Spatial cognition

空间认知
  • 文章类型: Journal Article
    以自我为中心和以分配为中心的空间记忆障碍会影响患有轻度认知障碍(MCI)的老年人的导航能力。具体认知研究暗示可以将特定的辅助工具实施到虚拟现实(VR)训练中以增强空间记忆。
    在这项研究中,我们初步测试了\'ANTaging\',一种以自我为中心和以分配为中心的沉浸式VR训练,与MCI中照常治疗(TAU)空间训练相比。
    这项对照试验招募了MCI患者。在预测测试中使用了认知电池,经过十次ANTaging或TAU干预后,3个月随访(FU)。主要结果是空间认知测试(Corsisupra-span,CSS;人体模型测试,MT)。还收集了以自我为中心和以分配为中心的VR性能。
    我们发现,与TAU相比,ANTaging显着提高了FU的MT得分。CSS在两组中略有改善。关于次要结果,在ANTaging而不是TAU组中,听觉-言语遗忘在测试后显着改善,而在TAU中,在FU中显着下降,但在ANTaging组中没有。对于TAU,FU的全球认知显着改善,对于ANTaging保持稳定。其他测试显示没有改善或恶化。临床意义表明ANTaging对CSS有效。在ANTaging会话中,虚拟以自我为中心和以分配为中心的内存性能得到了改进。
    与TAU相比,ANTaging具有改善MCI空间认知的潜力。具身认知研究为设计有效的空间导航康复提供了见解。
    UNASSIGNED: Egocentric and allocentric spatial memory impairments affect the navigation abilities of older adults with mild cognitive impairment (MCI). Embodied cognition research hints that specific aids can be implemented into virtual reality (VR) training to enhance spatial memory.
    UNASSIGNED: In this study, we preliminarily tested \'ANTaging\', an embodied-based immersive VR training for egocentric and allocentric memory, compared to treatment as usual (TAU) spatial training in MCI.
    UNASSIGNED: MCI patients were recruited for this controlled trial. A cognitive battery was administered at pre-test, after ten sessions of ANTaging or TAU intervention, and at 3-month follow-up (FU). The primary outcomes were spatial cognition tests (Corsi supra-span, CSS; Manikin test, MT). VR egocentric and allocentric performance was also collected.
    UNASSIGNED: We found that ANTaging significantly improved MT scores at FU compared to TAU. CSS slightly improved in both groups. Concerning secondary outcomes, auditory-verbal forgetting significantly improved at post-test in the ANTaging but not TAU group and significantly declined at FU in the TAU but not in the ANTaging group. Global cognition significantly improved at FU for TAU and remained stable for ANTaging. Other tests showed no improvement or deterioration. Clinical significance showed that ANTaging is effective for CSS. Virtual egocentric and allocentric memory performance improved across ANTaging sessions.
    UNASSIGNED: ANTaging holds the potential to be superior for improving spatial cognition in MCI compared to TAU. Embodied cognition research provides insights for designing effective spatial navigation rehabilitation in aging.
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  • 文章类型: Journal Article
    越来越多的证据表明,运动模拟和空间视角在动作语言中的关键作用。然而,当涉及多个参与者时,仍然缺乏对运动和空间过程如何相互作用的理解,如果体现的过程在不同的文化中是一致的。为了解决这个差距,我们研究了动作模拟和空间视角在动作句子理解中的相互作用,以及跨文化体现过程的一致性。我们使用在线句子图片验证任务从意大利语和美国英语使用者那里收集数据。参与者完成了四个条件:两个全等(即,参与者是句子和照片中的代理人;代理人是在句子和图片中与参与者互动的其他人)和两个不一致(即,句子和图片的代理不匹配)。结果表明,当图片的视角与句子处理中描述的视角匹配时,反应时间(RTs)比不一致条件下的要快。在代理人是其他人的一致条件下,与参与者是代理人的情况相比,RT更慢。这被解释为声称运动模拟和透视是句子理解过程中相互作用的独立过程(例如,电机仿真始终在代理的作用下运行,但是我们可以根据代词和上下文线索采用多种观点)。此外,贝叶斯分析提供了证据,证明行动语言的具体加工是一种共同的机制,建议体现过程的跨文化一致性。
    Growing evidence has revealed the crucial role of motor simulation and spatial perspective-taking in action language. However, there is still a lack of understanding of how motor and spatial processes interact when there are multiple actors involved, and if embodied processes are consistent across different cultures. To address this gap, we examined the interaction between motor simulation and spatial perspective-taking in action-sentences comprehension, along with the consistency of embodied processes across cultures. We collected data from Italian and US English speakers using an online sentence-picture verification task. The participants completed four conditions: two congruent (i.e., the participant is the agent in the sentence and the photo; the agent is someone else interacting with the participant in both the sentence and the picture) and two incongruent (i.e., the agents of the sentence and the picture do not match). The results show that when the perspective of the picture matched that described in the sentence-processing reaction times (RTs) were faster than in the incongruent conditions. In the congruent conditions where the agent is someone else, RTs were slower compared to the condition where the participant is the agent. This has been interpreted as claiming that motor simulation and perspective-taking are independent processes interacting during sentence comprehension (e.g., motor simulation is always run in the role of the agent, but we can adopt multiple perspectives depending on the pronouns and the contextual cues). Furthermore, Bayesian analysis provided evidence that embodied processing of action language entwines a common mechanism, suggesting cross-cultural consistency of embodied processes.
