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Movements are often modulated by the meaning of cue words. We explore the interaction between verbal and visual constraints during a movement by investigating if spoken words during movement execution bias late movement control of swiping actions on a tablet when vision of the target is removed during the movement. Verbalization trials required participants to vocalize the spatial directions 'LEFT', 'MIDDLE', or 'RIGHT' of the active target, relative to the other presented targets. A late influence of semantics emerged on movement execution in verbalized trials with action endpoints landing more in the direction of the spoken word than without verbalization. The emergence of the semantic effect as the movement progresses reflects the temporal unfolding of the visual and verbal constraints during the swiping action. Comparing our current results with a similar task using a variant verbalization, we also conclude that, larger semantic content effects are found with spatial direction than numerical magnitude verbalization.
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Movimento , Semântica , HumanosRESUMO
It has been claimed that increased reliance on context, or allocentric information, develops when aiming movements are more consciously monitored and/or controlled. Since verbalizing target features requires strong conscious monitoring, we expected an increased reliance on allocentric information when verbalizing a target label (i.e. target number) during movement execution. We examined swiping actions towards a global array of targets embedded in different local array configurations on a tablet under no-verbalization and verbalization conditions. The global and local array configurations allowed separation of contextual-effects from any possible numerical magnitude biases triggered from calling out specific target numbers.The patterns of constant errors in the target directionwere used to assess differences between conditions. Variation in the target context configuration systematically biased movement endpoints in both the no-verbalization and verbalization conditions. Ultimately, our results do not support the assertion that calling out target numbers during movement execution increases the context-dependency of targeted actions.
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Movimento , Desempenho Psicomotor , HumanosRESUMO
Previous research found that when participants across the lifespan could be the architect of their own stepping-stones landscapes, they create nonstandardized configurations with gap-width variation. Yet, architects often use standardized dimensions in their designs for playgrounds and outdoor fitness areas. To scrutinize why architects tend to seek for more standardized designs than the examined target users, we tested the hypothesis that the difference is caused by a different perspective during the making process. After all, landscape architects generally design on 2D maps, while the participants designed in situ. We asked 67 participants to design a stepping-stones landscape on a 2D map and 67 other participants to create the landscape in situ. Contrary to our expectations, we found no indications that designing on a 2D map leads to more standardized configurations. We end with discussing other characteristics of the design processes that could potentially explain the omnipresent standardization in design.
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BACKGROUND: Despite the increasing number of research studies examining the effects of age on the control of posture, the number of annual fall-related injuries and deaths continues to increase. A better understanding of how old age affects the neural mechanisms of postural control and how countermeasures such as balance training could improve the neural control of posture to reduce falls in older individuals is therefore necessary. The aim of this review is to determine the effects of age on the neural correlates of balance skill learning measured during static (standing) and dynamic (walking) balance tasks in healthy individuals. METHODS: We determined the effects of acute (1-3 sessions) and chronic (> 3 sessions) balance skill training on balance in the trained and in untrained, transfer balance tasks through a systematic review and quantified these effects by robust variance estimation meta-analysis in combination with meta-regression. We systematically searched PubMed, Web of Science, and Cochrane databases. Balance performance and neural plasticity outcomes were extracted and included in the systematic synthesis and meta-analysis. RESULTS: Forty-two studies (n = 622 young, n = 699 older individuals) were included in the systematic synthesis. Seventeen studies with 508 in-analysis participants were eligible for a meta-analysis. The overall analysis revealed that acute and chronic balance training had a large effect on the neural correlates of balance skill learning in the two age groups combined (g = 0.79, p < 0.01). Both age groups similarly improved balance skill performance in 1-3 training sessions and showed little further improvements with additional sessions. Improvements in balance performance mainly occurred in the trained and less so in the non-trained (i.e., transfer) balance tasks. The systematic synthesis and meta-analysis suggested little correspondence between improved balance skills and changes in spinal, cortical, and corticospinal excitability measures in the two age groups and between the time courses of changes in balance skills and neural correlates. CONCLUSIONS: Balance skill learning and the accompanying neural adaptations occur rapidly and independently of age with little to no training dose-dependence or correspondence between behavioral and neural adaptations. Of the five types of neural correlates examined, changes in only spinal excitability seemed to differ between age groups. However, age or training dose in terms of duration did not moderate the effects of balance training on the changes in any of the neural correlates. The behavioral and neural mechanisms of strong task-specificity and the time course of skill retention remain unclear and require further studies in young and older individuals. REGISTRATION: PROSPERO registration number: CRD42022349573.
