatars as extensions of agency into those spaces, where the player-avatar relationship (PAR) both shapes gameplay and is the product of gameplay experiences. Avatars are generally understood as singular bodies; however, we argue they are functional and phenomenological assemblages-networks of social and technological components that are internalized by players as networks of knowledge about the avatar. Different PARs are based on different internalizations (i.e., mental models) for what an avatar is and why it matters. Toward illuminating nuances in PARs, we examine the content and structure of players' internalizations of avatars as evidenced by descriptions of those digital bodies. Secondary analysis of N = 1,201 avatar descriptions parceled them by PAR type (avatars as asocial Objects, psychologically merged extensions of Me, hybrid me/other Symbiotes, and authentically social Other). Aggregated descriptions for each PAR type were subjected to semantic network analysis to identify patterns in salient avatar components, and then qualitatively compared across the four PARs. Results indicate component clusters that are universal to PARs (demographics and body features), common to three of four PARs (time, appearance, clothing, and player agency), and idiosyncratic to specific PARs (significance, character narratives, game dynamics, liminality, and gratifications). Findings signal the importance of theoretically engaging avatars as assemblages both (a) influenced by player-avatar sociality and (b) that contribute (in part and whole) to antecedents, processes, and effects of gameplay.

8.
Sci Adv ; 6(40)2020 10.
Artículo en Inglés | MEDLINE | ID: mdl-33008912

RESUMEN

Students who speak English as a second language (ESL) are underserved and underrepresented in postsecondary science, technology, engineering, and math (STEM) fields. To date, most existing research with ESL students in higher education is qualitative. Drawing from this important body of work, we investigate the impact of a social-belonging intervention on anticipated changes in belonging, STEM GPA, and proportion of STEM credits obtained in students' first semester and first year of college. Using data from more than 12,000 STEM-interested students at 19 universities, results revealed that the intervention increased ESL students' anticipated sense of belonging and three of the four academic outcomes. Moreover, anticipated changes in belonging mediated the intervention's effects on these academic outcomes. Robustness checks revealed that ESL effects persisted even when controlling for other identities correlated with ESL status. Overall, results suggest that anticipated belonging is an understudied barrier to creating a multilingual and diverse STEM workforce.

9.
Artículo en Inglés | MEDLINE | ID: mdl-33898555

RESUMEN

Interactive media such as video games and virtual reality (VR) provide users with lived experiences that may be dangerous or even impossible in daily life. By providing interactive experiences in highly authentic, detail-rich contexts, these technologies have demonstrated measurable success in impacting how people think, feel, and behave in the physical world. At the same time, violent interactive media content has been historically connected with a range of antisocial effects in both popular press and academic research. Extant literature has established a small-but-statistically significant effect of interactive media violence on aggressive thoughts and behaviors, which could serve as a risk factor for interpersonal violence. However, left unexplored is the seemingly paradoxical claim that under some conditions, interactive media experiences might protect against interpersonal violence. Drawing on advances in media theory and research and the evolution of interactive media content and production practices, the current manuscript suggests ways in which interactive media violence may be leveraged to lower the likelihood of real-world violence experiences. For example, research on both violent and non-violent games has found that players can (a) express guilt after committing violent acts, (b) report reflective and introspective emotional reactions during gameplay, and (c) debate the morality of their actions with others. Regarding VR, studies have demonstrated that (a) witnessing physical violence in immersive spaces led participants to take the perspective of victims and better understand their emotional state and (b) controlled exposure to traumatic or violent events can be used for treatment. Broadly, studies into video games and VR demonstrate that the impact of actions in virtual worlds transfer into the physical worlds to influence (later) attitudes and behaviors. Thus, how these experiences may be potentially harnessed for social change is a compelling and open consideration, as are side-effects of such interventions on vulnerable groups. The current manuscript summarizes emerging research perspectives (as well as their limitations) to offer insight into the potential for interactive media violence to protect against real-world violence victimization and perpetration.

