4,899 research outputs found

    Virtual visual cues:vice or virtue?

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    The Effects of Pictorial Realism, Delay of Visual Feedback, and Observer Interactivity on the Subjective Sense of Presence

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    Two experiments examined the effects of pictorial realism, observer interactivity, and delay of visual feedback on the sense of presence. Subjects were presented pairs of virtual enviornments (a simulated driving task) that differed in one or more ways from each other. After subjects had completed the second member of each pair they reported which of the two had produced the greater amount of presence and indicated the size of this difference by means of a 1-100 scale. As predicted, realism and interactivity increased presence while delay of visual feedback diminished it. According to subjects\u27 verbal responses to a postexperiment interview, pictorial realism was the least influential of the three variables examined. Further, although some subjects reported an increase in the sense of presence over the course of the experiment, most said it reamined unchanged or became weaker

    Using visual feedback to guide movement: Properties of adaptation in changing environments and Parkinson\u27s disease

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    On a day-to-day basis we use visual information to guide the execution of our movements with great ease. The use of vision allows us to guide and modify our movements by appropriately transforming external sensory information into proper motor commands. Current literature characterizes the process of visuomotor adaptation, but fails to consider the incremental response to sensed errors that comprise a fully adaptive process. We aimed to understand the properties of the trial-by-trial transformation of sensed visual error into subsequent motor adaptation. In this thesis we further aimed to understand how visuomotor learning changes as a function of experienced environment and how it is impacted by Parkinson\u27s disease. Recent experiments in force learning have shown that adaptive strategies can be flexibly and readily modified according to the demands of the environment a person experiences. In Chapter 2, we investigated the properties of visual feedback strategies in response to environments that changed daily. We introduced visual environments that could change as a function of the likelihood of experiencing a visual perturbation, or the direction of the visual perturbation bias across the workspace. By testing subjects in environments with changing statistics across several days, we were able to observe changes in the visuomotor sensitivity across environments. We found that subjects experiencing changes in visual likelihood adopted strategies very similar to those seen in force field learning. However, unlike in haptic learning, we discovered that when subjects experienced different environmental biases, adaptive sensitivity could be effected both within a single training day as well as across training days. In Chapter 3, we investigated the properties of visuomotor adaptation in patients with Parkinson\u27s disease. Previous experiments have suggested that patients with Parkinson\u27s disease have impoverished visuomotor learning when compared to healthy age-matched controls. We tested two aspects of visuomotor adaptation to determine the contribution of visual feedback in Parkinson\u27s disease: visual extent - thought to be mediated by the basal ganglia, and visual direction - thought to be cortically mediated. We found that patients with Parkinson\u27s disease fully adapted to changes in visual direction and showed more complete adaptation compared to control subjects, but adaptation in Parkinson\u27s disease patients was impaired during changes of visual extent. Our results confirm the idea that basal ganglia deficits can alter aspects of visuomotor adaptation. However, we have shown that part of this adaptive process remains intact, in accordance with hypotheses that state visuomotor control of direction and extent are separable processes

    Effect of transcranial direct current stimulation combined with gait and mobility training on functionality in children with cerebral palsy: study protocol for a double-blind randomized controlled clinical trial

