104 The influence of self-reported distractions on the Psychomotor Vigilance Task (PVT) in laboratory and field environments

SLEEP ◽  
2021 ◽  
Vol 44 (Supplement_2) ◽  
pp. A42-A43
Author(s):  
Nicholas Bathurst ◽  
Kevin Gregory ◽  
Lucia Arsintescu ◽  
Gregory Costedoat ◽  
Erin Evans

Abstract Introduction The Psychomotor Vigilance Task (PVT) is a measure of vigilant attention that is commonly used in laboratory environments to assess the neurobehavioral impact of sleep loss and circadian misalignment. The PVT has been increasing in popularity for use in field environments; however, the potential for distraction is higher in the field compared to the lab. It is unclear how distractions experienced by individuals taking the PVT in the real world may influence reaction time metrics. We investigated the influence of self-reported distraction on PVT outcomes across laboratory and field environments. Methods We examined PVT data from five studies including short (n=36 participants, 3799 PVTs) and long-haul (n=75 participants, 3282 PVTs) airline personnel, control center personnel (n=5 participants, 96 PVTs), and healthy individuals who participated in a study involving at-home and laboratory assessments (n=12 participants, 486 and 310 PVTs). Individuals in all of the studies were asked to complete the five-minute NASA PVT at least three times daily. Participants were asked to indicate the number of distractions they experienced immediately after each PVT. Mean PVT reaction time (RT) and number of distractions were computed for each study and overall. Results Participants reported more distractions in field environments compared to the lab (short-haul=1.29 +/- 1.48, long-haul=0.66 +/- 1.07, control-center=1.20 +/- 1.37, at-home=0.86 +/- 1.36, laboratory=0.46 +/- 1.07) Across all studies, we found that PVT RT slowed as self-reported distractions increased (all studies combined: 0 distractions=PVT RT 275.7ms; 1=285.0ms; 2=304.0ms; 3=322.9ms; >4=408.6ms). These findings were similar for healthy participants completing PVTs at home (0 distractions=286.4ms; 1=309.9ms; 2=328.3ms; 3=369.8ms; >4=385.1ms) but were less consistent during in-lab assessments (0 distractions=278.7ms; 1=316.2ms; 2=396.2ms; 3=370.4ms; >4=354.4ms). These findings were similar for other PVT outcomes. Conclusion Participants reported more distractions in field environments compared to the laboratory. Our findings suggest that the number of distractions that individuals report experiencing while taking a PVT increases the reaction time registered by the device. Researchers should collect information about distractions during the PVT and should be aware that distractions may influence the recorded PVT reaction time. Support (if any) NASA Airspace Operations and Safety Program, System-Wide Safety Project

Author(s):  
Lucia Arsintescu ◽  
Jeffrey B. Mulligan ◽  
Erin E. Flynn-Evans

Objective: Our goals were to compare three techniques for performing a psychomotor vigilance task (PVT) on a touch screen device (fifth-generation iPod) and to determine the device latency. Background: The PVT is a reaction-time test that is sensitive to sleep loss and circadian misalignment. Several PVT tests have been developed for touch screen devices, but unlike the standard PVT developed for laboratory use, these tests allow for touch responses to be recorded at any location on the device, with contact from any finger. In addition, touch screen devices exhibit latency in processing time between the touch response and the time registered by the device. Method: Thirteen participants completed a 5-min PVT on a touch screen device held in three positions (on a table with index finger, handheld portrait with index finger, handheld landscape with thumb). We compared reaction-time outcomes in each orientation condition using paired t tests. We recorded the first session using a high-speed video camera to determine the latency between the touch response and the documented response time. Results: The participants had significantly faster reaction times in the landscape-oriented position using the thumb, compared with the portrait-oriented position using the index ( M = 224.13 and M = 244.26, p = .045). Using data from 1,241 unique touch events, we found a mean device latency of 68.53 ms that varied highly between individuals. Conclusion: Device orientation and device latency should be considered when using a touch screen version of a PVT. Application: Our findings apply to researchers administering touch screen versions of the PVT.


Nutrients ◽  
2021 ◽  
Vol 13 (11) ◽  
pp. 3758
Author(s):  
Ryan Sowinski ◽  
Drew Gonzalez ◽  
Dante Xing ◽  
Choongsung Yoo ◽  
Victoria Jenkins ◽  
...  

