212 research outputs found

    Serial search for fingers of the same hand but not for fingers of different hands

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    In most haptic search tasks, tactile stimuli are presented to the fingers of both hands. In such tasks, the search pattern for some object features, such as the shape of raised line symbols, has been found to be serial. The question is whether this search is serial over all fingers irrespective of the hand, or whether it is serial over the fingers of each hand and parallel over the two hands. To investigate this issue, we determined the speed of static haptic search when two items are presented to two fingers of the same hand and when two items are presented to two fingers of different hands. We compared the results with predictions for parallel and serial search based on the results of a previous study using the same items and a similar task. The results indicate that two fingers of the same hand process information in a serial manner, while two fingers of two different hands process information in parallel. Thus, considering the individual fingers as independent units in haptic search may not be justified, because the hand that they belong to matters. Š 2009 Springer-Verlag

    True as Touch? : An Investigation in Tactile Information Processing

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    Smeets, J.B.J. [Promotor]Brenner, E. [Copromotor

    Rewarding imperfect performance reduces adaptive changes

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    Could a pat on the back affect motor adaptation? Recent studies indeed suggest that rewards can boost motor adaptation. However, the rewards used were typically reward gradients that carried quite detailed information about performance. We investigated whether simple binary rewards affected how participants learned to correct for a visual rotation of performance feedback in a 3D pointing task. To do so, we asked participants to align their unseen hand with virtual target cubes in alternating blocks with and without spatial performance feedback. Forty participants were assigned to one of two groups: a ‘spatial only’ group, in which the feedback consisted of showing the (perturbed) endpoint of the hand, or to a ‘spatial & reward’ group, in which a reward could be received in addition to the spatial feedback. In addition, six participants were tested in a ‘reward only’ group. Binary reward was given when the participants’ hand landed in a virtual ‘hit area’ that was adapted to individual performance to reward about half the trials. The results show a typical pattern of adaptation in both the ‘spatial only’ and the ‘spatial & reward’ groups, whereas the ‘reward only’ group was unable to adapt. The rewards did not affect the overall pattern of adaptation in the ‘spatial & reward’ group. However, on a trial-by-trial basis, the rewards reduced adaptive changes to spatial errors. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1007/s00221-015-4540-1) contains supplementary material, which is available to authorized users

    Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises

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    We may be motivated to engage in a certain motor activity because it is instrumental to obtaining reward (e.g., money) or because we enjoy the activity, making it intrinsically rewarding. Enjoyment is related to intrinsic motivation which is considered to be a durable form of motivation. Therefore, many rehabilitation programs aim to increase task enjoyment by adding game elements (“gamification”). Here we ask how the influence of game elements on motivation develops over time and additionally explore whether enjoyment influences motor performance. We describe two different studies that varied game elements in different exercises. Experiment 1 compared the durability of enjoyment for a gamified and a conventional balance exercise in elderly. Experiment 2 addressed the question whether adding game elements to a gait adaptability exercise enhances the durability of enjoyment and additionally tested whether the game elements influenced movement vigor and accuracy (motor performance). The results show that the game elements enhanced enjoyment. Enjoyment faded over time, but this decrease tended to be less pronounced in gamified exercises. There was no evidence that the game elements affected movement vigor or accuracy

    Encoding order and developmental dyslexia:a family of skills predicting different orthographic components

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    We investigated order encoding in developmental dyslexia using a task that presented nonalphanumeric visual characters either simultaneously or sequentially—to tap spatial and temporal order encoding, respectively—and asked participants to reproduce their order. Dyslexic participants performed poorly in the sequential condition, but normally in the simultaneous condition, except for positions most susceptible to interference. These results are novel in demonstrating a selective difficulty with temporal order encoding in a dyslexic group. We also tested the associations between our order reconstruction tasks and: (a) lexical learning and phonological tasks; and (b) different reading and spelling tasks. Correlations were extensive when the whole group of participants was considered together. When dyslexics and controls were considered separately, different patterns of association emerged between orthographic tasks on the one side and tasks tapping order encoding, phonological processing, and written learning on the other. These results indicate that different skills support different aspects of orthographic processing and are impaired to different degrees in individuals with dyslexia. Therefore, developmental dyslexia is not caused by a single impairment, but by a family of deficits loosely related to difficulties with order. Understanding the contribution of these different deficits will be crucial to deepen our understanding of this disorder
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