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Wednesday, December 30, 2009
Neuroethics and Law round up
Tuesday, December 29, 2009
iPost: The Edison Brainmeter
http://www.mindhacks.com/blog/2009/12/the_edison_brainmete.html
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Thursday, December 24, 2009
Wednesday, December 23, 2009
Video game playing improves cognitive speed with no accuracy decrement: Research synthesis reprot
Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). Increasing Speed of Processing With Action Video Games.
Current Directions in Psychological Science, 18(6), 321-326.
ABSTRACT
In many everyday situations, speed is of the essence. However, fast decisions typically mean more mistakes. To this day, it remains unknown whether reaction times can be reduced with appropriate training, within one individual, across a range of tasks, and without compromising accuracy. Here we review evidence that the very act of playing action video games significantly reduces reaction times without sacrificing accuracy. Critically, this increase in speed is observed across various tasks beyond game situations. Video gaming may therefore provide an efficient training regimen to induce a general speeding of perceptual reaction
Comments from article:
The increased speed of processing noted in VGPs is often viewed as a ‘‘trigger-happy’’ behavior, in which VGPs respond faster but make more anticipatory errors (responding incorrectly because they do not wait for enough information to become available). Available research suggests this is not the case. First, the meta-analysis above reveals that VGPs have equivalent accuracy to NVGPs in the face of an 11% decrease in RTs. Second, a more direct evaluation of impulsivity using the Test of Variables of Attention (T.O.V.A.s) indicates equivalent performance in VGPs and NVGPs.
Although earlier studies typically used speeded RT tasks, more recent studies of action-video-game players have focused on accuracy measures. This choice was motivated by the difficulty of making fair comparisons regarding cognitive processes across populations that have large differences in how quickly they make their responses. This problem is well acknowledged in the aging literature, and we refer the reader to Madden, Pierce, and Allen (1996) for a comprehensive discussion of the issue.
Actionvideo-game training may therefore prove to be a helpful training regimen for providing a marked increase in speed of information processing to individuals with slower-than-normal speed of processing, such as the elderly or victims of brain trauma
While the evidence reviewed here shows that these improvements generalize to a wide range of perceptual and attentional tasks, the extent of this generalization remains unknown. Because available work has focused on visual tasks, there is no information about generalization to other modalities, such as audition or touch. Similarly, because the focus has so far been on relatively fast tasks requiring decisions between just two alternatives (with RTs less than 2,000 milliseconds), it remains unknown whether more cognitively demanding tasks would benefit in any way.
A second important goal for future work is to gain a clearer understanding of the characteristics of the action-video-game play experience that favor performance enhancement. Much of what is currently known is descriptive (for instance, that fast-paced and visually complex games promote greater levels of learning than do slower games; see Cohen, Green, & Bavelier, 2007); there is a clear need to move toward more explanatory accounts.
Finally, most of the games found to enhance performance are unsuitable for children in terms of their content and difficult for elderly gamers in terms of the dexterity of response and visual acuity required. Identifying which aspects of the games are relevant will allow the development of games that have a wide range of suitability and accessibility that can be used in clinical as well as educational applications. As with any research endeavor, a combination of basic theoretical research combined with evidence-led practical applications is the most likely to produce tangible results.
Technorati Tags: psychology, neuropsychology, neurotechnology, neuroscience, video game playing, brain fitness, cognitive interventions, cognition, processing speed, reaction time, accuracy, impulsivity
Sunday, December 20, 2009
NIMH funded neurofeedback ADHD study -- does it impact the brain clock?
I've outlined the foundation for my hypothesis in some on-line PPT slide shows that can be accessed on the blog sidebar.
A couple past posts of relevance can be found here, here, and here.
Conflict of interest disclosure: I'm on the Scientific Advisory Board for Interactive Metronome.
Technorati Tags: psychology, educational psychology, school psychology, neuropsychology, neurotechnology, neuroscience, Interactive Metronome, rhythm perception, brain rhythm, rhythm, mental timing, IQ brain clock, selective attention, executive functions, working memory
iPost: Neuroethics round up
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Friday, December 18, 2009
iPost: FYI Five laws of human natur
http://www.newscientist.com/article/dn18301-five-laws-of-human-nature.html?DCMP=OTC-rss&nsref=brain
Kevin McGrew PhD
Educational/School Psych.
