Artikelen + lecture week 3 Flashcards

1
Q

What is episodic memory?

A

Conscious recollection of personal events combined with their phenomenological and spatiotemporal encoding contexts.

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2
Q

What is binding?

A

Central and contextual information together form a memory

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3
Q

What impairment is one of the hallmarks of early manifestations of AD and amnesic mild cognitive impairment (aMCI)?

A

Episodic memory impairment

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4
Q

Why did the study by Plancher et al. suggest that AD patients benefit most from implicit or procedural learning methods during rehabilitation?

A

Encoding using procedural skills is most preserved in AD patients.

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5
Q

What were the results of the study by Plancher et al. regarding the episodic memory deficit in AD patients compared to aMCI patients?

A

The study found a profound genuine deficit of episodic memory in AD involving encoding, consolidation and retrieval processes (recall & recognition). aMCI patients were impaired compared with the control group at recalling central information, but performed better on recalling central information than AD patients

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6
Q

What was the aim of the study by Plancher et al. (2010) in regards to the use of VR as an assessment tool for episodic memory and binding in aMCI and AD patients?

A

The study aimed to demonstrate that VR can be used as an assessment of episodic memory and binding in aMCI and AD patients, as well as to determine if active exploration of the virtual environment improves memory compared to passive exploration.

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7
Q

How do spatial and temporal context play a role in episodic memory?

A

Spatial and temporal context play an important role in episodic memory, for they can act as partial cues.

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8
Q

What were the results of the study by Salvidegoitia et al. regarding the recall of words presented at landmark locations compared to non-landmark locations?

A

Landmark locations were remembered significantly better than non-landmark locations. Words presented at landmark locations were recalled significantly better than words that were presented at non-landmark locations.

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9
Q

VR can enhance a study in terms of both its verisimilitude as well as its veridicality. What do they mean?

A

Verisimilitude = the extent to which an experimental task realistically simulates the real life situation, imposing similar cognitive demands on the participant
Veridicality = the extent to which experimental results accurately reflect and/or predict the psychological phenomenon studied

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10
Q

What does real time interaction mean?

A

The user can directly interface with the system with minimal delay between interaction and the associated response from the environment.

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11
Q

What does immersion mean?

A

The degree to which a VR system produces a naturalistic portrayal of the sensory and interactive elements of the virtual environment. A good portrayal will serve to isolate the user from the real world.

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12
Q

What are benefits and limitations of Desktop-VR?

A

Benefits:
- Cost-effective
- Subjects most likely are familiar with working on a computer, which shortens the training phase

Limitations:
- 2D display, which only allows monocular depth cues to help the subject indicate the distance of objects in the environment
- The interaction with the interface (i.e., mouse and keyboard) is not motorically analogous to the action being simulated
- Reduced level of immersion compared to other forms of VR

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13
Q

What are benefits and limitations of Mobile VR?

A

Benefits:
- Mobile-VR has emerged in recent years: the use of inexpensive optical hardware connected to a smartphone. These systems are portable and completely wireless.

Limitations:
- The resolution of virtual environments provided by smartphones is much lower than computer-driven VR. Lower resolution often leads to reduced immersion.
- Mobile-VR is not able to track movement of a subject in space (e.g. walking or standing up). It is only able to track head movements (e.g., roll, pitch, yaw).

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14
Q

What are benefits and limitations of Simulator-VR?

A

Benefits:
- Great immersion and close to real-life tasks
Limitations:
- Can be very expensive
- Amount of immersion depends largely on the choices for visual display(s) and input devices

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15
Q

There are two distinct components that contribute to a subject’s interactions within a virtual environment: the volitional component, and the motoric component. What are those?

A

Volitional component, allows a subject to choose how to interact with the environment.
Motoric component, in which subjects physically carry out that interaction via the VR system’s input devices

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16
Q

How does immersion affect episodic memory?

A

Immersion affects episodic memory in that a more immersive VR experience promotes better memory recall.

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17
Q

What is the enactment effect?

A

The well-documented “enactment effect” has shown that actively performing a task in a virtual environment leads to better memory recall compared to passively observing the task.

