scholarly journals Getting to the Root of Fine Motor Skill Performance in Dentistry: Brain Activity During Dental Tasks in a Virtual Reality Haptic Simulation

2017 ◽  
Vol 19 (12) ◽  
pp. e371 ◽  
Author(s):  
Suzanne Perry ◽  
Susan M Bridges ◽  
Frank Zhu ◽  
W Keung Leung ◽  
Michael F Burrow ◽  
...  
2017 ◽  
Author(s):  
Suzanne Perry ◽  
Susan M Bridges ◽  
Frank Zhu ◽  
W Keung Leung ◽  
Michael F Burrow ◽  
...  

BACKGROUND There is little evidence considering the relationship between movement-specific reinvestment (a dimension of personality which refers to the propensity for individuals to consciously monitor and control their movements) and working memory during motor skill performance. Functional near-infrared spectroscopy (fNIRS) measuring oxyhemoglobin demands in the frontal cortex during performance of virtual reality (VR) psychomotor tasks can be used to examine this research gap. OBJECTIVE The aim of this study was to determine the potential relationship between the propensity to reinvest and blood flow to the dorsolateral prefrontal cortices of the brain. A secondary aim was to determine the propensity to reinvest and performance during 2 dental tasks carried out using haptic VR simulators. METHODS We used fNIRS to assess oxygen demands in 24 undergraduate dental students during 2 dental tasks (clinical, nonclinical) on a VR haptic simulator. We used the Movement-Specific Reinvestment Scale questionnaire to assess the students’ propensity to reinvest. RESULTS Students with a high propensity for movement-specific reinvestment displayed significantly greater oxyhemoglobin demands in an area associated with working memory during the nonclinical task (Spearman correlation, rs=.49, P=.03). CONCLUSIONS This small-scale study suggests that neurophysiological differences are evident between high and low reinvesters during a dental VR task in terms of oxyhemoglobin demands in an area associated with working memory.


2008 ◽  
Vol 440 (1) ◽  
pp. 72-75 ◽  
Author(s):  
Eva D’Hondt ◽  
Benedicte Deforche ◽  
Ilse De Bourdeaudhuij ◽  
Matthieu Lenoir

2016 ◽  
Vol 212 (4) ◽  
pp. 573-578.e1 ◽  
Author(s):  
Hossein Mohamadipanah ◽  
Chembian Parthiban ◽  
Jay Nathwani ◽  
Drew Rutherford ◽  
Shannon DiMarco ◽  
...  

2009 ◽  
Vol 26 (1) ◽  
pp. 21-37 ◽  
Author(s):  
Eva D’Hondt ◽  
Benedicte Deforche ◽  
Ilse De Bourdeaudhuij ◽  
Matthieu Lenoir

The purpose of this study was to investigate gross and fine motor skill in overweight and obese children compared with normal-weight peers. According to international cut-off points for Body Mass Index (BMI) from Cole et al. (2000), all 117 participants (5–10 year) were classified as being normal-weight, overweight, or obese. Level of motor skill was assessed using the Movement Assessment Battery for Children (MABC). Scores for balance (p < .01) and ball skills (p < .05) were significantly better in normal-weight and overweight children as compared with their obese counterparts. A similar trend was found for manual dexterity (p < .10). This study demonstrates that general motor skill level is lower in obese children than in normal-weight and overweight peers.


JURNAL RUPA ◽  
2018 ◽  
Vol 2 (2) ◽  
pp. 122
Author(s):  
Noor Hasyim ◽  
Ati Bahiyati Utami Putri

Traditional games which involved fine motor skill are becoming obsolete nowadays, one of them is engklek. In addition to technological developments, the increasingly diminishing playgrounds and the growing individuality of the urban community has made traditional games much more forgotten. The preservation of engklek needs to be done through a contemporary approach involving recent technologies, one of them is using video games. Video games has potential to grow children's curiosity towards some knowledge that become increasingly rare. The aim of digitization of englek is to introduce traditional games in order to preserve the culture of traditional game for Indonesian children, especially for those whom live in urban areas today. The final result of this design process is an Android game application called PERON Engklek that would introduce traditional games through digital technology for children nowadays. By doing so, it would motivate them to play with their friends.


2019 ◽  
Vol 43 (4) ◽  
Author(s):  
Joaquín Sánchez-Molina ◽  
José J. Robles-Pérez ◽  
Vicente Javier Clemente-Suárez

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