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Efeitos amnésicos de sedativos em procedimentos pediátricos: revisão sistemática / Amnesic effects of sedatives in pediatric procedures: systematic reviewViana, Karolline Alves 26 February 2016 (has links)
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Previous issue date: 2016-02-26 / Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG / Background: Some sedatives used in procedural sedation may impair memory temporarily, which could be beneficial to patients that present fear, anxiety or behavioural problems throughout dental or medical appointment, although they were sedated. Amnesia of aversive experiences may minimize chance of developing psychological trauma. To the best of our knowledge, there is no systematic review to specifically address this topic. The aim of this study was to search for scientific evidence on the amnesic effect of different sedatives in pediatric patients undergoing medical or dental procedures. Methods: Throughout October 2015, electronic databases, such as Public Medical Literature Analysis and Retrieval System Online (PubMed), Scopus and the Cochrane Library, clinical trial registries and grey literature were searched. Randomized controlled trials that assess amnesia of events that ocurred prior to or during health procedures, in children and adolescents 1–19 years old receiving sedative drugs were included. Two calibrated reviewers (Kappa≥0,8) selected articles. After confirming eligibility, data extraction was carried out and assessment of risk of bias was performed according to the 'Cochrane Collaboration's Tool for Assessing Risk of Bias in Randomized Trials'. Disagreement at all levels were resolved by consensus or by involving a third reviewer. Results: Fifty-two studies were included in this systematic review. Anterograde amnesia was observed in nearly all seventeen studies that compared sedatives with placebo. Among the twelve trials that assessed variations of the same sedative regimen, just three found greater anterograde amnesia when increased dose or different time of administration was used. Retrograde amnesia was assessed only in nine studies, and most of them found that sedatives did not affect recall of information acquired before sedative administration. Benzodiazepines are the most studied sedatives and showed greater ocurrence of anterograde amnesia. Most studies were at unclear risk of bias and the overall quality of the evidence was low. Conclusion: The scientific evidente on the amnesic effects of sedatives in children and adolescents is limited. Benzodiazepines showed to induce anterograde amnesia, but it is a weak evidence. This systematic review point out the necessity of further clinical trials that focus on memory as a primary outcome. / Proposição: Alguns medicamentos usados para sedação de crianças e adolescentes podem suprimir temporariamente a memória, o que pode ser benéfico para pacientes que, embora sedados, apresentam medo, ansiedade ou problemas de comportamento durante procedimentos médicos e odontológicos. Amnésia de experiências aversivas pode minimizar a chance de ocorrência de futuros traumas psicológicos. Não foi encontrada, na literatura, revisão sistemática que aborde especificamente esse tema. O objetivo deste estudo foi verificar as evidências científicas sobre os efeitos amnésicos de diferentes sedativos em pacientes pediátricos submetidos a procedimentos médicos e odontológicos. Métodos: Em outubro de 2015, realizou-se a busca por estudos publicados e não publicados em registros de ensaios clínicos, literatura cinzenta e bases de dados eletrônicas, como Public Medical Literature Analysis and Retrieval System Online (PubMed), Scopus e The Cochrane Library. Foram incluídos ensaios clínicos randomizados e controlados que avaliaram amnésia de eventos ocorridos antes e durante procedimentos em saúde, em pacientes de 1 a 19 anos submetidos à sedação. Os artigos foram selecionados de forma independente por dois pesquisadores calibrados (Kappa ≥ 0,8). Após confirmação da elegibilidade, foi realizada extração de dados e avaliação do risco de viés de acordo com a 'Cochrane Collaboration’s Tool for Assessing Risk of Bias in Randomized Trials'. Em todas as etapas, discordâncias foram resolvidas por consenso ou com auxílio de um terceiro pesquisador. Resultados: 52 estudos foram incluídos nesta revisão sistemática. Amnésia anterógrada foi obervada em quase todos os 17 estudos que compararam sedativos com placebo. Entre os 12 estudos que avaliaram variações do mesmo sedativo (dose, via e tempo de administração), apenas 3 encontraram maior ocorrência de amnésia anterógrada quando se utilizou maior dose (n=2) e quando se variou o tempo de administração (n=1). Amnésia retrógrada foi avaliada em apenas 9 estudos e, na maioria deles (n=7), os sedativos não afetaram a recordação de eventos anteriores à administração do medicamento. Os benzodiazepínicos foram os sedativos mais estudados e os que apresentaram maior ocorrência de amnésia anterógrada. A maioria dos estudos (n=31) apresentou incerto risco de viés, e a qualidade geral da evidência foi baixa. Conclusão: As evidências científicas sobre os efeitos amnésicos dos sedativos em crianças e adolescentes são limitadas. Os benzodiazepínicos demonstraram induzir amnésia anterógrada, mas a evidência é fraca. Esta revisão destaca a necessidade de novos ensaios clínicos que avaliem, especialmente, a memória como desfecho primário.
