Ok

By continuing your visit to this site, you accept the use of cookies. These ensure the smooth running of our services. Learn more.

Oct 09, 2007

Concentrative meditation enhances preattentive processing

Concentrative meditation enhances preattentive processing: a mismatch negativity study.

Neuroreport.
2007 Oct 29;18(16):1709-1712

Authors: Srinivasan N, Baijal S

The mismatch negativity (MMN) paradigm that is an indicator of preattentive processing was used to study the effects of concentrative meditation. Sudarshan Kriya Yoga meditation is a yogic exercise practiced in an ordered sequence beginning with breathing exercises, and ending with concentrative (Sahaj Samadhi) meditation. Auditory MMN waveforms were recorded at the beginning and after each of these practices for meditators, and equivalently after relaxation sessions for the nonmeditators. Overall meditators were found to have larger MMN amplitudes than nonmeditators. The meditators also exhibited significantly increased MMN amplitudes immediately after meditation suggesting transient state changes owing to meditation. The results indicate that concentrative meditation practice enhances preattentive perceptual processes, enabling better change detection in auditory sensory memory.

Preservation of motor programs in paraplegics

Preservation of motor programs in paraplegics as demonstrated by attempted and imagined foot movements.

Neuroimage. 2007 Aug 23;

Authors: Hotz-Boendermaker S, Funk M, Summers P, Brugger P, Hepp-Reymond MC, Curt A, Kollias SS

Execution and imagination of movement activate distinct neural circuits, partially overlapping in premotor and parietal areas, basal ganglia and cerebellum. Can long-term deafferented/deefferented patients still differentiate attempted from imagined movements? The attempted execution and motor imagery network of foot movements have been investigated in nine chronic complete spinal cord-injured (SCI) patients using fMRI. Thorough behavioral assessment showed that these patients were able to differentiate between attempted execution and motor imagery. Supporting the outcome of the behavioral assessment, fMRI disclosed specific patterns of activation for movement attempt and for motor imagery. Compared with motor execution data of healthy controls, movement attempt in SCI patients revealed reduced primary motor cortex activation at the group level, although activation was found in all single subjects with a high variability. Further comparisons with healthy subjects revealed that during attempt and motor imagery, SCI patients show enhanced activation and recruitment of additional regions in the parietal lobe and cerebellum that are important in sensorimotor integration. These findings reflect central plastic changes due to altered input and output and suggest that SCI patients may require additional cognitive resources to perform these tasks that may be one and the same phenomenon, or two versions of the same phenomenon, with quantitative differences between the two. Nevertheless, the retained integrity of movement attempt and motor imagery networks in SCI patients demonstrates that chronic paraplegics can still dispose of the full motor programs for foot movements and that therefore, attempted and imagined movements should be integrated in rehabilitative strategies.

Serious Games approaches to challenging racism in the workplace

There is an incident at work. One of your fellow colleagues has come to you to ask advice about the way in which a member of your team is making them feel. They believe they are being treated differently from you and the rest of the team because they are from an ethnic minority. It may or may not be racism. The fact is your colleague is feeling
discriminated against. What do you do?
 
This scenario is just one in a series of Bytesize Basics serious games which are designed to allow 'frontline workers' to 'play' with methods of inclusive service delivery away from the frontline. Users are immersed in a virtual safe haven to explore the consequences of their actions in choosing a 'solution' which leads to a video outcome scenario of the likely impact of their choice or decision. Players are also offered counsel support from a virtual tutor expert. Individual or collective users are given the opportunity to play out a numbered of potential scenarios. These are based on their solutions choices to further imbed understanding of likely outcome when seeking to support a colleague in the workplace who confides they are feeling discriminated against.
 
dbd6a3ebf662daf1f7da4150f127b97f.jpg
 

The Institute of Digital Learning at the University of Wales, Newport (UK) has been successfully applying serious games positive technologies as a mechanism of empowering workers with virtual experience and knowledge transfer that allows them to deal with situations relating to Equality & Diversity as they arise in a workplace settings.
 
The Challenging Racism in the workplace serious game is one of open source resources developed as part of the Addressing Barriers - Enhancing Services series of Equality and Diversity etraining resources as part of the European Social Fund Welsh Equal Equinex project. Dave Phillips from the South East Wales Racial Equality Council was instrumental in developing the eTraining resource.  Other approaches include the use of virtual tutor expert tutorials, topic resource manuals and MP3 downloads. In addition to Racial Equality training the other Awareness raising topics include Homelessness Awareness, Disability Equality and Age Diversity contextualised for frontline workers in the Welsh/ UK Lifelong Learning sector.  

For further information and to access the serious games and wider etraining as free resources please visit http://equal.newport.ac.uk

 

Matt Chilcott and Nick Savage

Institute of Digital Learning, University of Wales, Newport

 

10:47 Posted in Serious games | Permalink | Comments (0) | Tags: serious gaming