233 research outputs found

    Relationship between Anxiety and Freezing of Gait

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    Parkinson’s disease (PD) is the second most common neurodegenerative and a large percentage of PD patients develop freezing of gait (FOG) leading to an overall reduced quality of life. The overarching aim of the thesis is to investigate the relationship between anxiety and freezing of gait, to extend current research on this topic and produce findings that could facilitate more adequate treatment methods for this symptom. The first study validated the seated functional MRI-compatible version of the walking threat paradigm that was previously found to induce anxiety and FOG. This would enable future studies to examine the neural correlates behind anxiety-induced freezing of gait. The second study investigated the effect of anxiety on the utilisation of body-related visual feedback in the form of an avatar in the virtual environment to improve FOG. The third study investigated the effects of Levodopa on the fronto-striato-limbic circuitry in PD Freezers at rest in their ‘ON’ and ‘OFF’ dopaminergic state. Findings suggest that the VR seated threat paradigm is an adequate behavioural surrogate for the VR walking threat paradigm, eliciting comparable amounts of anxiety and freezing of gait as the walking version. Anxiety was also found to interfere with the utilisation of sensory feedback to improve FOG, where in highly threatening situations Freezers lack the capacity to process visual feedback for gait. Finally, dopaminergic medication was also found to partially modulate the frontoparietal-limbic-striatal circuitry in PD Freezers, where baseline anxiety levels influence the impact of Levodopa on the frontoparietal (FPN)- limbic connectivity, and the FPN-putamen connectivity. In conclusion, the current thesis suggests that anxiety contributes to freezing of gait, which may present a barrier to treatment and could be a key factor in the heterogeneity observed in response to medication and sensory cueing

    Novel Bidirectional Body - Machine Interface to Control Upper Limb Prosthesis

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    Objective. The journey of a bionic prosthetic user is characterized by the opportunities and limitations involved in adopting a device (the prosthesis) that should enable activities of daily living (ADL). Within this context, experiencing a bionic hand as a functional (and, possibly, embodied) limb constitutes the premise for mitigating the risk of its abandonment through the continuous use of the device. To achieve such a result, different aspects must be considered for making the artificial limb an effective support for carrying out ADLs. Among them, intuitive and robust control is fundamental to improving amputees’ quality of life using upper limb prostheses. Still, as artificial proprioception is essential to perceive the prosthesis movement without constant visual attention, a good control framework may not be enough to restore practical functionality to the limb. To overcome this, bidirectional communication between the user and the prosthesis has been recently introduced and is a requirement of utmost importance in developing prosthetic hands. Indeed, closing the control loop between the user and a prosthesis by providing artificial sensory feedback is a fundamental step towards the complete restoration of the lost sensory-motor functions. Within my PhD work, I proposed the development of a more controllable and sensitive human-like hand prosthesis, i.e., the Hannes prosthetic hand, to improve its usability and effectiveness. Approach. To achieve the objectives of this thesis work, I developed a modular and scalable software and firmware architecture to control the Hannes prosthetic multi-Degree of Freedom (DoF) system and to fit all users’ needs (hand aperture, wrist rotation, and wrist flexion in different combinations). On top of this, I developed several Pattern Recognition (PR) algorithms to translate electromyographic (EMG) activity into complex movements. However, stability and repeatability were still unmet requirements in multi-DoF upper limb systems; hence, I started by investigating different strategies to produce a more robust control. To do this, EMG signals were collected from trans-radial amputees using an array of up to six sensors placed over the skin. Secondly, I developed a vibrotactile system to implement haptic feedback to restore proprioception and create a bidirectional connection between the user and the prosthesis. Similarly, I implemented an object stiffness detection to restore tactile sensation able to connect the user with the external word. This closed-loop control between EMG and vibration feedback is essential to implementing a Bidirectional Body - Machine Interface to impact amputees’ daily life strongly. For each of these three activities: (i) implementation of robust pattern recognition control algorithms, (ii) restoration of proprioception, and (iii) restoration of the feeling of the grasped object's stiffness, I performed a study where data from healthy subjects and amputees was collected, in order to demonstrate the efficacy and usability of my implementations. In each study, I evaluated both the algorithms and the subjects’ ability to use the prosthesis by means of the F1Score parameter (offline) and the Target Achievement Control test-TAC (online). With this test, I analyzed the error rate, path efficiency, and time efficiency in completing different tasks. Main results. Among the several tested methods for Pattern Recognition, the Non-Linear Logistic Regression (NLR) resulted to be the best algorithm in terms of F1Score (99%, robustness), whereas the minimum number of electrodes needed for its functioning was determined to be 4 in the conducted offline analyses. Further, I demonstrated that its low computational burden allowed its implementation and integration on a microcontroller running at a sampling frequency of 300Hz (efficiency). Finally, the online implementation allowed the subject to simultaneously control the Hannes prosthesis DoFs, in a bioinspired and human-like way. In addition, I performed further tests with the same NLR-based control by endowing it with closed-loop proprioceptive feedback. In this scenario, the results achieved during the TAC test obtained an error rate of 15% and a path efficiency of 60% in experiments where no sources of information were available (no visual and no audio feedback). Such results demonstrated an improvement in the controllability of the system with an impact on user experience. Significance. The obtained results confirmed the hypothesis of improving robustness and efficiency of a prosthetic control thanks to of the implemented closed-loop approach. The bidirectional communication between the user and the prosthesis is capable to restore the loss of sensory functionality, with promising implications on direct translation in the clinical practice

