311 research outputs found

    KINEMATIC PROPERTIES OF VISUALLY AND HAPTICALLY GUIDED ACTIONS

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    We compared the contribution of the visual and haptic modalities in action and perception tasks. We also investigated whether or not the dissociation between action and perception found in vision can be duplicated in haptics. For both a grasping and perceptual estimation task, performance based on haptics alone showed greater uncertainty than vision alone. When congruent information from both senses was available simultaneously, performance was no different than with vision alone. When conflict was introduced between the senses, however, an influence of haptic cues emerged. Investigation of Weber’s law in haptics revealed that, like vision, the law was upheld in the perceptual task, but violated in the action task. An experiment utilizing a haptic version of a visual illusion also provided evidence for an action-perception dissociation. Taken together, this work suggests that although there are significant differences between vision and haptics, the action-perception distinction may be common to both modalities

    Diagnostic Palpation in Osteopathic Medicine: A Putative Neurocognitive Model of Expertise

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    This thesis examines the extent to which the development of expertise in diagnostic palpation in osteopathic medicine is associated with changes in cognitive processing. Chapter 2 and Chapter 3 review, respectively, the literature on the role of analytical and non-analytical processing in osteopathic and medical clinical decision making; and the relevant research on the use of vision and haptics and the development of expertise within the context of an osteopathic clinical examination. The two studies reported in Chapter 4 examined the mental representation of knowledge and the role of analogical reasoning in osteopathic clinical decision making. The results reported there demonstrate that the development of expertise in osteopathic medicine is associated with the processes of knowledge encapsulation and script formation. The four studies reported in Chapters 5 and 6 investigate the way in which expert osteopaths use their visual and haptic systems in the diagnosis of somatic dysfunction. The results suggest that ongoing clinical practice enables osteopaths to combine visual and haptic sensory signals in a more efficient manner. Such visuo-haptic sensory integration is likely to be facilitated by top-down processing associated with visual, tactile, and kinaesthetic mental imagery. Taken together, the results of the six studies reported in this thesis indicate that the development of expertise in diagnostic palpation in osteopathic medicine is associated with changes in cognitive processing. Whereas the experts’ diagnostic judgments are heavily influenced by top-down, non-analytical processing; students rely, primarily, on bottom-up sensory processing from vision and haptics. Ongoing training and clinical practice are likely to lead to changes in the clinician’s neurocognitive architecture. This thesis proposes an original model of expertise in diagnostic palpation which has implications for osteopathic education. Students and clinicians should be encouraged to appraise the reliability of different sensory cues in the context of clinical examination, combine sensory data from different channels, and consider using both analytical and nonanalytical reasoning in their decision making. Importantly, they should develop their skills of criticality and their ability to reflect on, and analyse their practice experiences in and on action

    A Person-Centric Design Framework for At-Home Motor Learning in Serious Games

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    abstract: In motor learning, real-time multi-modal feedback is a critical element in guided training. Serious games have been introduced as a platform for at-home motor training due to their highly interactive and multi-modal nature. This dissertation explores the design of a multimodal environment for at-home training in which an autonomous system observes and guides the user in the place of a live trainer, providing real-time assessment, feedback and difficulty adaptation as the subject masters a motor skill. After an in-depth review of the latest solutions in this field, this dissertation proposes a person-centric approach to the design of this environment, in contrast to the standard techniques implemented in related work, to address many of the limitations of these approaches. The unique advantages and restrictions of this approach are presented in the form of a case study in which a system entitled the "Autonomous Training Assistant" consisting of both hardware and software for guided at-home motor learning is designed and adapted for a specific individual and trainer. In this work, the design of an autonomous motor learning environment is approached from three areas: motor assessment, multimodal feedback, and serious game design. For motor assessment, a 3-dimensional assessment framework is proposed which comprises of 2 spatial (posture, progression) and 1 temporal (pacing) domains of real-time motor assessment. For multimodal feedback, a rod-shaped device called the "Intelligent Stick" is combined with an audio-visual interface to provide feedback to the subject in three domains (audio, visual, haptic). Feedback domains are mapped to modalities and feedback is provided whenever the user's performance deviates from the ideal performance level by an adaptive threshold. Approaches for multi-modal integration and feedback fading are discussed. Finally, a novel approach for stealth adaptation in serious game design is presented. This approach allows serious games to incorporate motor tasks in a more natural way, facilitating self-assessment by the subject. An evaluation of three different stealth adaptation approaches are presented and evaluated using the flow-state ratio metric. The dissertation concludes with directions for future work in the integration of stealth adaptation techniques across the field of exergames.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Perceptual Similarities Amongst Novel, 3D Objects

