Adam Joseph Toth

Adam Joseph Toth
University of Limerick | UL · Department of Physical Education and Sport Sciences

PhD Neuroscience and Biomechanics

About

34
Publications
16,639
Reads
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418
Citations
Citations since 2017
31 Research Items
418 Citations
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2017201820192020202120222023050100150
2017201820192020202120222023050100150
2017201820192020202120222023050100150
Additional affiliations
September 2018 - present
University of Limerick
Position
  • Research Associate
June 2016 - September 2018
University of Limerick
Position
  • PostDoc Position
September 2010 - June 2016
University of Guelph
Position
  • PhD

Publications

Publications (34)
Preprint
Full-text available
The acquisition of basic surgical skills is a key component of medical education and trainees in laparoscopic surgery typically begin developing their skills using simulation box trainers. However, despite the advantages of simulation surgical training, access can be difficult for many trainees. One technique that has shown promise to enhance the d...
Article
When quantifying elements of performance in bimanual tasks, such as surgery or sports, it is important to understand the errors that participants make to facilitate skill improvement. Esports lags behind when quantifying the motor skills that differentiate elites and amateurs. The purpose of this study was to leverage a large existing kinematic dat...
Article
Full-text available
Advances in human performance have shifted research attention from individuals towards understanding the effects that equipment can have on their performance. In esports, the effect of gaming peripherals on performance has only recently been explored. In this study, we investigated the effect of computer mouse mass on gaming skill. 72 video game pl...
Article
Full-text available
Notational analysis is a popular tool for understanding what constitutes optimal performance in traditional sports. However, this approach has been seldom used in esports. The popular esport “Rocket League” is an ideal candidate for notational analysis due to the availability of an online repository containing data from millions of matches. The pur...
Book
Full-text available
This Research Topic covers the neurocognitive aspects of computer gaming and esports. Authors representing a broad spectrum of psychology and neuroscience have contributed, introducing empirical findings as well as conceptual and methodological innovations.
Preprint
Full-text available
Notational analysis is a popular tool for understanding what constitutes optimal performance in traditional sports. However, this approach has been seldom used in esports. The popular esport “Rocket League” is an ideal candidate for notational analysis due to the availability of an online repository containing data from millions of matches. The pur...
Article
Full-text available
Recently, increased attention has been directed to the brain to better understand how motor skill expertise develops. One promising technique purported to accelerate motor skill improvement is transcranial direct current stimulation (tDCS). While simple fine motor tasks involving the hands and fingers are most frequently used to investigate the rol...
Article
Action observation (AO) and motor imagery (MI) are simulation states that have been demonstrated to independently enhance motor skill performance. Historically, AO and MI were examined in isolation from one another; however recent neurophysiological and behavioural evidence indicates that using MI during AO (AO+MI) may be more potent at enhancing p...
Article
This paper collated and analysed information regarding the abilities, gameplay and game genre preferences perceived to be important by amateur gamers and whether these perceptions differed based on several criteria, including time spent gaming and the types of games people played. First-person Shooter (FPS), Multiplayer Online Battle Arena (MOBA) a...
Article
Full-text available
Study Objectives To synthesise original articles exploring the effects of sleep restriction on cognitive performance specifically for Elite Cognitive Performers; i.e. those who engage in cognitively demanding tasks with critical or safety-critical outcomes in their occupation or area of expertise. Methods Backward snowballing techniques, grey lite...
Article
Full-text available
Competitive video gaming, collectively known as esports, has surged in popularity over the last decade. The rapid growth in revenue, viewership, players and exposure to date has led to the rise of impropriety in the form of cheating. “Boosting” is a form of cheating whereby high-skilled players access lower-skilled players’ accounts for the purpose...
Preprint
UNSTRUCTURED Globally, depression and anxiety are the two most prevalent mental health disorders. Depression and anxiety occur both acutely and chronically, with various symptoms commonly expressed sub-clinically. The mental health treatment gap and stigma associated with mental health disorders such as depression and anxiety are common issues enco...
Article
Full-text available
Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental health disorders are common issues encountered worldwide. Given the economic and health care service burden of...
Article
Full-text available
