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1.
Acta Psychol (Amst) ; 235: 103897, 2023 May.
Artigo em Inglês | MEDLINE | ID: mdl-37003021

RESUMO

When interacting with the environment, sensory information is essential to guide movements. Picking up the appropriate sensory information (both visual and auditory) about the progression of an event is required to reach the right place at the right time. In this study, we aimed to see if general tau theory could explain the audiovisual guidance of movement in interceptive action (an interception task). The specific contributions of auditory and visual sensory information were tested by timing synchronous and asynchronous audiovisual interplays in successful interceptive trials. The performance was computed by using the tau-coupling model for information-movement guidance. Our findings revealed that while the auditory contribution to movement guidance did change across conditions, the visual contribution remained constant. In addition, when comparing the auditory and visual contributions, the results revealed a significant decrease in the auditory compared to the visual contribution in just one of the asynchronous conditions where the visual target was presented after the sound. This may be because more attention was drawn to the visual information, resulting in a decrease in the auditory guidance of movement. To summarize, our findings reveal how tau-coupling can be used to disentangle the relative contributions of the visual and auditory sensory modalities in movement planning.


Assuntos
Movimento , Som , Humanos , Percepção Visual , Percepção Auditiva , Estimulação Acústica
2.
Diagnostics (Basel) ; 12(6)2022 Jun 07.
Artigo em Inglês | MEDLINE | ID: mdl-35741219

RESUMO

Balance is the foundation upon which all other motor skills are built. Indeed, many neurological diseases and injuries often present clinically with deficits in balance control. With recent advances in virtual reality (VR) hardware bringing low-cost headsets into the mainstream market, the question remains as to whether this technology could be used in a clinical context to assess balance. We compared the head tracking performance of a low-cost VR headset (Oculus Quest) with a gold standard motion tracking system (Qualisys). We then compared the recorded head sway with the center of pressure (COP) measures collected from a force platform in different stances and different visual field manipulations. Firstly, our analysis showed that there was an excellent correspondence between the two different head movement signals (ICCs > 0.99) with minimal differences in terms of accuracy (<5 mm error). Secondly, we found that head sway mapped onto COP measures more strongly when the participant adopted a Tandem stance during balance assessment. Finally, using the power of virtual reality to manipulate the visual input to the brain, we showed how the Oculus Quest can reliably detect changes in postural control as a result of different types of visual field manipulations. Given the high levels of accuracy of the motion tracking of the Oculus Quest headset, along with the strong relationship with the COP and ability to manipulate the visual field, the Oculus Quest makes an exciting alternative to traditional lab-based balance assessments.

3.
Psychol Res ; 86(1): 268-283, 2022 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-33559014

RESUMO

Perceptual information about unfolding events is important for guiding decisions about when and how to move in real-world action situations. As an exemplary case, road-crossing is a perceptual-motor task where age has been shown to be a strong predictor of risk due to errors in action-based decisions. The present study investigated age differences between three age groups (Children: 10-12 years old; Adults: 19-39 years old; Older Adults: 65 + year olds) in the use of perceptual information for selection, timing, and control of action when crossing a two-way street in an immersive, interactive virtual reality environment. Adults and children selected gaps to cross that were consistent with the use of a time-based information variable (tau), whereas older adults tuned less into the time-based variable (tau) to guide road-crossing decisions. For action initiation and control, children and adults also showed a strong ability to precisely time their entry with respect to the lead vehicle maximising the available time to cross and coordinating walking movements with the tail vehicle to ensure they were not on a collision course. In contrast, older adults delayed action initiation and showed difficulty coordinating self-movement with the approaching vehicle. This study and its results tie together age-based differences in the three components of action decision-making (selection, timing and control) within a unified framework based on perceptual information. The implications of these age-related differences in action decisions and crossing behaviours are discussed in the context of road safety.