IAP (www.iapsych.com)
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Thursday, December 17, 2009
Its about "timing"--not "speed"
Timing may be the key---not speed.Technorati Tags: psychology, neuropsychology, neuroscience, neurotechnology, neurology, mental timing, interval timing, processing speed, Gs, timing and coordination, IQ Brain Clock
Tuesday, December 15, 2009
Brain clock and Huntingtons disorder
The primary mission of Behavioral Neuroscience is to publish original research papers in the broad field of the biological bases of behavior. | |
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Thursday, December 10, 2009
iPost: Mental Earworms
http://www.mindhacks.com/blog/2009/12/cant_get_you_out_of.html
Kevin McGrew PhD
Educational/School Psych.
IAP (www.iapsych.com)
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Tuesday, December 08, 2009
The beautiful mind interviewed
http://www.mindhacks.com/blog/2009/12/john_nash_a_beautif.html
Kevin McGrew PhD
Educational/School Psych.
IAP (www.iapsych.com)
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iPost: Encephalon brain blog carnival # 79
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Sunday, December 06, 2009
More research on cerebellum and mental timing
Tadashi Yamazaki1, 3 and Shigeru Tanaka2
Received: 30 June 2008 Accepted:7 May 2009 Published online: 5 June 2009 Abstract A long-standing question in neuroscience is how the brain controls movement that requires precisely timed muscle activations. Studies using Pavlovian delay eyeblink conditioning provide good insight into this question. In delay eyeblink conditioning, which is believed to involve the cerebellum, a subject learns an interstimulus interval (ISI) between the onsets of a conditioned stimulus (CS) such as a tone and an unconditioned stimulus such as an airpuff to the eye. After a conditioning phase, the subject's eyes automatically close or blink when the ISI time has passed after CS onset. This timing information is thought to be represented in some way in the cerebellum. Several computational models of the cerebellum have been proposed to explain the mechanisms of time representation, and they commonly point to the granular layer network. This article will review these computational models and discuss the possible computational power of the cerebellum. Keywords Cerebellum - Time - Delay eyeblink conditioning - Neural network models - Recurrent network - Granular layer
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Thursday, December 03, 2009
Strengthen memories as you sleep
Kevin McGrew PhD
Educational/School Psych.
IAP (www.iapsych.com)
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Tuesday, December 01, 2009
Research byte: Ga (auditory sound processing) and cognitive development: Auditory scaffolding hypothosis
Conway,C. Pisoni, D., & Kronenberger, W. (2009). The Importance of Sound for Cognitive Sequencing Abilities: The Auditory Scaffolding Hypothesis. Current Directions in Psychological Science, 18(5), 275-179 (click here to view)
ABSTRACT
Sound is inherently a temporal and sequential signal. Experience with sound therefore may help bootstrap— that is, provide a kind of ‘‘scaffolding’’ for—the development of general cognitive abilities related to representing temporal or sequential patterns. Accordingly, the absence of sound early in development may result in disturbances to these sequencing skills. In support of this hypothesis, we present two types of findings. First, normalhearing adults do best on sequencing tasks when the sense of hearing, rather than sight, can be used. Second, recent findings suggest that deaf children have disturbances on exactly these same kinds of tasks that involve learning and manipulation of serial-order information. We suggest that sound provides an ‘‘auditory scaffolding’’ for time and serial-order behavior, possibly mediated through neural connections between the temporal and frontal lobes of the brain. Under conditions of auditory deprivation, auditory scaffolding is absent, resulting in neural reorganization and a disturbance to cognitive sequencing abilities.
Technorati Tags: psychology, language, Ga, auditory processing, temporal processing, serial processing, brain clock, mental timing, IQ brain clock, school psychology, educational psychology, cognitive abilities, intelligence, IQ, auditory scaffolding hypothesis, neuroscience, neuropsychology