    The Varieties of Contemplative Experiences and Practices

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    While the diverse contemplative techniques are employed across a plethora of traditions around the world, contemplative research over the years has not reflected this variety. Despite growing interest in research on meditation, studies in contemplative science have largely focused on a narrow selection of practices (e.g., mindfulness, compassion, etc.) and traditions (i.e. Buddhism, Transcendental Meditation etc.). By choosing this topic, we hope to broaden the scope of contemplative science

    Social convergence in times of spatial distancing: The rRole of music during the COVID-19 Pandemic

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    Rêves et réactivation de la mémoire : fenêtre sur la consolidation de la mémoire durant le sommeil

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    Le sommeil joue un rôle important dans la consolidation de la mémoire. Les expériences nouvellement acquises à l’éveil sont réactivées spontanément durant le sommeil, un processus qui aiderait à consolider et intégrer la mémoire à plus long terme. Il a été suggéré que ces réactivations de mémoire se reflétaient, du moins partiellement, dans le contenu des rêves et que les rêves pouvaient jouer un rôle actif dans la consolidation de la mémoire. L'objectif général de cette thèse de doctorat est ainsi d'évaluer si et comment le rêve est impliqué dans le traitement de la mémoire épisodique et procédurale en utilisant de nouvelles technologies et approches expérimentales pour étudier ces relations. La première étude de cette thèse visait à influencer les réactivations de mémoire durant le sommeil afin de clarifier leurs liens avec les rêves et la mémoire procédurale. Nous avons stimulé ces réactivations de mémoire en réexposant des participants, durant leur sommeil, à un stimulus sonore préalablement associé à un apprentissage moteur, une approche nommée « targeted memory reactivation » (TMR). Nous montrons que la TMR, lorsqu’appliquée en stade de sommeil paradoxal, permet d’améliorer l’apprentissage d’une tâche motrice complexe, soit apprendre à « voler » en réalité virtuelle. De plus, le fait de rêver à des éléments kinesthésiques de la tâche motrice en sommeil paradoxal, mais pas en sommeil lent léger, est associé à une meilleure amélioration à cette tâche (article I). Ces résultats appuient les modèles suggérant que le sommeil paradoxal joue un rôle important dans la consolidation de la mémoire procédurale complexe et suggèrent en outre que la simulation de sensations sensorimotrices dans les rêves pourrait contribuer à ce rôle. Bien que la TMR n’ait pas eu d’impact direct sur les rêves, nous montrons qu’elle peut influencer le décours temporel des incorporations de mémoire dans les rêves sur plusieurs jours. La TMR a amplifié les incorporations tardives de la tâche, soit 1-2 jours plus tard lorsqu’appliquée en sommeil paradoxal, et 5-6 jours plus tard lorsqu’appliquée en sommeil lent profond (article II). Nous suggérons que ces effets à plus long terme pourraient être dus à un mécanisme de marquage (tagging) des traces de mémoire, initiant ou amplifiant leur traitement subséquent au cours de plusieurs nuits de sommeil. De plus, nous montrons que notre expérience immersive en réalité virtuelle a augmenté l’incorporation de sensations de vol dans les rêves, particulièrement la nuit suivant l’exposition à celle-ci (article III). Nous identifions certains facteurs individuels qui sont associés à une plus grande incorporation de la tâche dans les rêves, tels que le fait d’avoir déjà eu des rêves de vols ou des rêves lucides. Un examen plus approfondi des rêves pendant 10 jours suivants l'expérience de réalité virtuelle montre que les sensations de vol sont progressivement décontextualisées du contexte de vol original au fil du temps. Les rêves de vol après l’expérience en réalité virtuelle avaient également des niveaux de contrôle et d'intensité émotionnelle plus élevés que ceux ayant eu lieu avant l’expérience. L'induction de rêves de vol nous a permis de faire une analyse qualitative approfondie sur ceux-ci, menant à une nouvelle proposition de la manière dont les sensations de vol, ou les sensations de mouvement de manière plus générale, peuvent survenir dans les rêves. Ces résultats pourraient à leur tour faciliter le développement de technologies pour mieux influencer et étudier les