Assuntos
Acidentes de Trânsito , Longevidade , Fatores Etários , Idoso , Criança , Pré-Escolar , Tomada de Decisões , Humanos , Caminhada
4.
PLoS One ; 15(12): e0243287, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33382753

RESUMO

Free kicks are an important goal scoring opportunity in football. It is an unwritten rule that the goalkeeper places a wall of defending players with the aim of making scoring harder for the attacking team. However, the defensive wall can occlude the movements of the kicker, as well as the initial part of the ball trajectory. Research on one-handed catching suggests that a ball coming into view later will likely delay movement initiation and possibly affect performance. Here, we used virtual reality to investigate the effect of the visual occlusion of the initial ball trajectory by the wall on the performance of naïve participants and skilled goalkeepers. We showed that movements were initiated significantly later when the wall was present, but not by the same amount as the duration of occlusion (~200ms, versus a movement delay of ~70-90ms); movements were thus initiated sooner after the ball came into view, based on less accumulated information. For both naïve participants and skilled goalkeepers this delayed initiation significantly affected performance (i.e., 3.6cm and 1.5cm larger spatial hand error, respectively, not differing significantly between the groups). These performance reductions were significantly larger for shorter flight times, reaching increased spatial errors of 4.5cm and 2.8cm for both groups, respectively. Further analyses showed that the wall-induced performance reduction did not differ significantly between free kicks with and without sideward curve. The wall influenced early movement biases, but only for free kicks with curve in the same direction as the required movement; these biases were away from the final ball position, thus hampering performance. Our results cannot suggest an all-out removal of the wall-this study only considered one potential downside-but should motivate goalkeepers to continuously evaluate whether placing a wall is their best option. This seems most pertinent when facing expert free kick takers for whom the wall does not act as a block (i.e., whose kicks consistently scale the wall).


Assuntos
Desempenho Atlético , Futebol , Adulto , Cognição , Humanos , Masculino , Movimento , Desempenho Psicomotor , Percepção Visual , Adulto Jovem
5.
Accid Anal Prev ; 129: 21-29, 2019 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-31100685

RESUMO

Recent road-crossing literature has found that older adults show performance differences between estimation and perception-action tasks suggesting an age-related difficulty in accurately calibrating the information picked up from the surrounding environment to their action capabilities (Lobjois and Cavallo, 2009). The present study investigated whether participants could accurately perceive gap affordances via information that specifies the time-to-arrival of the approaching cars. To ensure the opportunities for action were the same across different age groups, independent of the actor's action capabilities, the action of crossing the road was standardised. A total of 45 participants (15 children, aged 10-12, 15 adults aged 19-39, 15 older adults aged 65+) were asked to judge, by pressing a button in a head-mounted display, whether the gap between oncoming cars afforded crossing. When the participant pressed the button, they moved across the road at a fixed speed. Adherence to a time-based variable (namely tau) explained 85% and 84% of the variance in both the children and adults' choices, respectively. Older adults tuned less into the time-based variable (tau) with it only accounting for 59% of the variance in road-crossing decisions. These findings suggest that, the ability to use tau information which specifies whether a gap affords crossing or not, deteriorates with age.


Assuntos
Acidentes de Trânsito/prevenção & controle , Tomada de Decisões/fisiologia , Tempo de Reação/fisiologia , Adulto , Fatores Etários , Idoso , Condução de Veículo/psicologia , Criança , Feminino , Humanos , Julgamento , Masculino , Percepção , Adulto Jovem
6.
Front Neurol ; 9: 681, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30174648

