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Logo of Marquette University Module 2: Sensorimotor, Part 6: Interacting

Info Proc Seeing Hearing Positioning Touching Integrating Usability
| overview | multimodal | virtual reality/terms | virtual environments/rehab |

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?

Example: Efforts at Multimodal Accessibility Standards

  • 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

 

| overview | multimodal | virtual reality/terms | virtual environments/rehab

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Modules: Clin RehabSensorimotorTelerehabNeurorehab