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1.
Mem Cognit ; 51(2): 290-306, 2023 02.
Artigo em Inglês | MEDLINE | ID: mdl-36180769

RESUMO

Semantically related concepts are coactivated during spoken word comprehension. Two internet-mediated cursor-tracking experiments examined the spatiotemporal dynamics of this coactivation. Participants viewed visual arrays containing images of a target (e.g., accordion) and a semantically related (e.g., banjo) or unrelated (e.g., plum) distractor whilst hearing the target word (e.g., "accordion"). Participants were tasked with moving their cursor from the bottom of the visual array to the target in one of the upper corners. In contrast to Experiment 1, the onset of stimulus presentation was triggered by cursor movement in Experiment 2. Across both experiments, temporal (e.g., RT) and spatial (e.g., AUC) measures revealed significantly greater attraction to images of semantically related compared with unrelated distractors. These results reveal that online cursor-tracking methods are sensitive to semantic competition and suitable for studying the activation of semantic knowledge during language comprehension.


Assuntos
Compreensão , Percepção da Fala , Humanos , Compreensão/fisiologia , Semântica , Audição , Percepção da Fala/fisiologia
2.
Brain Behav ; 10(7): e01650, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-32445295

RESUMO

BACKGROUND: People with visual impairments can experience numerous challenges navigating unfamiliar environments. Systems that operate as prenavigation tools can assist such individuals. This mixed-methods study examined the effectiveness of an interactive audio-tactile map tool on the process of cognitive mapping and recall, among people who were blind or had visual impairments. The tool was developed with the involvement of visually impaired individuals who additionally provided further feedback throughout this research. METHODS: A mixed-methods experimental design was employed. Fourteen participants were allocated to either an experimental group who were exposed to an audio-tactile map, or a control group exposed to a verbally annotated tactile map. After five minutes' exposure, multiple-choice questions examined participants' recall of the spatial and navigational content. Subsequent semi-structured interviews were conducted to examine their views surrounding the study and the product. RESULTS: The experimental condition had significantly better overall recall than the control group and higher average scores in all four areas examined by the questions. The interviews suggested that the interactive component offered individuals the freedom to learn the map in several ways and did not restrict them to a sequential and linear approach to learning. CONCLUSION: Assistive technology can reduce challenges faced by people with visual impairments, and the flexible learning approach offered by the audio-tactile map may be of particular value. Future researchers and assistive technology developers may wish to explore this further.


Assuntos
Cegueira/reabilitação , Cognição , Rememoração Mental , Tecnologia Assistiva , Pessoas com Deficiência Visual/reabilitação , Adulto , Idoso , Feminino , Audição , Humanos , Masculino , Pessoa de Meia-Idade , Navegação Espacial , Tato
3.
Stud Health Technol Inform ; 260: 170-177, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31118334

RESUMO

BACKGROUND: Pre-navigational tools can assist visually impaired people when navigating unfamiliar environments. Assistive technology products (eg tactile maps or auditory simulations) can stimulate cognitive mapping processes to provide navigational assistance in these people. OBJECTIVES: We compared how well blind and visually impaired people could learn a map presented via a tablet computer auditory tactile map (ATM) in contrast to a conventional tactile map accompanied by a text description objectives. METHODS: Performance was assessed with a multiple choice test that quizzed participants on orientation and spatial awareness. Semi-structured interviews explored participant experiences and preferences. RESULTS: A statistically significant difference was found between the conditions with participants using the ATM performing much better than those who used a conventional tactile map and text description. Participants preferred the flexibility of learning of the ATM. CONCLUSION: This computer-based ATM provided an effective, easy to use and cost-effective way of enabling blind and partially sighted people learn a cognitive map and enhance their wellbeing.


Assuntos
Computadores de Mão , Orientação Espacial , Tato , Pessoas com Deficiência Visual , Cegueira , Humanos , Visão Ocular
4.
Heliyon ; 4(11): e00872, 2018 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-30426098

RESUMO

The present study aimed to explore the potential relationship between individual differences in responses to failures with digital technology. In total, 630 participants (50% male) aged between 18-68 years (M = 41.41, SD = 14.18) completed an online questionnaire. This included a self-report, response to failures in digital technology scale, a measure of Fear of Missing Out, Internet addiction, and the BIG-5 personality traits. Fear of Missing Out, Internet addiction, extraversion, and neuroticism all served as significant positive predictors for maladaptive responses to failures in digital technology. Agreeableness, conscientiousness, and openness acted as significant negative predictors for maladaptive responses to failures in digital technology. The responses to failures in digital technology scale presented good internal reliability, with items loading onto four key factors, these being; 'maladaptive responses', 'adaptive responses', 'external support and venting frustrations', and 'anger and resignation'. The findings are discussed in the context of the end user experience, particularly where individual differences are seen to influence the level of frustration arising from a failure. The findings are also seen as a potential route for reducing the negative impact of failures in digital technology, particularly in the context of organisational productivity and responses to malicious cyberattacks.

5.
Stud Health Technol Inform ; 248: 255-262, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29726445

RESUMO

BACKGROUND: In Europe the number of elderly people is increasing. This population growth has resulted in higher healthcare costs. The purpose of this project was to try to promote active ageing in people aged 65-80 with mild cognitive impairment through cognitive games delivered via a tablet computer. OBJECTIVES: Age-appropriate cognitive games were developed targeting different aspects of cognition and then experiences of elderly people using these games were evaluated. METHODS: The design of games was developed through iterative user-centered design focus groups with elderly people as participants. The experiences of participants playing the games over a 47 day period were explored through semi-structured interviews. RESULTS: Four games were developed that addressed a range of cognitive functions such as perception, attention, memory, language, comprehension and executive function. The participants were able to play these games without external intervention over an extended period and reported positively on their experiences. CONCLUSION: Cognitive games can be used successfully by people with mild cognitive impairment to promote active ageing.


Assuntos
Disfunção Cognitiva/reabilitação , Jogos de Vídeo , Idoso , Cognição , Transtornos Cognitivos , Europa (Continente) , Humanos
6.
Stud Health Technol Inform ; 236: 348-355, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28508817

RESUMO

BACKGROUND: The older population of Europe is increasing and there has been a corresponding increase in long term care costs. This project sought to promote active ageing by delivering tasks via a tablet computer to participants aged 65-80 with mild cognitive impairment. OBJECTIVES: An age-appropriate gamified environment was developed and adherence to this solution was assessed through an intervention. METHODS: The gamified environment was developed through focus groups. Mixed methods were used in the intervention with the time spent engaging with applications recorded supplemented by participant interviews to gauge adherence. There were two groups of participants: one living in a retirement village and the other living separately across a city. RESULTS: The retirement village participants engaged in more than three times the number of game sessions compared to the other group possibly because of different social arrangements between the groups. CONCLUSION: A gamified environment can help older people engage in computer-based applications. However, social community factors influence adherence in a longer term intervention.


Assuntos
Disfunção Cognitiva , Computadores , Meio Ambiente , Jogos de Vídeo , Planejamento Ambiental , Europa (Continente) , Grupos Focais , Promoção da Saúde , Humanos , Qualidade de Vida
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