scholarly journals Global Temporal Movement Control

2021 ◽  
Author(s):  
Nadine Schlichting ◽  
Tatiana Kartashova ◽  
Michael Wiesing ◽  
Eckart Zimmermann

AbstractComplex movements require the fine-tuned temporal interplay of several effectors. If the temporal properties of one of these effectors were distorted, all other movement plans would need to be updated in order to produce successful behavior. This requirement of a global motor time stands in direct contrast to the multiple duration-channels in visual time. We explored whether time-critical and goal-oriented movements are indeed globally affected by temporal recalibration. In a ready-set-go paradigm, participants reproduced the interval between ready- and set-signals by performing different movements in Virtual Reality (VR). Halfway through the experiments, movements in VR were artificially slowed down, so that participants had to adapt their behavior. In three experiments, we found that these adaptation effects were not affected by movement type, interval range, location, or environmental context. We conclude that the temporal planning of motor actions is recalibrated globally, suggesting the presence of a global temporal movement controller.

2022 ◽  
Vol 73 (1) ◽  
pp. 131-158
Author(s):  
Richard A. Andersen ◽  
Tyson Aflalo ◽  
Luke Bashford ◽  
David Bjånes ◽  
Spencer Kellis

Traditional brain–machine interfaces decode cortical motor commands to control external devices. These commands are the product of higher-level cognitive processes, occurring across a network of brain areas, that integrate sensory information, plan upcoming motor actions, and monitor ongoing movements. We review cognitive signals recently discovered in the human posterior parietal cortex during neuroprosthetic clinical trials. These signals are consistent with small regions of cortex having a diverse role in cognitive aspects of movement control and body monitoring, including sensorimotor integration, planning, trajectory representation, somatosensation, action semantics, learning, and decision making. These variables are encoded within the same population of cells using structured representations that bind related sensory and motor variables, an architecture termed partially mixed selectivity. Diverse cognitive signals provide complementary information to traditional motor commands to enable more natural and intuitive control of external devices.


2019 ◽  
Author(s):  
Yudai Kimoto ◽  
Takanori Oku ◽  
Shinichi Furuya

ABSTRACTExceptional finger dexterity enables skillful motor actions such as those required for musical performance. However, it has been not known whether specialized neuromuscular or biomechanical features subserve the dexterity. We aimed to identify the features firstly differentiating the finger dexterity between trained and untrained individuals and secondly accounting for the individual differences in the dexterity across trained individuals. To this aim, two studies were conducted. The first study (Study 1) compared the finger motor dexterity and several neuromuscular and biomechanical characteristics of the fingers between pianists and musically untrained individuals (non-musicians). The results showed no differences in any biomechanical features between the groups with different musical expertise. However, the pianists exhibited faster individual finger movements and more independent control of movements between the fingers. These observations indicate expertise-dependence of the finger motor skills and neuromuscular control of the fingers. The second study (Study 2) assessed individual differences in the finger dexterity between trained pianists. A penalized regression determined an association of the maximum movement speed of the pianists’ individual fingers with both finger muscular strength and biomechanical characteristics of the hand, but not with independent movement control between the fingers. In addition, none of these features covaried with measures of early and deliberate piano practice. Taken together, these findings indicate that distinct biological factors of finger motor dexterity differentiate between the effects of piano training and individual differences across skilled pianists.


Jurnal INFORM ◽  
2020 ◽  
Vol 5 (1) ◽  
pp. 32-38
Author(s):  
Heri Suharyadi ◽  
Dian Ahkam Sani ◽  
Mohammad Zoqi Sarwani

The realization of virtual reality is implemented on an application in the form of a game that will load the genre of platform games, where the genre of this game is highly respected by lovers of games on the Android platform. The hardware used to create virtual reality in this platformer game is an android device that has a gyroscope sensor, virtual reality cardboard, and computer devices. The software uses unity, blender, and Microsoft visual studio as a code editor. The making of this virtual reality game using the gyroscope sensor as full control of character movements that serve to minimize the device needed to play virtual reality games on Android to make it easier and more practical to play. The test results state that virtual reality can be implemented on Android games and the gyroscope sensor functions well as the main movement control in the game


2016 ◽  
Vol 55 (01) ◽  
pp. 79-83 ◽  
Author(s):  
A. Vourvopoulos ◽  
A. Bernardino ◽  
i Bermúdez Badia ◽  
J. Alves

