首页> 美国卫生研究院文献>Frontiers in Systems Neuroscience >Investigating the Usability and Acute Effects of a Bedside Video Console to Prefrontal Cortical Activity Alterations: A Preclinical Study in Healthy Elderly
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Investigating the Usability and Acute Effects of a Bedside Video Console to Prefrontal Cortical Activity Alterations: A Preclinical Study in Healthy Elderly

机译:研究床边视频控制台对额叶前额叶皮层活动改变的可用性和急性影响:健康老年人的临床前研究

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摘要

Elderly people at risk of developing cognitive decline; e.g., following surgery, may benefit from structured, challenging, and repetitive cognitive video training. This study assessed usability and acute effects of a newly developed bedside console (COPHYCON). Fifteen healthy elderly individuals performed a one-time 80-min intervention, including cognitive video games aimed at improving awareness and selective attention. Perceived usefulness and perceived ease of use (Technology Acceptance Model) were assessed together with measures of the achieved game level, reaction times, (in-) correct responses during ALERT and SELECT game play. Further, prefrontal cortical involvement of the regional cerebral hemoglobin saturation (rS02%) assessed with functional near infrared spectroscopy (fNIRS) (n = 5) and EEG power (n = 10) was analyzed. All participants completed the study without any adverse events. Perceived usefulness and perceived ease of use (TAM scores range 1–7) of the system varied between 3.9 and 6.3. The game levels reached for awareness varied between 9 and 11 (initial score 8–10), for reaction speed between 439 and 469 ms, and for correct responses between 74.1 and 78.8%. The highest level for the selective attention games was 2 (initial score 1), where reaction speed varied between 439 and 469 ms, correct responses between 96.2 and 98.5%, respectively. The decrease of rS02% in the right prefrontal cortex during gameplay was significantly (p < 0.001) lower, compared to the left prefrontal cortex. Four participants yielded significant lower rS02% measures after exergaming with the ALERT games (p < 0.000), but not with the SELECT games. EEG recordings of theta power significantly decreased in the averaged ~0.25–0.75 time interval for the left prefrontal cortex sensor across the cognitive game levels between the ALERT 1 and SELECT 1, as well as between SELECT 1 and 2 games. Participants rated the usability of the COPHYCON training positively. Further results indicate that video gaming may be an effective measure to affect prefrontal cortical functioning in elderly. The results warrant a clinical explorative study investigating the feasibility of the COPHYCON in a clinical setting.
机译:老年人有发展为认知能力下降的风险;例如,在手术后,可能会受益于结构化,具有挑战性和重复性的认知视频培训。这项研究评估了新开发的床头控制台(COPHYCON)的可用性和急性影响。 15名健康的老年人进行了一次为时80分钟的干预,包括旨在提高意识和选择性注意的认知视频游戏。评估了感知的有用性和感知的易用性(技术接受模型),以及在ALERT和SELECT游戏过程中达到的游戏级别,反应时间,(正确)正确响应的度量。此外,分析了用功能近红外光谱(fNIRS)(n = 5)和EEG功率(n = 10)评估的局部脑血红蛋白饱和度(rS02%)的额叶皮层累及。所有参与者均完成了研究,未出现任何不良事件。系统的感知有用性和易用性(TAM分数范围为1–7)在3.9和6.3之间变化。意识达到的游戏水平在9到11之间(初始得分8-10),反应速度在439到469 ms之间以及正确响应在74.1到78.8%之间。选择性注意游戏的最高级别为2(初始得分1),其中反应速度在439毫秒至469毫秒之间变化,正确的响应分别在96.2%和98.5%之间。与左前额叶皮层相比,游戏过程中右前额叶皮层的rSO2%的降低显着(p <0.001)。在使用ALERT游戏(p <0.000)但不使用SELECT游戏锻炼后,有4位参与者产生了明显较低的rS02%测度。在ALERT 1和SELECT 1以及SELECT 1和2之间的认知游戏级别中,左前额叶皮质传感器的平均〜0.25-0.75时间间隔中,theta功率的EEG记录显着下降。参与者对COPHYCON培训的可用性给予了积极的评价。进一步的结果表明,视频游戏可能是影响老年人前额叶皮层功能的有效措施。该结果值得进行临床探索性研究,以研究COPHYCON在临床环境中的可行性。

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