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Balance training to improve postural control in elderly can contribute to the prevention of falls. Video games that require body movements have the potential to improve balance. However, research about the effects of type of visual feedback (i.e. the exergame) on the quality of movement and experienced workout intensity is scarce. In this study twelve healthy older and younger subjects performed anterior-posterior or mediolateral oscillations on a wobble board, in three conditions: no feedback, real-time visual feedback, and real-time visual feedback with a competitive game element. The Elderly moved slower, less accurately and more irregularly than younger people. Both feedback conditions ensured a more controlled movement technique on the wobble-board and increased experienced workout intensity. The participants enjoyed the attention demanding competitive game element, but this game did not improve balance performance more than interacting with a game that incorporated visual feedback. These results show the potential of exergames with visual feedback to enhance postural control.
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Terapia por Exercício/métodos , Retroalimentação , Equilíbrio Postural/fisiologia , Jogos de Vídeo , Acidentes por Quedas/prevenção & controle , Adulto , Idoso , Atenção , Comportamento Competitivo , Retroalimentação Sensorial , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , MotivaçãoRESUMO
Impaired postural control with muscle weakness is an important predictor of falls within the elderly population.Particular daily activities that require weight shifting in order to be able to reach a specific target (a cup on a table) require continuous adjustments to keep the body's center of mass balanced. In the present study postural control was examined in healthy elderly and young subjects during a task in which subjects had to move the body's center of mass towards a virtual target on a screen that appeared at predictable and unpredictable locations. Postural control decreased with unpredictable targets, e.g. movement time was larger, trajectories more irregular. The results indicate that even though older individuals clearly benefitted from the early release of target location information, young individuals improved even more when target information became available.This indicates that the young were better able to use this information prospectively for executing the target directed movement quickly and accurately.
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Adaptação Fisiológica/fisiologia , Músculo Esquelético/fisiologia , Equilíbrio Postural/fisiologia , Desempenho Psicomotor/fisiologia , Atividades Cotidianas , Adulto , Idoso , Análise de Variância , Fenômenos Biomecânicos , Simulação por Computador , Feminino , Humanos , Masculino , Monitorização Ambulatorial , Interface Usuário-ComputadorRESUMO
In the reported, experiment participants hit a ball to aim at the vertex of a Müller-Lyer configuration. This configuration either remained stable, changed its shaft length or the orientation of the tails during movement execution. A significant illusion bias was observed in all perturbation conditions, but not in the stationary condition. The illusion bias emerged for perturbations shortly after movement onset and for perturbations during execution, the latter of which allowed only a minimum of time for making adjustments (i.e., approx.170 ms). These findings indicate that allocentric information is exploited for online control when people make rapid adjustments in response to a sudden change in the environment and not when people guide their limb movements to interact with a stable environment.
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Ilusões/psicologia , Desempenho Psicomotor , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino , Movimento , Estimulação Luminosa , Percepção Visual , Adulto JovemRESUMO
The combination of active video gaming and exercise (exergaming) is suggested to improve elderly people's balance, thereby decreasing fall risk. Exergaming has been shown to increase motivation during exercise therapy, due to the enjoyable and challenging nature, which could support long-term adherence for exercising balance. However, scarce evidence is available of the direct effects of exergaming on postural control. Therefore, the aim of the study was to assess the effect of a six-week videogame-based exercise program aimed at improving balance in elderly people. Task performance and postural control were examined using an interrupted time series design. Results of multilevel analyses showed that performance on the dot task improved within the first two weeks of training. Postural control improved during the intervention. After the intervention period task performance and balance were better than before the intervention. Results of this study show that healthy elderly can benefit from a videogame-based exercise program to improve balance and that all subjects were highly motivated to exercise balance because they found gaming challenging and enjoyable.
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Terapia por Exercício/métodos , Equilíbrio Postural , Jogos de Vídeo , Idoso , Feminino , Humanos , Masculino , MotivaçãoRESUMO
Although a general age-related decline in neural plasticity is evident, the effects of age on neural plasticity after motor practice are inconclusive. Inconsistencies in the literature may be related to between-study differences in task difficulty. Therefore, we aimed to determine the effects of age and task difficulty on motor learning and associated brain activity. We used task-related electroencephalography (EEG) power in the alpha (8-12 Hz) and beta (13-30 Hz) frequency bands to assess neural plasticity before, immediately after, and 24-h after practice of a mirror star tracing task at one of three difficulty levels in healthy younger (19-24 yr) and older (65-86 yr) adults. Results showed an age-related deterioration in motor performance that was more pronounced with increasing task difficulty and was accompanied by a more bilateral activity pattern for older vs. younger adults. Task difficulty affected motor skill retention and neural plasticity specifically in older adults. Older adults that practiced at the low or medium, but not the high, difficulty levels were able to maintain improvements in accuracy at retention and showed modulation of alpha TR-Power after practice. Together, these data indicate that both age and task difficulty affect motor learning, as well as the associated neural plasticity.
