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  1. Perera AT, Tan JT, Mu PS, Newport R
    Atten Percept Psychophys, 2021 Jul;83(5):2281-2290.
    PMID: 33754299 DOI: 10.3758/s13414-021-02262-9
    Perception of the size of body parts, for instance the hand, has been shown to be distorted in healthy participants, with over- and underestimations of width and length, respectively. Illusory manipulations of body shape and size have highlighted the flexibility of the body representation and have also been found to update immediate perceptions of body size and surrounding objects. Here, we examined whether underlying misperceptions of hand width and length can be modified through exposure to illusory changes in hand size using a mirror visual feedback (MVF) paradigm. While questionnaire responses indicated subjective susceptibility to both magnified and minified manipulations, objective hand size estimates only showed significant differences following exposure to minifying mirrors. These variations might reflect differences in the way that stored representations are accessed or updated in response to size manipulations. Secondly, the findings further reinforce differences between subjective and objective outcomes of illusions on subsequent body perception.
    Matched MeSH terms: Feedback, Sensory*
  2. Chelladurai G, Noor Azhar AM, Mohd Isa R, Bustam A, Ahmad R, Munisamy M
    Med J Malaysia, 2020 09;75(5):514-518.
    PMID: 32918419
    INTRODUCTION: Cardiopulmonary Resuscitation (CPR) remains the primary mechanism of resuscitation for cardiac arrest victims. However, the quality of delivery of CPR varies widely in different settings, possibly affecting patient outcomes. This study is aimed to determine the efficacy of an audio-visual (AV) CPR feedback device in improving the quality of CPR delivered by healthcare providers.

    METHODS: This pre-post, single-arm, quasi-experimental study randomly sampled 140 healthcare providers working in the Emergency Department of Hospital Ampang, Malaysia. Parameters of CPR quality, namely chest compression rate and depth were compared among participants when they performed CPR with and without an AV CPR feedback device. The efficacy of the AV CPR feedback device was assessed using the Chi-square test and Generalised Estimating Equations (GEE) models.

    RESULTS: The use of an AV CPR feedback device increased the proportion of healthcare providers achieving recommended depth of chest compressions from 38.6% (95% Confidence Interval, 95%CI: 30.5, 47.2) to 85.0% (95%CI: 78.0, 90.5). A similar significant improvement from 39.3% (95%CI: 31.1, 47.9) to 86.4% (95%CI: 79.6, 91.6) in the recommended rate of chest compressions was also observed. Use of the AV CPR device significantly increased the likelihood of a CPR provider achieving recommended depth of chest compressions (Odds Ratio, OR=13.01; 95%CI: 7.12, 24.01) and rate of chest compressions (OR=13.00; 95%CI: 7.21, 23.44).

    CONCLUSION: The use of an AV CPR feedback device significantly improved the delivered rate and depth of chest compressions closer to American Heart Association (AHA) recommendations. Usage of such devices within real-life settings may help in improving the quality of CPR for patients receiving CPR.