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    Background: The project proposes three innovative intervention techniques (treadmill training, mobility training with virtual reality and transcranial direct current stimulation that can be safely administered to children with cerebral palsy. The combination of transcranial stimulation and physical therapy resources will provide the training of a specific task with multiple rhythmic repetitions of the phases of the gait cycle, providing rich sensory stimuli with a modified excitability threshold of the primary motor cortex to enhance local synaptic efficacy and potentiate motor learning. Methods/design A prospective, double-blind, randomized, controlled, analytical, clinical trial will be carried out.Eligible participants will be children with cerebral palsy classified on levels I, II and III of the Gross Motor Function Classification System between four and ten years of age. The participants will be randomly allocated to four groups: 1) gait training on a treadmill with placebo transcranial stimulation; 2) gait training on a treadmill with active transcranial stimulation; 3) mobility training with virtual reality and placebo transcranial stimulation; 4) mobility training with virtual reality and active transcranial stimulation. Transcranial direct current stimulation will be applied with the anodal electrode positioned in the region of the dominant hemisphere over C3, corresponding to the primary motor cortex, and the cathode positioned in the supraorbital region contralateral to the anode. A 1 mA current will be applied for 20 minutes. Treadmill training and mobility training with virtual reality will be performed in 30-minute sessions five times a week for two weeks (total of 10 sessions). Evaluations will be performed on four occasions: one week prior to the intervention; one week following the intervention; one month after the end of the intervention;and 3 months after the end of the intervention. The evaluations will involve three-dimensional gait analysis, analysis of cortex excitability (motor threshold and motor evoked potential), Six-Minute Walk Test, Timed Up-and-Go Test, Pediatric Evaluation Disability Inventory, Gross Motor Function Measure, Berg Balance Scale, stabilometry, maximum respiratory pressure and an effort test. Discussion This paper offers a detailed description of a prospective, double-blind, randomized, controlled, analytical, clinical trial aimed at demonstrating the effect combining transcranial stimulation with treadmill and mobility training on functionality and primary cortex excitability in children with Cerebral Palsy classified on Gross Motor Function Classification System levels I, II and III. The results will be published and will contribute to evidence regarding the use of treadmill training on this population. Trial registration ReBEC RBR-9B5DH

    Virtual reality obstacle crossing: adaptation, retention and transfer to the physical world

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    Virtual reality (VR) paradigms are increasingly being used in movement and exercise sciences with the aim to enhance motor function and stimulate motor adaptation in healthy and pathological conditions. Locomotor training based in VR may be promising for motor skill learning, with transfer of VR skills to the physical world in turn required to benefit functional activities of daily life. This PhD project aims to examine locomotor adaptations to repeated VR obstacle crossing in healthy young adults as well as transfers to the untrained limb and the physical world, and retention potential of the learned skills. For these reasons, the current thesis comprises three studies using controlled VR obstacle crossing interventions during treadmill walking. In the first and second studies we investigated adaptation to crossing unexpectedly appearing virtual obstacles, with and without feedback about crossing performance, and its transfer to the untrained leg. In the third study we investigated transfer of virtual obstacle crossing to physical obstacles of similar size to the virtual ones, that appeared at the same time point within the gait cycle. We also investigated whether the learned skills can be retained in each of the environments over one week. In all studies participants were asked to walk on a treadmill while wearing a VR headset that represented their body as an avatar via real-time synchronised optical motion capture. Participants had to cross virtual and/or physical obstacles with and without feedback about their crossing performance. If applicable, feedback was provided based on motion capture immediately after virtual obstacle crossing. Toe clearance, margin of stability, and lower extremity joint angles in the sagittal plane were calculated for the crossing legs to analyse adaptation, transfer, and retention of obstacle crossing performance. The main outcomes of the first and second studies were that crossing multiple virtual obstacles increased participants’ dynamic stability and led to a nonlinear adaptation of toe clearance that was enhanced by visual feedback about crossing performance. However, independent of the use of feedback, no transfer to the untrained leg was detected. Moreover, despite significant and rapid adaptive changes in locomotor kinematics with repeated VR obstacle crossing, results of the third study revealed limited transfer of learned skills from virtual to physical obstacles. Lastly, despite full retention over one week in the virtual environment we found only partial retention when crossing a physical obstacle while walking on the treadmill. In summary, the findings of this PhD project confirmed that repeated VR obstacle perturbations can effectively stimulate locomotor skill adaptations. However, these are not transferable to the untrained limb irrespective of enhanced awareness and feedback. Moreover, the current data provide evidence that, despite significant adaptive changes in locomotion kinematics with repeated practice of obstacle crossing under VR conditions, transfer to and retention in the physical environment is limited. It may be that perception-action coupling in the virtual environment, and thus sensorimotor coordination, differs from the physical world, potentially inhibiting retained transfer between those two conditions. Accordingly, VR-based locomotor skill training paradigms need to be considered carefully if they are to replace training in the physical world

