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Při mrknutí obraz kvalitnejší než při zavřených očích . Někdy je obaz lépe vidět při otveřenejch než zavřenejch.
tetris efekt jak zvětšit ?
-pozornost , zájem , nová věc , délka
hypokampus to cortex ?
vrsty?
Mrkání ?
LTP?
visual cortex ?
cílená aktivace ?
Štítky
- article notes (6)
- Body Schema (1)
- Cognitive Load (1)
- creativity (1)
- daydreaming (1)
- dreams (1)
- expediments (1)
- Game Transfer Phenomena - Tetris effect (3)
- hypnagogic state (1)
- learning (1)
- memory consolidation (1)
- mirror box (1)
- Multisensory Integration (1)
- rTPJ (1)
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Zobrazují se příspěvky se štítkemGame Transfer Phenomena - Tetris effect. Zobrazit všechny příspěvky
Zobrazují se příspěvky se štítkemGame Transfer Phenomena - Tetris effect. Zobrazit všechny příspěvky
středa 30. listopadu 2011
How and when people see pieces from the computer game in their sleep tells of the role dreaming plays in learning
17 subjects they
trained to play Tetris, more than 60 percent reported dreaming of images
associated with the game. And the researchers found that when and how
the study�s sleeping participants saw these images helps confirm the
idea that the brain uses dreaming to reinforce learning. They reported
their findings in the
During slow-wave sleep, the hippocampus--a region of the brain that stores recent, episodic memories about discrete events--replays its files for the neocortex, home to more permanent memories. The communication between the two brain areas at this time is one way, from the hippocampus to the neocortex. During the REM dreaming that follows, though, the flow of information flips, from the neocortex back to the hippocampus. Stickgold suggested that once the neocortex connects the new memories to others in storage, it sends a message back to the hippocampus to erase them.
In this latest round of experimentation, Stickgold and his team probed yet a third phase of dreaming--the hypnagogic period that occurs within the first hour of sleep. They studied three different sets of subjects who all played Tetris over the course of three days--playing for two hours in the morning and in the evening on the first day, and for an hour each morning and evening on the following days of the study. Twelve of their subjects had never before played the game. Another 10 were experts who had logged between 50 and 500 hours of Tetris prior to the experiment. And the remaining five were amnesiacs, having no short-term memory due to lesions in the hippocampus.
Seventeen of these 27 subjects reported seeing the same images during
hypnagogic sleep--namely falling geometric pieces that, if placed
properly, rack up points in Tetris. And, interestingly, most of these
reports occurred after the second night of the study. This delay
suggests to the researchers that the need to learn may in part prod the
brain into dreaming. �It�s as if the brain needs more time or more play
before it decides, �Okay, this is something that I really need to deal
with at sleep onset,� Stickgold says.
In fact, the learning curve for the game--measured by total points earned--was quite different for the three groups. Whereas both the experts and the novices showed considerable improvement, the amnesiacs did not. And this progress was somewhat reflected in the dream reports. The nine novices who were initially worst at the game were the very same who reported seeing falling pieces during sleep onset--suggesting again that the more a subject needed to learn, the more his or her brain reviewed the material. Only five experts saw the imagery. Two of them, however, described Tetris images associated not with the version they played in the lab but with the version they had played on Nintendo machines--a twist that Stickgold attributes to the integrative process.
Perhaps most surprising, three of the five amnesiacs described having the same kinds of hypnagogic dreams as the normal subjects. The researchers had assumed that the amnesiacs� dreams--especially those during the hypnagogic phase--would have nothing to do with recent events, if they occurred at all, due to the damage to their short-term memory centers. �We thought that if there�s one part of sleep that depends on episodic memories, which amnesiacs lack, it's sleep onset,� Stickgold says.
But even for these individuals, most of whom did not remember the game from one day to the next and had to be taught all over again, the Tetris dreams seemed to affect their waking behavior. Co-author David Roddenberry, an undergraduate at Harvard, noticed that one of the amnesiacs who didn�t remember the game nevertheless placed her fingers on the computer keys used in playing at the start of a session. �She did not quite know what she was doing and yet she did know what she was doing,� Stickgold comments. �In a way, this is Freud�s unconscious--things activated in our brain that are in fact memories that guide our behavior but are not conscious.�
To try to understand this barrier between waking and sleep, the researchers also compared the differences in reports of images or thoughts of Tetris both before sleep onset and right after. Curiously, thoughts about Tetris not associated with seeing falling pieces were more prevalent before sleep, whereas reports of images were more common during sleep. �What was most striking about the data,� the researchers write in the Science paper, �was the strong similarity in reports from different individuals.� All the subjects dreamed of pieces falling and sometimes rotating or fitting into empty spaces--and none reported seeing the picture surrounding the pieces, the scoreboard or the keyboard.
