214 research outputs found

    To hear or not to hear: Sound Availability Modulates Sensory-Motor Integration

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    When we walk in place with our eyes closed after a few minutes of walking on a treadmill, we experience an unintentional forward body displacement (drift), called the sensory-motor aftereffect. Initially, this effect was thought to be due to the mismatch experienced during treadmill walking between the visual (absence of optic flow signaling body steadiness) and proprioceptive (muscle spindles firing signaling body displacement) information. Recently, the persistence of this effect has been shown even in the absence of vision, suggesting that other information, such as the sound of steps, could play a role. To test this hypothesis, six cochlear-implanted individuals were recruited and their forward drift was measured before (Control phase) and after (Post Exercise phase) walking on a treadmill while having their cochlear system turned on and turned off. The relevance in testing cochlear-implanted individuals was that when their system is turned off, they perceive total silence, even eliminating the sounds normally obtained from bone conduction. Results showed the absence of the aftereffect when the system was turned off, underlining the fundamental role played by sounds in the control of action and breaking new ground in the use of interactive sound feedback in motor learning and motor development

    What do your footsteps sound like? An investigation on interactive footstep sounds adjustment

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    This paper presents an experiment where participants were asked to adjust, while walking, the spectral content and the amplitude of synthetic footstep sounds in order to match the sounds of their own footsteps. The sounds were interactively generated by means of a shoe-based system capable of tracking footfalls and delivering real-time auditory feedback via headphones. Results allowed identification of the mean value and the range of variation of spectral centroid and peak level of footstep sounds simulating various combinations of shoe type and ground material. Results showed that the effect of ground material on centroid and peak level depended on the type of shoe. Similarly, the effect of shoe type on the two variables depended on the type of ground material. In particular, participants produced greater amplitudes for hard sole shoes than for soft sole shoes in presence of solid surfaces, while similar amplitudes for both types of shoes were found for aggregate, hybrids, and liquids. No significant correlations were found between each of the two acoustic features and participants’ body size. This result might be explained by the fact that while adjusting the sounds participants did not primarily focus on the acoustic rendering of their body. In addition, no significant differences were found between the values of the two acoustic features selected by the experimenters and those adjusted by participants. This result can therefore be considered as a measure of the goodness of the design choices to synthesize the involved footstep sounds for a generic walker. More importantly, this study showed that the relationships between the ground-shoes combinations are not changed when participants are actively walking. This represents the first active listening confirmation of this result, which had previously only been shown in passive listening studies. The results of this research can be used to design ecologically-valid auditory rendering of foot-floor interactions in virtual environments.This work was supported partly by a grant from the Danish Council for Independent Research awarded to Luca Turchet (Grant No. 12-131985), and partly by a grant from the ESRC awarded to Ana Tajadura-JimĂ©nez (Grant No. ES/K001477/1)

    To hear or not to hear: sound availability modulates sensory-motor integration

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    When we walk in place with our eyes closed after a few minutes of walking on a treadmill, we experience an unintentional forward body displacement (drift), called the sensory-motor aftereffect. Initially, this effect was thought to be due to the mismatch experienced during treadmill walking between the visual (absence of optic flow signaling body steadiness) and proprioceptive (muscle spindles firing signaling body displacement) information. Recently, the persistence of this effect has been shown even in the absence of vision, suggesting that other information, such as the sound of steps, could play a role. To test this hypothesis, six cochlear-implanted individuals were recruited and their forward drift was measured before (Control phase) and after (Post Exercise phase) walking on a treadmill while having their cochlear system turned on and turned off. The relevance in testing cochlear-implanted individuals was that when their system is turned off, they perceive total silence, even eliminating the sounds normally obtained from bone conduction. Results showed the absence of the aftereffect when the system was turned off, underlining the fundamental role played by sounds in the control of action and breaking new ground in the use of interactive sound feedback in motor learning and motor development

    Rhythmic-based audio-haptic feedback for motoric tasks

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    Expert players accurately detect an opponent's movement intentions through sound alone