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By assessing the precision of gestural interactions with touchscreen targets, the authors investigate how the type of gesture, target location, and scene visibility impact movement endpoints. Participants made visually and memory-guided pointing and swiping gestures with a stylus to targets located in a semicircle. Specific differences in aiming errors were identified between swiping and pointing. In particular, participants overshot the target more when swiping than when pointing and swiping endpoints showed a stronger bias toward the oblique than pointing gestures. As expected, the authors also found specific differences between conditions with and without delays. Overall, the authors observed an influence on movement execution from each of the three parameters studied and uncovered that the information used to guide movement appears to be gesture specific.
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Movimento/fisiologia , Desempenho Psicomotor/fisiologia , Adulto , Sinais (Psicologia) , Feminino , Humanos , Masculino , Adulto JovemRESUMO
BACKGROUND: Despite the known health benefits of physical activity, the number of older adults exercising regularly remains low in many countries. There is a demand for public open space interventions that can safely train balance, muscular strength, and cardiovascular fitness. In this participatory design study, older adults and young adults were to create their own stepping stones configurations. We provided them with six stepping stones, and examined the gap widths that each group of participants created and how they used the configurations. RESULTS: The created absolute gap distances by the older adults were smaller than those of the younger adults. Yet, the amount of challenge (in terms of the created gap widths relative to a person's estimated stepping capability) did not significantly differ between the young and older adults. Furthermore, both groups created non-standardized stepping stone configurations in which the number of different gap widths did not significantly differ between the young and older adults. Interestingly, while using their personalized design, older adults made significantly more gap crossings than younger adults over a given timespan. This finding tentatively suggests that personalized design invites physical activity in older adults. CONCLUSION: The present study demonstrated that older adults are not more conservative in designing their own stepping stone configuration than young adults. Especially in light of the public health concern to increase physical activity in seniors, this is a promising outcome. However, field tests are needed to establish whether the older adults' stepping stones designs also invite physical activity in their daily environment.
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While the difficulty of a motor task can act as a stimulus for learning in younger adults, it is unknown how task difficulty interacts with age-related reductions in motor performance and altered brain activation. We examined the effects of task difficulty on motor performance and used electroencephalography (EEG) to probe task-related brain activation after acquisition and 24-h retention of a mirror star-tracing skill in healthy older adults (Nâ¯=â¯36, 65-86â¯years). The results showed that the difficulty of the motor skill affected both the magnitude of motor skill learning and the underlying neural mechanisms. Behavioral data revealed that practicing a motor task at a high difficulty level hindered motor skill consolidation. The EEG data indicated that task difficulty modulated changes in brain activation after practice. Specifically, a decrease in task-related alpha power in frontal and parietal electrodes was only present after practice of the skill at the low and medium, but not the high difficulty level. Taken together, our findings show that a failure to engage neural plasticity through practice of a high-difficulty task is accompanied by reduced motor skill retention in older adults. The data help us better understand how older adults learn new motor skills and might have implications for prescribing motor skill practice according to its difficulty in rehabilitation settings.
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Aprendizagem , Destreza Motora , Encéfalo , Eletroencefalografia , Plasticidade NeuronalRESUMO
This study investigated police officers' performance on five selected arrest and self-defence skills that are regularly used in the line of duty. In Experiment 1 a 5-point scale to measure skill performance was developed and tested with 14 police instructors. Results showed that the new scale has satisfactory inter-rater reliability and good intra-rater reliability. In Experiment 2, the external and concurrent validity of the scale was tested by measuring the performances of 19 police officers executing the same skills in a high- and a low-pressure environment and comparing the results obtained with the new 5-point scale with results obtained with a currently used binary scale (i.e. sufficient/insufficient). While the scale proved to have good external and concurrent validity, it appeared that the police officers' performance really suffered under pressure. Given the criticality of successful police performance, it is suggested that incorporating psychological factors (e.g. pressure) in training procedures may enhance performance.
