When and where the awareness of faces is consciously initiated is unclear. We used magnetoencephalography to probe the brain responses associated with face awareness under intermittent pseudo-rivalry (PR) and binocular rivalry (BR) conditions. The stimuli comprised three pictures: a human face, a monkey face and a house. In the PR condition, we detected the M130 component, which has been minimally characterized in previous research. We obtained a clear recording of the M170 component in the fusiform face area (FFA), and found that this component had an earlier response time to faces compared with other objects. The M170 occurred predominantly in the right hemisphere in both conditions. In the BR condition, the amplitude of the M130 significantly increased in the right hemisphere irrespective of the physical characteristics of the visual stimuli. Conversely, we did not detect the M170 when the face image was suppressed in the BR condition, although this component was clearly present when awareness for the face was initiated. We also found a significant difference in the latency of the M170 (human
Computerized and non-computerized games are used in training designed to improve cognitive function. However, it is unclear which properties of the games influence the transfer of cognitive performance. This study aimed to examine the expandability of this transfer according to the properties of training tools. We introduced two training tools (virtual and standard Rubik's Cubes) and examined bidirectional transfer between the two cube types and transfer to other cognitive tasks. The results showed that transfer from the virtual cube to the standard cube was greater relative to that observed from the standard cube to the virtual cube. Regarding transfer to other tasks, cognitive transfer did not differ significantly between the virtual and standard cubes, but the training exerted beneficial effects. These results suggest that transfer expandability differed between computerized and non-computerized games. The findings of the study could contribute to the provision of an effective cognitive training programme.Computerized games (CGs) are popular and enjoyed as a means of entertainment by people of all ages worldwide. Numerous CGs have been developed since the 1960s, and the quality of the games' graphics and sound has increased considerably. Originally, CGs were created to provide users with pleasure and enjoyment. However, recent reports have indicated that playing some CGs could exert beneficial effects on cognitive function, as they require concentration, memory, coordination, and rapid reaction 1 . In accordance with these beneficial effects, new CGs, commonly known as 'brain training games', have been designed to improve cognitive function. Note that, brain training games are not limited to CGs. Non-computerized games (NCGs: e.g., wooden blocks, puzzle rings, and clay play) have been used to improve cognitive function in young children worldwide. The beneficial effects of these games on cognitive function are well known 2-7 . The transfer of cognitive performance from game playing to general cognitive function is a critical topic in education and medicine. In these fields, easy cognitive training, which maintains motivation, is required for children, older adults, and patients with cognitive deficits. The examination of the mechanisms underlying cognitive transfer via both CGs and NCGs could contribute to the establishment of easy and enjoyable training programmes designed to improve cognitive functions. 4Many studies have endeavoured to clarify the general mechanism underlying cognitive transfer via games; however, it is a complex phenomenon that is affected by numerous internal and external factors 8,9 . Transfer has not been categorized clearly, but some previous studies have proposed distinctions between different types of transfer 10 .Moreover, conventional studies have examined the transfer effects of either CGs or NCGs but have not considered both simultaneously. Beneficial transfer of cognitive skills via either CGs or NCGs has been reported in many studies involving young children and older adults [1...
Objective: FAIT Tag is a wrist-worn consumer-oriented pedometer composed of a small and lightweight core and silicone wrist band. The aim of this study was to validate the measurement precision and accuracy of the FAIT Tag during walking.Results: To assess intra-subject precision, five subjects wearing a FAIT Tag performed a repeated 200-step walking test in which they walked 200 steps a total of 10 times. To assess inter-subject accuracy, 30 subjects wearing a FAIT Tag and ActiGraph walked for 3 minutes at two different speeds. Step count measured by these devices was compared with the actual step count counted visually and simultaneously by an investigator. The average intra-subject precision was 2.2. For the inter-subject precision of FAIT Tag, the concordance correlation coefficient and the absolute percentage error ranged from 0.35 to 0.39 and 5.4% to 10.0%, respectively. In conclusion, the FAIT Tag is a practical pedometer with low intra-subject error and acceptable measurement accuracy. It may be a useful tool for long-term patient monitoring and digital biomarker acquisition.
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