15 research outputs found

    Grasping trapezoidal objects

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    When grasping rectangular or circular objects with a precision grip the digits close in on the object in opposite directions. In doing so the digits move perpendicular to the local surface orientation as they approach opposite sides of the object. This perpendicular approach is advantageous for accurately placing the digits. Trapezoidal objects have non-parallel surfaces so that moving the digits in opposite directions would make the digits approach the contact surfaces at an angle that is not 90°. In this study we examined whether this happens, or whether subjects tend to approach trapezoidal objects’ surfaces perpendicularly. We used objects of different sizes and with different surface slants. Subjects tended to approach the object’s surfaces orthogonally, suggesting that they aim for an optimal precision of digit placement rather than simply closing their hand as it reaches the object

    Grasping and hitting moving objects

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    Some experimental evidence suggests that grasping should be regarded as independent control of the thumb and the index finger (digit control hypothesis). To investigate this further, we compared how the tips of the thumb and the index finger moved in space when grasping spheres to how they moved when they were hitting the sphere using only one digit. In order to make the tasks comparable, we designed the experiment in such a way that subjects contacted the spheres in about the same way in the hitting task as when grasping it. According to the digit control hypothesis, the two tasks should yield similar digit trajectories in space. People hit and grasped stationary and moving spheres. We compared the similarity of the digits' trajectories across the two tasks by evaluating the time courses of the paths of the average of the thumb and the index finger. These paths were more similar across tasks than across sphere motion, supporting the notion that grasping is not controlled fundamentally differently than hitting. © 2011 The Author(s)

    Transfer of learning between unimanual and bimanual rhythmic movement coordination: transfer is a function of the task dynamic.

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    Under certain conditions, learning can transfer from a trained task to an untrained version of that same task. However, it is as yet unclear what those certain conditions are or why learning transfers when it does. Coordinated rhythmic movement is a valuable model system for investigating transfer because we have a model of the underlying task dynamic that includes perceptual coupling between the limbs being coordinated. The model predicts that (1) coordinated rhythmic movements, both bimanual and unimanual, are organised with respect to relative motion information for relative phase in the coupling function, (2) unimanual is less stable than bimanual coordination because the coupling is unidirectional rather than bidirectional, and (3) learning a new coordination is primarily about learning to perceive and use the relevant information which, with equal perceptual improvement due to training, yields equal transfer of learning from bimanual to unimanual coordination and vice versa [but, given prediction (2), the resulting performance is also conditioned by the intrinsic stability of each task]. In the present study, two groups were trained to produce 90° either unimanually or bimanually, respectively, and tested in respect to learning (namely improved performance in the trained 90° coordination task and improved visual discrimination of 90°) and transfer of learning (to the other, untrained 90° coordination task). Both groups improved in the task condition in which they were trained and in their ability to visually discriminate 90°, and this learning transferred to the untrained condition. When scaled by the relative intrinsic stability of each task, transfer levels were found to be equal. The results are discussed in the context of the perception–action approach to learning and performance

    Grasping Kinematics from the Perspective of the Individual Digits: A Modelling Study

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    Grasping is a prototype of human motor coordination. Nevertheless, it is not known what determines the typical movement patterns of grasping. One way to approach this issue is by building models. We developed a model based on the movements of the individual digits. In our model the following objectives were taken into account for each digit: move smoothly to the preselected goal position on the object without hitting other surfaces, arrive at about the same time as the other digit and never move too far from the other digit. These objectives were implemented by regarding the tips of the digits as point masses with a spring between them, each attracted to its goal position and repelled from objects' surfaces. Their movements were damped. Using a single set of parameters, our model can reproduce a wider variety of experimental findings than any previous model of grasping. Apart from reproducing known effects (even the angles under which digits approach trapezoidal objects' surfaces, which no other model can explain), our model predicted that the increase in maximum grip aperture with object size should be greater for blocks than for cylinders. A survey of the literature shows that this is indeed how humans behave. The model can also adequately predict how single digit pointing movements are made. This supports the idea that grasping kinematics follow from the movements of the individual digits

    The developmental roots of the speed-accuracy trade-off

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    The speed of adult reaching movements is lawfully related to the distance of the reach and the size of the target. The authors had 7-, 9-, and 11-month-old infants reach for small and large targets to investigate a possible relation between the emergence of this speed-accuracy trade-off and the improvements in infants' ability to pick up tiny objects. By 7 months of age, infants slowed down their reaches for smaller objects. The authors concluded that it was not the ability to use a precision grip that facilitated the speed-accuracy trade-off but rather the other way around. The slowing down toward the end of the movement might set the conditions for the development of fine distal control of the hand

    Development of an autonomous character in Karate Kumite

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    Virtual Reality (VR) has become common practice in the field of sports, but autonomous virtual environment (VE) systems, especially in fast reacting sports, are rare. The current study demonstrates the development of an autonomous character (AC) in karate kumite, which performs attacks against a freely moving, real athlete. The development of the AC consists of four steps: selection of relevant karate techniques, development of a decision system, creation of an animated model of the AC, and the evaluation. A Cave Automatic Virtual Environment (CAVE) and a Head Mounted Display (HMD) were chosen for the VE. The evaluation of the AC in the VEs was conducted by expert interviews (n = 6). The results reveal a feeling of comfort for all athletes in VR which underpins a high degree of realism in the VEs. Moreover, the HMDs are seen as more suitable than CAVEs for presenting a karate specific environment. Based on these results the developed AC seems applicable for anticipation research and training in karate kumite. The discussion includes further possible improvements for the AC as well as future directions for further investigations and training programs using the AC. Moreover, the procedure of the AC’s creation can be transferred to other sports
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