89 research outputs found

    Theoretical and empirical investigation of the [tau]-coupling theory

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    The Effects of Increased Body Temperature on Motor Control during Golf Putting

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    This study investigated the effect of increased core temperature on the performance outcome and movement kinematics of elite golfers during a golf putting task. The study aimed to examine individual differences in the extent to which increased temperature influenced the rate of putting success, whether increased temperature speeded up the timing of the putting downswing and whether elite golfers changed their movement kinematics during times of thermal stress. Six participants performed 20 putts to each of four putt distances (1, 2, 3, and 4 m) under normal temperature conditions and when core body temperature was increased. There was no significant difference in the number of successful putts between the two temperature conditions, but there was an increase in putterhead velocity at ball impact on successful putts to distances of 1 and 4 m when temperature was elevated. This reflected an increase in swing amplitude rather than a reduction in swing duration as hypothesized. There were individual differences in the motor control response to thermal stress as three of the golfers changed the kinematic parameters used to scale their putting movements to achieve putts of different distances at elevated temperatures. Theoretical implications for these findings and the practical implications for elite golfers and future research are discussed

    Extrinsic tau-coupling and the regulation of interceptive reaching under varying task constraints

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    We investigated a general theory accounting for the guidance of ongoing movements in an interceptive reaching task. The aim was to assess the premise of tau-coupling that the coupling constant k, the ratio of taus(τs) of motion gaps between hand and object, reflects the kinematics of the on-going movement. The spatial and temporal constraints of the interceptive action were manipulated in three task conditions. While the time dependent counterpart of k, K(t) exhibited task effects, k itself could not distinguish between task manipulations. K(t) showed large variability during the initial acceleration phase, small variability during the rest of the movement, and task dependent changes during the final deceleration phase of interception. The findings highlight the importance of clarifying what constitutes as τ-coupling

    The effect of false positive feedback on learning an inhibitory-action task in older adults

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    Background/Study Context: Older adults show a greater response to feedback whilst learning than younger adults. To date this has only been shown for receiving veridical feedback, but there is evidence that suggests that receiving false positive feedback may further enhance learning. We tested the hypothesis that receiving false positive feedback, being told you are preforming better than expected, would be more advantageous for older than younger adults when learning an inhibitory-action task. Methods: 42 younger and 34 older adults trained to improve their inhibition and response times on the Simon task. They completed 18 training blocks and a retention test two weeks after training. Participants received either false positive feedback or veridical feedback on their performance at the end of each training session and the start of the next session. Those in the false positive feedback group were told they were performing faster than expected. Results: Both older and younger adults improved their inhibition and response times but receiving false positive feedback did not significantly change their rate of learning on these outcomes. However, false positive feedback did impact on accuracy levels with those receiving this type of feedback making fewer errors. Older adults were slower but more accurate than younger adults, but contrary to our hypothesis they did not benefit more from false positive feedback than younger adults. Conclusion: This first direct comparison of the effects of false positive feedback on older and younger adults showed that the positive impact of false positive feedback does not decline with age. We also demonstrated that feedback given about one aspect of a skill (in this case speed) may in fact influence another aspect of the skill (in this case accuracy). This suggests that false positive feedback could be used as a motivational tool to enhance cognitive-motor learning in older adults, but care needs to be taken when using this, as the feedback may not affect the element of the skill at which it is targeted

    A systematic review of protocol studies on conceptual design cognition: design as search and exploration

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    This paper reports findings from the first systematic review of protocol studies focusing specifically on conceptual design cognition, aiming to answer the following research question: What is our current understanding of the cognitive processes involved in conceptual design tasks carried out by individual designers? We reviewed 47 studies on architectural design, engineering design and product design engineering. This paper reports 24 cognitive processes investigated in a subset of 33 studies aligning with two viewpoints on the nature of designing: (V1) design as search (10 processes, 41.7%); and (V2) design as exploration (14 processes, 58.3%). Studies on search focused on solution search and problem structuring, involving: long-term memory retrieval; working memory; operators and reasoning processes. Studies on exploration investigated: co-evolutionary design; visual reasoning; cognitive actions; and unexpected discovery and situated requirements invention. Overall, considerable conceptual and terminological differences were observed among the studies. Nonetheless, a common focus on memory, semantic, associative, visual perceptual and mental imagery processes was observed to an extent. We suggest three challenges for future research to advance the field: (i) developing general models/theories; (ii) testing protocol study findings using objective methods conducive to larger samples and (iii) developing a shared ontology of cognitive processes in design

    Perceptual bias, more than age, impacts on eye movements during face processing

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    Consistent with the right hemispheric dominance for face processing, a left perceptual bias (LPB) is typically demonstrated by younger adults viewing faces and a left eye movement bias has also been revealed. Hemispheric asymmetry is predicted to reduce with age and older adults have demonstrated a weaker LPB, particularly when viewing time is restricted. What is currently unclear is whether age also weakens the left eye movement bias. Additionally, a right perceptual bias (RPB) for facial judgments has less frequently been demonstrated, but whether this is accompanied by a right eye movement bias has not been investigated. To address these issues older and younger adults’ eye movements and gender judgments of chimeric faces were recorded in two time conditions. Age did not significantly weaken the LPB or eye movement bias; both groups looked initially to the left side of the face and made more fixations when the gender judgment was based on the left side. A positive association was found between LPB and initial saccades in the freeview condition and with all eye movements (initial saccades, number and duration of fixations) when time was restricted. The accompanying eye movement bias revealed by LPB participants contrasted with RPB participants who demonstrated no eye movement bias in either time condition. Consequently, increased age is not clearly associated with weakened perceptual and eye movement biases. Instead an eye movement bias accompanies an LPB (particularly under restricted viewing time conditions) but not an RPB