10.
J Arthroplasty ; 35(3): 893-899.e3, 2020 03.
Artículo en Inglés | MEDLINE | ID: mdl-31676175

RESUMEN

BACKGROUND: We aimed to locate, appraise, and synthesize the available literature to assess the functional outcome of modular bicompartmental knee arthroplasty (BKA) compared to total knee arthroplasty (TKA) for medio-patellofemoral osteoarthritis. METHODS: After an extensive literature search based on electronic databases such as MEDLINE, EMBASE, CINAHL, and PubMed, and grey literature, 9 articles satisfied our selection criteria which included 1 randomized controlled trial, 1 prospective cohort, 3 retrospective cohort, and 4 case series. Narrative synthesis was performed due to clinical, methodological, and statistical heterogeneity among the included studies. RESULTS: There were 331 participants (341 knees) in this systematic review. BKA group included 229 patients (239 knees) and TKA group included 102 patients (102 knees). The quality of included studies ranged from moderate to very low as per GRADE (grading of recommendations, assessment, development, and evaluation working group) score with low to high risk of bias. Most of the studies showed comparable functional outcome in BKA compared to TKA such as Knee Society Score, Knee Osteoarthritis and Outcome Score, Short Form-36 score, and revision surgery in short-term to midterm follow-up. BKA patients achieved better range of movement and forgotten knee status than TKA patients. It resulted in longer operative time, but less intraoperative blood loss. Long-term series showed 95.1% survivorship of BKA at 5 years and 58% at 17 years. CONCLUSION: Current evidence suggests that modular BKA provides comparable functional outcome to TKA at short-term to midterm follow-up, however, with poor long-term survivorship.


Asunto(s)
Artroplastia de Reemplazo de Rodilla , Prótesis de la Rodilla , Osteoartritis de la Rodilla , Humanos , Articulación de la Rodilla/cirugía , Osteoartritis de la Rodilla/cirugía , Estudios Prospectivos , Rango del Movimiento Articular , Estudios Retrospectivos , Resultado del Tratamiento
11.
Am J Health Promot ; 33(6): 859-868, 2019 07.
Artículo en Inglés | MEDLINE | ID: mdl-30661371

RESUMEN

PURPOSE: To examine the association between positive and negative experiences on social media (SM) and perceived social isolation (PSI). DESIGN: Cross-sectional survey. SETTING: One large mid-Atlantic University. PARTICIPANTS: A total of 1178 students aged 18 to 30 were recruited in August 2016. MEASURES: Participants completed an online survey assessing SM use and PSI. We assessed positive and negative experiences on SM by directly asking participants to estimate what percentage of their SM experiences involved positive and negative experiences, respectively. Social isolation was measured using the established Patient-Reported Outcomes Measures Information System scale. ANALYSIS: We used multivariable logistic regression to assess associations between both positive and negative experiences on SM and PSI. Primary models controlled for sex, age, race/ethnicity, educational status, relationship status, and living situation. RESULTS: Participants had an average age of 20.9 (standard deviation = 2.9) and were 62% female. Just over one-quarter (28%) were nonwhite. After controlling for all sociodemographic covariates, each 10% increase in positive experiences was not significantly associated with social isolation (adjusted odds ratio [AOR] = 0.97; 95% confidence interval [CI]: 0.93-1.005). However, each 10% increase in negative experiences was associated with a 13% increase in odds of PSI (AOR = 1.13; 95% CI: 1.05-1.21). CONCLUSION: Having positive experiences on SM is not associated with lower social isolation, whereas having negative experiences on SM is associated with higher social isolation. These findings are consistent with the concept of negativity bias, which suggests that humans tend to give greater weight to negative entities compared with positive ones.


Asunto(s)
Actitud , Aislamiento Social/psicología , Medios de Comunicación Sociales , Adolescente , Adulto , Estudios Transversales , Femenino , Humanos , Modelos Logísticos , Masculino , Mid-Atlantic Region , Encuestas y Cuestionarios , Adulto Joven
12.
Cyberpsychol Behav Soc Netw ; 21(7): 437-443, 2018 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-29995530