1) Background: Research into action video games (AVG) has surged with the popularity of esports over the past three decades. Specifically, evidence is mounting regarding the importance of enhanced cognitive abilities for successful esports performance. However, due to the sedentary nature in which AVGs are played, concerns are growing with the incr...
Article
Action observation (AO) and motor imagery (MI) are simulation states that have been demonstrated to independently enhance motor skill performance. Historically, AO and MI were examined in isolation from one another; however recent neurophysiological and behavioural evidence indicates that using MI during AO (AO+MI) may be more potent at enhancing p...
Article
Objectives Motor imagery (MI) is a dynamic mental state during which the representation of a given motor movement is rehearsed in working memory without overt motor output. Mental practice (MP; also known as motor imagery practice) is the systematic application of MI for the cognitive rehearsal of a task in the absence of overt physical movements....
Article
Full-text available
Mental rotation tests (MRTs) have previously shown one of the most prominent sex differences in cognitive psychology, marked by a large male performance advantage. However, debate continues over the reasons for these sex differences. Previously, we used pupillometry to demonstrate sex differences in the cognitive effort invoked during the original...
Article
Full-text available
This study set out for the first time to identify whether gamers of low, intermediate, and elite skill level in a prominent esports game, Counter-Strike: Global Offensive, demonstrated increasingly superior performance on a test of a specific cognitive skill (cognitive inhibition). Here we tested low, intermediate, and high ranked gamers and compar...
Article
Full-text available
Motor simulation (MS) interventions incorporating motor imagery (MI), and more recently action observation (AO), are readily accepted as effective interventions to enhance motor skill performance. Existing models in the MS literature fail to consider the entire spectrum of MS interventions, focusing on MI or AO alone. This paper examines the theore...
Article
Background: Previous research has established that motor imagery (MI) and action observation (AO) in- dependently enhance the performance and learning of motor skills. Recent studies have demonstrated that combining AO and MI (AO + MI) elicits increased activity in motor regions of the brain and enhances per- formance more than either AO or MI alon...
Article
Full-text available
Our recent work demonstrated that vision can recalibrate the vestibular signal used to re-establish equilibrium following a platform perturbation. Here, we investigate whether vision provided during a platform perturbation can recalibrate the use of vestibular reafference during the dynamic phase of the perturbation response. Dynamic postural respo...
Article
Full-text available
Precise control of the ankle is required to safely clear the ground during walking. Skin input contributes to proprioception about the ankle joint, during both passive movements and level walking. How skin might contribute to proprioceptive control of the ankle during a more complex functional task such as obstacle avoidance is unknown. The purpose...
Chapter
Understanding 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...
Article
We use pupillometry to measure sex differences in mental rotation (MR) and to investigate the contentious claim that it is a unique spatial ability marked by male advantage in performance. Across two MR tasks - using Shepard-Metzler style cube figures and images of human hands - we measure reaction time (RT) and sensitivity, d', and supplement thes...
Article
Playing action video games requires players to develop a cognitive profile that allows them to rapidly monitor and react to fast moving visual and auditory stimuli, and to inhibit erroneous actions. This study investigated whether experience with action video games is associated with an advantage on standardized cognitive tasks. Specifically, we in...
Article
Full-text available
Visuo-vestibular recalibration, in which visual information is used to alter the interpretation of vestibular signals, has been shown to influence both oculomotor control and navigation. Here we investigate whether vision can recalibrate the vestibular feedback used during the re-establishment of equilibrium following a perturbation. The perturbati...
Article
Full-text available
The aim of the current study was to explore the role of dorsal foot skin on the joint kinematics of gait during level walking. Twelve volunteers experienced sensory perturbations with either reduced dorsal skin feedback using topical anesthetic, reduced visual feedback of the lower visual field, or a combination of both cutaneous and visual reducti...

Questions

Question (1)
Question
Looking for feedback from those who have done any studies lasting a week or more whereby participants came in and performed a task each day. Trying to get longitudinal study up and running and estimating time to complete the study. Would love a sense from others of time frame based on the task they used, the number of participants per group and most importantly, how long it took to complete the study from participant 1 to participant 'n'. Please feel free to link manuscripts as would be great to use in justification of our estimated timeframe. Thanks and look forward to everyone's feedback.

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