Objective: Virtual reality is increasingly used in healthcare settings. Potentially, it's use in palliative carecould have a positive impact; however, there is limited evidence on the scope, purpose and patient outcomes relating to virtual reality use in this context. The objective of this scoping review is to chart the literature on virtual reality use in palliative care, identifying any evidence relating to biopsychosocial patient outcomes which could support its use in practice.
View Article and Find Full Text PDFBackground: Delirium is extremely prevalent, yet underdiagnosed, in older patients and is associated with prolonged length of hospital stay and higher mortality rates. Impaired attention is the cardinal deficit in delirium and is a required feature in diagnostic criteria. The verbal months backwards test (MBT) is the most sensitive bedside test of attention, however, hospital staff occasionally have difficulty with its administration and interpretation.
View Article and Find Full Text PDFBackground: Efficient detection of delirium and comorbid delirium-dementia is a key diagnostic challenge. Development of new, efficient delirium-focused methods of cognitive assessment is a key challenge for improved detection of neurocognitive disorders in everyday clinical practice.
Aim: To compare the accuracy of two novel bedside tests of attention, vigilance and visuospatial function with conventional bedside cognitive tests in identifying delirium in older hospitalized patients.
Feature Location (FL) aims to locate observable functionalities in source code. Considering its key role in software maintenance, a vast array of automated and semi-automated Feature Location Techniques (FLTs) have been proposed. To compare FLTs, an open, standard set of non-subjective, reproducible "compare-to" FLT techniques (baseline techniques) should be used for evaluation.
View Article and Find Full Text PDFUnderstanding the neurological changes that take place as expertise develops is a central topic in both cognitive psychology and cognitive neuroscience. Here, we argue that video games, despite previous misconceptions, are an excellent model environment from which one can examine the development of neurocognitive expertise. Of particular relevance we argue is the area of esports, which encompass video/computer games played within the medium of cyberspace competitively and increasingly professionally.
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