RESUMEN

Social media allows users to explore self-identity and express emotions or thoughts. Research looking into the association between social media use (SMU) and mental health outcomes, such as anxiety or depressive symptoms, have produced mixed findings. These contradictions may best be addressed by examining different patterns of SMU as they relate to depressive symptomatology. We sought to assess the independent associations between active versus passive SMU and depressive symptoms. For this, we conducted an online survey of adults 18-49 of age. Depressive symptoms were measured using the Patient-Reported Outcomes Measurement Information System brief depression scale. We measured active and passive SMU with previously developed items. Factor analysis was used to explore the underlying factor structure. Then, we used ordered logistic regression to assess associations between both passive and active SMU and depressive symptoms while controlling for sociodemographic covariates. Complete data were received from 702 participants. Active and passive SMU items loaded on separate factors. In multivariable analyses that controlled for all covariates, each one-point increase in passive SMU was associated with a 33 percent increase in depressive symptoms (adjusted odds ratio [AOR] = 1.33, 95 percent confidence interval [CI] = 1.17-1.51). However, in the same multivariable model, each one-point increase in active SMU was associated with a 15 percent decrease in depressive symptoms (AOR = 0.85, 95 percent CI = 0.75-0.96). To inform interventions, future research should determine directionality of these associations and investigate related factors.


Asunto(s)
Ansiedad/psicología , Depresión/psicología , Medios de Comunicación Sociales , Adolescente , Adulto , Femenino , Humanos , Modelos Logísticos , Masculino , Persona de Mediana Edad , Escalas de Valoración Psiquiátrica , Encuestas y Cuestionarios , Estados Unidos , Adulto Joven
13.
Depress Anxiety ; 35(8): 784-794, 2018 08.
Artículo en Inglés | MEDLINE | ID: mdl-29877002

RESUMEN

BACKGROUND: Social media (SM) may confer emotional benefits via connection with others. However, epidemiologic studies suggest that overall SM is paradoxically associated with increased depressive symptoms. To better understand these findings, we examined the association between positive and negative experiences on SM and depressive symptoms. METHODS: We conducted a cross-sectional survey of 1,179 full-time students at the University of West Virginia, aged 18 to 30, in August 2016. Independent variables were self-reported positive and negative experiences on SM. The dependent variable was depressive symptoms as measured using the Patient-Reported Outcomes Measurement Information System. We used multivariable logistic regression to assess associations between SM experiences and depressive symptoms controlling for sociodemographic factors including age, sex, race/ethnicity, education, relationship status, and living situation. RESULTS: Of the 1,179 participants, 62% were female, 28% were non-White, and 51% were single. After controlling for covariates, each 10% increase in positive experiences on SM was associated with a 4% decrease in odds of depressive symptoms, but this was not statistically significant (adjusted odds ratio [AOR] = 0.96; 95% confidence interval [CI] = 0.91-1.002). However, each 10% increase in negative experiences was associated with a 20% increase in odds of depressive symptoms (AOR = 1.20; 95% CI = 1.11-1.31). When both independent variables were included in the same model, the association between negative experiences and depressive symptoms remained significant (AOR = 1.19, 95% CI = 1.10-1.30). CONCLUSIONS: Negative experiences online may have higher potency than positive ones because of negativity bias. Future research should examine temporality to determine if it is also possible that individuals with depressive symptomatology are inclined toward negative interactions.


Asunto(s)
Depresión/psicología , Relaciones Interpersonales , Medios de Comunicación Sociales , Adolescente , Adulto , Estudios Transversales , Femenino , Humanos , Masculino , Adulto Joven
14.
J Am Coll Health ; 66(8): 747-753, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-29452042

RESUMEN

OBJECTIVE: To examine the association between degree of real-life closeness of social media (SM) contacts and depressive symptoms. PARTICIPANTS: Students ages 18-30 (N = 1124) were recruited in August 2016. METHODS: Participants completed an online survey assessing SM use and depression. We used multivariable logistic regression to assess associations between real-life closeness of SM contacts and depressive symptoms. RESULTS: After controlling for covariates, each 10% increase in the proportion of SM friends with whom participants had no face-to-face relationship was associated with a 9% increase in odds of depressive symptoms (AOR = 1.09; 95% CI = 1.05-1.13). However, each 10% increase in the proportion of SM friends with whom participants had a close face-to-face relationship was associated with a 7% decrease in depressive symptoms (AOR = 0.93; 95% CI = 0.89-0.97). CONCLUSIONS: Having no in-person relationship with SM contacts is associated with increased depressive symptoms; however, having close in-person relationships with SM contacts is associated with decreased depressive symptoms.


