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2022 ◽  
Author(s):  
Vladimir Popov ◽  
Dmitry Nechaev ◽  
Alexander Ya. Supin ◽  
Evgeniya Sysueva

Forward masking was investigated by the auditory evoked potentials (AEP) method in a bottlenose dolphin Tursiops truncatus using stimulation by two successive acoustic pulses (the masker and test) projected from spatially separated sources. The positions of the two sound sources either coincided with or were symmetrical relative to the head axis at azimuths from 0 to ±90°. AEPs were recorded either from the vertex or from the lateral head surface next to the auditory meatus. In the last case, the test source was ipsilateral to the recording side, whereas the masker source was either ipsi- or contralateral. For lateral recording, AEP release from masking (recovery) was slower for the ipsi- than for the contralateral masker source position. For vertex recording, AEP recovery was equal both for the coinciding positions of the masker and test sources and for their symmetrical positions relative to the head axis. The data indicate that at higher levels of the auditory system of the dolphin, binaural convergence makes the forward masking nearly equal for ipsi- and contralateral positions of the masker and test.


2021 ◽  
Vol 49 (12) ◽  
pp. 030006052110610
Author(s):  
Hongyan Zhang ◽  
Jun He ◽  
Yili Zhao ◽  
Qifei Wu ◽  
Tiejun Zou ◽  
...  

Objective To investigate the relationship between glutathione S-transferase enzyme ( GSTM1, T1, and P1) genetic variants and semen quality in men with idiopathic infertility. Methods Sperm characteristics were measured using computer-assisted sperm analysis. The malondialdehyde (MDA), nitric oxide (NO), and total antioxidant capacity (TAC) activities were detected by spectroscopic analysis, and 8-hydroxy-2′-deoxyguanosine (8-OHdG) was detected by enzyme-linked immunosorbent assay. Results This study included 246 idiopathic infertile men and 117 controls. The GSTM1(−), T1(−), and M1/T1(−/−) genotype frequencies significantly differed between the groups. The GSTM1(−) and T1(−) genotypes in idiopathic infertile men negatively correlated with sperm concentration, motility, mitochondrial membrane potential, and other parameters. However, these genotypes positively correlated with the amplitude of the lateral head displacement and NO and 8-OHdG levels. The GSTT1(−) genotype positively correlated with mean angular displacement and MDA activity. GSTM1(−) and T1(−) had a synergistic effect on semen quality. Sperm motility, normal morphology, straightness, and TAC were lower and amplitude of lateral head displacement and MDA were higher in the GSTP1(A/G + G/G) group than in the GSTP1(A/A) group among men with idiopathic infertility. Conclusions GSTM1, T1, and P1 genetic variants may be risk factors for infertility by affecting the semen quality men with idiopathic oligoasthenospermia.


2021 ◽  
Vol 12 ◽  
Author(s):  
Tomoko Sugawara ◽  
Yoshiro Wada ◽  
Taeko Ito ◽  
Hiroyuki Sakai

Accumulating evidence suggests that individual variations in vestibular functions are associated with motion sickness (MS) susceptibility. We investigated whether vestibular functions in the reflex and cortical pathways could predict the susceptibility of individuals to MS. MS-susceptible and control adults were recruited according to the Motion Sickness Susceptibility Questionnaire (MSSQ) score. Otolith reflex and cortical functions were assessed using the ocular counter rolling test and the head-tilt subjective visual vertical (HT-SVV) test, respectively. The bilateral asymmetry of each function was compared between the MS-susceptible and the control groups. Although the two tests for otolith functions were conducted using the same stimulation (lateral head tilt), bilateral asymmetry of otolith reflex rather than cortical function was significantly associated with MS susceptibility. Our data suggests that bilateral asymmetry in the otolith reflex pathway is capable of predicting susceptibility to MS to some extent. Our data also suggest that the association between vestibular function and MS susceptibility can vary based on the vehicle types. Future vehicles, such as self-driving cars, will make us aware of other vestibular functions associated with MS susceptibility.