    Matched MeSH terms: Feedback, Sensory*
  3. Yap, H.J., Tan, C.H., Sivadas, C.S., Wan, W.L., Taha, Z., Chang, S.W.
    Movement Health & Exercise, 2018;7(2):39-52.
    MyJurnal
    Virtual Reality (VR) is a technology that makes use of computer graphics,
    algorithms and special hardware to simulate the real world in real time. There
    are four main elements required to make a VR system a success, namely
    virtual world, immersion, sensory feedback and interactivity. The virtual
    world created must be as real as possible. Users should have a sense of
    immersion in the virtual world. Position tracking is usually incorporated into
    a VR system for visual, sound and force feedback on the users and the virtual
    objects in the VR world must be interact-able with the users. VR has proven
    to be effective in training and widely used in many areas, for example medical
    surgery, dental treatment, psychology treatment for phobia, engineering
    design, maintenance and repair, sports and many more. By implementing VR
    technology in training, users are able to reduce the training cost and time. VR
    training is also safer for users, as harsh environments can be simulated despite
    the environment and/or human factors. On the other hand, the physical
    facilities and infrastructures of the track cycling are very costly. In track
    cycling, the game field, known as a velodrome, requires a large space of area.
    It requires a huge budget and professional manpower to maintain these
    facilities. Therefore, the proposed spatial immersive track cycling simulator
    is invented to overcome these issues. The aim of this study is to simulate the
    velodrome track cycling in VR environment and synchronize with a 6 degreeof-freedom
    motion platform. The simulator is aimed to be low cost and
    minimal space requirement compared to actual velodrome. A trainee who
    undergoes VR track cycling simulator training wears a head-mounted-display (HMD) to visualize the VR environment. An actual bike will be mounted on
    the 6-DOF motion platform, which the platform will synchronize with the VR
    environment to simulate the track condition for the training purposes. An
    encoder is placed at the bicycle wheel to feedback the moving speed and
    synchronize the visualize feedback to the HMD.
    Matched MeSH terms: Feedback, Sensory
  4. Hasan H, Davids K, Chow JY, Kerr G
    Eur J Sport Sci, 2017 Apr;17(3):294-302.
    PMID: 27739339 DOI: 10.1080/17461391.2016.1241829
    This study investigated effects of wearing compression garments and textured insoles on modes of movement organisation emerging during performance of lower limb interceptive actions in association football. Participants were six skilled (age = 15.67 ± 0.74 years) and six less-skilled (age = 15.17 ± 1.1 years) football players. All participants performed 20 instep kicks with maximum velocity in four randomly organised insoles and socks conditions, (a) Smooth Socks with Smooth Insoles (SSSI); (b) Smooth Socks with Textured Insoles (SSTI); (c) Compression Socks with Smooth Insoles (CSSI); and (d), Compression Socks with Textured Insoles (CSTI). Results showed that, when wearing textured and compression materials (CSSI condition), less-skilled participants displayed significantly greater hip extension and flexion towards the ball contact phase, indicating larger ranges of motion in the kicking limb than in other conditions. Less-skilled participants also demonstrated greater variability in knee-ankle intralimb (angle-angle plots) coordination modes in the CSTI condition. Findings suggested that use of textured and compression materials increased attunement to somatosensory information from lower limb movement, to regulate performance of dynamic interceptive actions like kicking, especially in less-skilled individuals.
    Matched MeSH terms: Feedback, Sensory/physiology*
  5. Hilchey MD, Klein RM, Satel J
    J Exp Psychol Hum Percept Perform, 2014 Aug;40(4):1603-16.
    PMID: 24820438 DOI: 10.1037/a0036859
    We explored the nature and time course of effects generated by spatially uninformative peripheral cues by measuring these effects with localization responses to peripheral onsets or central arrow targets. In Experiment 1, participants made saccadic eye movements to equiprobable peripheral and central targets. At short cue-target onset asynchronies (CTOAs), responses to cued peripheral stimuli suffered from slowed responding attributable to sensory adaptation while responses to central targets were transiently facilitated, presumably due to cue-elicited oculomotor activation. At the longest CTOA, saccadic responses to central and peripheral targets were indistinguishably delayed, suggesting a common, output/decision effect (inhibition of return; IOR). In Experiment 2, we tested the hypothesis that the generation of this output effect is dependent on the activation state of the oculomotor system by forbidding eye movements and requiring keypress responses to frequent peripheral targets, while probing oculomotor behavior with saccades to infrequent central arrow targets. As predicted, saccades to central arrow targets showed neither the early facilitation nor later inhibitory effects that were robust in Experiment 1. At the long CTOA, manual responses to cued peripheral targets showed the typical delayed responses usually attributed to IOR. We recommend that this late "inhibitory" cueing effect (ICE) be distinguished from IOR because it lacks the cause (oculomotor activation) and effect (response bias) attributed to IOR when it was named by Posner, Rafal, Choate, and Vaughan (1985).
    Matched MeSH terms: Feedback, Sensory
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