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OBSTRUCTIVE SLEEP APNOEA: THE GENESIS OF DAYTIME SOMNOLENCE AND COGNITIVE IMPAIRMENT - AROUSALS, HYPOXIA AND CIRCADIAN RHYTHMJOFFE, David January 1997 (has links)
Obstructive Sleep Apnoea (OSA) is a disease characterised by repetitive upper airway obstructions which are manifest by desaturation and arousal from sleep. It has been known for many years that this interruption to the normal architecture of sleep may present to the clinician as excessive daytime somnolence often with a complaint of difficulties with concentration and short term memory. Previous work had demonstrated a relationship between variables of cognitive dysfunction in patients with obstructive sleep apnoea, however, little was known about which components of the syndrome contributed to this outcome and whether specific clinical thresholds of sleep disordered breathing could be defined for the development of cognitive dysfunction. In the context of this body of work cognitive dysfunction is defined as: a level of cognitive performance below normal derived values for a given cognitive test, when the subjects performance is controlled for age, sex and level of education.
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The dextroamphetamine response in human subjects : a psychological, psychophysiological and neuroendocrine study / by David JacobsJacobs, David (David Lynden) January 1985 (has links)
Bibliography: leaves 317-350 / 350 leaves : / Title page, contents and abstract only. The complete thesis in print form is available from the University Library. / Thesis (M.D.)--University of Adelaide, 1986
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Noise improves cognitive performance in children with dysfunctional neurotransmissionSöderlund, Göran January 2007 (has links)
<p>Research on children with Attention Deficit Hyperactivity Disorder (ADHD) has shown that they are extremely sensitive to distraction from external stimuli that lead to poor cognitive performance. This thesis shows that cognitive performance can be improved if this external stimulus is smooth and continuous (e.g. auditory white noise). Control children attenuate their performance under such conditions. The first Study proposes the moderate brain arousal model (MBA). This neurocomputational model predicts selective improvement from noise in ADHD children. Noise through a phenomenon called stochastic resonance (SR), can be beneficial in dopamine deprived neural systems. The statistical phenomenon of SR explains how the signal-to-noise ratio can be improved by noise in neural systems where the passing a threshold is required. The second Study provides experimental support for the MBA-model by showing that ADHD children improve performance in a free recall task while exposed to auditive noise. Control children declines in the same condition. The third Study generalizes this finding among low achieving children, which it is argued have low dopamine levels. Noise exposure improves performance in low achievers, but inhibits performance in high achievers. The conclusion is that external auditory noise can restore low dopamine levels and thus improve cognitive performance. It is also proposed that dopamine levels modulate the SR effect; this means that low dopamine persons require more noise to obtain an SR effect. Both excessive and insufficient dopamine is detrimental for cognitive performance. The MBA model can be used to explain several shortcomings where changes in the dopamine system have been identified. The MBA model can also help create appropriate and adaptive environments, especially in schools, for persons with a deficient dopamine function, such as ADHD children.</p>
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En psykometrisk utvärdering av frågeformulären PSAS-C och APSQ som mått på sömnrelaterad oroAsker, Helene, Backström, Maria January 2010 (has links)
<p><em>Vårt syfte med denna studie var att göra en psykometrisk utvärdering av frågeformulären PSAS-C (Pre sleep arousal scale) och APSQ (Anxiety and preoccupation about sleep questionnaire). Teoretiska modeller har kommit fram till att kognitiv uppvarvning och förvrängd subjektiv perception av sömn skapar oro som kan bidra till utveckling av insomni. För att fånga upp oro vid insomni används idag två frågeformulär, PSAS-C och APSQ. Deltagare från en svensk longitudinell studie (n = 2333) ombads att svara på de två formulären. Båda skalorna visade på en god begreppsvaliditet och intern samstämmighet.</em><strong> </strong><em>Faktoranalyser, korrelationer och jämförelser av medelvärden visar att båda frågeformulären har goda psykometriska egenskaper och kan vara till stor nytta som mätinstrument för att fånga upp oro vid insomni.</em></p>