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  • 文章类型: Journal Article
    UNASSIGNED:基于全球定位系统(GPS)的导航应用程序在我们的生活中非常有用。然而,这些应用程序的使用是否以及如何影响空间认知和方向感尚不清楚。
    UNASSIGNED:总共招募了108个人,并完成了GPS依赖,网络游戏行为,和冲动性测试使用尺度。基于眼睛跟踪的一般心理旋转(MR)任务和目标发现(TF;要求个人在顶部2D视图图的旋转版本中找到3D街道图中指定的目标)任务用于评估他们的空间认知和方向感。该相关性用于关联GPS导航使用情况,空间认知能力,和冲动。根据TF任务中个体的游戏时间(<2小时或≥2小时)或地图(乡村或城市)进行亚组分析。进行了调节和中介效应分析以验证这些关系。
    UNASSIGNED:在整个队列中,GPS依赖性得分与TF任务中的关注呈名义正相关(r=0.202,未调整的p=0.036);在城市(r=0.254,p=0.008)和游戏时间<2h(r=0.459,p=0.001)的亚组中,GPS依赖性得分显着。与低得分(低30%)组相比,高得分(高30%)组的GPS依赖性对训练区域的原始目标建筑物和测试区域的指示性建筑物的关注更多。GPS依赖性与TF任务中的正确率和反应时间或MR任务中的任何指标无关(p>0.05)。GPS依赖性介导了冲动性对TF注视的间接影响。互联网游戏时间缓和了GPS依赖性和对TF的关注之间的关联。
    UNASSIGNED:对基于GPS的导航应用程序的依赖性与受损的空间认知有关,但可能不会显着影响方向感。
    UNASSIGNED: Global positioning system (GPS)-based navigation apps are very useful in our lives. However, whether and how the usage of these apps affects spatial cognition and the sense of direction is still unclear.
    UNASSIGNED: A total of 108 individuals were recruited and completed the GPS dependence, internet gaming behavior, and impulsivity test using scales. The eye-tracking-based general mental rotation (MR) task and target finding (TF; require individuals to find a target specified in a 3D street map in a rotated version of top 2D view map) task were used to assess their spatial cognition and the sense of direction. The correlation was used to relate GPS navigation usage, spatial cognition ability, and impulsivity. Subgroup analyses stratifying by gaming hours of individuals (< 2 h or ≥ 2 h) or maps (countryside or city) in TF task were performed. The moderating and mediating effect analyses were conducted to verify these relationships.
    UNASSIGNED: The GPS dependency score was nominal positively correlated with fixations in the TF task in the entire cohort (r = 0.202, unadjusted p = 0.036); it was significant in city (r = 0.254, p = 0.008) and gaming time of < 2 h (r = 0.459, p = 0.001) subgroups. The high-score (upper 30%) group of GPS dependency had more fixations on the original target building in the training area and indicative building in the test area than the low-score (lower 30%) group. GPS dependency was not associated with the correct rate and reaction time in the TF task or any of the indicators in the MR task (p > 0.05). The GPS dependency mediated the indirect effect of impulsivity on the fixations on TF. The internet gaming time moderated the association between GPS dependency and fixations on TF.
    UNASSIGNED: The dependency on GPS-based navigation apps was associated with impaired spatial cognition but may not significantly affect the sense of direction.