rêves. Une deuxième étude visait à évaluer quand et comment une source de mémoire épisodique commune à tous les participant – visiter le laboratoire de sommeil – est incorporé dans les rêves. Les résultats montrent que près du tiers des rêves incorporent des éléments du laboratoire, et ce, particulièrement dans les rêves en sommeil paradoxal lors d’une sieste matinale (article IV). Une étude qualitative de ces rêves met de l’avant les manières typiques par lesquelles des éléments du laboratoire réapparaissent dans les narratifs de rêve. Nous proposons l’existence de différentes « pressions intégratives » qui structurent les fragments de mémoire au sein de scénarios de rêves. Souvent, ces scénarios impliquent une certaine pression de performance, sont de nature sociale, projettent le rêveur dans le temps et dans l’espace, ou incorporent des sensations réelles du corps et de l’environnement de sommeil. Étudier le phénomène de « rêver au laboratoire » aide ainsi à clarifier comment les rêves sont façonnés autour de fragments de mémoire et souligne à la fois les avantages et les limites méthodologiques de l’étude des rêves et de la mémoire en laboratoire. Finalement, une troisième étude visait à suivre le décours temporel des sources de mémoire autobiographique des rêves au cours d’une nuit de sommeil entière en utilisant un protocole de réveils en série. Nos résultats montrent que les rêves peuvent combiner plusieurs sources de mémoire, en particulier lorsqu'ils se produisent en stade N1 ou en sommeil paradoxal, ce qui pourrait refléter une plus grande richesse ou capacité intégrative des rêves ayant lieu en ces stades (article V). Nous reproduisons le résultat voulant que les souvenirs récents sont préférentiellement réactivés tôt dans la nuit, tandis que les souvenirs plus lointains sont relativement plus représentés dans les rêves de fin de nuit – nous précisons que cet effet est indépendant des stades de sommeil. La co-activation de plusieurs sources de mémoire dans un même récit de rêve appuie la suggestion que l’une des fonctions du sommeil est d'intégrer les nouvelles connaissances à nos réseaux de mémoire préexistants. Nos résultats suggèrent que cette fonction pourrait être un processus cumulatif au cours d'une nuit de sommeil. Nous montrons entre autres qu'une seule source de mémoire peut être réactivée à plusieurs reprises dans plusieurs rêves, et en différents stades de sommeil, ce qui pourrait permettre un traitement continu ou séquentiel de souvenirs épisodiques avec d'autres souvenirs tout au long de la nuit. Dans l’ensemble, nos études quantitatives et qualitatives des incorporations de mémoire dans les rêves permettent d’éclairer les mécanismes fondamentaux de la formation des rêves ainsi que leurs associations avec le traitement et la consolidation des mémoires épisodique et procédurale. Nos résultats suggèrent qu’un rôle potentiel du rêve dans la mémoire irait au-delà de sa simple réactivation, soutenant des processus de transformation et d’intégration de la mémoire. La création de scénarios multisensoriels et immersifs basés sur des fragments mémoire est possiblement centrale à ces processus et permettrait d’optimiser l’utilisation de la mémoire pour le futur.Sleep plays an important role in memory consolidation. New experiences acquired while awake are reactivated spontaneously during sleep, a process that is thought to facilitate their consolidation and integration into longer-term memory. It has been suggested that these memory reactivations are, at least partially, reflected in dream content and that dreams play an active role in memory consolidation. The general objective of this doctoral thesis is to assess these claims; I examine whether and how dreams are involved in episodic and procedural memory processes by using new technologies and experimental approaches to study relationships between memory and dreaming. Our first study aimed to influence memory reactivations during sleep in order to clarify their relationships with dreams and procedural learning. We experimentally stimulated memory reactivations by re-exposing participants during their sleep to an auditory stimulus previously associated with motor learning, a process called targeted memory reactivation (TMR). We show that TMR, when applied during rapid eye movement (REM) sleep, improves performance of a complex motor task, i.e., learning how to "fly" in a virtual reality (VR) setting. Moreover, dreaming about kinesthetic