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Award ID contains: 1604355

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  1. Abstract Optimizing group performance is one of the principal objectives that underlie human collaboration and prompts humans to share resources with each other. Connectivity between individuals determines how resources can be accessed and shared by the group members, yet, empirical knowledge on the relationship between the topology of the interconnecting network and group performance is scarce. To improve our understanding of this relationship, we created a game in virtual reality where small teams collaborated toward a shared goal. We conducted a series of experiments on 30 groups of three players, who played three rounds of the game, with different network topologies in each round. We hypothesized that higher network connectivity would enhance group performance due to two main factors: individuals’ ability to share resources and their arousal. We found that group performance was positively associated with the overall network connectivity, although registering a plateau effect that might be associated with topological features at the node level. Deeper analysis of the group dynamics revealed that group performance was modulated by the connectivity of high and low performers in the group. Our findings provide insight into the intricacies of group structures, toward the design of effective human teams. 
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  2. Abstract Neuromuscular impairment requires adherence to a rehabilitation regimen for maximum recovery of motor function. Consumer-grade game controllers have emerged as a viable means to relay supervised physical therapy to patients’ homes, thereby increasing their accessibility to healthcare. These controllers allow patients to perform exercise frequently and improve their rehabilitation outcomes. However, the non-universal design of game controllers targets healthy people and does not always accommodate people with disability. Consequently, many patients experience considerable difficulty assuming certain hand postures and performing the prescribed exercise correctly. Here, we explore the feasibility of improving rehabilitation outcomes through a 3D printing approach that enhances off-the-shelf game controllers in home therapy. Specifically, a custom attachment was 3D printed for a commercial haptic device that mediates fine motor rehabilitation. In an experimental study, 25 healthy subjects performed a navigation task, with the retrofit attachment and without it, while simulating disability of the upper limb. When using the attachment, subjects extended their wrist range of motion, yet maintained their level of compensation. The subjects also showed higher motivation to repeat the exercise with the enhanced device. The results bring forward evidence for the potential of this approach in transforming game controllers toward targeted interventions in home therapy. 
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  3. null (Ed.)