Browsing by Author "Scase, M. O."
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Item Metadata only Achromatic Vision(Spatial Vision, 2004) Scase, M. O.Item Metadata only Brain activation by random dot kinematograms of varying motion coherence: a fMRI study(Investigative Ophthalmology and Visual Science, 1998) Scase, M. O.; Horsfield, M. A.; Wilcock, D. J.; Karwatowski, W. S. S.Item Metadata only A case of developmental prosopagnosia: The role of experience in face recognition.(Perception, 2008) Hill, L. A.; Scase, M. O.Item Metadata only Challenges in developing a multidimensional feature Selective Validation implementation.(IEEE, 2010) Archambeault, B.; Duffy, A. P.; Sasse, Hugh G.; Li, X. K.; Scase, M. O.; Shafiullah, M.; Orlandi, A.; Di Febo, D.Item Metadata only Cognitive and Behavioural Concepts of Cyber Activities: Information Processing of Online Content(2013) Hadlington, L. J.; Attrill, A.; Scase, M. O.Item Open Access Cognitive factors affected when online access is degraded or disrupted(Association for Psychological Science, 2014-05-22) Scase, M. O.With increasing reliance on the Internet for work and pleasure, the cognitive effects of a disruption or degradation of network speed were examined. It was found that performance generally decreased as online access was disrupted and these changes were accompanied by affective responses such as anger and frustration.Item Metadata only Cognitive function and socialization before and after the trial(2016) Scase, M. O.Item Open Access Continuous cursor-captured conceptual competition: Investigating the spatiotemporal dynamics of spoken word comprehension(Springer, 2022-09-30) Bisson, M. J.; Toon, Josef; Kukona, Anuenue; Scase, M. O.Semantically related concepts are coactivated during spoken word comprehension. Two internet-mediated cursor-tracking experiments examined the spatiotemporal dynamics of this coactivation. Participants viewed visual arrays containing images of a target (e.g., accordion) and a semantically related (e.g., banjo) or unrelated (e.g., plum) distractor whilst hearing the target word (e.g., “accordion”). Participants were tasked with moving their cursor from the bottom of the visual array to the target in one of the upper corners. In contrast to Experiment 1, the onset of stimulus presentation was triggered by cursor movement in Experiment 2. Across both experiments, temporal (e.g., RT) and spatial (e.g., AUC) measures revealed significantly greater attraction to images of semantically related compared to unrelated distractors. These results reveal that online cursor-tracking methods are sensitive to semantic competition and suitable for studying the activation of semantic knowledge during language comprehension.Item Open Access Designing a Gamified System to Promote Health(UCL, 2015-02-23) Kucharczyk, E.; Scase, M. O.; Istance, HowellAlthough gamified health interventions have the potential to enhance the quality of life of older users, there are significant design issues that need to be considered when designing games and gamified systems for an older target market.Item Open Access Developing and testing an integrative model of work-family conflict in a Chinese context(Springer, 2023-02-25) Chen, Shujie; Cheng, M.; Elqayam, Shira; Scase, M. O.Given that the field of work-family conflict is overwhelmingly Western-focused and that the process of work-family conflict might change under a different cultural background, the aim of the present study was to develop and test an integrated work-family conflict model that is applicable in China. Using a sample of 520 Chinese participants and structural equation modelling in R studio, the differences between the present study and previous Western findings were identified. The results revealed that family support was positively related to time spent on family responsibilities and negatively related to life satisfaction; only work-to-family conflict, but not family-to-work conflict, had three forms of unique antecedent (time-, strain-, behavioural-based); and more surprisingly, work-family conflict was positively related to life satisfaction in China. This study refined our understanding of work-family conflict and enriched our knowledge of how work-family conflict acted in China’s work-family interface, providing directions for future cross-cultural work-family conflict studies.Item Metadata only Development and Evaluation of Cognitive Games to Promote Health and Wellbeing in Elderly People with Mild Cognitive Impairment(IOS Press, 2018) Scase, M. O.; Kreiner, K.; Ascolese, A.Background: In Europe the number of elderly people is increasing. This population growth has resulted in higher healthcare costs. The purpose of this project was to try to promote active ageing in people aged 65-80 with mild cognitive impairment through cognitive games delivered via a tablet computer. Objectives: Age-appropriate cognitive games were developed targeting different aspects of cognition and then experiences of elderly