Asunto(s)
Depresión/psicología , Relaciones Interpersonales , Medios de Comunicación Sociales/estadística & datos numéricos , Estudiantes/psicología , Adulto , Femenino , Amigos , Humanos , Modelos Logísticos , Masculino , Encuestas y Cuestionarios , Universidades , Adulto Joven
16.
Soc Sci Med ; 182: 150-157, 2017 06.
Artículo en Inglés | MEDLINE | ID: mdl-28446367

RESUMEN

RATIONALE: Depression is the leading cause of disability worldwide. The suggested association between social media use (SMU) and depression may be explained by the emerging maladaptive use pattern known as problematic social media use (PSMU), characterized by addictive components. OBJECTIVE: We aimed to assess the association between PSMU and depressive symptoms-controlling for overall time and frequency of SMU-among a large sample of U.S. young adults. METHODS: In October 2014, participants aged 19-32 (N = 1749) were randomly selected from a nationally-representative U.S. probability-based panel and subsequently invited to participate in an online survey. We assessed depressive symptoms using the validated Patient-Reported Outcomes Measurement Information System (PROMIS) brief depression scale. We measured PSMU using an adapted version of the Bergen Facebook Addiction Scale to encompass broader SMU. Using logistic regression models, we tested the association between PSMU and depressive symptoms, controlling for time and frequency of SMU as well as a comprehensive set of socio-demographic covariates. RESULTS: In the multivariable model, PSMU was significantly associated with a 9% increase in odds of depressive symptoms (AOR [adjusted odds ratio] = 1.09; 95% CI [confidence interval]: 1.05, 1.13; p < 0.001.) Increased frequency of SMU was also significantly associated with increased depressive symptoms, whereas SMU time was not (AOR = 1.01; 95% CI: 1.00, 1.01; p = 0.001 and AOR = 1.00; 95% CI: 0.999-1.001; p = 0.43, respectively). CONCLUSION: PSMU was strongly and independently associated with increased depressive symptoms in this nationally-representative sample of young adults. PSMU largely explained the association between SMU and depressive symptom, suggesting that it may be how we use social media, not how much, that poses a risk. Intervention efforts aimed at reducing depressive symptoms, such as screenings for maladaptive SMU, may be most successful if they address addictive components and frequency-rather than time-of SMU.


Asunto(s)
Depresión/psicología , Medios de Comunicación Sociales/estadística & datos numéricos , Adulto , Conducta Adictiva/complicaciones , Conducta Adictiva/psicología , Depresión/etiología , Femenino , Humanos , Masculino , Oportunidad Relativa , Escalas de Valoración Psiquiátrica , Psicometría/instrumentación , Psicometría/métodos , Factores de Riesgo , Encuestas y Cuestionarios , Estados Unidos
17.
J Community Health ; 41(3): 541-9, 2016 06.
Artículo en Inglés | MEDLINE | ID: mdl-26613936

RESUMEN

Low emotional support is associated with poor health outcomes. Engagement with face-to-face social networks is one way of increasing emotional support. However, it is not yet known whether engagement with proliferating electronic social networks is similarly associated with increased emotional support. Thus, the purpose of this study was to assess associations between social media use and perceived emotional support in a large, nationally-representative sample. In October 2014, we collected data from 1796 U.S. adults ages 19-32. We assessed social media use using both total time spent and frequency of visits to each of the 11 most popular social media platforms. Our dependent variable was perceived emotional support as measured by the brief Patient-Reported Outcomes Measurement Information System (PROMIS) emotional support scale. A multivariable model including all sociodemographic covariates and accounting for survey weights demonstrated that, compared with the lowest quartile of time on social media, being in the highest quartile (spending two or more hours per day) was significantly associated with decreased odds of having higher perceived emotional support (AOR 0.62, 95 % CI 0.40, 0.94). However, compared with those in the lowest quartile, being in the highest quartile regarding frequency of social media use was not significantly associated with perceived emotional support (AOR 0.70, 95 % CI 0.45, 1.09). In conclusion, while the cross-sectional nature of these data hinder inference regarding directionality, it seems that heavy users of social media may actually feel less and not more emotional support.