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Agressão/psicologia , Ansiedade/complicações , Desempenho Atlético , Destreza Motora , Polícia , Desempenho Psicomotor , Estresse Psicológico/complicações , Violência/psicologia , Adulto , Ansiedade/psicologia , Avaliação de Desempenho Profissional/estatística & dados numéricos , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Inventário de Personalidade , Prática Psicológica , Reprodutibilidade dos Testes , Estresse Psicológico/psicologia , Violência/prevenção & controleRESUMO
INTRODUCTION: Task difficulty affects the amount of interpretable information from a task, which is thought to interfere with motor learning. However, it is unclear whether task difficulty in itself is a stimulus for motor learning because the experimental evidence is mixed in support of the optimal challenge point framework that predicts one specific level of task difficulty to produce the greatest magnitude of motor learning. PURPOSE: We determined the effects of functional task difficulty on motor skill acquisition, retention, and transfer. METHODS: Healthy young participants (N = 36) learned a mirror star-tracing task at a low, medium, or hard difficulty level defined by the bandwidth of the star. We measured skill acquisition, retention, and transfer to untrained difficulty levels, as well as the perceived mental workload during the task. RESULTS: Task difficulty affected motor performance, but did not affect motor learning and transfer. For the groups that practiced the task at the medium and hard but not at the low difficulty level, initial skill level correlated with the magnitude of learning. CONCLUSIONS: The optimal challenge point framework does not capture the complex relationship between task difficulty and motor learning. Previously reported effects of task difficulty on the magnitude of motor learning are probably mediated by perceived mental workload. Task difficulty did not affect the magnitude of visuomotor skill learning but it affected how learning occurred. The data have implications on how athletes learn new motor skills and patients relearn injury-impaired motor skills during rehabilitation.
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Aprendizagem , Destreza Motora , Transferência de Experiência , Adulto , Feminino , Humanos , Masculino , Prática Psicológica , Retenção Psicológica , Carga de Trabalho , Adulto JovemRESUMO
The chapter's aim is to understand the role of visual information in the control of avoidance and interception behaviors in infancy from the ecological psychology approach to perception and action. We show that during infancy developmental change in action is associated with the use of different information sources and that this process of attunement promotes the perceived action possibilities (affordances). In the final section, we position these findings within Milner and Goodale's two-visual system model, which holds that perception and action are mediated by two functionally and neuron-anatomically separate visual (sub-)systems.
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Desenvolvimento Infantil/fisiologia , Cognição/fisiologia , Movimento/fisiologia , Visão Ocular/fisiologia , Percepção Visual/fisiologia , Adaptação Fisiológica , Período Crítico Psicológico , Humanos , Lactente , Recém-Nascido , Vias Visuais/crescimento & desenvolvimentoRESUMO
Over the last years, the omnipresent standardization of playgrounds-the distances between, for example, jumping stones tend to be equal-has been criticized by both scientists and architects. First, it has been argued that standardization fails to do justice to the variability in the children's action capabilities. Second, it might simplify play in that children repetitively cross over the same distance and, thus, do not have to worry about their movements anymore. In the present study we examined the gap-crossing behavior of children in both a standardized and a nonstandardized jumping stone configuration. Children, between 5 and 10 years of age, were to play in each configuration for two minutes. No significant differences between the configurations were found in the number of gaps the children crossed and the percentage of jumps (ps>0.05). However, more children crossed a gap that they perceived as challenging (i.e. gap width close to their estimated maximum jumping distance) in the nonstandardized configuration than in the standardized one. Interestingly, significant differences were found in variables reflecting the children's action preparation-the variation in both the time on a jumping stone and the numbers of steps on it was bigger in the nonstandardized playground than in the standardized one (ps<0.05). The implications of these findings are discussed for both the design of playgrounds and the academic discussions about them.
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Movimento , Criança , HumanosRESUMO
After World War II, the Dutch architect Aldo van Eyck developed hundreds of playgrounds in the city of Amsterdam. These public playgrounds were located in parks, squares, and derelict sites, and consisted of minimalistic aesthetic play equipment that was supposed to stimulate the creativity of children. Over the last decades, these playgrounds have been studied by sociologists, theorists of art and architecture, and psychologists. Adopting an ecological approach to the human environment, it is argued that the abstract forms of van Eyck's play sculptures indeed stimulate the creativity of the child. Whereas a slide or a swing almost dictates what a child is supposed to do, van Eyck's play equipment invites the child to actively explore the numerous affordances (action possibilities) it provided. However, it is argued that the standardization (e.g., equal distances between blocks or bars) that tends to characterize van Eyck' play equipment has negative effects on the playability. This standardization, which was arguably the result of the aesthetic motives of the designer, might be appealing to children when simply looking at the equipment, but it is not of overriding importance to them when playing in it. Indeed, a recent study indicates that the affordances provided by messy structures appear to have a greater appeal to playing children.
