Among the Sleep - Wikipedia
relationship between physiologic and pathologic MA can shed light on the . alpha activity in REM sleep was in the same time used to Only at the end. This "bad ending" was scrapped from the story but was placed in the enhanced edition of the game. The ending can be. The truth is, if you are getting proper amounts of sleep in proper time periods, Grief Test · Personality Tests · Relationship Tests · Schizophrenia Test Those who practice meditation, or deep prayerfulness, often kinda “hang out” in Alpha. Sleepwalking and bed-wetting typically happen at the end of Stage Four sleep.
The small adventure is ended by the mother finding them; she tells the child, gently but ominously, to stop hiding from her and puts him to bed. The baby wakes in the night to find Teddy being taken by an unseen force. His crib overturns, and the player escapes. The child leaves the bedroom and rescues Teddy from a washing machine by unplugging it and opening the door.
Stages of Sleep - Non-REM and REM Sleep Cycles | Tuck Sleep
The bear says that something was not right and that they had to find the child's mother. The search leads them to discover a slide that takes them to a small playhouse within a cavern that is presumably under the house, and the door found inside it leads them into a journey through several surreal environments. Teddy instructs the player to find four memories the child shared with their mother that will lead them to her. The memories take the forms of four objects: Her pendant from her necklace shown at the start of the game, the music box she plays to put him to sleep at night, the story book, and the pink elephant.
Throughout the search, the player is pursued by a large, feminine, shadow monster and a creature with glowing white eyes that has a coat as a body like the ones in the child's closet earlier. After the last memory is found, Teddy and the child try to go through the slide that would lead back to the playhouse, but the coat creature grabs onto Teddy to stop the child from completing the last memory.
The child was hanging over an abyss and Teddy's arm was ripped off in the weight of the child. The player then falls into a dark room lit by a series of floodlights.
The child follows his mother's voice and sees her drinking from a bottle as she transforms into the feminine monster from earlier implying that they and the coat figure are the same before disappearing. The child is left alone in the dark, with window lights coming from up ahead, leading it back to the playhouse. After using the last memory to open the playhouse's door, the child sees cracks in a door that's straight ahead.
Once through the door, the child is back in their room having exited through the closet. The child heads downstairs to find his mother crying in the kitchen, the damaged bear in one hand, an empty wine bottle in the other, which she drops.
When the player attempts to retrieve the bear, the mother knocks the toddler over and shouts at the player to leave her alone. She apologizes and tells the toddler she didn't mean to, and that it's too much.
The player has the option of briefly comforting mother should the player interact with her again. There is a knock at the front door that the mother doesn't react to; instead, she continues crying.
Alpha-band oscillations, attention, and controlled access to stored information
When the toddler goes to the door, it opens and reveals a glowing white light. The player's father is heard talking to the child, remarking on Teddy's broken arm, stating that he can fix him. Prologue[ edit ] An expansion level available through downloadable content is set before the events of the game, again told from the toddler's point of view.
The player is wandering through a winter environment and finds five dolls surrounding a light that breaks, sending the player to a house different from the one shown in the main story.
The player is required to locate and thaw the five dolls that are frozen due to the freezing wind from outside coming through the open windows, which involves closing the windows and using music and TV to free them.
Throughout the house, bright figures of the toddler's parents are shown arguing due to the mother's alcohol abuse. Along the way, the player encounters the feminine monster from the first game and a living furnace monster in the basement. Once the player finds all of the dolls, including the rabbit one found outside the house after it has fallen from a window, the mother is seen taking the toddler before going away in depression, implying that the house is the father's house and that the mother is taking her child to the house seen in the main story, leaving the doll to die out in the cold.
Alternate Ending[ edit ] This "bad ending" was scrapped from the story but was placed in the enhanced edition of the game. The ending can be accessed in the "Museum level".
Stages of Sleep and Sleep Cycles
The toddler wakes up in a broken down, cage-like baby crib in an unknown area. Then he sees Teddy turning a wheel, where the crib is being held, revealing a room with lifeless dolls, all memory items and a giant cooking pot.
- Stages of Sleep
The crib stops moving and Teddy walks creepily towards the child, "happily" greeting him. From that moment his neck cracks and giant skeleton-like hands came out of his body, revealing his true ghostly form: It turns out The Nightmare has been using young children to collect beloved items to create a stew by disguising as stuffed toys and tricking children to venture far from their homes.
He prepares his meal by placing all the items in the pot, stirring them, while saying the quotes from the toddlers book "Five Thirsty Animals.
Achieved stretch goals included a commentary track, downloadable content developed in collaboration with backers, and support for the Oculus Rift virtual reality headset. What region of the KS is pre-activated is determined by expectancy. The attentional buffer is not directly related to working memory WM and should not be confused with short-term memory or rehearsal.
It is assumed that iconic memory is the bottom-up activated region of the KS, whereas the attentional buffer is the overlapping top-down activated region within iconic memory. One fundamental aspect of the proposal in this article is that WM and KS interact in such a way that episodic WM coding is based on the re-activation of information stored in the KS.
Cross frequency CF coupling: In this article, the focus is on access to the KS, not on processes operating within the KS. Perception, encoding, and recognition are processes that are guided by attention [99,] and are closely related to access of information in the KS. Early stages of encoding can be considered categorization processes that are based on global features.
This is interesting because one implicit assumption in EEG research is that oscillations have an impact on information processing that is proportional to their magnitude.
This, however, is in contradiction with the classical view e. This view comes from the basic observation that alpha amplitudes are large when the eyes are closed and become suppressed when eyes are opened. It has been known since the early days of EEG research that this type of alpha suppression is not due to visual stimulation because it can also be observed in a completely darkened room [7,8].
ERD can be observed in response to a variety of different tasks, and it was assumed that it reflects cortical activation, or more precisely, cortical excitation.
Alpha-band oscillations, attention, and controlled access to stored information
The most general observation is that brain regions that are activated during a task exhibit ERD, whereas regions associated with task irrelevant and potentially interfering processes exhibit ERS see . This has been observed for example, in tasks that vary stimulus modality, stimulus processing domain e.
Findings show that alpha power is larger over visual cortices when attention is focused on the auditory part of a compound auditory-visual stimulus . Alpha power is larger over parietal regions when a task engages the ventral stream .