Publications by authors named "Suvi Holm"

Article Synopsis
  • * Participants' visual attention skills were tested through tasks like attentional blink and visual search, and these skills influenced their eye movement patterns during the video.
  • * Key findings showed variations in eye movement measures—such as the number of fixations and fixation durations—indicating that fast-paced, cluttered scenes can reveal significant individual differences in how people view dynamic content.
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Background: Traumatic brain injury (TBI) is a major health problem that often requires intensive and long-term rehabilitation.

Objective: The aim of this study was to determine whether rehabilitative digital gaming facilitates cognitive functioning and general well-being in people with TBI.

Methods: A total of 90 Finnish-speaking adults with TBI (18-65 years) were recruited from an outpatient neuroscience clinic.

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Snakes were probably one of the earliest predators of primates, and snake images produce specific behavioral and electrophysiological reactions in humans. Pictures of snakes evoke enhanced activity over the occipital cortex, indexed by the "early posterior negativity" (EPN), as compared with pictures of other dangerous or non-dangerous animals. The present study investigated the possibility that the response to snake images is independent from visual awareness.

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Background: Traumatic brain injury (TBI) is a critical public health problem. The recovery process for people with TBI is typically slow and dependent on complex and intensive assisted rehabilitation programs.

Objective: To evaluate the effects and feasibility of digital games for cognitive functioning and general well-being among people with traumatic brain injury.

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