RESUMO

In Parkinson's disease (PD) self-directed movement, such as walking, is often found to be impaired while goal directed movement, such as catching a ball, stays relatively unaltered. This dichotomy is most clearly observed when sensory cueing techniques are used to deliver patterns of sound and/or light which in turn act as an external guide that improves gait performance. In this study we developed visual cues that could be presented in an immersive, interactive virtual reality (VR) environment. By controlling how the visual cues (black footprints) were presented, we created different forms of spatial and temporal information. By presenting the black footprints at a pre-specified distance apart we could recreate different step lengths (spatial cues) and by controlling when the black footprints changed color to red, we could convey information about the timing of the foot placement (temporal cues). A group of healthy controls (HC; N = 10) and a group of idiopathic PD patients (PD, N = 12) were asked to walk using visual cues that were tailored to their own gait performance [two spatial conditions (115% [N] and 130% [L] of an individual's baseline step length) and three different temporal conditions (spatial only condition [NT], 100 and 125% baseline step cadence)]. Both groups were found to be able to match their gait performance (step length and step cadence) to the information presented in all the visual cue conditions apart from the 125% step cadence conditions. In all conditions the PD group showed reduced levels of gait variability (p < 0.05) while the HC group did not decrease. For step velocity there was a significant increase in the temporal conditions, the spatial conditions and of the interaction between the two for both groups of participants (p < 0.05). The coefficient of variation of step length, cadence, and velocity were all significantly reduced for the PD group compared to the HC group. In conclusion, our results show how virtual footsteps presented in an immersive, interactive VR environment can significantly improve gait performance in participants with Parkinson's disease.

7.
Parkinsons Dis ; 2018: 2957427, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30159137

RESUMO

Studying freezing of gait (FOG) in the lab has proven problematic. This has primarily been due to the difficulty in designing experimental setups that maintain high levels of ecological validity whilst also permitting sufficient levels of experimental control. To help overcome these challenges, we have developed a virtual reality (VR) environment with virtual doorways, a situation known to illicit FOG in real life. To examine the validity of this VR environment, an experiment was conducted, and the results were compared to a previous "real-world" experiment. A group of healthy controls (N = 10) and a group of idiopathic Parkinson disease (PD) patients without any FOG episodes (N = 6) and with a history of freezing (PD-f, N = 4) walked under three different virtual conditions (no door, narrow doorway (100% of shoulder width) and standard doorway (125% of shoulder width)). The results were similar to those obtained in the real-world setting. Virtual doorways reduced step length and velocity while increasing general gait variability. The PD-f group always walked slower, with a smaller step length, and showed the largest increases in gait variability. The narrow doorway induced FOG in 66% of the trials, while the standard doorway caused FOG in 29% of the trials. Our results closely mirrored those obtained with real doors. In short, this methodology provides a safe, personalized yet adequately controlled means to examine FOG in Parkinson's patients, along with possible interventions.

8.
J Exp Psychol Appl ; 24(1): 108-124, 2018 03.
Artigo em Inglês | MEDLINE | ID: mdl-29595306

RESUMO

This study investigates how active exploration helps users of sensory substitution devices (SSDs) to detect action-relevant information. A vibrotactile SSD was developed that generates stimulation that is contingent on the users' movements. Target direction was specified by the location of the vibratory stimulation, and target distance by the size and intensity of the pattern of stimulation. A series of experiments was performed with blindfolded participants. In Experiments 1a to 1c, participants used the SSD to align their central body axis with prespecified targets. These experiments differed in the number of actuators that were used and whether online perception-action coupling was present. In Experiment 2, participants approached targets with forward locomotion along a straight line. Experiment 3 combined the previous experiments and studied the concomitant walking and steering toward targets. Oscillatory movements, which facilitated information pickup, were observed in all experiments. The exploratory oscillations were shown to depend on the online perception-action coupling and were related to cases of hyperacuity, for which absolute errors were found to be smaller than the areas of sensitivity of the actuators. It is concluded that, to improve the utility of SSDs, future research with SSDs should pay more attention to the role of active information detection. (PsycINFO Database Record


Assuntos
Percepção/fisiologia , Desempenho Psicomotor/fisiologia , Auxiliares Sensoriais , Comportamento Espacial/fisiologia , Adolescente , Adulto , Retroalimentação , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Movimento/fisiologia , Auxiliares Sensoriais/psicologia , Vibração , Pessoas com Deficiência Visual , Caminhada , Adulto Jovem
10.
Anim Cogn ; 19(1): 153-61, 2016 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-26385107

