This study aimed to compare the dynamics of the prefrontal cortex (PFC), between adult and adolescent chess players, during chess-based problem-solving tasks of increasing level of difficulty, relying on the identification of changes in oxygenated hemoglobin (HbO2) and hemoglobin (HHb) through the functional near-infrared spectroscopy (fNIRS) method. Thirty male federated chess players (mean age: 24.15 ± 12.84 years), divided into adults and adolescents, participated in this cross-sectional study. Participants were asked to solve three chess problems with different difficulties (low, medium, and high) while changes in HbO2 and HHb were measured over the PFC in real-time with an fNIRS system. Results indicated that the left prefrontal cortex (L-PFC) increased its activation with the difficulty of the task in both adolescents and adults. Interestingly, differences in the PFC dynamics but not in the overall performance were found between adults and adolescents. Our findings contributed to a better understanding of the PFC resources mobilized during complex tasks in both adults and adolescents.
The aim of the present study was to investigate how the heart and the brain react to playing chess with a computer versus in a real context in chess players. We also aim to investigate if familiarization with simulated practice leads to changes in heart rate variability (HRV) and the electroencephalographic (EEG) power spectrum. We designed a cross-sectional study, enrolling 27 chess players. They were randomly assigned to 3 minutes plus 2-second chess games: one with a computer (simulated scenario), and another in a real context. Additionally, participants were divided into two groups according to their level of familiarization of playing chess in a computer context. While they were playing, HRV and EEG were continuously recorded. Differences in HRV and EEG theta power spectrum between playing chess in a real or a simulated scenario were not found in chess players (p-value > 0.05). When participants were divided into groups (familiarized and unfamiliarized with simulated chess practice), significant differences were observed in HRV and EEG (p-value < 0.05). The EEG theta power spectrum was significantly lower, and HRV was higher in unfamiliarized players during the simulated scenario, which could indicate that they were less focused in a simulated environment than in a real context. Therefore, familiarization with simulated environments should be taken into account during the training process to achieve the best performance.
In the current landscape of hearing rehabilitation, ear mold manufacturing typically involves the injection of silicone into the external ear canal (EEC) of each patient. This invasive procedure poses several risks, including the potential for silicone residue retention and tympanic membrane perforation, which may necessitate surgical intervention. To mitigate these risks, we present the design of a video otoscope that integrates a scanner capable of capturing high-precision, real-time images of the EEC’s geometry. The developed device allows (i) the generation of a 3D CAD model leading to the direct, quick, and low-cost production of customized hearing aids using 3D printing and (ii) the establishment of medical protocols for carrying out diagnoses and monitoring of hearing pathology evolution using methodologies based on Artificial Intelligence. Furthermore, the use of customized hearing aids that allow the application of Rhythmic Auditory Stimulation (RAS) and music therapy enhances audiology as an alternative and innovative way to treat cognitive and degenerative diseases, as well as pathological disorders.