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  • 文章类型: Journal Article
    记忆,认知,执行功能,空间认知丧失在正常衰老过程中普遍存在,但是这些损伤在痴呆症患者中更广泛地观察到,特别是阿尔茨海默病。为了改善受损的功能,针对失去的功能的严肃游戏通常在训练计划中开发和使用。在这项研究中,我们设计了一个虚拟现实驾驶模拟器(VRDS)作为一个严肃的游戏,具有不同的难度水平,以提高空间认知;我们对11名不同程度的痴呆症参与者进行了为期两周的评估,每天,周末除外(共10次练习)和30分钟/天。我们通过独立评估(MorrisWater测试的VR复制品)以及他们在干预期间玩VRDS的表现来评估参与者在干预前后的空间认知。我们还通过标准抑郁量表评估了参与者的情绪以及他们对模拟疾病的合理体验。结果显示在Morris水测试中显著改善。在干预后,相对于基线,参与者的标准化正确轨迹(找到目标)显著提高了44.4%。此外,平均而言,参与者进步到更高(更具挑战性)的游戏水平,在整个课程中,他们的空间学习分数都有所提高。他们的情绪也显示出相对于基线的改善。总的来说,对于设计的VRDS来说,如果定期播放,结果有望作为老年人的情绪提升和空间技能的严肃游戏。试验注册表名称:使用虚拟现实驾驶模拟器调查培训效果URL:https://clinicaltrials.gov/ct2/show/NCT04074655ClinicalTrials.govID:NCT04074655。
    Memory, cognition, executive functioning, and spatial cognition loss are prevalent in the normal aging process, but these impairments are observed more extensively in individuals with dementia, specifically Alzheimer\'s disease. To improve the impaired functions, serious games targeting the lost functions are commonly developed and used in training programs. In this study, we designed a virtual reality driving simulator (VRDS) as a serious game with different difficulty levels for improving the spatial cognition; we evaluated it on 11 participants with different levels of dementia for two weeks, every day except weekends (10 sessions of practice in total) and 30 min/day. We assessed the participants\' spatial cognition before and after the intervention by an independent assessment (the VR replica of Morris Water test) and also by their performance playing the VRDS during the intervention. We also assessed the participants\' mood by a standard depression scale as well as their plausible experience of simulation sickness. The results showed significant improvement in Morris water test. The participants\' normalized correct trajectory (to find the target) was improved significantly by 44.4% at post-intervention with respect to baseline. Furthermore, on average, the participants progressed to higher (more challenging) levels of the game, and their spatial learning score increased throughout the sessions. Their mood also showed improvement with respect to baseline. Overall, the results hold promise for the designed VRDS as a mood-lifting and enhancing spatial skills serious game for older adults if it is played regularly. Trial Registry name: Investigating the Effect of Training with a Virtual Reality Driving Simulator URL: https://clinicaltrials.gov/ct2/show/NCT04074655 Clinical Trials.gov ID: NCT04074655.
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  • 文章类型: Journal Article
    童年的空间体验是空间能力发展的一个因素。在这项研究中,我们评估了美国和法罗群岛参与者(N=246,Mage=19.31岁,151名女性)早期空间体验和成人空间结果因性别和文化而异,以及早期经验是否与成人的表现和行为有关。参与者完成了他们童年空间经历的回顾性报告,大规模(允许的童年范围大小)和小规模(乐高游戏)。他们还完成了对当前大规模空间行为(导航策略)和小规模能力(心理旋转任务,捷运)。我们复制了早期的结果表明,男性的MRT表现更好,男性对定向导航策略的依赖程度更高,尽管男性和女性报告的儿童范围相似。然而,有跨文化差异,法罗群岛有更大的童年范围,减少对路线策略的依赖,更好的捷运分数,捷运中的性别差异较小。允许的童年范围更大与成年后导航路线策略的使用减少有关,儿童时期的乐高游戏可以预测成年后的MRT表现更好。也有一些证据支持跨空间尺度的关系,随着更多的乐高游戏预测导航的方向风格和更大的童年范围预测更好的性能在捷运,尽管后者并不独立于国家。总之,我们观察到在两种文化中,大规模的童年经历和成年后的大规模行为之间存在关联,儿童和成人小规模表演的小规模体验,以及跨空间尺度的经验和行为之间的一些关联。
    Spatial experience in childhood is a factor in the development of spatial abilities. In this study, we assessed whether American and Faroese participants\' (N = 246, Mage = 19.31 years, 151 females) early spatial experience and adult spatial outcomes differed by gender and culture, and if early experience was related to adult performance and behavior. Participants completed retrospective reports on their childhood spatial experience, both large-scale (permitted childhood range size) and small-scale (Lego play). They also completed assessments of their current large-scale spatial behavior (navigational strategy) and small-scale ability (mental rotation task, MRT). We replicated earlier results showing better MRT performance among males and more reliance by males on orientation navigational strategies, although males and females reported similar ranges as children. However, there were cross-cultural differences, with Faroese having larger childhood ranges, less reliance on route strategies, better MRT scores, and a smaller gender difference in MRT. Larger permitted childhood ranges were associated with reduced use of route strategies for navigation in adulthood, and greater Lego play in childhood predicted better MRT performance as adults. There was also some evidence supporting relationships across spatial scales, with more Lego play predicting an orientation style of navigation and larger childhood ranges predicting better performance on the MRT, although the latter was not independent of country. In sum, we observed an association in both cultures between large-scale childhood experience and large-scale behavior in adulthood, small-scale experience in childhood and adult small-scale performance, and some associations between experience and behavior across spatial scales.