elements of the motor task in REM sleep, but not in stage 2 sleep, is associated with better improvement on this task (article I). These results support previous models suggesting that REM sleep plays an important role in the consolidation of complex procedural memory and further suggest that the simulation of sensorimotor sensations in dreams contribute to this role. Although TMR did not directly impact dreams, we show that it can influence the time course of memory incorporations in dreams over multiple days. It amplified delayed incorporations of the task 1-2 days later when applied in REM sleep, and 5-6 days later when applied in slow-wave sleep (article II). We suggest that these longer-term effects could be due to a “tagging” mechanism of memory traces, which primes or amplifies their subsequent processing over several nights of sleep. Furthermore, we show that our immersive VR task increased the incorporation of flying sensations in dreams, especially the night after exposure to it (article III). We identify individual factors that are associated with the incorporation of the flying task in dreams, such as previous experience with both flying and lucid dreams. A closer look at dreams over 10 days following the VR experience shows that flying sensations become progressively decontextualized from the original flying context over time. Flying dreams after VR exposure also had higher levels of control and emotional intensity compared to baseline flying dreams. The successful induction of flying dreams allowed us to do an in-depth qualitative analysis of them, based on which we propose a new mechanistic explanation of how flying sensations or movements may arise in dreams. These results could facilitate the development of technologies to better influence and study dreaming. Our second study aimed to assess when and how an episodic memory source shared by all participants – visiting the sleep laboratory – is incorporated into dreams. The results show that almost a third of dreams incorporate elements of the laboratory, particularly REM dreams from a morning nap (article IV). A qualitative study of these dreams highlights the typical ways in which elements of the laboratory reappear in dream narratives. We suggest the existence of different “integrative pressures” that structure memory fragments into these dream scenarios. These are often performative or social in nature, project the dreamer in time and space, or incorporate real sensations from the sleeping body or the sleep environment. Studying the phenomenon of dreaming about the laboratory helps clarify how dreams are shaped from memory fragments, and highlights the advantages and methodological limits of laboratory dream and memory studies. Finally, our third study evaluated the time course of autobiographical dream memory sources during an entire night of sleep using a serial awakenings protocol. Our results show that dreams can combine multiple memory sources at once, especially when they occur at sleep onset or in REM sleep, which may reflect a greater dream richness or a more widespread associative memory activation in those stages (article V). We replicate the finding that recent memories are preferentially reactivated early in the night, while more distant memories are relatively more represented in late night dreams – we here clarify that this effect is independent of sleep stages. The coactivation of multiple memory sources in a dream narrative aligns with the suggestion that a function of sleep is to integrate new knowledge with existing knowledge. Our results further suggest that the latter may be a cumulative function of a night of sleep. We show that a single memory source can be repeatedly reactivated in multiple dreams in different sleep stages, which could allow a continuous or sequential processing of episodic memories with other memories across the night. Overall, our quantitative and qualitative studies of memory incorporations in dreams shed light on fundamental mechanisms of dream formation and on their association with episodic and procedural memory processing and consolidation. Our results suggest that a potential role of dreams in memory goes beyond simple reactivation, supporting long-term processes of memory transformation and integration. The creation of immersive and multisensory dream scenarios built upon memory fragments may be key to these processes and to optimizing the use of these memories for the future