During slow-wave sleep, the hippocampus--a region of the brain that stores recent, episodic memories about discrete events--replays its files for the neocortex, home to more permanent memories. The communication between the two brain areas at this time is one way, from the hippocampus to the neocortex. During the REM dreaming that follows, though, the flow of information flips, from the neocortex back to the hippocampus. Stickgold suggested that once the neocortex connects the new memories to others in storage, it sends a message back to the hippocampus to erase them.
In this latest round of experimentation, Stickgold and his team probed yet a third phase of dreaming--the hypnagogic period that occurs within the first hour of sleep. They studied three different sets of subjects who all played Tetris over the course of three days--playing for two hours in the morning and in the evening on the first day, and for an hour each morning and evening on the following days of the study. Twelve of their subjects had never before played the game. Another 10 were experts who had logged between 50 and 500 hours of Tetris prior to the experiment. And the remaining five were amnesiacs, having no short-term memory due to lesions in the hippocampus.
|
Image: after STICKGOLD et al., Science
THOUGHTS AND IMAGES.
Reports about Tetris differed depending on when they occurred. Thoughts
alone were more common among subjects before sleep, and images were
more prevalent after sleep. In all, though, the reports were
astonishingly similar.
|
In fact, the learning curve for the game--measured by total points earned--was quite different for the three groups. Whereas both the experts and the novices showed considerable improvement, the amnesiacs did not. And this progress was somewhat reflected in the dream reports. The nine novices who were initially worst at the game were the very same who reported seeing falling pieces during sleep onset--suggesting again that the more a subject needed to learn, the more his or her brain reviewed the material. Only five experts saw the imagery. Two of them, however, described Tetris images associated not with the version they played in the lab but with the version they had played on Nintendo machines--a twist that Stickgold attributes to the integrative process.
Perhaps most surprising, three of the five amnesiacs described having the same kinds of hypnagogic dreams as the normal subjects. The researchers had assumed that the amnesiacs� dreams--especially those during the hypnagogic phase--would have nothing to do with recent events, if they occurred at all, due to the damage to their short-term memory centers. �We thought that if there�s one part of sleep that depends on episodic memories, which amnesiacs lack, it's sleep onset,� Stickgold says.
But even for these individuals, most of whom did not remember the game from one day to the next and had to be taught all over again, the Tetris dreams seemed to affect their waking behavior. Co-author David Roddenberry, an undergraduate at Harvard, noticed that one of the amnesiacs who didn�t remember the game nevertheless placed her fingers on the computer keys used in playing at the start of a session. �She did not quite know what she was doing and yet she did know what she was doing,� Stickgold comments. �In a way, this is Freud�s unconscious--things activated in our brain that are in fact memories that guide our behavior but are not conscious.�
To try to understand this barrier between waking and sleep, the researchers also compared the differences in reports of images or thoughts of Tetris both before sleep onset and right after. Curiously, thoughts about Tetris not associated with seeing falling pieces were more prevalent before sleep, whereas reports of images were more common during sleep. �What was most striking about the data,� the researchers write in the Science paper, �was the strong similarity in reports from different individuals.� All the subjects dreamed of pieces falling and sometimes rotating or fitting into empty spaces--and none reported seeing the picture surrounding the pieces, the scoreboard or the keyboard.
Game Transfer Phenomena - Tetris effect
The Tetris effect occurs when people devote sufficient time and attention to an activity that it begins to overshadow their thoughts, mental images, and dreams
Stickgold et al. (2000) have proposed that Tetris imagery is a separate form of memory, likely related to procedural memory. This is from their research in which they showed that people with anterograde amnesia, unable to form new declarative memories, reported dreaming of falling shapes after playing Tetris during the day, despite not being able to remember playing the game at all.[3] A recent Oxford study (2009) suggests Tetris-like video games may help prevent the development of traumatic memories. If the video game treatment is played soon after the traumatic event, the preoccupation with Tetris shapes is enough to prevent the mental recitation of traumatic images, thereby decreasing the accuracy, intensity, and frequency of traumatic reminders. "We suggest it specifically interferes with the way sensory memories are laid down in the period after trauma and thus reduces the number of flashbacks that are experienced afterwards," summarizes Dr. Emily Holmes, who led the study.[4][5]
Stickgold et al. (2000) have proposed that Tetris imagery is a separate form of memory, likely related to procedural memory. This is from their research in which they showed that people with anterograde amnesia, unable to form new declarative memories, reported dreaming of falling shapes after playing Tetris during the day, despite not being able to remember playing the game at all.[3] A recent Oxford study (2009) suggests Tetris-like video games may help prevent the development of traumatic memories. If the video game treatment is played soon after the traumatic event, the preoccupation with Tetris shapes is enough to prevent the mental recitation of traumatic images, thereby decreasing the accuracy, intensity, and frequency of traumatic reminders. "We suggest it specifically interferes with the way sensory memories are laid down in the period after trauma and thus reduces the number of flashbacks that are experienced afterwards," summarizes Dr. Emily Holmes, who led the study.[4][5]
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