2021 ◽  
pp. 1-19
Author(s):  
Jairo Perez-Osorio ◽  
Abdulaziz Abubshait ◽  
Agnieszka Wykowska

Abstract Understanding others' nonverbal behavior is essential for social interaction, as it allows, among others, to infer mental states. Although gaze communication, a well-established nonverbal social behavior, has shown its importance in inferring others' mental states, not much is known about the effects of irrelevant gaze signals on cognitive conflict markers during collaborative settings. Here, participants completed a categorization task where they categorized objects based on their color while observing images of a robot. On each trial, participants observed the robot iCub grasping an object from a table and offering it to them to simulate a handover. Once the robot “moved” the object forward, participants were asked to categorize the object according to its color. Before participants were allowed to respond, the robot made a lateral head/gaze shift. The gaze shifts were either congruent or incongruent with the object's color. We expected that incongruent head cues would induce more errors (Study 1), would be associated with more curvature in eye-tracking trajectories (Study 2), and induce larger amplitude in electrophysiological markers of cognitive conflict (Study 3). Results of the three studies show more oculomotor interference as measured in error rates (Study 1), larger curvatures eye-tracking trajectories (Study 2), and higher amplitudes of the N2 ERP of the EEG signals as well as higher event-related spectral perturbation amplitudes (Study 3) for incongruent trials compared with congruent trials. Our findings reveal that behavioral, ocular, and electrophysiological markers can index the influence of irrelevant signals during goal-oriented tasks.


2021 ◽  
pp. 1-10
Author(s):  
Jayme A. Bertelli ◽  
Mayur Sureshlal Goklani ◽  
Neehar Patel ◽  
Elisa Cristiana Winkelmann Duarte

OBJECTIVE The authors sought to describe the anatomy of the radial nerve and its branches when exposed through an axillary anterior arm approach. METHODS Bilateral upper limbs of 10 fresh cadavers were dissected after dyed latex was injected into the axillary artery. RESULTS Via the anterior arm approach, all triceps muscle heads could be dissected and individualized. The radial nerve overlaid the latissimus dorsi tendon, bounded by the axillar artery on its superior surface, then passed around the humerus, together with the lower lateral arm and posterior antebrachial cutaneous nerve, between the lateral and medial heads of the triceps. No triceps motor branch accompanied the radial nerve’s trajectory. Over the latissimus dorsi tendon, an antero-inferior bundle, containing all radial nerve branches to the triceps, was consistently observed. In the majority of the dissections, a single branch to the long head and dual innervations for the lateral and medial heads were observed. The triceps long and proximal lateral head branches entered the triceps muscle close to the latissimus dorsi tendon. The second branch to the lateral head stemmed from the triceps lower head motor branch. The triceps medial head was innervated by the upper medial head motor branch, which followed the ulnar nerve to enter the medial head on its anterior surface. The distal branch to the triceps medial head also originated near the distal border of the latissimus dorsi tendon. After a short trajectory, a branch went out that penetrated the medial head on its posterior surface. The triceps lower medial head motor branch ended in the anconeus muscle, after traveling inside the triceps medial head. The lower lateral arm and posterior antebrachial cutaneous nerve followed the radial nerve within the torsion canal. The lower lateral brachial cutaneous nerve innervated the skin over the biceps, while the posterior antebrachial cutaneous nerve innervated the skin over the lateral epicondyle and posterior surface of the forearm. The average numbers of myelinated fibers were 926 in the long and 439 in the upper lateral head and 658 in the upper and 1137 in the lower medial head motor branches. CONCLUSIONS The new understanding of radial nerve anatomy delineated in this study should aid surgeons during reconstructive surgery to treat upper-limb paralysis.


2021 ◽  
Author(s):  
Jairo Pérez-Osorio ◽  
Abdulaziz Abubshait ◽  
Agnieszka Wykowska

Understanding others’ nonverbal behavior is essential for social interaction, as it allows, among others, to infer mental states. While gaze communication, a well-established nonverbal social behavior, has shown its importance in inferring others’ mental states, not much is known about the effects of irrelevant gaze signals on cognitive conflict markers during collaborative settings. Here, participants completed a categorization task where they categorized objects based on their color while observing images of a robot. On each trial, participants observed the robot iCub grasping an object from a table and offering it to them to simulate a handover. Once the robot “moved” the object forward, participants were asked to categorize the object according to its color. Before participants were allowed to respond, the robot made a lateral head/gaze shift. The gaze shifts were either congruent or incongruent with the object’s color. We expected that incongruent head-cues would induce more errors (Study 1), would be associated with more curvature in eye-tracking trajectories (Study 2), and induce larger amplitude in electrophysiological markers of cognitive conflict (Study 3). Results of the three studies show more oculomotor interference as measured in error rates (Study 1), larger curvatures eye-tracking trajectories (Study 2), and higher amplitudes of the N2 event-related potential (ERP) of the EEG signals as well as higher Event-Related Spectral Perturbation (ERSP) amplitudes (Study 3) for incongruent trials compared to congruent trials. Our findings reveal that behavioral, ocular and electrophysiological markers can index the influence of irrelevant signals during goal-oriented tasks.


