438 research outputs found

    Inter-individual coordination in walking chimpanzees

    Get PDF
    Funding was provided to D.B.B. (St Andrews Undergraduate Research Assistantship Scheme), J.C. and G.K.K. (European Research Council, 609819 SOMICS), and M.K.S. (Swiss National Science Foundation, P2BEP3 175269).Humans, like many other animals, live in groups and coordinate actions with others in social settings.1 Such interpersonal coordination may emerge unconsciously and when the goal is not the coordination of movements, as when falling into the same rhythm when walking together.2 Although one of our closest living relatives, the chimpanzee (Pan troglodytes), shows the ability to succeed in complex joint action tasks where coordination is the goal,3 little is known about simpler forms of joint action. Here, we examine whether chimpanzees spontaneously synchronize their actions with conspecifics while walking together. We collected data on individual walking behavior of two groups of chimpanzees under semi-natural conditions. In addition, we assessed social relationships to investigate potential effects on the strength of coordination. When walking with a conspecific, individuals walked faster than when alone. The relative phase was symmetrically distributed around 0° with the highest frequencies around 0, indicating a tendency to coordinate actions. Further, coordination was stronger when walking with a partner compared with two individuals walking independently. Although the inter-limb entrainment was more pronounced between individuals of similar age as a proxy for height, it was not affected by the kinship or bonding status of the walkers or the behaviors they engaged in immediately after the walk. We conclude that chimpanzees adapt their individual behavior to temporally coordinate actions with others, which might provide a basis for engaging in other more complex forms of joint action. This spontaneous form of inter-individual coordination, often called entrainment, is thus shared with humans.Publisher PDFPeer reviewe

    The splicing co-factor Barricade/Tat-SF1, is required for cell cycle and lineage progression in Drosophila neural stem cells

    Get PDF
    Stem cells need to balance self-renewal and differentiation for correct tissue development and homeostasis. Defects in this balance can lead to developmental defects or tumor formation. In recent years, mRNA splicing has emerged as one important mechanism regulating cell fate decisions. Here we address the role of the evolutionary conserved splicing co-factor Barricade (Barc)/Tat-SF1/CUS2 in Drosophila neural stem cell (neuroblast) lineage formation. We show that Barc is required for the generation of neurons during Drosophila brain development by ensuring correct neural progenitor proliferation and differentiation. Barc associates with components of the U2 small nuclear ribonucleic proteins (snRNP), and its depletion causes alternative splicing in form of intron retention in a subset of genes. Using bioinformatics analysis and a cell culture based splicing assay, we found that Barc-dependent introns share three major traits: they are short, GC rich and have weak 3' splice sites. Our results show that Barc, together with the U2snRNP, plays an important role in regulating neural stem cell lineage progression during brain development and facilitates correct splicing of a subset of introns

    Interacting mindreaders

    Get PDF
    Could interacting mindreaders be in a position to know things which they would be unable to know if they were manifestly passive observers? This paper argues that they could. Mindreading is sometimes reciprocal: the mindreader's target reciprocates by taking the mindreader as a target for mindreading. The paper explains how such reciprocity can significantly narrow the range of possible interpretations of behaviour where mindreaders are, or appear to be, in a position to interact. A consequence is that revisions and extensions are needed to standard theories of the evidential basis of mindreading. The view also has consequences for understanding how abilities to interact combined with comparatively simple forms of mindreading may explain the emergence, in evolution or development, of sophisticated forms of social cognition

    Sharing tasks or sharing actions? Evidence from the joint Simon task.

    Get PDF
    In a joint Simon task, a pair of co-acting individuals divide labors of performing a choice-reaction task in such a way that each actor responds to one type of stimuli and ignores the other type that is assigned to the co-actor. It has been suggested that the actors share the mental representation of the joint task and perform the co-actor’s trials as if they were their own. However, it remains unclear exactly which aspects of co-actor’s task-set the actors share in the joint Simon task. The present study addressed this issue by manipulating the proportions of compatible and incompatible trials for one actor (inducer actor) and observing its influences on the performance of the other actor (diagnostic actor) for whom there were always an equal proportion of compatible and incompatible trials. The design of the present study disentangled the effect of trial proportion from the confounding effect of compatibility on the preceding trial. The results showed that the trial proportions for the inducer actor had strong influences on the inducer actor’s own performance, but it had little influence on the diagnostic actor’s performance. Thus, the diagnostic actor did not represent aspects of the inducer actor’s task-set beyond stimuli and responses of the inducer actor. We propose a new account of the effect of preceding compatibility on the joint Simon effect.Action Contro

    Cognitive loading affects motor awareness and movement kinematics but not locomotor trajectories during goal-directed walking in a virtual reality environment.