    Human factors considerations for ultrasound induced mid-air haptic feedback

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    The engineering design process can be complex and often involves reiteration of design activities in order to improve outcomes. Traditionally, the design process consists of many physical elements, for example, clay/foam modelling and more recently Additive Manufacturing (AM), with an iterative cycle of user testing of these physical prototypes. The time associated with creating physical prototypes can lengthen the time it takes to develop one product, and thus, comes at a burdensome financial and labour cost. Due to the aforementioned constraints of the conventional design process, more research is being conducted into applications of Virtual Reality (VR) to complement stages of the design process that would otherwise take and cost a significant amount of time and money. VR enables users to create 3D virtual designs and prototypes for evaluation, thus facilitating the rapid correction of design and usability issues. However, VR is not without its pitfalls, for example, it often only facilitates an audio-visual simulation, thus hindering evaluation of the tactile element of design, which is critical to the success of many products. This issue already has a wide body of research associated with it, which explores applications of haptic (tactile) feedback to VR to create a more realistic and accurate virtual experience. However, current haptic technologies can be expensive, cumbersome, hard to integrate with existing design tools, and have limited sensorial output (for example, vibrotactile feedback). Ultrasound Haptic Feedback (UsHF) appears to be a promising technology that offers affordable, unencumbered, integrable and versatile use. The technology achieves this by using ultrasound to create mid-air haptic feedback which users can feel without being attached to a device. However, due to the novel nature of the technology, there is little to no literature dedicated to investigating how users perceive and interpret UsHF stimuli, and how their perception affects the user experience. The research presented in this thesis concerns the human factors of UsHF for engineering design applications. The PhD was borne out of interest from Ultraleap (previously Ultrahaptics), an SME technology developer, on how their mid-air haptic feedback device could be used within the field of engineering. Six studies (five experimental and one qualitative) were conducted in order to explore the human factors of UsHF, with a view of understanding its viability for use in engineering design. This was achieved by exploring the tactile ability of users in mid-air object size discrimination, absolute tactile thresholds, perception of intensity differences, and normalisation of UsHF intensity. These measures were also tested against individual differences in age, gender and fingertip/hand size during the early stages, with latter stages focussing on the same measures when UsHF was compared to 2D multimodal and physical environments. The findings demonstrated no evidence of individual differences in UsHF tactile acuity and perception of UsHF stimuli. However, the results did highlight clear limitations in object size discrimination and absolute tactile thresholds. Interestingly, the results also demonstrated psychophysical variation in the perception of UsHF intensity differences, with intensity differences having a significant effect on how object size is perceived. Comparisons between multimodal UsHF and physical size discrimination were also conducted and found size discrimination accuracy of physical objects to be better than visuo-haptic (UsHF) size discrimination. Qualitative studies revealed an optimistic attitude towards VR for engineering design applications, particularly within the design, review, and prototyping stages, with many suggesting the addition of haptic feedback could be beneficial to the process. This thesis offers a novel contribution to the field of human factors for mid-air haptics, and in particular for the use of this technology as part of the engineering design process. The results indicate that UsHF in its current state could not offer a replacement for all physical prototypes within the design process; however, UsHF may still have a place in the virtual design process where haptic feedback is required but is less reliant on the accurate portrayal of virtual objects, for example, during early stage evaluations supplemented by later physical prototypes, simply to indicate contact with virtual objects, or when sharing designs with stakeholders and multidisciplinary teams