RESUMO

Place learning is thought to be an adaptive and flexible facet of navigation. Due to the flexibility of this learning, it is thought to be more complex than the simpler strategies such as learning a particular route or navigating through the use of cues. Place learning is crucial in a familiar environment as it allows an individual to successfully navigate to the same endpoint, regardless of where in the environment the journey begins. Much of the research to date focusing on different strategies employed for navigation has used human subjects or other mammals such as rodents. In this series of experiments, the spatial memory of four different species of fish (goldfish, killifish, zebrafish and Siamese fighting fish) was analysed using a plus maze set-up. Results suggest that three of the species showed a significant preference for the adoption of a place strategy during this task, whereas zebrafish showed no significant preference. Furthermore, zebrafish took significantly longer to learn the task than the other species. Finally, results suggest that zebrafish took the least amount of time (seconds) to complete trials both during training and probe.


Assuntos
Cipriniformes/fisiologia , Aprendizagem em Labirinto , Perciformes/fisiologia , Aprendizagem Espacial , Animais , Sinais (Psicologia) , Feminino , Masculino
11.
Front Neurol ; 6: 249, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26640458

RESUMO

There is lack of consistent evidence as to how well PD patients are able to accurately time their movements across space with an external acoustic signal. For years, research based on the finger-tapping paradigm, the most popular paradigm for exploring the brain's ability to time movement, has provided strong evidence that patients are not able to accurately reproduce an isochronous interval [i.e., Ref. (1)]. This was undermined by Spencer and Ivry (2) who suggested a specific deficit in temporal control linked to emergent, rhythmical movement not event-based actions, which primarily involve the cerebellum. In this study, we investigated motor timing of seven idiopathic PD participants in event-based sensorimotor synchronization task. Participants were asked to move their finger horizontally between two predefined target zones to synchronize with the occurrence of two sound events at two time intervals (1.5 and 2.5 s). The width of the targets and the distance between them were manipulated to investigate impact of accuracy demands and movement amplitude on timing performance. The results showed that participants with PD demonstrated specific difficulties when trying to accurately synchronize their movements to a beat. The extent to which their ability to synchronize movement was compromised was found to be related to the severity of PD, but independent of the spatial constraints of the task.

12.
Front Neurosci ; 9: 149, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-25999805

RESUMO

To intercept a moving object, one needs to be in the right place at the right time. In order to do this, it is necessary to pick up and use perceptual information that specifies the time to arrival of an object at an interception point. In the present study, we examined the ability to intercept a laterally moving virtual sound object by controlling the displacement of a sliding handle and tested whether and how the interaural time difference (ITD) could be the main source of perceptual information for successfully intercepting the virtual object. The results revealed that in order to accomplish the task, one might need to vary the duration of the movement, control the hand velocity and time to reach the peak velocity (speed coupling), while the adjustment of movement initiation did not facilitate performance. Furthermore, the overall performance was more successful when subjects employed a time-to-contact (tau) coupling strategy. This result shows that prospective information is available in sound for guiding goal-directed actions.

13.
Exp Brain Res ; 233(5): 1585-95, 2015 May.
Artigo em Inglês | MEDLINE | ID: mdl-25725774

RESUMO

While the origins of consonance and dissonance in terms of acoustics, psychoacoustics and physiology have been debated for centuries, their plausible effects on movement synchronization have largely been ignored. The present study aimed to address this by investigating whether, and if so how, consonant/dissonant pitch intervals affect the spatiotemporal properties of regular reciprocal aiming movements. We compared movements synchronized either to consonant or to dissonant sounds and showed that they were differentially influenced by the degree of consonance of the sound presented. Interestingly, the difference was present after the sound stimulus was removed. In this case, the performance measured after consonant sound exposure was found to be more stable and accurate, with a higher percentage of information/movement coupling (tau coupling) and a higher degree of movement circularity when compared to performance measured after the exposure to dissonant sounds. We infer that the neural resonance representing consonant tones leads to finer perception/action coupling which in turn may help explain the prevailing preference for these types of tones.