    The effect of self-referential expectation on emotional face processing

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    The role of self-relevance has been somewhat neglected in static face processing paradigms but may be important in understanding how emotional faces impact on attention, cognition and affect. The aim of the current study was to investigate the effect of self-relevant primes on processing emotional composite faces. Sentence primes created an expectation of the emotion of the face before sad, happy, neutral or composite face photos were viewed. Eye movements were recorded and subsequent responses measured the cognitive and affective impact of the emotion expressed. Results indicated that primes did not guide attention, but impacted on judgments of valence intensity and self-esteem ratings. Negative self-relevant primes led to the most negative self-esteem ratings, although the effect of the prime was qualified by salient facial features. Self-relevant expectations about the emotion of a face and subsequent attention to a face that is congruent with these expectations strengthened the affective impact of viewing the face

    The novelty perspectives framework : a new conceptualisation of novelty for cognitive design studies

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    Two approaches may be applied to gain a view on the cognitive mechanisms involved in creative design ideation: (1) protocol analysis, where the designer verbally reports their processing and inferences are made about cognition based on the resulting protocols; and (2) output-based experiments, where performance metrics linked to some aspect of processing are evaluated and observations are made about cognition based on the results (Hay et al., 2017a). The former approach has been applied prolifically since the inception of design research in the late 1960s, but has been criticised for its subjectivity and unsuitability for studyinglarge samples. Accordingly, controlled output-based approaches, which are characteristic of the behavioural experiments conducted by cognitive psychologists, have seen increasing application in recent years (Dinar et al., 2015)

    Is treadmill walking with virtual reality an acceptable and plausible training modality for stroke survivors?

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    Introduction and Objectives: For many stroke survivors recovering independent walking is an important objective, however, although most survivors recover some walking ability it is often insufficient to meet the challenges of community walking[1]. Treadmill walking, through forced use of the paretic side, has some evidence as an intervention but lacks transfer to community walking[2]. With the rationale of providing a more realistic, variable walking experience, the addition of virtual reality (VR) to treadmills is a recent, promising, development. This aim of this study, therefore, was to investigate the credibility and acceptability of treadmill training with VR among stroke survivors. Methods: This was a feasibility study testing the validity of treadmill training with and without VR through comparison with overground walking. User acceptability was assessed through independent interviews. Six ambulant stroke survivors (aged 56.5±10.6years, 116±93.3months post stroke) were recruited from local stroke clubs. They attended an introductory session for baseline measurements (over ground gait biomechanics, functional mobility and cognition) and familiarisation with the treadmill VR system (MOTEKMedical, Netherlands) including wearing a harness. They then participated in two training sessions, one week apart, each session included treadmill walking without VR (TW) and treadmill walking with VR (TWVR) e.g. road and forest paths visualisations. The final session included a second measurement of gait biomechanics which provided the data for statistical comparison. Each individual was independently interviewed before and after their participation. Results: In general minor, non-significant, differences were observed for TM, TMVR and overground walking. There was, however, a consistent, and statistically significant (p= 0.032) finding of greater hip flexion for TWVR, see table for details. Universally, participants found the experience acceptable and enjoyable, although “challenging”. Conclusion: This feasibility study found treadmill walking (with and without VR) to be similar enough to overground walking to justify it as a training modality for chronic stroke survivors who had already attained some independence in walking. One possible difference, greater hip flexion during treadmill walking, may be a product of harness wearing, and/or relate to the setup of the visualisations. Participants found the experience of treadmill walking acceptable. Although they preferred walking with the visualisations there were few biomechanical differences to simple treadmill walking. Further exploration of individual variability, however, should be undertaken as this may be a factor in ranslating gains from treadmill training to community walking. In conclusion, similarities between overground and treadmill walking (with and without VR) support its use as a training modality in stroke rehabilitation. No great advantage was evident from the use of visualisation other than participant’s preference, however these findings require further testing

    Systematic literature review of hand gestures used in human computer interaction interfaces

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    Gestures, widely accepted as a humans' natural mode of interaction with their surroundings, have been considered for use in human-computer based interfaces since the early 1980s. They have been explored and implemented, with a range of success and maturity levels, in a variety of fields, facilitated by a multitude of technologies. Underpinning gesture theory however focuses on gestures performed simultaneously with speech, and majority of gesture based interfaces are supported by other modes of interaction. This article reports the results of a systematic review undertaken to identify characteristics of touchless/in-air hand gestures used in interaction interfaces. 148 articles were reviewed reporting on gesture-based interaction interfaces, identified through searching engineering and science databases (Engineering Village, Pro Quest, Science Direct, Scopus and Web of Science). The goal of the review was to map the field of gesture-based interfaces, investigate the patterns in gesture use, and identify common combinations of gestures for different combinations of applications and technologies. From the review, the community seems disparate with little evidence of building upon prior work and a fundamental framework of gesture-based interaction is not evident. However, the findings can help inform future developments and provide valuable information about the benefits and drawbacks of different approaches. It was further found that the nature and appropriateness of gestures used was not a primary factor in gesture elicitation when designing gesture based systems, and that ease of technology implementation often took precedence
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