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  • 文章类型: Journal Article
    Previous studies suggest that associations between numbers and space are mediated by shifts of visuospatial attention along the horizontal axis. In this study, we investigated the effect of vertical shifts of overt attention, induced by optokinetic stimulation (OKS) and monitored through eye-tracking, in two tasks requiring explicit (number comparison) or implicit (parity judgment) processing of number magnitude. Participants were exposed to black-and-white stripes (OKS) that moved vertically (upward or downward) or remained static (control condition). During the OKS, participants were asked to verbally classify auditory one-digit numbers as larger/smaller than 5 (comparison task; Exp. 1) or as odd/even (parity task; Exp. 2). OKS modulated response times in both experiments. In Exp.1, upward attentional displacement decreased the Magnitude effect (slower responses for large numbers) and increased the Distance effect (slower responses for numbers close to the reference). In Exp.2, we observed a complex interaction between parity, magnitude, and OKS, indicating that downward attentional displacement slowed down responses for large odd numbers. Moreover, eye tracking analyses revealed an influence of number processing on eye movements both in Exp. 1, with eye gaze shifting downwards during the processing of small numbers as compared to large ones; and in Exp. 2, with leftward shifts after large even numbers (6,8) and rightward shifts after large odd numbers (7,9). These results provide evidence of bidirectional links between number and space and extend them to the vertical dimension. Moreover, they document the influence of visuo-spatial attention on processing of numerical magnitude, numerical distance, and parity. Together, our findings are in line with grounded and embodied accounts of numerical cognition.
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  • 文章类型: Journal Article
    (1) Background: Humans use reference frames to elaborate the spatial representations needed for all space-oriented behaviors such as postural control, walking, or grasping. We investigated the neural bases of two egocentric tasks: the extracorporeal subjective straight-ahead task (SSA) and the corporeal subjective longitudinal body plane task (SLB) in healthy participants using functional magnetic resonance imaging (fMRI). This work was an ancillary part of a study involving stroke patients. (2) Methods: Seventeen healthy participants underwent a 3T fMRI examination. During the SSA, participants had to divide the extracorporeal space into two equal parts. During the SLB, they had to divide their body along the midsagittal plane. (3) Results: Both tasks elicited a parieto-occipital network encompassing the superior and inferior parietal lobules and lateral occipital cortex, with a right hemispheric dominance. Additionally, the SLB > SSA contrast revealed activations of the left angular and premotor cortices. These areas, involved in attention and motor imagery suggest a greater complexity of corporeal processes engaging body representation. (4) Conclusions: This was the first fMRI study to explore the SLB-related activity and its complementarity with the SSA. Our results pave the way for the exploration of spatial cognitive impairment in patients.
