Voice and movement as predictors of gesture types and physical effort in virtual object interactions of classical Indian singing

Author(s):  
Stella Paschalidou ◽  
Tuomas Eerola ◽  
Martin Clayton
Vision ◽  
2019 ◽  
Vol 3 (2) ◽  
pp. 15
Author(s):  
Johannes Lohmann ◽  
Anna Belardinelli ◽  
Martin V. Butz

According to theories of anticipatory behavior control, actions are initiated by predicting their sensory outcomes. From the perspective of event-predictive cognition and active inference, predictive processes activate currently desired events and event boundaries, as well as the expected sensorimotor mappings necessary to realize them, dependent on the involved predicted uncertainties before actual motor control unfolds. Accordingly, we asked whether peripersonal hand space is remapped in an uncertainty anticipating manner while grasping and placing bottles in a virtual reality (VR) setup. To investigate, we combined the crossmodal congruency paradigm with virtual object interactions in two experiments. As expected, an anticipatory crossmodal congruency effect (aCCE) at the future finger position on the bottle was detected. Moreover, a manipulation of the visuo-motor mapping of the participants’ virtual hand while approaching the bottle selectively reduced the aCCE at movement onset. Our results support theories of event-predictive, anticipatory behavior control and active inference, showing that expected uncertainties in movement control indeed influence anticipatory stimulus processing.


2014 ◽  
Vol 6 (4) ◽  
Author(s):  
Dominika Wilczynska ◽  
Patrycja Lipinska ◽  
Malgorzata Wolujewicz-Czerlonko

AbstractBackground: The purpose of the following research was to find out the influence of imaginary training based on intention implementation on throw effectiveness of young basketball players, both male and female in stressogenic situations. Individual differences (action vs state orientation) between players were also measured in this research.Material/Methods: 76 players (32 females and 44 males) in the cadet category (15-16 years old) from basketball clubs of Gdansk, Gdynia and Sopot took part in this research. In the first stage all players did a throw efficiency test ERPE 05 under two conditions, and their heart rate was measured. Then players were randomly assigned to one of two groups. The first one did imaginary training based on the influence of intention implementation for 10 days, while the other did not. After 10 days ERPE 05 test under two conditions was run again.Results: Test results showed that intention implementation does not influence effectiveness improvement in stressogenic conditions as far as state-oriented players are concerned, but it does lower the physiological cost of physical effort in form of a decreased heart rate.Conclusions: This research proves that visualization training based on implementation instructions does influence young players’ physiology and significantly lowers their heart rate under stressogenic conditions. However useful, visualization techniques used in this research still need other tests and should be applied for a longer period of time to acutely show how they affect young players’ mental preparation


2019 ◽  
Author(s):  
Alexandra M Rodman ◽  
Katherine Powers ◽  
Catherine Insel ◽  
Erik K Kastman ◽  
Katherine Kabotyanski ◽  
...  

Adults titrate the degree of physical effort they are willing to expend according to the magnitude of reward they expect to obtain, a process guided by incentive motivation. However, it remains unclear whether adolescents, who are undergoing normative developmental changes in cognitive and reward processing, translate incentive motivation into action in a way that is similarly tuned to reward value and economical in effort utilization. The present study adapted a classic physical effort paradigm to quantify age-related changes in motivation-based and strategic markers of effort exertion for monetary rewards from adolescence to early adulthood. One hundred and three participants aged 12-23 years completed a task that involved exerting low or high amounts of physical effort, in the form of a hand grip, to earn low or high amounts of money. Adolescents and young adults exhibited highly similar incentive-modulated effort for reward according to measures of peak grip force and speed, suggesting that motivation for monetary reward is consistent across age. However, young adults expended energy more economically and strategically: whereas adolescents were prone to exert excess physical effort beyond what was required to earn reward, young adults were more likely to strategically prepare before each grip phase and conserve energy by opting out of low reward trials. This work extends theoretical models of development of incentive-driven behavior by demonstrating that layered on similarity in motivational value for monetary reward, there are important differences in the way behavior is flexibly adjusted in the presence of reward from adolescence to young adulthood.