    Models and Analysis of Vocal Emissions for Biomedical Applications

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    The International Workshop on Models and Analysis of Vocal Emissions for Biomedical Applications (MAVEBA) came into being in 1999 from the particularly felt need of sharing know-how, objectives and results between areas that until then seemed quite distinct such as bioengineering, medicine and singing. MAVEBA deals with all aspects concerning the study of the human voice with applications ranging from the newborn to the adult and elderly. Over the years the initial issues have grown and spread also in other fields of research such as occupational voice disorders, neurology, rehabilitation, image and video analysis. MAVEBA takes place every two years in Firenze, Italy. This edition celebrates twenty-two years of uninterrupted and successful research in the field of voice analysis

    EEG-based investigation of cortical activity during Postural Control

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    The postural control system regulates the ability to maintain a stable upright stance and to react to changes in the external environment. Although once believed to be dominated by low-level reflexive mechanisms, mounting evidence has highlighted a prominent role of the cortex in this process. Nevertheless, the high-level cortical mechanisms involved in postural control are still largely unexplored. The aim of this thesis is to use electroencephalography, a widely used and non-invasive neuroimaging tool, to shed light on the cortical mechanisms which regulate postural control and allow balance to be preserved in the wake of external disruptions to one’s quiet stance. EEG activity has been initially analysed during a well-established postural task - a sequence of proprioceptive stimulations applied to the calf muscles to induce postural instability – traditionally used to examine the posturographic response. Preliminary results, obtained through a spectral power analysis of the data, highlighted an increased activation in several cortical areas, as well as different activation patterns in the two tested experimental conditions: open and closed eyes. An improved experimental protocol has then been developed, allowing a more advanced data analysis based on source reconstruction and brain network analysis techniques. Using this new approach, it was possible to characterise with greater detail the topological structure of cortical functional connections during the postural task, as well as to draw a connection between quantitative network metrics and measures of postural performance. Finally, with the integration of electromyography in the experimental protocol, we were able to gain new insights into the cortico-muscular interactions which direct the muscular response to a postural challenge. Overall, the findings presented in this thesis provide further evidence of the prominent role played by the cortex in postural control. They also prove how novel EEG-based brain network analysis techniques can be a valid tool in postural research and offer promising perspectives for the integration of quantitative cortical network metrics into clinical evaluation of postural impairment.Kerfi stöðustjórnunar er afturvirkt stýrikerfi sem vinnur stöðugt að því að viðhalda uppréttri stöðu líkamans og bregðast við ójafnvægi. Vaxandi þekking á undanförnum árum hefur lýst því að úrvinnsla þessara upplýsinga á sér stað á öllum stigum miðtaugakerfisins, þá sérstaklega barkarsvæði heilahvela. Engu að síður, er nákvæmu hlutverk heilabarkar við stöðustjórnun enn óljóst að mörgu leyti. Tilgangur þessa verkefnis var að rannsaka nánar hlutverk heilabarkar við truflun og áreiti á kerfi stöðustjórnarinnar, með notkun hágæða heilarafrits (EEG). Við byrjuðum á því að mæla heilarit einstaklinga meðan á þekktri líkamsstöðu-æfingu stóð, til þess að skoða svörun líkamans við röð titringsáreita sem beitt var á kálfavöðvana til að framkalla óstöðugleika. Bráðabirgðaniðurstöður fengnar með PSD-aðferð (power spectral analysis) leiddu í ljós aukna virkni á ákveðnum svæðum í heilaberki og sérstakt viðbragðsmynstur við að framkvæma æfinguna, annars vegar með lokuð augu og hins vegar opin augu. Rannsókn okkar hélt áfram með nýrri og þróaðari tækni sem gerði okkur kleift að framkvæma fullkomnari greiningaraðferðir til að túlka, greina og skilja merki frá heilaritnu. Með fullkomnari greiningaraðferðum var hægt að lýsa með nákvæmari hætti staðfræðilega uppbyggingu starfrænna tenginga í heilaberki meðan á líkamsstöðu æfingunni stóð, sem og að draga tengsl á milli megindlegra netmælinga og mælinga á líkamsstöðu. Að lokum bætist við vöðvarafritsmæling við aðferðafræðina, sem gaf okkur innsýn inn í samskipti heilabarka og vöðvana sem stýra vöðvaviðbrögðum og viðhalda líkamsstöðu við utanaðkomandi áreiti. Á heildina litið gefa niðurstöðurnar sem settar eru fram í þessari ritgerð enn sterkari vísbendingar um það áberandi hlutverk sem heilabörkurinn gegnir við stjórnun líkamsstöðu. Niðurstöðurnar sanna einnig hvernig ný aðferð á greiningu á tengslaneti heilans sem byggir á heilariti getur verið gilt tæki í líkamsstöðu rannsóknum og er nytsamlegt tól fyrir mælingar á heilakerfisneti í klínískt mat á skerðingu líkamsstöðu