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    Sounds offer a rich source of information about events taking place in our physical and social environment. However, outside the domains of speech and music, little is known about whether humans can recognize and act upon the intentions of another agent's actions detected through auditory information alone. In this study we assessed whether intention can be inferred from the sound an action makes, and in turn, whether this information can be used to prospectively guide movement. In 2 experiments experienced and novice basketball players had to virtually intercept an attacker by listening to audio recordings of that player's movements. In the first experiment participants had to move a slider, while in the second one their body, to block the perceived passage of the attacker as they would in a real basketball game. Combinations of deceptive and nondeceptive movements were used to see if novice and/or experienced listeners could perceive the attacker's intentions through sound alone. We showed that basketball players were able to more accurately predict final running direction compared to nonplayers, particularly in the second experiment when the interceptive action was more basketball specific. We suggest that athletes present better action anticipation by being able to pick up and use the relevant kinematic features of deceptive movement from event-related sounds alone. This result suggests that action intention can be perceived through the sound a movement makes and that the ability to determine another person's action intention from the information conveyed through sound is honed through practice. (PsycINFO Database Recor

    Creating and evaluating embodied interactive experiences: case studies of full-body, sonic and tactile enaction.

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    This thesis contributes to the field of embodied and multimodal interaction by presenting the development of different original interactive systems. Using a constructive approach, a variety of real-time user interaction situations were designed and tested, two cases of human-virtual character bodily interaction, two interactive sonifications of trampoline jumping, collaborative interaction in mobile music performance and tangible and tactile interaction with virtual sounds. While diverse in terms of application, all the explored interaction techniques belong to the context of augmentation and are grounded in the theory of embodiment and strategies for natural human-computer interaction (HCI). The cases have been contextualized within the umbrella of enaction, a paradigm of cognitive science that addresses the user as an embodied agent situated in an environment and coupled to it through sensorimotor activity. This activity of sensing and action is studied through different modalities: auditory, tactile and visual and combinations of these. The designed applications aim at a natural interaction with the system, being full-body, tangible and spatially aware. Particularly sonic interaction has been explored in the context of music creation, sports and auditory display. These technology-mediated scenarios are evaluated in order to understand what the adopted interaction techniques can bring to the user experience, how they modify impressions and enjoyment. The publications also discuss the enabling technologies used for the development, including motion tracking and programmed hardware for the tactile-sonic interaction and sonic and tangible interaction. Results show that combining full-body interaction with auditory augmentation and sonic interaction can modify the perception, observed behavior and emotion during the experience. Using spatial interaction together with tangible interaction or tactile feedback provides for a multimodal experience of exploring a mixed reality environment where audio can be accessed and manipulated with natural interaction. Embodied and spatial interaction brings playfulness to a mobile music improvisation, shifting the focus of the experience from music-making towards movement-based gaming. Finally, two novel implementations of full-body interaction based on the enactive paradigm are presented. In these designed scenarios of enaction the participant is motion tracked and a virtual character rendered as a stick figure is displayed in front of her on a screen. Results from the user studies show how the involvement of the body is crucial in understanding the behavior of a virtual character or a digital representation of the self in a gaming scenario

    Locomotion of jointed figures over complex terrain

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    Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1987.MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.Bibliography: leaves 104-111.by Karl Sims.M.S.V.S

    interActive Environments: Designing interactions to support active behaviors in urban public space

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    interActive Environments: Designing interactions to support active behaviors in urban public space

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    Design Principles for FES Concept Development

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    © Cranfield University 2013. All rights reserved. No part of this publication may be reproduced without the written permission of the copyright owner.A variety of pathologies can cause injury to the spinal cord and hinder movement. A range of equipment is available to help spinal injury sufferers move their affected limbs. One method of rehabilitation is functional electrical stimulation (FES). FES is a technique where small electrical currents are applied to the surface of the user’s legs to stimulate the muscles. Studies have demonstrated the benefits of using this method and it has also been incorporated into a number of devices. The aim of the project was to produce a number of designs for a new device that uses FES technology. The project was completed in conjunction with an industrial partner. A review of the literature and consultation with industrial experts suggested a number of ways current devices could be improved. These included encouraging the user to lean forwards while walking and powering the device using a more ergonomic method. A group of designers were used to produce designs that allowed the user to walk with a more natural gait and avoided cumbersome power packs. The most effective of these designs were combined to form one design that solved both problems. A 3-dimensional model of this design was simulated using computer-aided design software. Groups of engineers, scientists and consumers were also invited to provide input on how a new device should function. Each of these groups provided a design that reflected their specific needs, depending on their experience with similar technology. Low level prototypes were produced of these designs. A group of designers were also used to design concepts for a functional electrical stimulation device based on an introduction given by industry experts. Each of the designs was presented to experienced professionals to obtain feedback. A set of guidelines were also produced during the project that instructed how to create the designs
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