    Retention of Proprioceptive Recalibration Following Visuomotor Adaptation

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    This thesis builds on our laboratory’s recent findings that visuomotor adaptation following reaches with a misaligned cursor not only induces changes in an individual's motor output, but their proprioceptive sense of hand position as well. Long-term changes are seen in motor adaptation, however very little is known about the retention of changes in felt hand position. We sought to evaluate whether this recalibration in proprioception, following visuomotor adaptation, is sufficiently robust to be retained the following day (~24 hours later), and if so, to determine its extent. Visuomotor adaptation was induced by having subjects perform reaches to visual targets using a cursor representing their unseen hand, which had been gradually rotated 45º counterclockwise. Motor adaptation and proprioceptive recalibration were determined by assessing subjects’ reach aftereffects and changes in hand bias, respectively. We found that subjects adapted their reaches and recalibrated their sense of hand position following training with a misaligned cursor, as shown in Cressman and Henriques (2009). More importantly, subjects who showed proprioceptive recalibration in the direction of motor adaptation on Day 1 did retain changes in felt hand position and motor adaptation on Day 2. These findings suggest that in addition to motor changes, individuals are capable of retaining sensory changes in proprioception up to 24 hours later

    A Biomimetic Approach to Controlling Restorative Robotics

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    Movement is the only way a person can interact with the world around them. When trauma to the neuromuscular systems disrupts the control of movement, quality of life suffers. To restore limb functionality, active robotic interventions and/or rehabilitation are required. Unfortunately, the primary obstacle in a person’s recovery is the limited robustness of the human-machine interfaces. Current systems rely on control approaches that rely on the person to learn how the system works instead of the system being more intuitive and working with the person naturally. My research goal is to design intuitive control mechanisms based on biological processes termed the biomimetic approach. I have applied this control scheme to problems with restorative robotics focused on the upper and lower limb control. Operating an advanced active prosthetic hand is a two-pronged problem of actuating a high-dimensional mechanism and controlling it with an intuitive interface. Our approach attempts to solve these problems by going from muscle activity, electromyography (EMG), to limb kinematics calculated through dynamic simulation of a musculoskeletal model. This control is more intuitive to the user because they attempt to move their hand naturally, and the prosthetic hand performs that movement. The key to this approach was validating simulated muscle paths using both experimental measurements and anatomical constraints where data is missing. After the validation, simulated muscle paths and forces are used to decipher the intended movement. After we have calculated the intended movement, we can move a prosthetic hand to match. This approach required minimal training to give an amputee the ability to control prosthetic hand movements, such as grasping. A more intuitive controller has the potential to improve how people interact and use their prosthetic hands. Similarly, the rehabilitation of the locomotor system in people with damaged motor pathways or missing limbs require appropriate interventions. The problem of decoding human motor intent in a treadmill walking task can be solved with a biomimetic approach. Estimated limb speed is essential for this approach according to the theoretical input-output computation performed by spinal central pattern generators (CPGs), which represents neural circuitry responsible for autonomous control of stepping. The system used the locomotor phases, swing and stance, to estimate leg speeds and enable self-paced walking as well as steering in virtual reality with congruent visual flow. The unique advantage of this system over the previous state-of-art is the independent leg speed control, which is required for multidirectional movement in VR. This system has the potential to contribute to VR gait rehab techniques. Creating biologically-inspired controllers has the potential to improve restorative robotics and allow people a better opportunity to recover lost functionality post-injury. Movement is the only way a person can interact with the world around them. When trauma to the neuromuscular systems disrupts the control of movement, quality of life suffers. To restore limb functionality, active robotic interventions and/or rehabilitation are required. Unfortunately, the primary obstacle in a person’s recovery is the limited robustness of the human-machine interfaces. Current systems rely on control approaches that rely on the person to learn how the system works instead of the system being more intuitive and working with the person naturally. My research goal is to design intuitive control mechanisms based on biological processes termed the biomimetic approach. I have applied this control scheme to problems with restorative robotics focused on the upper and lower limb control.Operating an advanced active prosthetic hand is a two-pronged problem of actuating a high-dimensional mechanism and controlling it with an intuitive interface. Our approach attempts to solve these problems by going from muscle activity, electromyography (EMG), to limb kinematics calculated through dynamic simulation of a musculoskeletal model. This control is more intuitive to the user because they attempt to move their hand naturally, and the prosthetic hand performs that movement. The key to this approach was validating simulated muscle paths using both experimental measurements and anatomical constraints where data is missing. After the validation, simulated muscle paths and forces are used to decipher the intended movement. After we have calculated the intended movement, we can move a prosthetic hand to match. This approach required minimal training to give an amputee the ability to control prosthetic hand movements, such as grasping. A more intuitive controller has the potential to improve how people interact and use their prosthetic hands.Similarly, the rehabilitation of the locomotor system in people with damaged motor pathways or missing limbs require appropriate interventions. The problem of decoding human motor intent in a treadmill walking task can be solved with a biomimetic approach. Estimated limb speed is essential for this approach according to the theoretical input-output computation performed by spinal central pattern generators (CPGs), which represents neural circuitry responsible for autonomous control of stepping. The system used the locomotor phases, swing and stance, to estimate leg speeds and enable self-paced walking as well as steering in virtual reality with congruent visual flow. The unique advantage of this system over the previous state-of-art is the independent leg speed control, which is required for multidirectional movement in VR. This system has the potential to contribute to VR gait rehab techniques.Creating biologically-inspired controllers has the potential to improve restorative robotics and allow people a better opportunity to recover lost functionality post-injury

