| Frontiers in Psychology | |
| A Tablet-Based Assessment of Rhythmic Ability | |
| article | |
| Theodore P. Zanto1  Namita T. Padgaonkar1  Alex Nourishad1  Adam Gazzaley1  | |
| [1] Department of Neurology, University of California, United States;Interdepartmental Neuroscience Program, University of California, United States;Department of Psychiatry, United States;Department of Physiology and Department of Psychiatry, University of California, United States | |
| 关键词: sensorimotor synchronization; rhythm; multimodal integration; mobile tablet; aging; musicianship; | |
| DOI : 10.3389/fpsyg.2019.02471 | |
| 学科分类:社会科学、人文和艺术(综合) | |
| 来源: Frontiers | |
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【 摘 要 】
The exponential rise in use of mobile consumer electronics has presented a great potential for research to be conducted remotely, with participants numbering several orders of magnitude greater than a typical research paradigm. Here, we attempt to demonstrate the validity and reliability of using a consumer game-engine to create software presented on a mobile tablet to assess sensorimotor synchronization, a proxy of rhythmic ability. Our goal was to ascertain whether previously observed research results can be replicated, rather than assess whether a mobile tablet achieves comparable performance to a desktop computer. To achieve this, younger (aged 18–35 years) and older (aged 60–80 years) adult musicians and non-musicians were recruited to play a custom-designed sensorimotor synchronization assessment on a mobile tablet in a controlled laboratory environment. To assess reliability, participants performed the assessment twice, separated by a week, and an intra-class correlation coefficient (ICC) was calculated. Results supported the validity of this approach to assessing rhythmic abilities by replicating previously observed results. Specifically, musicians performed better than non-musicians, and younger adults performed better than older adults. Participants also performed best when the tempo was in the range of previously-identified preferred tempos, when the stimuli included both audio and visual information, and when synchronizing on-beat compared to off-beat or continuation (self-paced) synchronization. Additionally, high ICC values (>0.75) suggested excellent test–retest reliability. Together, these results support the notion that consumer electronics running software built with a game engine may serve as a valuable resource for remote, mobile-based data collection of rhythmic abilities.
【 授权许可】
CC BY
【 预 览 】
| Files | Size | Format | View |
|---|---|---|---|
| RO202108170011810ZK.pdf | 2783KB |
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