people using these games were evaluated. Methods: The design of games was developed through iterative user-centered design focus groups with elderly people as participants. The experiences of participants playing the games over a 47 day period were explored through semi-structured interviews. Results: Four games were developed that addressed a range of cognitive functions such as perception, attention, memory, language, comprehension and executive function. The participants were able to play these games without external intervention over an extended period and reported positively on their experiences . Conclusion: Cognitive games can be used successfully by people with mild cognitive impairment to promote active ageing.Item Open Access Development of and adherence to a computer-based gamified environment designed to promote health and wellbeing in older people with mild cognitive impairment.(IOS Press, 2017-05) Scase, M. O.; Marandure, B. N.; Hancox, J.; Kreiner, K.; Hanke, S.; Kropf, J.Background: The older population of Europe is increasing and there has been a corresponding increase in long term care costs. This project sought to promote active ageing by delivering tasks via a tablet computer to participants aged 65-80 with mild cognitive impairment. Objectives: An age-appropriate gamified environment was developed and adherence to this solution was assessed through an intervention. Methods: The gamified environment was developed through focus groups. Mixed methods were used in the intervention with the time spent engaging with applications recorded supplemented by participant interviews to gauge adherence. There were two groups of participants: one living in a retirement village and the other living separately across a city. Results: The retirement village participants engaged in more than three times the number of game sessions compared to the other group possibly because of different social arrangements between the groups. Conclusion: A gamified environment can help older people engage in computer-based applications. However, social community factors influence adherence in a longer term intervention.Item Open Access Development of and adherence to a gamified environment promoting health and wellbeing in older people with mild cognitive impairment(2019-07-10) Scase, M. O.; Marandure, B. N.Overview and aims: This project aimed to promote active aging by delivering tasks via a tablet computer to participants aged 65-80 with mild cognitive impairment. The aims were to develop an age-appropriate gamified environment and to assess application adherence through an intervention. Methods: The gamified environment was developed through a series of three iterative user-centered focus groups. Adherence was assessed by the time spent engaging with applications over 47 days supplemented with participant interviews. There were two groups of participants: one of 11 people living in a retirement village (1 male; mean age=75.4, SD=5.14; mean MoCA=26.0, SD=2.28) and the other of 13 people living separately across a city (1 male; mean age=74.9, SD=3.68; mean MoCA=24.4, SD=1.19). Results: There was a significant difference in the mean number of sessions for retirement village participants (mean=29.1, SD=14.8) and those living separately (mean=8.8, SD=7.5), adjusted t(14.3)=4.1, p=0.001 with retirement village participants engaging in three times the number of game sessions compared to the other group possibly because of different between group social arrangements. Interview thematic analysis at follow-up revealed that participants enjoyed the social aspects of the project, liked computer games and engaging in them made them feel better. Discussion and Conclusions: An age-appropriate user-designed gamified environment can help older people with mild cognitive impairment engage in computer-based applications and can impact them positively. However, social and community factors influence adherence in a longer-term intervention.Item Metadata only Discriminating between random dot kinematogram noise types: the effects of frame rates.(Investigative Ophthalmology and Visual Science, 2001) Scase, M. O.Item Metadata only Early impairment of foveal magno- and parvo-cellular pathways in juxta chiasmal tumours(Elsevier, 1997) Gutowski, N. J.; Heron, J. R.; Scase, M. O.Item Metadata only The effectiveness of an interactive audio-tactile map for the process of cognitive mapping and recall among people with visual impairments(Wiley, 2020-05-22) Griffin, Edward; Picinali, Lorenzo; Scase, M. O.Background: People with visual impairments can experience numerous challenges navigating unfamiliar environments. Systems that operate as prenavigation tools can assist such individuals. This mixed-methods study examined the effectiveness of an interactive audio-tactile map tool on the process of cognitive mapping and recall, among people who were blind or had visual impairments. The tool was developed with the involvement of visually impaired individuals who additionally