Asunto(s)
Relaciones Interpersonales , Medios de Comunicación Sociales/estadística & datos numéricos , Apoyo Social , Adulto , Estudios Transversales , Emociones , Femenino , Humanos , Masculino , Análisis Multivariante , Encuestas y Cuestionarios , Adulto Joven
18.
J Neurosci ; 34(45): 14864-73, 2014 Nov 05.
Artículo en Inglés | MEDLINE | ID: mdl-25378154

RESUMEN

Odors are surprisingly difficult to name, but the mechanism underlying this phenomenon is poorly understood. In experiments using event-related potentials (ERPs) and functional magnetic resonance imaging (fMRI), we investigated the physiological basis of odor naming with a paradigm where olfactory and visual object cues were followed by target words that either matched or mismatched the cue. We hypothesized that word processing would not only be affected by its semantic congruency with the preceding cue, but would also depend on the cue modality (olfactory or visual). Performance was slower and less precise when linking a word to its corresponding odor than to its picture. The ERP index of semantic incongruity (N400), reflected in the comparison of nonmatching versus matching target words, was more constrained to posterior electrode sites and lasted longer on odor-cue (vs picture-cue) trials. In parallel, fMRI cross-adaptation in the right orbitofrontal cortex (OFC) and the left anterior temporal lobe (ATL) was observed in response to words when preceded by matching olfactory cues, but not by matching visual cues. Time-series plots demonstrated increased fMRI activity in OFC and ATL at the onset of the odor cue itself, followed by response habituation after processing of a matching (vs nonmatching) target word, suggesting that predictive perceptual representations in these regions are already established before delivery and deliberation of the target word. Together, our findings underscore the modality-specific anatomy and physiology of object identification in the human brain.


Asunto(s)
Potenciales Evocados , Percepción Olfatoria , Corteza Prefrontal/fisiología , Habla , Adulto , Mapeo Encefálico , Señales (Psicología) , Femenino , Humanos , Masculino , Percepción Visual
19.
Foot Ankle Surg ; 20(1): 20-5, 2014 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-24480494

RESUMEN

BACKGROUND: We describe using the scarf osteotomy to correct a recurrent hallux valgus deformity and lengthen the shortened first metatarsal in symptomatic iatrogenic first brachymetatarsia. METHODS: Thirty-six lengthening scarf osteotomies were undertaken in 31 patients. Clinical and radiographic measures were taken pre and postoperatively. RESULTS: Mean age at presentation was 53.4 years, and mean followup 3.9 years. The mean lengthening achieved was 4.9mm. All osteotomies united with no complications. The mean IMA reduction was 4.0° (p<0.001) and HVA 13.0° (p<0.001). The mean AOFAS score increase was 33.8 (p<0.001). There was a positive trend but no correlation (r=0.28) between amount of metatarsal lengthening and AOFAS score change. CONCLUSIONS: We describe the largest lengthening scarf osteotomy series for recurrent hallux valgus with iatrogenic first brachymetatarsia. The results suggest the procedure is successful, with a low complication rate. We anticipate that restoring first metatarsal length and alignment may reduce biomechanical transfer metatarsalgia over time.


Asunto(s)
Hallux Valgus/cirugía , Osteotomía/métodos , Adulto , Anciano , Femenino , Humanos , Masculino , Huesos Metatarsianos/cirugía , Persona de Mediana Edad , Recurrencia
20.
J Exp Psychol Hum Percept Perform ; 39(5): 1205-11, 2013 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-23875569

RESUMEN

Valence and edibility are two important features of olfactory perception, but it remains unclear how they are read out from an olfactory input. For a given odor object (e.g., the smell of rose or garlic), does perceptual identification of that object necessarily precede retrieval of information about its valence and edibility, or alternatively, are these processes independent? In the present study, we studied rapid, binary perceptual decisions regarding odor detection, object identity, valence, and edibility for a set of common odors. We found that decisions regarding odor-object identity were faster than decisions regarding odor valence or edibility, but slower than detection. Mediation analysis revealed that odor valence and edibility decision response times were predicted by a model in which odor-object identity served as a mediator along the perceptual pathway from detection to both valence and edibility. According to this model, odor valence is determined through both a "low road" that bypasses odor objects and a "high road" that utilizes odor-object information. Edibility evaluations are constrained to processing via the high road. The results outline a novel causal framework that explains how major perceptual features might be rapidly extracted from odors through engagement of odor objects early in the processing stream.


Asunto(s)
Conducta de Elección/fisiología , Emociones/fisiología , Percepción Olfatoria/fisiología , Tiempo de Reacción/fisiología , Adulto , Femenino , Humanos , Masculino , Modelos Psicológicos , Odorantes , Adulto Joven
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