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1.
Sci Rep ; 14(1): 18901, 2024 08 14.
Artículo en Inglés | MEDLINE | ID: mdl-39143324

RESUMEN

Eye tracking technology is a high-potential tool for different mathematic cognition research areas. Moreover, there is a dire need for more studies that provide detailed information on the quality of registered eye data. This study aimed to illustrate the applicability of eye tracking in the examination of mathematical cognition, focusing specifically on primary school students completing a computerized mental arithmetic task. Results suggested that the eye tracking device effectively captured high-quality eye movement data when primary school children engaged in this specific task. Furthermore, significant negative correlations have been found between task performance and number of eye fixations. Finally, eye movements distinctions between "Areas of Interest" have been found, indicating different visual tracking associated with different components of arithmetic calculations. This study underscores the extensive possibilities for future research employing eye tracking devices during computerized calculation tasks as assessment tools to explore the complex visual and cognitive processes.


Asunto(s)
Cognición , Movimientos Oculares , Tecnología de Seguimiento Ocular , Humanos , Niño , Femenino , Masculino , Movimientos Oculares/fisiología , Cognición/fisiología , Matemática , Fijación Ocular/fisiología
2.
Animals (Basel) ; 14(7)2024 Apr 06.
Artículo en Inglés | MEDLINE | ID: mdl-38612359

RESUMEN

Cognitive enrichment is becoming more prevalent in professional marine mammal facilities. Research with dolphins has suggested that such enrichment provides more welfare benefits than enrichment that does not incorporate cognitive challenge. However, there is little research supporting the use of cognitive enrichment as a means to improve the welfare of sea lions. Recently, a novel form of technological cognitive enrichment, the Enclosure Video Enrichment (EVE) system, was introduced to a population of California sea lions at the US Navy's Marine Mammal Program as a means to enhance welfare. Two of the initial focal animals introduced to EVE were selected based on their health history and the possible benefits of cognitive enrichment in improving health measures. To evaluate this, information regarding the animals' consumption of their offered diet was compared to other animals in the population of similar age and the absence of a similar health history. Subsequently, the total diet consumption of the targeted animals was evaluated in the two years prior to the introduction to EVE and compared to the total diet consumption during the initial 2 years of regular EVE sessions. There was a significant decrease in the number of days in which the sea lions did not consume their entire offered diet in the two years after implementing regular EVE sessions, an increase in participation and performance of voluntary husbandry behaviors, and a reduction in the number of days animals were clinically ill. This study provides evidence of cognitive enrichment as a management tool to improve animal health and welfare as well as performance in training sessions.

3.
Acta Psychol (Amst) ; 224: 103528, 2022 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-35180584

RESUMEN

Frustration tolerance is a skill related to emotional regulation processes and is important insofar as it affects people's social relationships and even health. Low levels of frustration tolerance in children have been associated with a greater number of externalizing symptoms such as aggression or anger. Despite its importance, there are a limited number of tasks that attempt to evaluate this construct objectively. Therefore, the aim of our work was the design of a computerized task, programmed as a videogame in order to assess frustration tolerance in children from 6 to 10 years old. The results obtained showed that the test had a good internal consistency and could be useful as an objective measure of frustration tolerance in children. In line with the literature, our data have shown no influence of gender or laterality of participants during the task and only 7% of the frustration measure could be explained by the influence of participants' age. On the other hand, the performance of the participants during the task has allowed us to classify them into six groups according to their performance, namely Low/High Frustration, Low/High Performance and Low/High Reaction Time. This test would permit to compare participants' performance with their reference group but also with their own results, facilitating the obtention of an objective assessment of frustration tolerance in young children.


Asunto(s)
Ira , Frustación , Ira/fisiología , Niño , Preescolar , Humanos , Relaciones Interpersonales , Tiempo de Reacción/fisiología
4.
Behav Res Methods ; 49(4): 1432-1443, 2017 08.
Artículo en Inglés | MEDLINE | ID: mdl-27604601

RESUMEN

Social dilemmas are characterized by conflicts between immediate self-interest and long-term collective goals. Although such conflicts lie at the heart of various challenging social interactions, we know little about how cooperation in these situations develops. To extend work on social dilemmas to child and adolescent samples, we developed an age-appropriate computer task (the Pizzagame) with the structural features of a public goods game (PGG). We administered the Pizzagame to a sample of 191 children 9 to 16 years of age. Subjects were led to believe they were playing the game over the Internet with three sets of two same-aged, same-sex co-players. In fact, the co-players were computer-generated and programmed to expose children to three consecutive conditions: (1) a cooperative strategy, (2) a selfish strategy, and (3) divergent cooperative-selfish strategies. Supporting the validity of the Pizzagame, our results revealed that children and adolescents displayed conditional cooperation, such that their contributions rose with the increasing cooperativeness of their co-players. Age and gender did not influence children and adolescents' cooperative behavior within each condition. However, older children adapted their behavior more flexibly between conditions to parallel the strategies of their co-players. These results support the utility of the Pizzagame as a feasible, reliable, and valid instrument for assessing and quantifying child and adolescent cooperative behavior. Moreover, these findings extend previous work showing that age influences cooperative behavior in the PGG.


Asunto(s)
Conducta Cooperativa , Relaciones Interpersonales , Conducta Social , Adolescente , Factores de Edad , Niño , Femenino , Humanos , Masculino , Factores Sexuales , Interfaz Usuario-Computador
5.
Subst Abuse ; 4: 53-60, 2010.
Artículo en Inglés | MEDLINE | ID: mdl-22879743

RESUMEN

Patients treated for methamphetamine (MA) dependence have a high rate of relapse, and stress is thought to play a key role. We sought to develop a computerized procedure for experimentally inducing stress in MA users. In a within-subjects design, we compared a computerized subtraction stress task (SST) to personalized stress-imagery scripts and a control condition (neutral imagery) in 9 former MA users, recruited in San Francisco in 2006-2007. We assessed blood hormone levels, anxiety and craving for MA on visual analog scales, and the Positive and Negative Affect Schedule and made linear mixed-effects models to analyze the results. Both the SST and stress scripts were effective in inducing self-report markers of stress in MA users. Because the SST is easily reproducible and requires less time of staff and participants, it may be a useful alternative for measuring stress reactivity in drug users.

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