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Sensorimotor experience in virtual environments

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    The goal of rehabilitation is to reduce impairment and provide functional improvements resulting in quality participation in activities of life, Plasticity and motor learning principles provide inspiration for therapeutic interventions including movement repetition in a virtual reality environment, The objective of this research work was to investigate functional specific measurements (kinematic, behavioral) and neural correlates of motor experience of hand gesture activities in virtual environments stimulating sensory experience (VE) using a hand agent model. The fMRI compatible Virtual Environment Sign Language Instruction (VESLI) System was designed and developed to provide a number of rehabilitation and measurement features, to identify optimal learning conditions for individuals and to track changes in performance over time. Therapies and measurements incorporated into VESLI target and track specific impairments underlying dysfunction. The goal of improved measurement is to develop targeted interventions embedded in higher level tasks and to accurately track specific gains to understand the responses to treatment, and the impact the response may have upon higher level function such as participation in life. To further clarify the biological model of motor experiences and to understand the added value and role of virtual sensory stimulation and feedback which includes seeing one\u27s own hand movement, functional brain mapping was conducted with simultaneous kinematic analysis in healthy controls and in stroke subjects. It is believed that through the understanding of these neural activations, rehabilitation strategies advantaging the principles of plasticity and motor learning will become possible. The present research assessed successful practice conditions promoting gesture learning behavior in the individual. For the first time, functional imaging experiments mapped neural correlates of human interactions with complex virtual reality hands avatars moving synchronously with the subject\u27s own hands, Findings indicate that healthy control subjects learned intransitive gestures in virtual environments using the first and third person avatars, picture and text definitions, and while viewing visual feedback of their own hands, virtual hands avatars, and in the control condition, hidden hands. Moreover, exercise in a virtual environment with a first person avatar of hands recruited insular cortex activation over time, which might indicate that this activation has been associated with a sense of agency. Sensory augmentation in virtual environments modulated activations of important brain regions associated with action observation and action execution. Quality of the visual feedback was modulated and brain areas were identified where the amount of brain activation was positively or negatively correlated with the visual feedback, When subjects moved the right hand and saw unexpected response, the left virtual avatar hand moved, neural activation increased in the motor cortex ipsilateral to the moving hand This visual modulation might provide a helpful rehabilitation therapy for people with paralysis of the limb through visual augmentation of skills. A model was developed to study the effects of sensorimotor experience in virtual environments, and findings of the effect of sensorimotor experience in virtual environments upon brain activity and related behavioral measures. The research model represents a significant contribution to neuroscience research, and translational engineering practice, A model of neural activations correlated with kinematics and behavior can profoundly influence the delivery of rehabilitative services in the coming years by giving clinicians a framework for engaging patients in a sensorimotor environment that can optimally facilitate neural reorganization
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