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  • 文章类型: Journal Article
    Psychophysical well-being can be supported during development by the integration of extra-curricular activities in scholastic settings. These activities can be implemented in different forms, ranging from physical activities to sitting meditation practices. Considering that both such activities are thought to affect children\'s psychophysical development, a movement-based meditation that combines the two approaches-in the form of a short daily activity-could represent a powerful tool to promote healthy physical and mental development. Consequently, the current pilot study aimed to examine the effect of short daily school-based sitting and movement meditation trainings on creativity and spatial cognition. Utilizing a crossover design, we evaluated their feasibility and efficacy at different ages among children (n = 50) in 5th to 8th grade. We observed that 5 weeks of daily training in sitting and movement meditation techniques improved children\'s cognition differently. Specifically, younger children showed greater creativity and better spatial cognition following the movement-based meditation, while older children showed greater enhancement in these areas following sitting meditation training. This suggests that training can affect children\'s cognition differently depending on their developmental stage. We discuss these results within the framework of embodied and grounded cognition theories. Information on feasibility and age-related effect sizes derived from the current study paves the way for future well-powered larger-scale efficacy studies on different forms of school-based interventions to cognitive development promotion.
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  • 文章类型: Journal Article
    过去关于多感输入记忆空间信息的优势的研究主要集中在对物体或周围环境的记忆上。关于提示组合在记忆中对自己身体在空间中的位置的作用知之甚少。在之前的研究中,我们调查了参与者在自我旋转任务中再现旋转角度的准确性。这里,我们专注于任务的记忆方面。参与者必须在三种不同的感觉条件下将自己旋转回指定的起始位置:失明状态,本体感受中断的情况,以及视觉和本体感觉都可靠可用的条件。为了研究记忆本体感受信息的编码和存储阶段之间的差异,操纵旋转幅度和召回延迟。该任务是在真实的测试室和相同环境的沉浸式虚拟现实(IVR)模拟中完成的。我们发现,当视力不可用时,本体感受的准确性较低,而IVR的表现通常不太准确。在现实条件下,旋转程度仅在盲条件下影响精度,而在IVR中,它在盲状态下引起更多的错误,并且在本体感觉中断时引起的错误程度较小。这些结果表明,当视觉和本体感觉最佳整合时,编码自身身体位置的改善。没有发现可靠的延迟效果。
    Past research on the advantages of multisensory input for remembering spatial information has mainly focused on memory for objects or surrounding environments. Less is known about the role of cue combination in memory for own body location in space. In a previous study, we investigated participants\' accuracy in reproducing a rotation angle in a self-rotation task. Here, we focus on the memory aspect of the task. Participants had to rotate themselves back to a specified starting position in three different sensory conditions: a blind condition, a condition with disrupted proprioception, and a condition where both vision and proprioception were reliably available. To investigate the difference between encoding and storage phases of remembering proprioceptive information, rotation amplitude and recall delay were manipulated. The task was completed in a real testing room and in immersive virtual reality (IVR) simulations of the same environment. We found that proprioceptive accuracy is lower when vision is not available and that performance is generally less accurate in IVR. In reality conditions, the degree of rotation affected accuracy only in the blind condition, whereas in IVR, it caused more errors in both the blind condition and to a lesser degree when proprioception was disrupted. These results indicate an improvement in encoding own body location when vision and proprioception are optimally integrated. No reliable effect of delay was found.
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  • 文章类型: Journal Article
    Verticality perception is frequently altered in Parkinson\'s disease (PD) with Pisa syndrome (PS). Is it the cause or the consequence of the PS?
    We tested the hypothesis that both scenarios coexist.
    We performed a double-blind within-person randomized trial (NCT02704910) in 18 individuals (median age 63.5 years) with PD evolving for a median of 17.5 years and PS for 2.5 years and treated with bilateral stimulation of the subthalamus nuclei (STN-DBS) for 6.5 years. We analyzed whether head and trunk orientations were congruent with the visual (VV) and postural (PV) vertical, and whether switching on one or both sides of the STN-DBS could modulate trunk orientation via verticality representation.
    The tilted verticality perception could explain the PS in 6/18 (33%) patients, overall in three right-handers (17%) who showed net and congruent leftward trunk and PV tilts. Two of the 18 (11%) had an outstanding clinical picture associating leftward: predominant parkinsonian symptoms, whole-body tilt (head -11°, trunk -8°) and transmodal tilt in verticality perception (PV -10°, VV -8.9°). Trunk orientation or VV were not modulated by STN-DBS, whereas PV tilts were attenuated by unilateral or bilateral stimulations if it was applied on the opposite STN.
    In most cases of PS, verticality perception is altered by the body deformity. In some cases, PS seems secondary to a biased internal model of verticality, and DBS on the side of the most denervated STN attenuated PV tilts with a quasi-immediate effect. This is an interesting track for further clinical studies.
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