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71.
The term graphonomics was conceived in the early 1980s; it defined a multidisciplinary emerging field focused on handwriting and drawing movements. Researchers in the field of graphonomics have made important contribution to the field of motor behavior by developing models aimed to conceptualize the production of fine motor movements using graphical tools. Although skeptics have argued that recent technological advancements would reduce the impact of graphonomic research, a shift of focus within in the field of graphonomics into fine motor tasks in general proves the resilience of the field. Moreover, it has been suggested that the use of fine motor movements due to technological advances has increased in importance in everyday life. It is concluded that the International Graphonomics Society can have a leading role in fostering collaborative multidisciplinary efforts and can help with the dissemination of findings contributing to the field of human movement sciences to a larger public.  相似文献   
72.
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure.  相似文献   
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