7,001 research outputs found

    Motor interference in interactive contexts

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    Action observation and execution share overlapping neural substrates, so that simultaneous activation by observation and execution modulates motor performance. Previous literature on simple prehension tasks has revealed that motor influence can be two-sided: facilitation for observed and performed congruent actions and interference for incongruent actions. But little is known of the specific modulations of motor performance in complex forms of interaction. Is it possible that the very same observed movement can lead either to interference or facilitation effects on a temporally overlapping congruent executed action, depending on the context? To answer this question participants were asked to perform a reach-to-grasp movement adopting a precision grip (PG) while: (i) observing a fixation cross, (ii) observing an actor performing a PG with interactive purposes, (iii) observing an actor performing a PG without interactive purposes. In particular, in the interactive condition the actor was shown trying to pour some sugar on a large cup located out of her reach but close to the participant watching the video, thus eliciting in reaction a complementary whole-hand grasp. Notably, fine-grained kinematic analysis for this condition revealed a specific delay in the grasping and reaching components and an increased trajectory deviation despite the observed and executed movement’s congruency. Moreover, early peaks of trajectory deviation seem to indicate that socially relevant stimuli are acknowledged by the motor system very early. These data suggest that interactive contexts can determine a prompt modulation of stimulus–response compatibility effects

    Feature space analysis for human activity recognition in smart environments

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    Activity classification from smart environment data is typically done employing ad hoc solutions customised to the particular dataset at hand. In this work we introduce a general purpose collection of features for recognising human activities across datasets of different type, size and nature. The first experimental test of our feature collection achieves state of the art results on well known datasets, and we provide a feature importance analysis in order to compare the potential relevance of features for activity classification in different datasets

    Affective visuomotor interaction: a functional model for socially competent robot grasping

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    In the context of human-robot social interactions, the ability of interpreting the emotional value of objects and actions is critical if we wish robots to achieve truly meaningful interchanges with human partners. We review here the most significant findings related to reward management and values assignment in the primate brain, with particular regard to the prefrontal cortex. Based on such findings, we propose a novel model of vision-based grasping in which the context-dependent emotional value of available options (e.g. damageable or dangerous items) is taken into account when interacting with objects in the real world. The model is both biologically plausible and suitable for being applied to a robotic setup. We provide a testing framework along with implementation guidelines

    Extremely high energy hadron and gamma-ray families(3). Core structure of the halo of superfamily

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    The study of the core structure seen in the halo of Mini-Andromeda 3(M.A.3), which was observed in the Chacaltaya emulsion chamber, is presented. On the assumption that lateral distribution of darkness of the core is exponential type, i.e., D=D0exp(-R/r0), subtraction of D from halo darkness is performed until the cores are gone. The same quantity on cores obtained by this way are summarized. The analysis is preliminary and is going to be developed

    The multiform motor cortical output: kinematic, predictive and response coding

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    Observing actions performed by others entails a subliminal activation of primary motor cortex reflecting the components encoded in the observed action. One of the most debated issues concerns the role of this output: Is it a mere replica of the incoming flow of information (kinematic coding), is it oriented to anticipate the forthcoming events (predictive coding) or is it aimed at responding in a suitable fashion to the actions of others (response coding)? The aim of the present study was to disentangle the relative contribution of these three levels and unify them into an integrated view of cortical motor coding. We combined transcranial magnetic stimulation (TMS) and electromyography recordings at different timings to probe the excitability of corticospinal projections to upper and lower limb muscles of participants observing a soccer player performing: (i) a penalty kick straight in their direction and then coming to a full stop, (ii) a penalty kick straight in their direction and then continuing to run, (iii) a penalty kick to the side and then continuing to run. The results show a modulation of the observer's corticospinal excitability in different effectors at different times reflecting a multiplicity of motor coding. The internal replica of the observed action, the predictive activation, and the adaptive integration of congruent and non-congruent responses to the actions of others can coexist in a not mutually exclusive way. Such a view offers reconciliation among different (and apparently divergent) frameworks in action observation literature, and will promote a more complete and integrated understanding of recent findings on motor simulation, motor resonance and automatic imitation

    Adaptive saccade controller inspired by the primates' cerebellum

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    Saccades are fast eye movements that allow humans and robots to bring the visual target in the center of the visual field. Saccades are open loop with respect to the vision system, thus their execution require a precise knowledge of the internal model of the oculomotor system. In this work, we modeled the saccade control, taking inspiration from the recurrent loops between the cerebellum and the brainstem. In this model, the brainstem acts as a fixed-inverse model of the oculomotor system, while the cerebellum acts as an adaptive element that learns the internal model of the oculomotor system. The adaptive filter is implemented using a state-of-the-art neural network, called I-SSGPR. The proposed approach, namely recurrent architecture, was validated through experiments performed both in simulation and on an antropomorphic robotic head. Moreover, we compared the recurrent architecture with another model of the cerebellum, the feedback error learning. Achieved results show that the recurrent architecture outperforms the feedback error learning in terms of accuracy and insensitivity to the choice of the feedback controller

    Learning the visual–oculomotor transformation: effects on saccade control and space representation

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    Active eye movements can be exploited to build a visuomotor representation of the surrounding environment. Maintaining and improving such representation requires to update the internal model involved in the generation of eye movements. From this perspective, action and perception are thus tightly coupled and interdependent. In this work, we encoded the internal model for oculomotor control with an adaptive filter inspired by the functionality of the cerebellum. Recurrent loops between a feed-back controller and the internal model allow our system to perform accurate binocular saccades and create an implicit representation of the nearby space. Simulation results show that this recurrent architecture outperforms classical feedback-error-learning in terms of both accuracy and sensitivity to system parameters. The proposed approach was validated implementing the framework on an anthropomorphic robotic head
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