    Get PDF
    The primary purpose of this study was to investigate the effects of cognitive loading on movement kinematics and trajectory formation during goal-directed walking in a virtual reality (VR) environment. The secondary objective was to measure how participants corrected their trajectories for perturbed feedback and how participants' awareness of such perturbations changed under cognitive loading. We asked 14 healthy young adults to walk towards four different target locations in a VR environment while their movements were tracked and played back in real-time on a large projection screen. In 75% of all trials we introduced angular deviations of ±5° to ±30° between the veridical walking trajectory and the visual feedback. Participants performed a second experimental block under cognitive load (serial-7 subtraction, counter-balanced across participants). We measured walking kinematics (joint-angles, velocity profiles) and motor performance (end-point-compensation, trajectory-deviations). Motor awareness was determined by asking participants to rate the veracity of the feedback after every trial. In-line with previous findings in natural settings, participants displayed stereotypical walking trajectories in a VR environment. Our results extend these findings as they demonstrate that taxing cognitive resources did not affect trajectory formation and deviations although it interfered with the participants' movement kinematics, in particular walking velocity. Additionally, we report that motor awareness was selectively impaired by the secondary task in trials with high perceptual uncertainty. Compared with data on eye and arm movements our findings lend support to the hypothesis that the central nervous system (CNS) uses common mechanisms to govern goal-directed movements, including locomotion. We discuss our results with respect to the use of VR methods in gait control and rehabilitation

    Implications of Action-Oriented Paradigm Shifts in Cognitive Science

    Get PDF
    An action-oriented perspective changes the role of an individual from a passive observer to an actively engaged agent interacting in a closed loop with the world as well as with others. Cognition exists to serve action within a landscape that contains both. This chapter surveys this landscape and addresses the status of the pragmatic turn. Its potential influence on science and the study of cognition are considered (including perception, social cognition, social interaction, sensorimotor entrainment, and language acquisition) and its impact on how neuroscience is studied is also investigated (with the notion that brains do not passively build models, but instead support the guidance of action). A review of its implications in robotics and engineering includes a discussion of the application of enactive control principles to couple action and perception in robotics as well as the conceptualization of system design in a more holistic, less modular manner. Practical applications that can impact the human condition are reviewed (e.g., educational applications, treatment possibilities for developmental and psychopathological disorders, the development of neural prostheses). All of this foreshadows the potential societal implications of the pragmatic turn. The chapter concludes that an action-oriented approach emphasizes a continuum of interaction between technical aspects of cognitive systems and robotics, biology, psychology, the social sciences, and the humanities, where the individual is part of a grounded cultural system

    Hand gesture-based interactive puppetry system to assist storytelling for children

    Get PDF
    © 2016 The Author(s)Digital techniques have been used to assist narrative and storytelling, especially in many pedagogical practices. With the rapid development of HCI techniques, saturated with digital media in their daily lives, young children, demands more interactive learning methods and meaningful immersive learning experiences. In this paper, we propose a novel hand gesture-based puppetry storytelling system which provides a more intuitive and natural human computer interaction method for young children to develop narrative ability in virtual story world. Depth motion sensing and hand gestures control technology is utilized in the implementation of user-friendly interaction. Young players could intuitively use hand gestures to manipulate virtual puppet to perform story and interact with different items in virtual environment to assist narration. Based on the result of the evaluation, this novel digital storytelling system shows positive pedagogical functions on children’s narrating ability as well as the competencies of cognitive and motor coordination. The usability of the system is preliminary examined in our test, and the results which showed that young children can benefit from playing with Puppet Narrator

    Generalization Strategies in Finding the <i>n</i>th Term Rule for Simple Quadratic Sequences

    Get PDF
    In this study, we identify ways in which a sample of 18 graduates with mathematics-related first degrees found the nth term for quadratic sequences from the first values of a sequence of data, presented on a computer screen in various formats: tabular, scattered data pairs and sequential. Participants’ approaches to identifying the nth term were recorded with eye-tracking technology. Our aims are to identify their strategies and to explore whether and how format influences these strategies. Qualitative analysis of eye-tracking data offers several strategies: Sequence of Differences, Building a Relationship, Known Formula, Linear Recursive and Initial Conjecture. Sequence of Differences was the most common strategy, but Building a Relationship was more likely to lead to the right formula. Building from Square and Factor Search were the most successful methods of Building a Relationship. Findings about the influence of format on the range of strategies were inconclusive but analysis indicated sporadic evidence of possible influences
    corecore