Assuntos
Movimento/fisiologia , Música , Percepção da Altura Sonora/fisiologia , Percepção do Tempo/fisiologia , Estimulação Acústica , Adulto , Fenômenos Biomecânicos , Potenciais Evocados Auditivos , Feminino , Humanos , Masculino , Psicoacústica , Desempenho Psicomotor/fisiologia , Adulto Jovem
14.
Neuropsychologia ; 57: 140-53, 2014 May.
Artigo em Inglês | MEDLINE | ID: mdl-24680722

RESUMO

OBJECTIVES: A common behavioural symptom of Parkinson׳s disease (PD) is reduced step length (SL). Whilst sensory cueing strategies can be effective in increasing SL and reducing gait variability, current cueing strategies conveying spatial or temporal information are generally confined to the use of either visual or auditory cue modalities, respectively. We describe a novel cueing strategy using ecologically-valid 'action-related' sounds (footsteps on gravel) that convey both spatial and temporal parameters of a specific action within a single cue. METHODS: The current study used a real-time imitation task to examine whether PD affects the ability to re-enact changes in spatial characteristics of stepping actions, based solely on auditory information. In a second experimental session, these procedures were repeated using synthesized sounds derived from recordings of the kinetic interactions between the foot and walking surface. A third experimental session examined whether adaptations observed when participants walked to action-sounds were preserved when participants imagined either real recorded or synthesized sounds. RESULTS: Whilst healthy control participants were able to re-enact significant changes in SL in all cue conditions, these adaptations, in conjunction with reduced variability of SL were only observed in the PD group when walking to, or imagining the recorded sounds. CONCLUSIONS: The findings show that while recordings of stepping sounds convey action information to allow PD patients to re-enact and imagine spatial characteristics of gait, synthesis of sounds purely from gait kinetics is insufficient to evoke similar changes in behaviour, perhaps indicating that PD patients have a higher threshold to cue sensorimotor resonant responses.


Assuntos
Percepção Auditiva/fisiologia , Sinais (Psicologia) , Transtornos Neurológicos da Marcha/etiologia , Doença de Parkinson/complicações , Percepção Espacial/fisiologia , Estimulação Acústica , Idoso , Análise de Variância , Fenômenos Biomecânicos , Estudos Transversais , Feminino , Humanos , Masculino , Pessoa de Meia-Idade
15.
IEEE Trans Neural Syst Rehabil Eng ; 22(3): 543-8, 2014 May.
Artigo em Inglês | MEDLINE | ID: mdl-24235275

RESUMO

Managing gait disturbances in people with Parkinson's disease is a pressing challenge, as symptoms can contribute to injury and morbidity through an increased risk of falls. While drug-based interventions have limited efficacy in alleviating gait impairments, certain nonpharmacological methods, such as cueing, can also induce transient improvements to gait. The approach adopted here is to use computationally-generated sounds to help guide and improve walking actions. The first method described uses recordings of force data taken from the steps of a healthy adult which in turn were used to synthesize realistic gravel-footstep sounds that represented different spatio-temporal parameters of gait, such as step duration and step length. The second method described involves a novel method of sonifying, in real time, the swing phase of gait using real-time motion-capture data to control a sound synthesis engine. Both approaches explore how simple but rich auditory representations of action based events can be used by people with Parkinson's to guide and improve the quality of their walking, reducing the risk of falls and injury. Studies with Parkinson's disease patients are reported which show positive results for both techniques in reducing step length variability. Potential future directions for how these sound approaches can be used to manage gait disturbances in Parkinson's are also discussed.