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    The Pedagogy Of The Operating Theatre

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    This thesis outlines the findings of a large body of research work undertaken during 3 years of full-time study. The findings have already provided the author with helpful anchors for structuring formative feedback to surgical trainees within a simulation program, as well as helpful insights into her own learning. This thesis explores the operating theatre as a teaching and learning environment for postgraduate surgical trainees. The work crosses paradigms and uses contrasting methodologies to provide rich insights into surgical pedagogic practice. The first chapter is an introduction to the subject material, outlining the thesis aims and research questions, making clear why the research is important. The perspectives of the researcher are explained, in the first person, to make explicit her background and epistemological stance. The next chapter presents a narrative review of the literature, providing a background to the subject and a theoretical framework. Chapters three to six constitute empirical work. The third and fourth chapters use a grounded theory method to explore surgeons’ perceptions of the content and process of learning in the operating theatre. Chapter five uses case study methodology to illustrate teaching and learning in the operating theatre with concrete examples of pedagogic practice. The sixth chapter is a quasi-experimental study of learning which makes comparison between different pedagogic styles. The final chapter of the thesis draws together the findings from the empirical investigations. The personal development of the researcher is discussed in the first person and the body of research work is critically examined in view of its contribution to the field and its implications for future educational innovation.Open Acces

    Multimodal Sensory Integration for Perception and Action in High Functioning Children with Autism Spectrum Disorder

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    Movement disorders are the earliest observed features of autism spectrum disorder (ASD) present in infancy. Yet we do not understand the neural basis for impaired goal-directed movements in this population. To reach for an object, it is necessary to perceive the state of the arm and the object using multiple sensory modalities (e.g. vision, proprioception), to integrate those sensations into a motor plan, to execute the plan, and to update the plan based on the sensory consequences of action. In this dissertation, I present three studies in which I recorded hand paths of children with ASD and typically developing (TD) controls as they grasped the handle of a robotic device to control a cursor displayed on a video screen. First, participants performed discrete and continuous movements to capture targets. Cursor feedback was perturbed from the hand\u27s actual position to introduce visuo-spatial conflict between sensory and proprioceptive feedback. Relative to controls, children with ASD made greater errors, consistent with deficits of sensorimotor adaptive and strategic compensations. Second, participants performed a two-interval forced-choice discrimination task in which they perceived two movements of the visual cursor and/or the robot handle and then indicated which of the two movements was more curved. Children with ASD were impaired in their ability to discriminate movement kinematics when provided visual and proprioceptive information simultaneously, suggesting deficits of visuo-proprioceptive integration. Finally, participants made goal-directed reaching movements against a load while undergoing simultaneous functional magnetic resonance imaging (MRI). The load remained constant (predictable) within an initial block of trials and then varied randomly within four additional blocks. Children with ASD exhibited greater movement variability compared to controls during both constant and randomly-varying loads. MRI analysis identified marked differences in the extent and intensity of the neural activities supporting goal-directed reaching in children with ASD compared to TD children in both environmental conditions. Taken together, the three studies revealed deficits of multimodal sensory integration in children with ASD during perception and execution of goal-directed movements and ASD-related motor performance deficits have a telltale neural signature, as revealed by functional MR imaging

    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

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London
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