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The hippocampal dependence of long-term declarative memoryAlvarez Svahn, Rodrigo January 2015 (has links)
Investigations into the neural correlates of memory have found the hippocampus to be a crucial structure for long-term declarative memories, but the exact nature of this contribution remains under debate. This paper covers three theories concerned with how the hippocampus is involved in long-term memory, namely the Standard Consolidation Model, the Multiple-Trace Theory, and the Distributed Reinstatement Theory. According to the Standard Consolidation Model, long-term declarative memories (both episodic and semantic) are dependent on the hippocampus for a limited time during which the memories undergo a process of consolidation, after which they become dependent on the neocortex. In contrast, the Multiple-Trace Theory argues that detailed and context-specific episodic (but not semantic) memories remain dependent on the hippocampus indefinitely. While both the aforementioned theories posit that memories are initially dependent on the hippocampus, the Distributed Reinstatement Theory does not. Advocates of this theory propose that several memory systems compete for the encoding of a memory, and that the hippocampus usually is the dominant system. However, it is also suggested that the other (unspecified) memory systems can overcome the hippocampal dominance through extensive and distributed learning sessions. In this paper, findings from both human and rodent studies focusing on the hippocampus are reviewed and used to evaluate the claims made by each theory on a systems level.
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Towards RecollectionKalle, Cornelia January 2023 (has links)
We all take the natural environment we encounter during childhood as the norm against which we measure environmental degradation later in our lives. With each ensuing generation, the amount of environmental degradation increases, but each generation in its youth takes that degraded condition as the non degraded condition - as the normal experience. This psychological phenomenon is called environmental generational amnesia, and has just recently been stated as one of the most pressing psychological problems of our lifetime. More meaningful and frequent interactions with the natural environment can clarify the confusion about what Nature really is and strengthen our relationship to it, which in turn could encourage us to preserve natural environments for the coming generations. In this way, being in Nature and appreciating it could prevent environmental generational amnesia. The BA-project Towards Recollection aims to raise the question about environmental degradation as a result of environmental generational amnesia and explore how Nature in an urbanscape could be highlighted through a group of architectural interventions and the sensory experiences of Nature, to work as a tool on our journey towards recollection and in the prevention of one of the most pressing psychological problems of our lifetime.
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A model for estimating the brainstem volume in normal healthy individuals and its application to diffuse axonal injury patients / 正常健常者における脳幹の体積推定モデルの開発及びびまん性軸索損傷患者への応用Fujimoto, Gaku 23 May 2023 (has links)
京都大学 / 新制・課程博士 / 博士(医学) / 甲第24797号 / 医博第4989号 / 新制||医||1066(附属図書館) / 京都大学大学院医学研究科医学専攻 / (主査)教授 花川 隆, 教授 髙橋 良輔, 教授 高橋 淳 / 学位規則第4条第1項該当 / Doctor of Medical Science / Kyoto University / DFAM
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Retrograde amnesia and reconsolidation of a context-no US associationBarnes, Gary W. 20 July 2011 (has links)
No description available.
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Amnesia and future thinking: Exploring the role of memory in the quantity and quality of episodic future thoughtsCole, S.N., Morrison, Catriona M., Barak, O., Pauly-Takas, K., Conway, M.A. 21 August 2015 (has links)
Yes / Objectives
To examine the impact of memory accessibility on episodic future thinking.
Design
Single-case study of neurological patient HCM and an age-matched comparison group of neurologically Healthy Controls.
Methods
We administered a full battery of tests assessing general intelligence, memory, and executive functioning. To assess autobiographical memory, the Autobiographical Memory Interview (Kopelman, Wilson, & Baddeley, 1990. The Autobiographical Memory Interview. Bury St. Edmunds, UK: Thames Valley Test Company) was administered. The Past Episodic and Future Episodic sections of Dalla Barba's Confabulation Battery (Dalla Barba, 1993, Cogn. Neuropsychol., 1, 1) and a specifically tailored Mental Time Travel Questionnaire were administered to assess future thinking in HCM and age-matched controls.
Results
HCM presented with a deficit in forming new memories (anterograde amnesia) and recalling events from before the onset of neurological impairment (retrograde amnesia). HCM's autobiographical memory impairments are characterized by a paucity of memories from Recent Life. In comparison with controls, two features of his future thoughts are apparent: Reduced episodic future thinking and outdated content of his episodic future thoughts.