    Advancing proxy-based haptic feedback in virtual reality

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    This thesis advances haptic feedback for Virtual Reality (VR). Our work is guided by Sutherland's 1965 vision of the ultimate display, which calls for VR systems to control the existence of matter. To push towards this vision, we build upon proxy-based haptic feedback, a technique characterized by the use of passive tangible props. The goal of this thesis is to tackle the central drawback of this approach, namely, its inflexibility, which yet hinders it to fulfill the vision of the ultimate display. Guided by four research questions, we first showcase the applicability of proxy-based VR haptics by employing the technique for data exploration. We then extend the VR system's control over users' haptic impressions in three steps. First, we contribute the class of Dynamic Passive Haptic Feedback (DPHF) alongside two novel concepts for conveying kinesthetic properties, like virtual weight and shape, through weight-shifting and drag-changing proxies. Conceptually orthogonal to this, we study how visual-haptic illusions can be leveraged to unnoticeably redirect the user's hand when reaching towards props. Here, we contribute a novel perception-inspired algorithm for Body Warping-based Hand Redirection (HR), an open-source framework for HR, and psychophysical insights. The thesis concludes by proving that the combination of DPHF and HR can outperform the individual techniques in terms of the achievable flexibility of the proxy-based haptic feedback.Diese Arbeit widmet sich haptischem Feedback für Virtual Reality (VR) und ist inspiriert von Sutherlands Vision des ultimativen Displays, welche VR-Systemen die Fähigkeit zuschreibt, Materie kontrollieren zu können. Um dieser Vision näher zu kommen, baut die Arbeit auf dem Konzept proxy-basierter Haptik auf, bei der haptische Eindrücke durch anfassbare Requisiten vermittelt werden. Ziel ist es, diesem Ansatz die für die Realisierung eines ultimativen Displays nötige Flexibilität zu verleihen. Dazu bearbeiten wir vier Forschungsfragen und zeigen zunächst die Anwendbarkeit proxy-basierter Haptik durch den Einsatz der Technik zur Datenexploration. Anschließend untersuchen wir in drei Schritten, wie VR-Systeme mehr Kontrolle über haptische Eindrücke von Nutzern erhalten können. Hierzu stellen wir Dynamic Passive Haptic Feedback (DPHF) vor, sowie zwei Verfahren, die kinästhetische Eindrücke wie virtuelles Gewicht und Form durch Gewichtsverlagerung und Veränderung des Luftwiderstandes von Requisiten vermitteln. Zusätzlich untersuchen wir, wie visuell-haptische Illusionen die Hand des Nutzers beim Greifen nach Requisiten unbemerkt umlenken können. Dabei stellen wir einen neuen Algorithmus zur Body Warping-based Hand Redirection (HR), ein Open-Source-Framework, sowie psychophysische Erkenntnisse vor. Abschließend zeigen wir, dass die Kombination von DPHF und HR proxy-basierte Haptik noch flexibler machen kann, als es die einzelnen Techniken alleine können

    Proceedings of the 19th Sound and Music Computing Conference

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    Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France). https://smc22.grame.f
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