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首页> 外文期刊>Psychological research >Cognitive control processes associated with successful gait performance in dual-task walking in healthy young adults
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Cognitive control processes associated with successful gait performance in dual-task walking in healthy young adults

机译:与成功步态表现相关的认知控制过程在健康的年轻成年人中行走的双重任务

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摘要

Growing evidence suggests that the reliance on cognitive control processes during normal walking increases as the locomotor task gets more complex and challenging. The aims of the present study were to explore the (negative) effects of smartphone gaming on gait performance in healthy young adults, and to identify cognitive resources that might help to maintain high gait performance during dual-task walking. Gait speed and gait variability during walking at a self-selected comfortable speed were assessed in 40 healthy, young adults, and compared between single-task and dual-task walking (i.e., concurrent smartphone gaming) in undisturbed, simple and more challenging walking environments (i.e., stepping over an obstacle while walking). Based on single-task performance, dual-tasking costs were computed and linked to higher-level cognitive control processes, which were assessed for each individual. Cognitive function testing encompassed tests on the mental representation of the gait, working memory capacity, inhibitory control and cognitive flexibility. Our data revealed that gaming on a smartphone while walking strongly affected participants' gait performance (i.e., up to 26.8% lower gait speed and 60.2% higher gait variability), and decrements in gait performance were related to higher cognitive control processes. Cognitive resources that were associated with performance decrements in dual-task walking include response inhibition, cognitive flexibility, working memory, and a well-structured mental representation of the gait. From that, it appears that even in healthy young adults better cognitive resources may help to maintain high gait performance in situations, in which we have to deal with dual- or multi-task demands (e.g., using a smartphone) while walking.
机译:日益增长的证据表明,随着机车任务变得更加复杂和具有挑战性,正常行走期间的认知控制过程依赖。本研究的目的是探讨智能手机游戏对健康年轻成年人步态表现的(负)影响,并确定可能有助于在双任务步行期间保持高步态表现的认知资源。在40个健康,年轻的成年人中评估了在自我选择的舒适速度下进行的步态速度和步态变异,并在单任务和双任务步行(即并发智能手机游戏)之间的不受干扰,简单,更具挑战性的行走环境之间进行了比较(即,走路时踩到障碍)。基于单任务性能,计算双任务成本并链接到每个人的更高级别的认知控制过程。认知函数测试包括对步态的心理表示的测试,工作记忆力,抑制控制和认知灵活性。我们的数据透露,在智能手机上进行博彩,同时行走强烈影响的参与者的步态性能(即,步态速度降低26.8%,步态较高的60.2%),并且步态性能下降与更高的认知控制过程有关。与双任务行走中的性能下降相关的认知资源包括响应抑制,认知灵活性,工作记忆和步态的结构良好的心理表示。从那时起,似乎即使在健康的年轻人身上,即使在健康的年轻人身上,更好的认知资源可能有助于在局势中保持高步态性能,在其中我们必须在行走时处理双重或多任务需求(例如,使用智能手机)。

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