Assuntos
Estimulação Acústica/métodos , Transtornos Neurológicos da Marcha/reabilitação , Doença de Parkinson/reabilitação , Caminhada/fisiologia , Idoso , Algoritmos , Simulação por Computador , Feminino , Transtornos Neurológicos da Marcha/etiologia , Humanos , Masculino , Pessoa de Meia-Idade , Doença de Parkinson/complicações , Projetos Piloto
16.
Behav Brain Res ; 253: 113-20, 2013 Sep 15.
Artigo em Inglês | MEDLINE | ID: mdl-23838076

RESUMO

Paradoxical kinesia describes the motor improvement in Parkinson's disease (PD) triggered by the presence of external sensory information relevant for the movement. This phenomenon has been puzzling scientists for over 60 years, both in neurological and motor control research, with the underpinning mechanism still being the subject of fierce debate. In this paper we present novel evidence supporting the idea that the key to understanding paradoxical kinesia lies in both spatial and temporal information conveyed by the cues and the coupling between perception and action. We tested a group of 7 idiopathic PD patients in an upper limb mediolateral movement task. Movements were performed with and without a visual point light display, travelling at 3 different speeds. The dynamic information presented in the visual point light display depicted three different movement speeds of the same amplitude performed by a healthy adult. The displays were tested and validated on a group of neurologically healthy participants before being tested on the PD group. Our data show that the temporal aspects of the movement (kinematics) in PD can be moderated by the prescribed temporal information presented in a dynamic environmental cue. Patients demonstrated a significant improvement in terms of movement time and peak velocity when executing movement in accordance with the information afforded by the point light display, compared to when the movement of the same amplitude and direction was performed without the display. In all patients we observed the effect of paradoxical kinesia, with a strong relationship between the perceptual information prescribed by the biological motion display and the observed motor performance of the patients.


Assuntos
Hipocinesia/reabilitação , Percepção de Movimento/fisiologia , Doença de Parkinson/reabilitação , Sensação , Idoso , Fenômenos Biomecânicos , Sinais (Psicologia) , Interpretação Estatística de Dados , Feminino , Mãos/fisiologia , Humanos , Hipocinesia/etiologia , Masculino , Pessoa de Meia-Idade , Exame Neurológico , Testes Neuropsicológicos , Doença de Parkinson/complicações , Estimulação Luminosa , Reprodutibilidade dos Testes
17.
J Exp Psychol Hum Percept Perform ; 39(2): 464-76, 2013 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-22866760

RESUMO

Many studies have examined the processes involved in recognizing types of human action through sound, but little is known about whether the physical characteristics of an action (such as kinetic and kinematic parameters) can be perceived and imitated from sound. Twelve young healthy adults listened to recordings of footsteps on a gravel path taken from walks of different stride lengths (SL) and cadences. In 1 protocol, participants performed a real-time reenactment of the walking action depicted in a sound sample. Second, participants listened to 2 different sound samples and discriminated differences in SL. In a 2nd experiment, these procedures were repeated using synthesized sounds derived from the kinetic interactions between the foot and walking surface. A 3rd experiment examined the influence of altered cadence on participants' ability to discriminate changes in SL. Participants significantly adapted their own SL and cadence according to those depicted in both real and synthesized sounds (p < .01). However, although participants accurately discriminated between large changes in SL, these perceptions were heavily influenced by temporal factors, that is, when cadence changed between samples. These findings show that spatial attributes of action sounds can be both mimicked and discriminated, even when only basic kinetic interactions present within the action are specified.


