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Figure 1.

Study protocol.

One week before the experimental day, subjects filled out questionnaires and the actigraphy begins. On the experimental day, practice session (PS) started at 1:00pm, after having a snack, subjects had an incubation interval of 90 minutes, starting around 1:30pm, which could be filled with sleep (Sleep group) or quiet wakefulness (Control group). The testing session (TS) was performed after the incubation interval, between 3:00pm to 4:00pm. At the beginning of each session subjects were required to fill out the Karolinska Sleepiness Scale (KSS).

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Figure 1 Expand

Figure 2.

Speedy Eggbert Mania®.

A) Representative schema of the levels of the game. The game is structured in four different scenarios (A to D) each one with four levels (1 to 4). Subjects started playing the first level (A1 to D1), then moved to the second level (A2 to D2) and so on. B) Example of one level (C3) of the game. Reprinted from Epsitec under a CC BY license, with permission from Epsitec, original copyright 2000.

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Figure 3.

Effect of sleep on problem-solving.

Bars show the percentage of subjects in each group. Blue represents the percentage of subjects who solved the problem; yellow represents the percentage of subjects who did not. Sleep group n = 14 (solvers n = 12, non-solvers n = 2). Control group n = 15 (solvers n = 7, non-solvers n = 8).

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Table 1.

Demographic and sleep information from Control and Sleep Groups.

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Table 1 Expand

Table 2.

Nap architecture.

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Table 2 Expand

Table 3.

Sleep stages and problem-solving.

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Table 3 Expand