Using Integrative Sensorimotor Capabilities
- Observations on Sensorimotor Integration of Eye-Head-Hand Coordination:
- Developmental stages:
- coordinated eye-head before hand-arm movements
- VOR (vestibulo-ocular reflex, 3-neuron arc) is important
- sampling environment, sensory integration initially more important?
- early vision-guided hand-arm
- mostly smooth pursuit eye movements help guide hand
- requires attentional resources
- arm reaching and hand grasping gradually integrated into smooth movement
- hand: more sensorimotor cortex and direct pyramidal tract
- arm: more coordination of posture and movement, gravity and intertial dynamics
- general: gradual increase in use of cerebellum, basal ganglia, and extrapyramidal track
- Brain structural integration
- sensorimotor cortex: integrated, maps
- cerebellum:
- receives both "higher" and wealth of sensory info
- systematic internal structure and computational cells
- sensory #1: conventional (mossy): receives converging sensory info from everywhere, timing on parallel fibers
- sensory #2: "reinforcement" learning signals via inferior olive
- output: inhibition via pyramidal cells (sculpting of neuromotor signals)
- with dysfunction: poor timing, less fluid coordination
- Dynamic movement times, fastest-to-slowest: eye, hand, head, arm
- Predictive capability: hand better than head, head better than eye
- "Virtual" spatial mapping capability: conceptual eye-hand coordination
- ex: hand pointer (e.g., mouse) to image (e.g., monitor screen)
- Integration in Goal-Directed Performance, and Skill Development
- "real-time" and "off-line" (learning) use of sensing
- vision often seems to provide key part of reinforcement signal (e.g., to cerebellum)
- What if the person has no vision?
- simple movements: improvement mostly in first 4-8 trials
- tuning neurocontrol signal (not really adaptive learning)
- complex movements: skills may take years of practice
- "Extended Physiological Proprioception" (EPP):
- capacity to encompass a technology as if it were an extension of the body
- key requirement: bi-causal power transfer (force & velocity/position across interface)
- examples:
- body-powered upper extremity prosthesis
- tennis racquet, golf club, baseball bat, pencil, brush
- what if no hand?
- Definition of multimodal sensory interfaces
- Relation to accessibility and reduction of social exclusion
- W3C's Multimodal Interaction Activity (Standards/Guidelines) for Web
- HTML/XML Web Accessibility Guidelines; Cascading Style Sheets (CSS); Xforms
- Synchronous Multimedia Interaction Language (SMIL); Scalable Vector Graphics; VoiceXML
- User Agent Accessibility Guidelines Working Group (usability of client browsers)
- Europe's ETSI EG 202 191: Human Factors: Multimodal Interaction, Communication and Navigation Guidelines
- addresses multimodality to reduct social exclusion, improve accessibility, and human factors recommendations for multimodal interfaces
- V2 Standard for Universal Remote Consoles for Target Devices and Services
- With possible implementation with UPnP (Universal Plug and Play)
- Example: V2 simulation environment from Trace Center
Example: Goal-Directed Movements in Vitual Environments as Therapy
- Conceptual Foundations and Design of Virtual Environments
- Components of a Virtual Reality System
- Concept of Immersion
- Concept of Interactivity
- Examples of Virtual Environments in Rehabilitation
- Aims (and possible advantages):
- centered on abilities
- desire of overcoming task/subtask hurdles
- can perform within "safe" environment
- motivation may be higher ("fun" therapy)
- integrated assessment, possibly more targeted
- Concerns/disadvantages:
- rehab ultimately directed to function in the real world
- sensory conflict (e.g., VOR & smooth pursuit, eye & hand)
- motor tasks designed around interface (e.g., hand)
- limited access to technologies
- Examples
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