Assuntos
Percepção Auditiva , Comportamento Imitativo , Orientação , Percepção do Tempo , Caminhada/psicologia , Adulto , Discriminação Psicológica , Feminino , Humanos , Cinética , Masculino , Espectrografia do Som , Adulto Jovem
18.
Exp Brain Res ; 222(3): 241-53, 2012 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-22903462

RESUMO

The prevailing paradigm for researching sensorimotor synchronisation in humans involves finger tapping and temporal accuracy measures. However, many successful sensorimotor synchronisation actions require not only to be 'in time', but also to be in a predefined spatial position. Reaching this spatial position in many everyday actions often exceeds the average amplitude of a finger movement. The aim of this study is to address how people coordinate their movement to be in the right place at the right time when the scale of the movement varies. Does the scale of the movement and accuracy demands of the movement change the ability to accurately synchronise? To address these questions, a sensorimotor synchronisation task with three different inter-beat intervals, two different movement amplitudes and two different target widths was used. Our experiment demonstrated that people use different timing strategies--employing either a movement strategy (varying movement time) or a waiting strategy (keeping movement time constant) for large-scale movements. Those two strategies were found to be equally successful in terms of temporal accuracy and variability (spread of errors). With longer interval durations (2.5 and 3.5 s), variability of sensorimotor synchronisation performance increased (measured as the spread of errors). Analysing the data using the Vorberg and Wing (Handbook of perception and action. Academic Press, New York, pp 181-262, 1996) model shows a need to develop further existing timing models of sensorimotor synchronisation so that they could apply to large-scale movements, where different movement strategies naturally emerge.


Assuntos
Movimento/fisiologia , Desempenho Psicomotor/fisiologia , Percepção Espacial/fisiologia , Percepção do Tempo/fisiologia , Estimulação Acústica , Adulto , Análise de Variância , Feminino , Dedos/fisiologia , Humanos , Masculino , Modelos Psicológicos , Fatores de Tempo , Adulto Jovem
19.
J Sport Exerc Psychol ; 34(3): 305-21, 2012 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-22691396

RESUMO

This study used a virtual, simulated 3 vs. 3 rugby task to investigate whether gaps opening in particular running channels promote different actions by the ball carrier player and whether an effect of rugby expertise is verified. We manipulated emergent gaps in three different locations: Gap 1 in the participant's own running channel, Gap 2 in the first receiver's running channel, and Gap 3 in the second receiver's running channel. Recreational, intermediate, professional, and nonrugby players performed the task. They could (i) run with the ball, (ii) make a short pass, or (iii) make a long pass. All actions were digitally recorded. Results revealed that the emergence of gaps in the defensive line with respect to the participant's own position significantly influenced action selection. Namely, "run" was most often the action performed in Gap 1, "short pass" in Gap 2, and "long pass" in Gap 3 trials. Furthermore, a strong positive relationship between expertise and task achievement was found.


Assuntos
Desempenho Atlético/psicologia , Futebol Americano/psicologia , Logro , Adulto , Tomada de Decisões , Humanos , Masculino , Percepção Espacial , Interface Usuário-Computador , Adulto Jovem
20.
Hum Mov Sci ; 31(5): 1137-50, 2012 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-22698837

RESUMO

Music is a rich form of nonverbal communication, in which the movements that expert musicians make during performance can influence the perception of expressive and structural features of the music. Whether the actual skill of a musician is perceivable from vision of movement was examined. In Experiment 1, musicians and non-musicians rated performances by novice, intermediate and expert clarinettists from point-light animations of their movements, sound recordings, or both. Performances by clarinettists of more advanced skill level were rated significantly higher from vision of movements, although this effect was stronger when sound was also presented. In Experiment 2, movements and sound from the novice and expert clarinettists' performances were switched for half the presentations, and were matched for the rest. Ratings of novice music were significantly higher when presented with expert movements, although the opposite was not found for expert sound presented with novice movements. No perceptual effect of raters' own level of musicianship was found in either experiment. These results suggest that expertise is perceivable from vision of musicians' body movements, although perception of skill from sound is dominant. The results from Experiment 2 further indicate a cross-modal effect of vision and audition on the perception of musical expertise.


Assuntos
Percepção Auditiva , Julgamento , Percepção de Movimento , Movimento , Música , Comunicação não Verbal , Competência Profissional , Percepção Visual , Logro , Adolescente , Criança , Feminino , Humanos , Masculino , Destreza Motora
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