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Beyond usability -- affect in web browsingDeng, Liqiong 02 June 2009 (has links)
This research concentrates on the visual aesthetics of a website, investigating the web user's affective/emotional reactions to different designs of web homepage aesthetics and their influence on subsequent behaviors of web users. Drawing on the existing theories and empirical findings in environmental psychology, human-computer interaction, aesthetics, and marketing research literature, a research model is developed to explore the relationships between the visual aesthetic qualities of a website homepage - webpage visual complexity and order, induced emotional states in users, and users' approach behaviors toward the website. The model predicts that the visual aesthetics of a web homepage elicit specific emotional responses by provoking intrinsic feelings of pleasantness / unpleasantness, arousal, as well as motivational pleasantness / unpleasantness in web users. These elicited emotional responses, which mediate the effect of homepage aesthetic features, in turn affect web users' subsequent behaviors toward the website, such as further approaching/exploring or avoiding the website. A set of pilot studies and a main laboratory experiment were conducted to test the model and its associated hypotheses. Based on the results of pilot studies, 12 versions of a Gift website's homepage, which varied at four levels of complexity and three levels of order, were selected the stimuli materials for the main experiment. A total of 467 undergraduate students participated in the main study. During the main study, we instructed the participants to browse the homepage stimuli for a goal-oriented web search activity or an excitement/enjoyment-seeking web browsing activity, measured how they felt about the homepage and their degree of approach/avoidance tendencies toward the entire website. The results of the study generally confirmed the belief that a web user's initial emotional responses (i.e., pleasantness and arousal) evoked by the aesthetic qualities of a website's homepage he/she first encounters will have carry-over effects on his/her subsequent approach behaviors toward the website.
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Noise improves cognitive performance in children with dysfunctional neurotransmissionSöderlund, Göran January 2007 (has links)
Research on children with Attention Deficit Hyperactivity Disorder (ADHD) has shown that they are extremely sensitive to distraction from external stimuli that lead to poor cognitive performance. This thesis shows that cognitive performance can be improved if this external stimulus is smooth and continuous (e.g. auditory white noise). Control children attenuate their performance under such conditions. The first Study proposes the moderate brain arousal model (MBA). This neurocomputational model predicts selective improvement from noise in ADHD children. Noise through a phenomenon called stochastic resonance (SR), can be beneficial in dopamine deprived neural systems. The statistical phenomenon of SR explains how the signal-to-noise ratio can be improved by noise in neural systems where the passing a threshold is required. The second Study provides experimental support for the MBA-model by showing that ADHD children improve performance in a free recall task while exposed to auditive noise. Control children declines in the same condition. The third Study generalizes this finding among low achieving children, which it is argued have low dopamine levels. Noise exposure improves performance in low achievers, but inhibits performance in high achievers. The conclusion is that external auditory noise can restore low dopamine levels and thus improve cognitive performance. It is also proposed that dopamine levels modulate the SR effect; this means that low dopamine persons require more noise to obtain an SR effect. Both excessive and insufficient dopamine is detrimental for cognitive performance. The MBA model can be used to explain several shortcomings where changes in the dopamine system have been identified. The MBA model can also help create appropriate and adaptive environments, especially in schools, for persons with a deficient dopamine function, such as ADHD children.