provided further feedback throughout this research. Methods: A mixed-methods experimental design was employed. Fourteen participants were allocated to either an experimental group who were exposed to an audiotactile map, or a control group exposed to a verbally annotated tactile map. After five minutes’ exposure, multiple-choice questions examined participants’ recall of the spatial and navigational content. Subsequent semi-structured interviews were conducted to examine their views surrounding the study and the product. Results: The experimental condition had significantly better overall recall than the control group and higher average scores in all four areas examined by the questions. The interviews suggested that the interactive component offered individuals the freedom to learn the map in several ways and did not restrict them to a sequential and linear approach to learning. Conclusion: Assistive technology can reduce challenges faced by people with visual impairments, and the flexible learning approach offered by the audio-tactile map may be of particular value. Future researchers and assistive technology developers may wish to explore this further.Item Metadata only Embedding resource based learning materials in psychology teaching.(ACM, 2001) Scase, M. O.; Scott, B.Item Metadata only Emotion and Reasoning: A Metacognitive Perspective(2016-08-05) Jeffries, A.; Elqayam, Shira; Scase, M. O.The talk will draw on the Thompson’s (2011) theory of metacognition in reasoning, which aims to identify the mechanisms that trigger effortful (type 2) processing. We will discuss the metacognitive perspective in relation to the role of emotional content, a topic not yet integrated into the theory. We suggest that emotion serves as a metacognitive cue to trigger effortful processing. We will present a conditional inference task using fear-related versus neutral materials, matched for believability. The task utilizes a simplified version of the two-response paradigm developed by Thompson et al (2011). Participants provide a fast first response and feeling of rightness (FOR) rating; this is then repeated with no time restriction. Changes between the first and second response provide a measure of effortful thinking. The findings suggest that emotion has a dual role. First, it moderates the effect of FOR: FOR and response change only correlated for fear-related materials, an effect that was replicated across items. Second, fear triggers low FOR, which then activates effortful processing: FOR was lower overall for fear-related materials. This effect was mediated by type of inference: for fear-related materials, participants changed their responses more for the denial inferences (MT, DA) relative to the affirmation inferences (MP, AC). The opposite was true for neutral materials. We discuss whether the effect is task-specific.Item Open Access End-user frustrations and failures in digital technology: exploring the role of Fear of Missing Out, Internet addiction and personality(2018-11-01) Hadlington, L. J.; Scase, M. O.The present study aimed to explore the potential relationship between individual differences in responses to failures with digital technology. In total, 630 participants (50% male) aged between 18e68 years (M ¼ 41.41, SD ¼ 14.18) completed an online questionnaire. This included a self-report, response to failures in digital technology scale, a measure of Fear of Missing Out, Internet addiction, and the BIG-5 personality traits. Fear of Missing Out, Internet addiction, extraversion, and neuroticism all served as significant positive predictors for maladaptive responses to failures in digital technology. Agreeableness, conscientiousness, and openness acted as significant negative predictors for maladaptive responses to failures in digital technology. The responses to failures in digital technology scale presented good internal reliability, with items loading onto four key factors, these being; ‘maladaptive responses’, ‘adaptive responses’, ‘external support and venting frustrations’, and ‘anger and resignation’. The findings are discussed in the context of the end user experience, particularly where individual differences are seen to influence the level of frustration arising from a failure. The findings are also seen as a potential route for reducing the negative impact of failures in digital technology, particularly in the context of organisational productivity and responses to malicious cyberattacks.Item Open Access Eudaimonic Pathways of Activating Compassion Reduce Vulnerabilities to Paranoia(2019-05-22) Scase, M. O.; Gill, J. K.This study aimed to identify if compassion benefits paranoia and, if so what type of compassion. Following a series of different compassionate exercises in 104 participants it was found that mindfulness approaches were the most significant in reducing paranoia suggesting a new approach for psychological problems characterised by paranoia.
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