Inositol stabilized arginine silicate (ASI) ingestion has been reported to increase nitric oxide levels while inositol (I) has been reported to enhance neurotransmission. The current study examined whether acute ASI + I (Inositol-enhanced bonded arginine silicate) ingestion affects cognitive function in e-sport gamers. In a double blind, randomized, placebo controlled, and crossover trial, 26 healthy male (n = 18) and female (n = 8) experienced gamers (23 ± 5 years, 171 ± 11 cm, 71.1 ± 14 kg, 20.7 ± 3.5 kg/m2) were randomly assigned to consume 1600 mg of ASI + I (nooLVL®, Nutrition 21) or 1600 mg of a maltodextrin placebo (PLA). Prior to testing, participants recorded their diet, refrained from consuming atypical amounts of stimulants and foods high in arginine and nitrates, and fasted for 8 h. During testing sessions, participants completed stimulant sensitivity questionnaires and performed cognitive function tests (i.e., Berg-Wisconsin Card Sorting task test, Go/No-Go test, Sternberg Task Test, Psychomotor Vigilance Task Test, Cambridge Brain Sciences Reasoning and Concentration test) and a light reaction test. Participants then ingested treatments in a randomized manner. Fifteen minutes following ingestion, participants repeated tests (Pre-Game). Participants then played their favorite video game for 1-h and repeated the battery of tests (Post-Game). Participants observed a 7–14-day washout period and then replicated the study with the alternative treatment. Data were analyzed by General Linear Model (GLM) univariate analyses with repeated measures using weight as a covariate, paired t-tests (not adjusted to weight), and mean changes from baseline with 95% Confidence Intervals (CI). Pairwise comparison revealed that there was a significant improvement in Sternberg Mean Present Reaction Time (ASI + I vs. PLA; p < 0.05). In Post-Game assessments, 4-letter Absent Reaction Time (p < 0.05), 6-letter Present Reaction Time (p < 0.01), 6-letter Absent Reaction Time (p < 0.01), Mean Present Reaction Time (p < 0.02), and Mean Absent Reaction Time (p < 0.03) were improved with ASI + I vs. PLA. There was a non-significant trend in Pre-Game Sternberg 4-letter Present Reaction time in ASI + I vs. PLA (p < 0.07). ASI + I ingestion better maintained changes in Go/No-Go Mean Accuracy and Reaction Time, Psychomotor Vigilance Task Reaction Time, and Cambridge Post-Game Visio-spatial Processing and Planning. Results provide evidence that ASI + I ingestion prior to playing video games may enhance some measures of short-term and working memory, reaction time, reasoning, and concentration in experienced gamers.


2017 ◽  
Vol 22 (2) ◽  
pp. 329-335 ◽  
Author(s):  
Takuro Kitamura ◽  
Soichiro Miyazaki ◽  
Hiroshi Kadotani ◽  
Takashi Kanemura ◽  
Harun Bin Sulaiman ◽  
...  

PLoS ONE ◽  
2021 ◽  
Vol 16 (1) ◽  
pp. e0245428
Author(s):  
Ajay P. Anvekar ◽  
Elizabeth A. Nathan ◽  
Dorota A. Doherty ◽  
Sanjay K. Patole

Objective We aimed to study fatigue and sleep in registrars working 12-hour rotating shifts in our tertiary neonatal intensive unit. Methods and participants This study involved neonatal registrar’s working day (08:00–21:00) and night (20:30–08:30) shifts. Participants maintained a sleep diary, answered a self-reported sleepiness questionnaire assessing subjective sleepiness, and performed a 10-minute psychomotor vigilance task (PVT) at the start and end of each shift. Primary outcomes: (1) Fatigue at the (i) “start vs end” of day and night shifts, (ii) end of the “day vs night” shifts, and (iii) end of “first vs last shift” in block of day and night shifts. (2) Duration and quality of sleep before the “day vs night” shifts. Mean reaction time (RTM), relative coefficient of variation (RTCV), and lapses (reaction time > 500ms) were used as measures of fatigue on PVT. Secondary outcome: Subjective sleepiness (self-reported sleepiness questionnaire) at the ‘start vs end” of day and night shifts. Results Fifteen registrars completed the study. Acuity was comparable for all shifts. (1) Psychomotor responses were impaired at the end vs start of day shifts [RTM (p = 0.014), lapses (p = 0.001)], end vs start of night shifts [RTM (p = 0.007), RTCV (p = 0.003), lapses (p<0.001)] and end of night vs day shifts [RTM (p = 0.007), RTCV (p = 0.046), lapses (p = 0.001)]. Only lapses were significantly increased at the end of the last (p = 0.013) vs first shift (p = 0.009) in a block of day and night shifts. (2) Duration of sleep before the night (p = 0.019) and consecutive night shifts was decreased significantly (p = 0.034). Subjective sleepiness worsened after day (p = 0.014) and night shifts (p<0.001). Conclusion Fatigue worsened after the 12-hour day and night shifts with a greater change after night shifts. Lapses increased after block of day and night shifts. Sleep was decreased before night shifts. Our findings need to be confirmed in larger studies.


2012 ◽  
Vol 7 (4) ◽  
pp. 157-162
Author(s):  
Vanita C Ramrakhiyani ◽  
Abhijit G Deshpande ◽  
Prajakta A Deshpande ◽  
Prasad C Karnik

2018 ◽  
Vol 304 ◽  
pp. 39-45 ◽  
Author(s):  
Jaques Reifman ◽  
Kamal Kumar ◽  
Maxim Y. Khitrov ◽  
Jianbo Liu ◽  
Sridhar Ramakrishnan

2010 ◽  
Vol 25 ◽  
pp. 1130
Author(s):  
A. Wichniak ◽  
A. Wierzbicka ◽  
E. Waliniowska ◽  
I. Musinska ◽  
K. Czasak ◽  
...  

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