Conclusions
This article suggests neuropsychologists should look beyond popular conceptualizations of the past–future relation in amnesia via focussing on reduced future thinking. Investigating both the quantity and quality of future thoughts produced by amnesic patients may lead to developments in understanding the complex nature of future thinking disorders resulting from memory impairments. / Institute of Psychological Sciences, University of Leeds
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Adult recollections of childhood memories: What details can be recalled?Wells, C.E., Morrison, Catriona M., Conway, M.A. 12 November 2013 (has links)
No / In a memory survey, adult respondents recalled, dated, and described two earliest positive and negative memories that they were highly confident were memories. They then answered a series of questions that focused on memory details such as clothing, duration, weather, and so on. Few differences were found between positive and negative memories, which on average had 4/5 details and dated to the age of 6/6.5 years. Memory for details about activity, location, and who was present was good; memory for all other details was poorer or at floor. Taken together, these findings indicate that (full) earliest memories may be considerably later than previously thought and that they rarely contain the sort of specific details targeted by professional investigators. The resulting normative profile of memory details reported here can be used to evaluate overly specific childhood autobiographical memories and to identify memory details with a low probability of recall.
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Forgotten DepthsBronson IV, Theodore Lawrence 01 April 2021 (has links) (PDF)
Tokyo, 2083. When a loner detective is hired by an injured amnesiac to recover her identity, he’s forced to dive into his own haunted past.
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Fictional first memoriesAkhtar, Shazia, Justice, L.V., Morrison, Catriona M., Conway, M.A. 17 July 2018 (has links)
Yes / In a large-scale survey, 6,641 respondents provided descriptions of their first memory and their age when they
encoded that memory, and they completed various memory judgments and ratings. In good agreement with many
other studies, where mean age at encoding of earliest memories is usually found to fall somewhere in the first half of
the 3rd year of life, the mean age at encoding here was 3.2 years. The established view is that the distribution around
mean age at encoding is truncated, with very few or no memories dating to the preverbal period, that is, below about
2 years of age. However, we found that 2,487 first memories (nearly 40% of the entire sample) dated to an age at
encoding of 2 years and younger, with 893 dating to 1 year and younger. We discuss how such improbable, fictional
first memories could have arisen and contrast them with more probable first memories, those with an age at encoding
of 3 years and older.
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Disruptive game design : a commercial design and development methodology for supporting player cognitive engagement in digital gamesHowell, Peter Mark January 2015 (has links)
First-person games often support the player’s gradual accretion of knowledge of the game’s rules during gameplay. They thus focus on challenging and developing performative skills, which in turn supports the player in attaining feelings of achievement and skills mastery. However, an alternative disruptive game design approach is proposed as an approach that encourages players to engage in higher-order thinking, in addition to performative challenges. This requires players to cognitively engage with the game at a deeper level. This stems from the player’s expectations of game rules and behaviours being disrupted, rather than supported, requiring players to learn and re-learn the game rules as they play. This disruptive approach to design aims to support players in satiating their needs for not only achievement and mastery at a performative level but also, their needs for problem-solving and creativity. Utilising a Research through Design methodology, a model of game space proposes different stages of a game’s creation, from conceptualisation through to the final player experience. The Ludic Action Model (LAM), developed from existing game studies and cognitive psychological theory, affords an understanding of how the player forms expectations in the game as played. A conceptual framework of game components is then constructed and mapped to the Ludic Action Model, providing a basis for understanding how different components of a game interact with and influence the player’s cognitive and motor processes. The Ludic Action Model and the conceptual framework of game components are used to construct the Disruptive Game Feature Design and Development (DisDev) model, created as a design tool for ‘disruptive’ games. The disruptive game design approach is then applied to the design, development, and publication of a commercial game, Amnesia: A Machine for Pigs (The Chinese Room, 2013). This application demonstrated the suitability of the design approach, and the proposed models, for establishing disruptive game features in the game as designed, developing those features in the game as created, to the final resolution in the game as published, which the player will then experience in the game as played. A phenomenological template analysis of online player discussions of the game shows that players tend to evaluate their personal game as played (i.e. their personal play experience) in relation to their a priori game as expected (i.e. the experience that they expected the game to provide). Players reported their play experiences in ways that suggested they had experienced cognitive engagement and higher-order thinking. However, player attitudes towards this type of play experience were highly polarised and seemingly dependent on the correspondence between actual and expected play experiences. The discussion also showed that different methods of disruption have a variable effect on the player experience depending on the primacy of the game feature being disrupted. Primary features are more effectively disrupted when the game’s responses to established player actions are subsequently altered. Secondary game features, only present in some sections, are most effectively disrupted when their initially contextualised behaviour is subsequently altered, or recontextualised. In addition, story-based feature disruption is most effected when the initial encoding stage is ambiguous, thus disrupting players’ attempts to form an initial understanding of them. However, these different methods of disruption may be most effective when used in conjunction with each other.
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