Current Search: Rupp, Michael (x)
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- Title
- Analyzing action game players' performance during distracted driving.
- Creator
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Rupp, Michael, Smither, Janan, Mouloua, Mustapha, Mcconnell, Daniel, Kincaid, John, University of Central Florida
- Abstract / Description
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Driving is a complex task that is highly reliant on attention. Research states that distrac-tions cause performance errors thus it is important to find ways to reduce driver distraction or assist drivers with ways to improve their cognitive resources if distraction is unavoidable. Moreover, research indicates that action video game players outperform non-players on lab-based tests of visual and cognitive abilities. However, research also exists that is contrary to these find-ings. Some...
Show moreDriving is a complex task that is highly reliant on attention. Research states that distrac-tions cause performance errors thus it is important to find ways to reduce driver distraction or assist drivers with ways to improve their cognitive resources if distraction is unavoidable. Moreover, research indicates that action video game players outperform non-players on lab-based tests of visual and cognitive abilities. However, research also exists that is contrary to these find-ings. Some researchers suggest that methodological deficiencies could be the cause of the significant findings in the literature. With such fervor of debate on the subject, the question re-mains of whether players acquire skills through playing action video games and if so can these games be used as research or training tools to enhance performance on realistic tasks. To answer this question, 45 male participants were tested using psychometric measures of spatial ability (Spatial orientation and visualization) and failures of attention (Cognitive Failures Question-naire), and then all participants drove four 10-minute drives in a driving simulator. The first drive was a practice, followed by a control drive. Participants were then distracted using a hands free phone conversation. Following that, participants completed a final control drive. Both overall video game experience and action video game experience was positively related to higher spatial ability scores. Additionally, participants with higher action game experience exhibited fewer lane deviations during driving overall, but not during the distraction condition. On the other hand, participants with higher spatial ability scores exhibited fewer lane deviations during the distraction condition, but not during the control drives. Furthermore, action video game ex-perience was not significant on the Cognitive Failures Questionnaire. Therefore, it was conclud-ed that individuals who have higher action game experience do not show improvements on any abilities of attention tested in this study. However, higher experience action video game players may perform better in simulated environments than those with less experience.
Show less - Date Issued
- 2012
- Identifier
- CFE0004434, ucf:49360
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004434
- Title
- Examining the role of cardiovascular and cognitive fitness in goal-directed aiming across the lifespan.
- Creator
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Rupp, Michael, Smither, Janan, Mouloua, Mustapha, Mcconnell, Daniel, Kincaid, John, University of Central Florida
- Abstract / Description
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Older adults experience more difficulties completing goal directed movements than younger adults. The reasons for this have not been completely elucidated within the research lit-erature; however, it is thought that age related movement differences are due to at least one of three possible reasons. The current study investigated the influence of these three hypotheses: (1) biomechanical changes (limbs, joints, or muscles), (2) sensory feedback processing ability, or (3) differences in overall...
Show moreOlder adults experience more difficulties completing goal directed movements than younger adults. The reasons for this have not been completely elucidated within the research lit-erature; however, it is thought that age related movement differences are due to at least one of three possible reasons. The current study investigated the influence of these three hypotheses: (1) biomechanical changes (limbs, joints, or muscles), (2) sensory feedback processing ability, or (3) differences in overall movement strategy on movement kinematics. Additionally, physical activi-ty is known to improve both physical and cognitive functioning and staying cognitively active may also attenuate age-related declines in cognitive ability; thus the current study also examined the impact of physical and mental fitness on movement performance across the lifespan. Both active and sedentary young and old adults completed different experimental conditions to de-termine how biomechanical ability, sensory processing ability, and individual differences impact different kinematic aspects of movement performance. Participants completed two different Fitts' pointing tasks where difficulty was manipulated by either increasing biomechanical effort and/or amount of feedback processing needed to complete each movement. Results indicated that distance impacted movement more than width for all participants indicated by a greater ID-MT slope. While increasing age was associated with an increases slope, the larger finding was that age increased the overall time. Thus, it was concluded that distance and width constraints are processed by similar processes regardless of age, but these processes slow with age. Cardio-vascular fitness attenuated declines in the distance condition while mental fitness attenuated those in the width condition. Further supporting a theory of differential movement constraints.
Show less - Date Issued
- 2017
- Identifier
- CFE0006787, ucf:51827
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006787