Summary Introduction: This article is part of the Focus Theme of Methods of Information in Medicine on “Methodologies, Models and Algorithms for Patients Rehabilitation”. Objective: Identify eye gaze correlates of motor impairment in a virtual reality motor observation task in a study with healthy participants and stroke patients. Methods: Participants consisted of a group of healthy subjects (N = 20) and a group of stroke survivors (N = 10). Both groups were required to observe a simple reach-and-grab and place-and-release task in a virtual environment. Additionally, healthy subjects were required to observe the task in a normal condition and a constrained movement condition. Eye movements were recorded during the observation task for later analysis. Results: For healthy participants, results showed differences in gaze metrics when comparing the normal and arm-constrained conditions. Differences in gaze metrics were also found when comparing dominant and non-dominant arm for saccades and smooth pursuit events. For stroke patients, results showed longer smooth pursuit segments in action observation when observing the paretic arm, thus providing evidence that the affected circuitry may be activated for eye gaze control during observation of the simulated motor action. Conclusions: This study suggests that neural motor circuits are involved, at multiple levels, in observation of motor actions displayed in a virtual reality environment. Thus, eye tracking combined with action observation tasks in a virtual reality display can be used to monitor motor deficits derived from stroke, and consequently can also be used for re -habilitation of stroke patients.


2018 ◽  
Vol 144 ◽  
pp. 01008 ◽  
Author(s):  
V. G. Bharath ◽  
Rajashekar Patil

The imperative part of strong displaying in virtual reality framework is to improve the movement of a user with definitive movement control in genuine intelligent condition. In a real environment motion characteristic is based on sensors and servomechanisms where as in virtual reality systems the motion fundamentals are kinematic in nature. To achieve physically correct interactivity suitable dynamic constraints, should be imposed which can be obtained by augmented reality interface. Beyond input and output hardware, the underlying software plays a very important role in virtual reality systems. It is responsible for the managing of input/output devices, analysing incoming data and generating proper feedback. This research paper focusses on movement displaying for connection between CAD models and Virtual Reality Models using 3ds Max 2017 and Unity 3d softwares. The paper portrays different equipment arrangement of sensors and Arduino for virtual reality welding.


Author(s):  
Deborah M. Clawson ◽  
Michael S. Miller ◽  
Benjamin A. Knott ◽  
Marc M. Sebrechts

Three experiments explored aspects of virtual reality (VR) that may influence its utility for training in navigating architectural spaces. Taken together, these experiments suggest that the utility of virtual reality depends on characteristics of the user-virtual environment interface. In experiments testing the importance of movement control, full participant control of rotational and forward movement in VR led to nearly optimal training on a medium-sized building, but limited control in VR was worse than no control. Transparent walls, a VR possibility that goes beyond real-world options, were beneficial during training and on a direct measure of learning spatial layouts. Finally, in an experiment examining both training and transfer, VR training was similar to real-world training, and was quicker and transferred better to navigating a real-world building than floor-plan training. However, this held only when the testing route was traveled in the trained direction.


2000 ◽  
Vol 9 (6) ◽  
pp. 524-556 ◽  
Author(s):  
Sharon Stansfield ◽  
Daniel Shawver ◽  
Annette Sobel ◽  
Monica Prasad ◽  
Lydia Tapia

This paper presents the design and implementation of a distributed virtual reality (VR) platform that was developed to support the training of multiple users who must perform complex tasks in which situation assessment and critical thinking are the primary components of success. The system is fully immersive and multimodal, and users are represented as tracked, full-body figures. The system supports the manipulation of virtual objects, allowing users to act upon the environment in a natural manner. The underlying intelligent simulation component creates an interactive, responsive world in which the consequences of such actions are presented within a realistic, time-critical scenario. The focus of this work has been on the training of medical emergency-response personnel. BioSimMER, an application of the system to training first responders to an act of bio-terrorism, has been implemented and is presented throughout the paper as a concrete example of how the underlying platform architecture supports complex training tasks. Finally, a preliminary field study was performed at the Texas Engineering Extension Service Fire Protection Training Division. The study focused on individual, rather than team, interaction with the system and was designed to gauge user acceptance of VR as a training tool. The results of this study are presented.


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