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There is a long-standing proposal for the existence of two neuroanatomically and functionally separate visual systems; one supported by the dorsal pathway to control action and the second supported by the ventral pathway to handle explicit perceptual judgments. The dorsal pathway requires fast access to egocentric information, while the ventral pathway primarily requires allocentric information. Despite the evidence for functionally distinct systems, researchers have posited important interactions. This paper examines evidence to what degree the interaction becomes more important when target-identity, the perception of which is supported by the ventral stream, is verbalized during the execution of a target-directed far-aiming movement. In the experiment reported here participants hit balls toward distant targets while concurrently making explicit perceptual judgments of target properties. The endpoint of a shaft served as the target, with conditions including illusory arrow fins at the endpoint. Participants verbalized the location of the target by comparing it to a reference line and calling out "closer" or "further" while propelling the ball to the target. The impact velocity at ball contact was compared for hits toward three shafts of lengths, 94, 100, and 106 cm, with and without verbalizations and delays. It was observed that the meaning of the expressed words modulated movement execution when the verbalizations were consistent with the action characteristics. This effect of semantic content was evident regardless of target visibility during movement execution, demonstrating it was not restricted to movements that rely on visual memory. In addition to a direct effect of semantic content we anticipated an indirect effect of verbalization to result in action shifting toward the use of context-dependent allocentric information. This would result in an illusion bias on the impact velocity when the target is embedded in a Müller-Lyer configuration. We observed an ubiquitous effect of illusory context on movement execution, and not only when verbalizations were made. We suggest that the current experimental design with a far-aiming task where most conditions required reporting or retaining spatial characteristics of targets for action over time may have elicited a strong reliance on allocentric information to guide action.
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An earlier study suggested that the activity-inviting office landscape called "The End of Sitting", designed by Rietveld Architecture Art Affordances (RAAAF), should be considered as an alternative working environment to prevent sedentary behavior. The End of Sitting lacks chairs and tables but consists instead of a myriad of sloped surfaces at different heights that afford workers to stand, lean or recline at different locations. In this study, we assessed the impact of four of its workspaces on physical intensity, temporary comfort and productivity of office work and compared the outcomes with sitting and standing behind a desk. Twenty-four participants worked for 10 minutes in each of the six test conditions. Energy expenditure, measured by indirect calorimetry, and heart rate were recorded. Questionnaires were used to assess the perceived comfort. The number of words found in the word search test was counted as a measure of productivity. The majority of The End of Sitting workspaces led to a significant increase in energy expenditure compared with sitting behind a desk (ps < .05). Average MET values ranged from 1.40 to 1.58 which is a modest rise in energy expenditure compared to sitting (1.32 METs) and not significantly different from standing (1.47 METs). The scores on the general comfort scale indicated that some workspaces were less comfortable than sitting (ps < .05), but the vast majority of participants reported that at least one of The End of Sitting workspaces was equally or more comfortable than sitting. No differences in productivity between the test conditions were found. Further long-term studies are required to assess the behavioral adaptations, productivity and the level of comfort when using The End of Sitting as a permanent office.
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Metabolismo Energético , Postura , Adulto , Eficiência , Feminino , Frequência Cardíaca , Humanos , Masculino , Adulto JovemRESUMO
On the basis of research in self-paced aiming movements, Glover [S. Glover, Separate visual representations in the planning and control of action, Behav. Brain Sci., 27 (2004) 3-24] proposed a dichotomy between visual systems that accommodate planning and on-line control of action. Specifically, the planning-versus-control model posits that the on-line control system solely adjusts the spatial parameters of a movement. We examined whether this proposition is also adequate for interceptive hitting movements that require being at a specific location at the right time. Participants had to hit an approaching ball by first moving the bat away from the interception point (preparatory phase) and subsequently make the hitting movement (strike phase). The ball had to be projected to a landing location that could be near or far. To examine the ability of actors to use online visual information to adapt to unexpected changes in impact requirements, we perturbed the distance of the landing location from near to far during the unfolding of the movement. No adjustments were observed when the perturbation occurred at the onset of the strike phase. When the perturbation occurred at the onset of the preparatory phase the impact velocity increased and, therefore, the ball traveled a larger distance. This was realized by decreasing the duration of the strike phase and increasing the movement amplitude. So, both spatial and temporal characteristics of the hitting movement were adjusted to comply with an online perturbation of target distance. This observation is incongruent with Glover's recent proposition that the online visual system only accommodates spatial parameters.