2021 ◽  
Vol 40 (3) ◽  
pp. 1-12
Author(s):  
Hao Zhang ◽  
Yuxiao Zhou ◽  
Yifei Tian ◽  
Jun-Hai Yong ◽  
Feng Xu

Reconstructing hand-object interactions is a challenging task due to strong occlusions and complex motions. This article proposes a real-time system that uses a single depth stream to simultaneously reconstruct hand poses, object shape, and rigid/non-rigid motions. To achieve this, we first train a joint learning network to segment the hand and object in a depth image, and to predict the 3D keypoints of the hand. With most layers shared by the two tasks, computation cost is saved for the real-time performance. A hybrid dataset is constructed here to train the network with real data (to learn real-world distributions) and synthetic data (to cover variations of objects, motions, and viewpoints). Next, the depth of the two targets and the keypoints are used in a uniform optimization to reconstruct the interacting motions. Benefitting from a novel tangential contact constraint, the system not only solves the remaining ambiguities but also keeps the real-time performance. Experiments show that our system handles different hand and object shapes, various interactive motions, and moving cameras.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Md Moin Uddin Atique ◽  
Joseph Thachil Francis

AbstractMirror Neurons (MNs) respond similarly when primates make or observe grasping movements. Recent work indicates that reward expectation influences rostral M1 (rM1) during manual, observational, and Brain Machine Interface (BMI) reaching movements. Previous work showed MNs are modulated by subjective value. Here we expand on the above work utilizing two non-human primates (NHPs), one male Macaca Radiata (NHP S) and one female Macaca Mulatta (NHP P), that were trained to perform a cued reward level isometric grip-force task, where the NHPs had to apply visually cued grip-force to move and transport a virtual object. We found a population of (S1 area 1–2, rM1, PMd, PMv) units that significantly represented grip-force during manual and observational trials. We found the neural representation of visually cued force was similar during observational trials and manual trials for the same units; however, the representation was weaker during observational trials. Comparing changes in neural time lags between manual and observational tasks indicated that a subpopulation fit the standard MN definition of observational neural activity lagging the visual information. Neural activity in (S1 areas 1–2, rM1, PMd, PMv) significantly represented force and reward expectation. In summary, we present results indicating that sensorimotor cortices have MNs for visually cued force and value.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Maximilian Jörgens ◽  
Jürgen Königer ◽  
Karl-Georg Kanz ◽  
Torsten Birkholz ◽  
Heiko Hübner ◽  
...  

Abstract Background Mechanical chest compression (mCPR) offers advantages during transport under cardiopulmonary resuscitation. Little is known how devices of different design perform en-route. Aim of the study was to measure performance of mCPR devices of different construction-design during ground-based pre-hospital transport. Methods We tested animax mono (AM), autopulse (AP), corpuls cpr (CC) and LUCAS2 (L2). The route had 6 stages (transport on soft stretcher or gurney involving a stairwell, trips with turntable ladder, rescue basket and ambulance including loading/unloading). Stationary mCPR with the respective device served as control. A four-person team carried an intubated and bag-ventilated mannequin under mCPR to assess device-stability (displacement, pressure point correctness), compliance with 2015 ERC guideline criteria for high-quality chest compressions (frequency, proportion of recommended pressure depth and compression-ventilation ratio) and user satisfaction (by standardized questionnaire). Results All devices performed comparable to stationary use. Displacement rates ranged from 83% (AM) to 11% (L2). Two incorrect pressure points occurred over 15,962 compressions (0.013%). Guideline-compliant pressure depth was > 90% in all devices. Electrically powered devices showed constant frequencies while muscle-powered AM showed more variability (median 100/min, interquartile range 9). Although physical effort of AM use was comparable (median 4.0 vs. 4.5 on visual scale up to 10), participants preferred electrical devices. Conclusion All devices showed good to very good performance although device-stability, guideline compliance and user satisfaction varied by design. Our results underline the importance to check stability and connection to patient under transport.


Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1069
Author(s):  
Deyby Huamanchahua ◽  
Adriana Vargas-Martinez ◽  
Ricardo Ramirez-Mendoza

Exoskeletons are an external structural mechanism with joints and links that work in tandem with the user, which increases, reinforces, or restores human performance. Virtual Reality can be used to produce environments, in which the intensity of practice and feedback on performance can be manipulated to provide tailored motor training. Will it be possible to combine both technologies and have them synchronized to reach better performance? This paper consists of the kinematics analysis for the position and orientation synchronization between an n DoF upper-limb exoskeleton pose and a projected object in an immersive virtual reality environment using a VR headset. To achieve this goal, the exoskeletal mechanism is analyzed using Euler angles and the Pieper technique to obtain the equations that lead to its orientation, forward, and inverse kinematic models. This paper extends the author’s previous work by using an early stage upper-limb exoskeleton prototype for the synchronization process.


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