997 resultados para VOLUNTARY TASK


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Larger body parts are somatotopically represented in the primary motor cortex (M1), while smaller body parts, such as the fingers, have partially overlapping representations. The principles that govern the overlapping organization of M1 remain unclear. We used transcranial magnetic stimulation (TMS) to examine the cortical encoding of thumb movements in M1 of healthy humans. We performed M1 mapping of the probability of inducing a thumb movement in a particular direction and used low intensity TMS to disturb a voluntary thumb movement in the same direction during a reaction time task. With both techniques we found spatially segregated representations of the direction of TMS-induced thumb movements, thumb flexion and extension being best separated. Furthermore, the cortical regions corresponding to activation of a thumb muscle differ, depending on whether the muscle functions as agonist or as antagonist for flexion or extension. In addition, we found in the reaction time experiment that the direction of a movement is processed in M1 before the muscles participating in it are activated. It thus appears that one of the organizing principles for the human corticospinal motor system is based on a spatially segregated representation of movement directions and that the representation of individual somatic structures, such as the hand muscles, overlap.

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This article reports the most recent work of the OMERACT Ultrasound Task Force (post OMERACT 8) and highlights of future research priorities discussed at the OMERACT 9 meeting, Kananaskis, Canada, May 2008. Results of 3 studies were presented: (1) assessing intermachine reliability; (2) applying the scoring system developed in the hand to other joints most commonly affected in rheumatoid arthritis (RA); and (3) assessing interobserver reliability on a deep target joint (shoulder). Results demonstrated good intermachine reliability between multiple examiners, and good applicability of the scoring system for the hand on other joints (including shoulder). Study conclusions were discussed and a future research agenda was generated, notably the further development of a Global OMERACT Sonography Scoring (GLOSS) system in RA, emphasizing the importance of testing feasibility and added value over standard clinical variables. Future disease areas of importance to develop include a scoring system for enthesitis and osteoarthritis.

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BACKGROUND: The authors have shown that rats can be retrained to swim after a moderately severe thoracic spinal cord contusion. They also found that improvements in body position and hindlimb activity occurred rapidly over the first 2 weeks of training, reaching a plateau by week 4. Overground walking was not influenced by swim training, suggesting that swimming may be a task-specific model of locomotor retraining. OBJECTIVE: To provide a quantitative description of hindlimb movements of uninjured adult rats during swimming, and then after injury and retraining. METHODS: The authors used a novel and streamlined kinematic assessment of swimming in which each limb is described in 2 dimensions, as 3 segments and 2 angles. RESULTS: The kinematics of uninjured rats do not change over 4 weeks of daily swimming, suggesting that acclimatization does not involve refinements in hindlimb movement. After spinal cord injury, retraining involved increases in hindlimb excursion and improved limb position, but the velocity of the movements remained slow. CONCLUSION: These data suggest that the activity pattern of swimming is hardwired in the rat spinal cord. After spinal cord injury, repetition is sufficient to bring about significant improvements in the pattern of hindlimb movement but does not improve the forces generated, leaving the animals with persistent deficits. These data support the concept that force (load) and pattern generation (recruitment) are independent and may have to be managed together with respect to postinjury rehabilitation.

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Chronic hyponatraemia and its therapy is a common and often underestimated problem of hospitalized patients. Usually, hyponatraemia is just one of many laboratory features found in such patients. However, rapid correction of chronic hyponatraemia can have devastating neurological consequences, i.e. osmotic myelinolysis. In the following, we describe the mechanisms leading to myelinolysis due to rapid correction of hyponatraemia and answer the questions how much, and at which rate to correct chronic hyponatremia.

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Mainstream IDEs generally rely on the static structure of a software project to support browsing and navigation. We propose HeatMaps, a simple but highly configurable technique to enrich the way an IDE displays the static structure of a software system with additional kinds of information. A heatmap highlights software artifacts according to various metric values, such as bright red or pale blue, to indicate their potential degree of interest. We present a prototype system that implements heatmaps, and we describe an initial study that assesses the degree to which different heatmaps effectively guide developers in navigating software.

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The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the present study we have measured reach durations for two types of task (controlling a simple rigid shape vs. a virtual character) and two types of viewpoint (1st person vs. 3rd person). The paper first describes the architecture of the motion capture approach retained for the on-line full-body reach experiment. We then present reach measurement results performed in a non-virtual environment. They show that the target height parameter leads to reach duration variation of ∓25% around the average duration for the highest and lowest targets. This characteristic is highly accentuated in the virtual world as analyzed in the discussion section. In particular, the discrepancy observed for the first person viewpoint modality suggests to adopt a third person viewpoint when controling the posture of a virtual character in a virtual environment.

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Immersive virtual environments (IVEs) have the potential to afford natural interaction in the three-dimensional (3D) space around a user. However, interaction performance in 3D mid-air is often reduced and depends on a variety of ergonomics factors, the user's endurance, muscular strength, as well as fitness. In particular, in contrast to traditional desktop-based setups, users often cannot rest their arms in a comfortable pose during the interaction. In this article we analyze the impact of comfort on 3D selection tasks in an immersive desktop setup. First, in a pre-study we identified how comfortable or uncomfortable specific interaction positions and poses are for users who are standing upright. Then, we investigated differences in 3D selection task performance when users interact with their hands in a comfortable or uncomfortable body pose, while sitting on a chair in front of a table while the VE was displayed on a headmounted display (HMD). We conducted a Fitts' Law experiment to evaluate selection performance in different poses. The results suggest that users achieve a significantly higher performance in a comfortable pose when they rest their elbow on the table.

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Coordinated eye and head movements simultaneously occur to scan the visual world for relevant targets. However, measuring both eye and head movements in experiments allowing natural head movements may be challenging. This paper provides an approach to study eye-head coordination: First, we demonstra- te the capabilities and limits of the eye-head tracking system used, and compare it to other technologies. Second, a beha- vioral task is introduced to invoke eye-head coordination. Third, a method is introduced to reconstruct signal loss in video- based oculography caused by cornea reflection artifacts in order to extend the tracking range. Finally, parameters of eye- head coordination are identified using EHCA (eye-head co- ordination analyzer), a MATLAB software which was developed to analyze eye-head shifts. To demonstrate the capabilities of the approach, a study with 11 healthy subjects was performed to investigate motion behavior. The approach presented here is discussed as an instrument to explore eye-head coordination, which may lead to further insights into attentional and motor symptoms of certain neurological or psychiatric diseases, e.g., schizophrenia.

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Evidence suggests that superior motor performance coincides with a longer duration of the last fixation before movement initiation, an observation called “quiet eye” (QE). Although the empirical findings over the last two decades underline the robustness of the phenomenon, little is known about its functional role in motor performance. Therefore, a novel paradigm is introduced, testing QE duration as an independent variable by experimentally manipulating the onset of the last fixation before movement unfolding. Furthermore, this paradigm is employed to investigate the functional mechanisms behind the QE phenomenon by manipulating the predictability of the target position and thereby the amount of information to be processed over the QE period. The results further support the assumption that QE affects motor performance, with experimentally prolonged QE durations increasing accuracy in a throwing task. However, it is only under a high information-processing load that a longer QE duration is beneficial for throwing performance. Therefore, the optimization of information processing, particularly in motor execution, turns out to be a promising candidate for explaining QE benefits on a functional level.