18
Q

What is the concept of presence in VR and how is it related to memory?

A

Presence in VR refers to the subjective sense that the user has been mentally transported into the virtual environment. It is positively correlated with memory performance, but may not be beneficial in all situations.

19
Q

True or false: Immersion is not the only factor influencing presence

A

True

20
Q

What does the sensory conflict theory suggests?

A

That the procreator of simulator sickness is a discrepancy in the sensory input between perceptual systems

21
Q

Some features that increase/ decrease sensory immersion, can also increase/ decrease simulator sickness. Increasing/ decreasing the interactive immersion tends to decrease simulator sickness

A

Increase, increase, increasing

22
Q

Passive/ active interaction may result in higher levels of simulator sickness

A

Passive

23
Q

What are the effects of unilateral spatial neglect?

A

Unilateral spatial neglect affects the ability of patients to carry out daily activities and slows down their functional recovery

24
Q

What is the most common treatment for unilateral spatial neglect?

A

The most common treatment for unilateral spatial neglect is visual tracking.

25
Q

When you focus more on …. validity, you focus on making a design that is close to the real world. When you focus more on ….. control, you take out all the confabulation factors that might influence the measures that you are interested in.

A

Ecological, experimental

26
Q

What are some pros for VR?

A
  • VR allows to use very realistic environments (high ecological validity)
  • It provides good generalizability
  • High experimental control over stimuli
  • It allows repeated training and can be specified to individual patient demands
  • Patients can practice/be studied in the safety and comfort of the clinic or even their own home
  • It is relatively low-cos
27
Q

What are some cons for VR?

A
  • The user interface may be difficult to learn (especially for elderly)
  • Some users may experience motion sickness because of the discrepancy between what people see and what people feel
  • Users may have disturbed motor skills, due to readaptation to the real world
  • It may induces seizures/migraines because of flashing/flickering of (objects on) the screen
  • May not be suited for all patient groups (e.g., it may lead to disorientation or anxiety)
28
Q

True or false: Novelty can boost memory

A

True

29
Q

True or false Novelty benefits in older, but not younger individuals

A

False

30
Q

What brain systems are activated by spatial novelty?

A

The hippocampus and the mesolimbic dopaminergic pathway.

31
Q

What is the effect of volition in a new environment on memory performance?

A

Volition in a new environment leads to better memory performance.

32
Q

What doesn’t have an effect on/ promotes memory performance in familiar environments?

A

Volition (the power of choosing or determining)

33
Q

What is presence in virtual environments (VEs)?

A

Presence in VEs refers to the sense of being physically in the VE and how involved you are in the VE.

34
Q

True or false: the effects of presence decline with repeated exposure to a VE

A

True

35
Q

What is the trade-off between realism in VR and experimental control?

A

The more realistic VR is, the more experimental control you may lose, which can be a difficult trade-off to manage.

36
Q

What is the relationship between theta activity in the brain and memory processes?

A

Words that are remembered better showed more theta activity.

37
Q

True or false: novelty can be employed to counteract or slow-down age or disease related memory decline.

A

True (e.g. learning new skilss, cognitive training programs, travel –> greater neuroplasticity)

38
Q

What is selective attention?

A

Selective attention is the process of focusing on one stimulus or set of stimuli while ignoring others.

39
Q

What are top-down and bottum up processes in selective attention?

A

Top-down processes are guided by thoughts and actively looking for something specific.
Bottom-up processes are much less under your control and happen more or less automatically.

40
Q

What is a benefit of eye tracking?

A
  • Eye tracking is a direct proxy to attention and can provide
    measures of social cognitive processes.
  • It is inobtrusive and does not interfere with the patient’s
    behavior.
  • It can be used to communicate with patients who are unable to communicate in another way
41
Q

What is neurofeedback?

A

Neurofeedback is a technique that uses sounds or visuals to provide positive or negative feedback to promote or decrease activity in certain frequencies in the brain.

42
Q

What is hemispatial neglect and what is the most common cause of it?

A

Hemispatial neglect is a condition where patients lack attention to one side of their visual field, most commonly the left side. It is most often caused by a lesion to the right parietal lobe.