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Investigating the Experiences of Track Athletes during a Season-long Psychological Skills and Biofeedback Training ProgramStelfox, Kara B 07 December 2012 (has links)
The purpose of this study was to explore the experiences of five track athletes (three men and two women, aged 18-33 yrs) during a season-long PST-Biofeedback training program designed to help them learn how to self-regulate physiologically, psychologically, and emotionally. Three key psychological skills were emphasized: focus (Janelle, 2002; Nideffer & Sagal, 2006), arousal control through biofeedback training (e.g., Bar-Eli, Dreshman, Blumenstein, & Weinstein, 2002), and debriefing (Hogg, 2002; McArdle, Martin, Lennon, & Moore, 2010). The program, which consisted of one-on-one initial and final semi-structured interviews with PST-biofeedback sessions in between, was individualized to meet each athlete’s needs and progress during the study. Results indicated that the athletes found the program helpful; they perceived an improvement in their ability to focus, debrief, and control arousal in the lab; and, to varying degrees, they transferred those skills into training and competition. The athletes also perceived an improvement in their sport performances.
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Att möta omvärldens krav : Om implementering av Lågaffektivt bemötande i en förvaltning för funktionsstödVeenhuis, Elin January 2013 (has links)
In today's social work there is an ambition to work evidence-based in order to improve quality and competency in business. This study is made in a disability administration which has introduced a common approach towards users for all employees. The approach is called low arousal approach. The purpose of the study is to investigate how a method takes hold and implements within an organization. The empirical data is analyzed by theories of professionalization, idea dissemination and translation. The results demonstrate that the studied administration is influenced by the outside world’s quest for evidence-based work and professionalization in care and welfare sector. It also shows how a method changes when it enters a new context and the consequences the implementation has in the studied administration.
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Beyond usability -- affect in web browsingDeng, Liqiong 02 June 2009 (has links)
This research concentrates on the visual aesthetics of a website, investigating the web user's affective/emotional reactions to different designs of web homepage aesthetics and their influence on subsequent behaviors of web users. Drawing on the existing theories and empirical findings in environmental psychology, human-computer interaction, aesthetics, and marketing research literature, a research model is developed to explore the relationships between the visual aesthetic qualities of a website homepage - webpage visual complexity and order, induced emotional states in users, and users' approach behaviors toward the website. The model predicts that the visual aesthetics of a web homepage elicit specific emotional responses by provoking intrinsic feelings of pleasantness / unpleasantness, arousal, as well as motivational pleasantness / unpleasantness in web users. These elicited emotional responses, which mediate the effect of homepage aesthetic features, in turn affect web users' subsequent behaviors toward the website, such as further approaching/exploring or avoiding the website. A set of pilot studies and a main laboratory experiment were conducted to test the model and its associated hypotheses. Based on the results of pilot studies, 12 versions of a Gift website's homepage, which varied at four levels of complexity and three levels of order, were selected the stimuli materials for the main experiment. A total of 467 undergraduate students participated in the main study. During the main study, we instructed the participants to browse the homepage stimuli for a goal-oriented web search activity or an excitement/enjoyment-seeking web browsing activity, measured how they felt about the homepage and their degree of approach/avoidance tendencies toward the entire website. The results of the study generally confirmed the belief that a web user's initial emotional responses (i.e., pleasantness and arousal) evoked by the aesthetic qualities of a website's homepage he/she first encounters will have carry-over effects on his/her subsequent approach behaviors toward the website.
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The effect of narrative elements within video games : localized setting and character motivation on audience arousalDunn, Mary Elizabeth 29 October 2012 (has links)
The creative possibilities of video games have been energized by the continual advancement of technology in the twenty-first century. Extensive research has been conducted to better understand the effects of video game audio-visual components, gaming platforms, and computer-mediated communication. The research that has investigated the influence of narrative elements has focused primarily on their interaction with aggressive game play and increased aggression. After investigation into the literature pertaining to narrative, human motivation, and arousal, this thesis discusses study results indicating a subtle, yet significant, influence character motivation manipulation has increasing audience arousal, specifically in a narrative involving a near future war plotline. Additionally, the results indicating that the localization of a narrative’s setting does not increased audience arousal any more so than a narrative setting ambiguously defined. These concepts can be useful to advertising strategists interested in developing advergames or product placements within video games, and therefore the implications of this thesis’ results and future research suggestions will be presented. / text
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