20,877 research outputs found

    Sensory Motor Remapping of Space in Human-Machine Interfaces

    Get PDF
    Studies of adaptation to patterns of deterministic forces have revealed the ability of the motor control system to form and use predictive representations of the environment. These studies have also pointed out that adaptation to novel dynamics is aimed at preserving the trajectories of a controlled endpoint, either the hand of a subject or a transported object. We review some of these experiments and present more recent studies aimed at understanding how the motor system forms representations of the physical space in which actions take place. An extensive line of investigations in visual information processing has dealt with the issue of how the Euclidean properties of space are recovered from visual signals that do not appear to possess these properties. The same question is addressed here in the context of motor behavior and motor learning by observing how people remap hand gestures and body motions that control the state of an external device. We present some theoretical considerations and experimental evidence about the ability of the nervous system to create novel patterns of coordination that are consistent with the representation of extrapersonal space. We also discuss the perspective of endowing human–machine interfaces with learning algorithms that, combined with human learning, may facilitate the control of powered wheelchairs and other assistive devices

    The stroboscopic human vision

    Get PDF
    When the frequency of seeing light from a pair of point flashes is beyond the probability summation of the separate flashes, the surplus is due to the successful interaction of subliminal responses from the different flashes. Experiments with various distances and various periods of the pair show thet successful interaction occurs when in each of two successive time-quanta of 0.04 seconds and in each of two adjacent distinct receptor groups at least one subliminal receptor response occurs. An autonomous source produces the time-quanta. It serves the time-processing of the central nervous system and of the motor system. Posdsibly, action potentials from the purkinje cells of the myocardium play a role. Hyper acuity in direction and in depth, flicker fusion, perceptual rivalry and ather phenomena follow from the quantized spatiotemporal signal processing

    Growth-Driven Percolations: The Dynamics of Community Formation in Neuronal Systems

    Full text link
    The quintessential property of neuronal systems is their intensive patterns of selective synaptic connections. The current work describes a physics-based approach to neuronal shape modeling and synthesis and its consideration for the simulation of neuronal development and the formation of neuronal communities. Starting from images of real neurons, geometrical measurements are obtained and used to construct probabilistic models which can be subsequently sampled in order to produce morphologically realistic neuronal cells. Such cells are progressively grown while monitoring their connections along time, which are analysed in terms of percolation concepts. However, unlike traditional percolation, the critical point is verified along the growth stages, not the density of cells, which remains constant throughout the neuronal growth dynamics. It is shown, through simulations, that growing beta cells tend to reach percolation sooner than the alpha counterparts with the same diameter. Also, the percolation becomes more abrupt for higher densities of cells, being markedly sharper for the beta cells.Comment: 8 pages, 10 figure

    Computational study of resting state network dynamics

    Get PDF
    Lo scopo di questa tesi è quello di mostrare, attraverso una simulazione con il software The Virtual Brain, le più importanti proprietà della dinamica cerebrale durante il resting state, ovvero quando non si è coinvolti in nessun compito preciso e non si è sottoposti a nessuno stimolo particolare. Si comincia con lo spiegare cos’è il resting state attraverso una breve revisione storica della sua scoperta, quindi si passano in rassegna alcuni metodi sperimentali utilizzati nell’analisi dell’attività cerebrale, per poi evidenziare la differenza tra connettività strutturale e funzionale. In seguito, si riassumono brevemente i concetti dei sistemi dinamici, teoria indispensabile per capire un sistema complesso come il cervello. Nel capitolo successivo, attraverso un approccio ‘bottom-up’, si illustrano sotto il profilo biologico le principali strutture del sistema nervoso, dal neurone alla corteccia cerebrale. Tutto ciò viene spiegato anche dal punto di vista dei sistemi dinamici, illustrando il pionieristico modello di Hodgkin-Huxley e poi il concetto di dinamica di popolazione. Dopo questa prima parte preliminare si entra nel dettaglio della simulazione. Prima di tutto si danno maggiori informazioni sul software The Virtual Brain, si definisce il modello di network del resting state utilizzato nella simulazione e si descrive il ‘connettoma’ adoperato. Successivamente vengono mostrati i risultati dell’analisi svolta sui dati ricavati, dai quali si mostra come la criticità e il rumore svolgano un ruolo chiave nell'emergenza di questa attività di fondo del cervello. Questi risultati vengono poi confrontati con le più importanti e recenti ricerche in questo ambito, le quali confermano i risultati del nostro lavoro. Infine, si riportano brevemente le conseguenze che porterebbe in campo medico e clinico una piena comprensione del fenomeno del resting state e la possibilità di virtualizzare l’attività cerebrale

    Phototaxic foraging of the archaepaddler, a hypothetical deep-sea species

    Get PDF
    An autonomous agent (animat, hypothetical animal), called the (archae) paddler, is simulated in sufficient detail to regard its simulated aquatic locomotion (paddling) as physically possible. The paddler is supposed to be a model of an animal that might exist, although it is perfectly possible to view it as a model of a robot that might be built. The agent is assumed to navigate in a simulated deep-sea environment, where it hunts autoluminescent prey. It uses a biologically inspired phototaxic foraging-strategy, while paddling in a layer just above the bottom. The advantage of this living space is that the navigation problem is essentially two-dimensional. Moreover, the deep-sea environment is physically simple (and hence easier to simulate): no significant currents, constant temperature, completely dark. A foraging performance metric is developed that circumvents the necessity to solve the travelling salesman problem. A parametric simulation study then quantifies the influence of habitat factors, such as the density of prey, and the body-geometry (e.g. placement, direction and directional selectivity of the eyes) on foraging success. Adequate performance proves to require a specific body-% geometry adapted to the habitat characteristics. In general performance degrades smoothly for modest changes of the geometric and habitat parameters, indicating that we work in a stable region of 'design space'. The parameters have to strike a compromise between on the one hand the ability to 'fixate' an attractive target, and on the other hand to 'see' as many targets at the same time as possible. One important conclusion is that simple reflex-based navigation can be surprisingly efficient. In the second place, performance in a global task (foraging) depends strongly on local parameters like visual direction-tuning, position of the eyes and paddles, etc. Behaviour and habitat 'mould' the body, and the body-geometry strongly influences performance. The resulting platform enables further testing of foraging strategies, or vision and locomotion theories stemming either from biology or from robotics
    corecore