Dec 22, 2006
The significance of sigma neurofeedback training on sleep spindles and aspects of declarative memory
The significance of sigma neurofeedback training on sleep spindles and aspects of declarative memory.
Appl Psychophysiol Biofeedback. 2006 Jun;31(2):97-114
Authors: Berner I, Schabus M, Wienerroither T, Klimesch W
The functional significance of sleep spindles for overnight memory consolidation and general learning aptitude as well as the effect of four 10-minute sessions of spindle frequency (11.6-16 Hz, sigma) neurofeedback-training on subsequent sleep spindle activity and overnight performance change was investigated. Before sleep, subjects were trained on a paired-associate word list task after having received either neurofeedback training (NFT) or pseudofeedback training (PFT).Although NFT had no significant impact on subsequent spindle activity and behavioral outcomes, there was a trend for enhanced sigma band-power during NREM (stage 2 to 4) sleep after NFT as compared to PFT. Furthermore, a significant positive correlation between spindle activity during slow wave sleep (in the first night half) and overall memory performance was revealed. The results support the view that the considerable inter-individual variance in sleep spindle activity can at least be partly explained by differences in the ability to acquire new declarative information.We conclude that the short NFT before sleep was not sufficient to efficiently enhance phasic spindle activity and/or to influence memory processing. NFT was, however, successful in increasing sigma power, presumably because sigma NFT effects become more easily evident in actually trained frequency bands than in associated phasic spindle activity.
00:35 Posted in Biofeedback & neurofeedback | Permalink | Comments (0) | Tags: biofeedback, neurofeedback
Second Life avatars consume as much electricity as Brazilians
From 3Dpoint
Nick Carr calculates that a Second Life avatar consumes as much electricity as a Brazilian:
If there are on average between 10,000 and 15,000 avatars "living" in Second Life at any point, that means the world has a population of about 12,500. Supporting those 12,500 avatars requires 4,000 servers as well as the 12,500 PCs the avatars' physical alter egos are using. Conservatively, a PC consumes 120 watts and a server consumes 200 watts. Throw in another 50 watts per server for data-center air conditioning. So, on a daily basis, overall Second Life power consumption equals... 60,000 kilowatt-hours....
Which, annualized, gives us [an average avatar consumption of] 1,752 kWh. So an avatar consumes 1,752 kWh per year..... [T]he average citizen of Brazil consumes 1,884 kWh, which, given the fact that my avatar estimate was rough and conservative, means that your average Second Life avatar consumes about as much electricity as your average Brazilian.
Which means, in turn, that avatars aren't quite as intangible as they seem. They don't have bodies, but they do leave footprints.
00:25 Posted in Virtual worlds | Permalink | Comments (0) | Tags: second life
Smoking cues in a virtual world provoke craving in cigarette smokers
Smoking cues in a virtual world provoke craving in cigarette smokers.
Psychol Addict Behav. 2006 Dec;20(4):484-9
Authors: Baumann SB, Sayette MA
Twenty smoking-deprived cigarette smokers participated in a study to test the ability of smoking cues within a virtual world to provoke self-reported craving to smoke. Participants were exposed to 2 virtual-reality simulations displayed on a computer monitor: a control environment not containing any intentional smoking stimuli and a cue-exposure environment containing smoking stimuli. At various points, participants rated their urge to smoke on a scale of 0-100. Results indicated that baseline urge ratings were equivalent in both conditions, but the maximum increase in urge ratings was significantly higher in the cue-exposure environment than in the control environment. This is comparable to what in vivo studies have reported, but with the advantage of simulating more naturalistic and complex settings in a controlled environment.
00:14 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: virtual reality, cybertherapy
Recent trends in robot-assisted therapy environments
Recent trends in robot-assisted therapy environments to improve real-life functional performance of affected limbs.
J Neuroengineering Rehabil. 2006 Dec 18;3(1):29
Authors: Johnson MJ
ABSTRACT: Upper and lower limb robotic tools for neuro-rehabilitation are effective in reducing motor impairment but they are limited in their ability to improve real world function. There is a need to improve functional outcomes after robot-assisted therapy. Improvements in the effectiveness of these environments may be achieved by incorporating into their design and control strategies important elements key to inducing motor learning and cerebral plasticity such as mass-practice, feedback, task-engagement, and complex problem solving. This special issue presents nine articles. The novel strategies covered in this issue encourage more natural movements through the use of virtual reality and real objects and faster motor learning through the use of error feedback to guide acquisition of natural movements that are salient to real activities. In addition, several articles describe novel systems and techniques that use of custom and commercial games combined with new low-cost robot systems and a humanoid robot to embody the supervisory presence of the therapy as possible solutions to exercise compliance in under-supervised environments such as the home.
00:13 Posted in AI & robotics, Cybertherapy | Permalink | Comments (0) | Tags: artificial intelligence, robotics, cybertherapy




