The ability of the human brain to learn is exceptional. Yet, learning is typically quite specific to the exact task used during training, a limiting factor for practical applications such as ...rehabilitation, workforce training, or education. The possibility of identifying training regimens that have a broad enough impact to transfer to a variety of tasks is thus highly appealing. This work reviews how complex training environments such as action video game play may actually foster brain plasticity and learning. This enhanced learning capacity, termed learning to learn, is considered in light of its computational requirements and putative neural mechanisms.
The possibility of leveraging video games for enhancing behavior and brain function has led to an emerging new field situated at the crossroads of cognitive neuroscience, health science, educational ...interventions, and game design. Here we review the impact of video game play, in particular action video game play, on attentional control. We also examine the underlying neural bases of these effects and the game design features hypothesized to drive the plastic changes. We argue that not all games have the same impact, with both differences in the characteristics of the games themselves as well as individual differences in player style determining the final outcome. These facts, mixed with changes in the game industry, (e.g., greater mixing of genre characteristics; greater freedom of player experience) calls for a paradigm shift relative to the approach taken in the field to-date, including iteratively alternating between targeted game design and efficacy evaluation.
This review covers the impact of action video game play on cognition and its neural mediators. It then discusses how this emerging field of inquiry may best inform the development of educational or health video game-based interventions.
Plug-in hybrid electric vehicles (PHEVs) are the next big thing in the electric transportation market. While much work has been done to detail what economic costs and benefits PHEVs will have on ...consumers and producers alike, it seems that it is also important to understand what impact PHEVs will have on distribution networks nationwide. This paper finds that the impact of PHEVs on the distribution network can be determined using the following aspects of PHEVs: driving patterns, charging characteristics, charge timing, and vehicle penetration. The impacts that these aspects of PHEVs will have on distribution networks have been measured and calculated by multiple authors in different locations using many different tools that range from analytical techniques to simulations and beyond. While much work has already been completed in this area, there is still much to do. Areas left for improvement and future work will include adding more stochasticity into models as well as computing and analyzing reliability indices with respect to distribution networks.
New melanoma therapies are being developed rapidly, complementing prevention and detection strategies for disease control. Estimating the future burden of melanoma is necessary for deciding how best ...to deploy limited resources to achieve effective melanoma control. Using three decades of cancer registry data (1982–2011) from six populations with moderate to high melanoma incidence (US whites and the populations of the United Kingdom, Sweden, Norway, Australia, New Zealand), we applied age-period-cohort models to describe current trends and project future incidence rates and numbers of melanomas out to 2031. Between 1982 and 2011, melanoma rates in US whites, and the populations of the United Kingdom, Sweden, and Norway increased at more than 3% annually and are projected to continue rising until at least 2022. Melanoma incidence in Australia has been declining since 2005 (–0.7% per year), and melanoma incidence in New Zealand is increasing but is projected to decline soon. The numbers of new melanoma cases will rise in all six populations because of aging populations and high age-specific rates in the elderly. In US whites, annual new cases will rise from around 70,000 in 2007–2011 to 116,000 in 2026–2031, with 79% of the increase attributable to rising age-specific rates and 21% to population growth and aging. The continued increases in case numbers in all six populations through 2031 will increase the challenges of melanoma control.
Exercising Your Brain Green, C. S; Bavelier, D
Psychology and aging,
12/2008, Letnik:
23, Številka:
4
Journal Article
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Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. ...Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.
Transient stability of a power network requires that generators remain synchronized and return to normal power export once a fault is cleared. For inverter-interfaced generators, one must ensure that ...current and voltage limiters do not latch-up and that controller integrators do not wind-up. A comparison of current-limiting strategies during fault ride-through of inverters to prevent latch-up and wind-up is presented. A voltage-controlled inverter with an inner current controller is used in this paper. Instantaneous limiting (saturation) and latched limiting with a variety of reset strategies are tested to check for correct operation when a fault is applied and cleared. All the cases were tested on an experimental system using 10-kVA inverters and low-impedance three-phase faults. The experimental results showing the current and voltage waveforms of the inverter are presented to test whether each strategy correctly transitioned from current limiting to normal operation once the fault was cleared and to examine the extent to which controller wind-up was a problem. Conclusions are drawn as to which current-limiting strategies provide good performance in ride-through and recovery from faults.
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which ...participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.
Human fluid intelligence emerges from the interactions of various cognitive processes. Although some classic models characterize intelligence as a unitary "general ability," many distinct lines of ...research have suggested that it is possible to at least partially decompose intelligence into a set of subsidiary cognitive functions. Much of this work has focused on the relationship between intelligence and working memory, and more specifically between intelligence and the capacity-loading aspects of working memory. These theories focus on domain-general processing capacity limitations, rather than limitations specifically linked to working memory tasks. Performance on other capacity-constrained tasks, even those that have typically been given the label of "attention tasks," may thus also be related to fluid intelligence. We tested a wide range of attention and working memory tasks in 7- to 9-year-old children and adults, and we used the results of these cognitive measures to predict intelligence scores. In a set of 13 measures we did not observe a single "positive manifold" that would indicate a general-ability understanding of intelligence. Instead, we found that a small number of measures were related to intelligence scores. More specifically, we found two tasks that are typically labeled as "attentional measures", Multiple Object Tracking and Enumeration, and two tasks that are typically labeled as "working memory" measures, N-back and Spatial Span, were reliably related to intelligence. However, the links between attention and intelligence scores were fully mediated by working memory measures. In contrast, attention scores did not mediate the relations between working memory and intelligence. Furthermore, these patterns were indistinguishable across age groups, indicating a hierarchical cognitive basis of intelligence that is stable from childhood into adulthood.
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DOBA, IZUM, KILJ, NUK, PILJ, PNG, SAZU, SIK, UILJ, UKNU, UL, UM, UPUK
► Establishes a causal link between video game play and task-switching improvements. ► Game player switch advantage seen with both manual and vocal responses. ► Game player switch advantage seen in ...both perceptual and cognitive tasks. ► Game player switch advantage seen for goal- and motor-switches.
There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. We add to this body of work by demonstrating that the action video game player switch cost advantage generalizes to (1) vocal responses in addition to traditional manual responses, (2) tasks that are more cognitive rather than perceptual in nature, and (3) goal switches as well as motor switches. Finally, a training study establishes that the relationship between the reduction in switch cost and action game playing is causal.