Zootaxa ◽  
2021 ◽  
Vol 5023 (1) ◽  
pp. 93-106
Author(s):  
QUYEN HANH DO ◽  
KHOI VU NGUYEN ◽  
MINH DUC LE ◽  
CUONG THE PHAM ◽  
THOMAS ZIEGLER ◽  
...  

We describe a new species of the genus Hemiphyllodactylus on the basis of four specimens from Bidoup - Nui Ba National Park, Da Lat Plateau, Lam Dong Province, Vietnam. The new species, Hemiphyllodactylus dalatensis sp. nov., is distinguished from the remaining congeners by a combination of the following characters: a bisexual taxon; maximum SVL of 45.9 mm; dorsal scale rows 16; ventral scale rows 8 or 9; chin scales 7–10; postmental scales enlarged; femoral and precloacal pores in a continuous series, 23–25 in total in males, absent in the female; digital lamellae formula 4-5-5/6-5 (forefoot) and 5-6-6-6/5 (hind foot); cloacal spurs 2 or 3 on each side in both males and female; subcaudal scales not enlarged; dorsal trunk pattern with two paravertebral stripes, formed by two rows of dark spots; dark lateral head stripe distinct; postsacral mark cream or orange and bearing anteriorly projecting arms. In phylogenetic analyses, the new species is recovered as the sister taxon to a clade including all species from India although support values are low from all analyses.  


2021 ◽  
Author(s):  
Kristiina M. Valter McConville ◽  
Sumandeep Virk

<div>Virtual environments have been investigated for</div><div>fitness and medical rehabilitation. In this study, the Sony</div><div>EyeToy (R)and PlayStation 2 (R) were used with the Anti-Grav(TM) game to evaluate their potential for improving</div><div>postural balance. The game required lateral head, body, and</div><div>arm movements. The performance on balance tests of</div><div>subjects who trained for 3 weeks with this game was</div><div>compared to the performance of controls who were not</div><div>trained. Training subjects showed improvement for two of</div><div>the three tests (each testing a different facet of balance),</div><div>suggesting specificity of training, while control subjects did</div><div>not show significant improvement on any test. Simulator</div><div>sickness questionnaire results showed a variety of mild</div><div>symptoms, which decreased over the training sessions.</div><div>Motor learning analysis of the game scores showed that</div><div>mastery had been achieved on the easier level in the game,</div><div>but not on the second level of difficulty. This reflects the</div><div>potential for continued learning and training through</div><div>advanced levels within a game. A model parameter using</div><div>the time constants of game score improvement was developed, which could be used to quantify the difficulty for any video game design. The results suggest that this video game could be used for some aspects of balance training.</div>


2021 ◽  
Author(s):  
Kristiina M. Valter McConville ◽  
Sumandeep Virk

<div>Virtual environments have been investigated for</div><div>fitness and medical rehabilitation. In this study, the Sony</div><div>EyeToy (R)and PlayStation 2 (R) were used with the Anti-Grav(TM) game to evaluate their potential for improving</div><div>postural balance. The game required lateral head, body, and</div><div>arm movements. The performance on balance tests of</div><div>subjects who trained for 3 weeks with this game was</div><div>compared to the performance of controls who were not</div><div>trained. Training subjects showed improvement for two of</div><div>the three tests (each testing a different facet of balance),</div><div>suggesting specificity of training, while control subjects did</div><div>not show significant improvement on any test. Simulator</div><div>sickness questionnaire results showed a variety of mild</div><div>symptoms, which decreased over the training sessions.</div><div>Motor learning analysis of the game scores showed that</div><div>mastery had been achieved on the easier level in the game,</div><div>but not on the second level of difficulty. This reflects the</div><div>potential for continued learning and training through</div><div>advanced levels within a game. A model parameter using</div><div>the time constants of game score improvement was developed, which could be used to quantify the difficulty for any video game design. The results suggest that this video game could be used for some aspects of balance training.</div>


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