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1.
J Neurosci ; 43(49): 8504-8514, 2023 12 06.
Artigo em Inglês | MEDLINE | ID: mdl-37848285

RESUMO

Selecting suitable grasps on three-dimensional objects is a challenging visuomotor computation, which involves combining information about an object (e.g., its shape, size, and mass) with information about the actor's body (e.g., the optimal grasp aperture and hand posture for comfortable manipulation). Here, we used functional magnetic resonance imaging to investigate brain networks associated with these distinct aspects during grasp planning and execution. Human participants of either sex viewed and then executed preselected grasps on L-shaped objects made of wood and/or brass. By leveraging a computational approach that accurately predicts human grasp locations, we selected grasp points that disentangled the role of multiple grasp-relevant factors, that is, grasp axis, grasp size, and object mass. Representational Similarity Analysis revealed that grasp axis was encoded along dorsal-stream regions during grasp planning. Grasp size was first encoded in ventral stream areas during grasp planning then in premotor regions during grasp execution. Object mass was encoded in ventral stream and (pre)motor regions only during grasp execution. Premotor regions further encoded visual predictions of grasp comfort, whereas the ventral stream encoded grasp comfort during execution, suggesting its involvement in haptic evaluation. These shifts in neural representations thus capture the sensorimotor transformations that allow humans to grasp objects.SIGNIFICANCE STATEMENT Grasping requires integrating object properties with constraints on hand and arm postures. Using a computational approach that accurately predicts human grasp locations by combining such constraints, we selected grasps on objects that disentangled the relative contributions of object mass, grasp size, and grasp axis during grasp planning and execution in a neuroimaging study. Our findings reveal a greater role of dorsal-stream visuomotor areas during grasp planning, and, surprisingly, increasing ventral stream engagement during execution. We propose that during planning, visuomotor representations initially encode grasp axis and size. Perceptual representations of object material properties become more relevant instead as the hand approaches the object and motor programs are refined with estimates of the grip forces required to successfully lift the object.


Assuntos
Encéfalo , Desempenho Psicomotor , Humanos , Mapeamento Encefálico/métodos , Força da Mão , Mãos
2.
J Neurophysiol ; 125(4): 1330-1338, 2021 04 01.
Artigo em Inglês | MEDLINE | ID: mdl-33596725

RESUMO

How humans visually select where to grasp an object depends on many factors, including grasp stability and preferred grasp configuration. We examined how endpoints are selected when these two factors are brought into conflict: Do people favor stable grasps or do they prefer their natural grasp configurations? Participants reached to grasp one of three cuboids oriented so that its two corners were either aligned with, or rotated away from, each individual's natural grasp axis (NGA). All objects were made of brass (mass: 420 g), but the surfaces of their sides were manipulated to alter friction: 1) all-brass, 2) two opposing sides covered with wood, and the other two remained of brass, or 3) two opposing sides covered with sandpaper, and the two remaining brass sides smeared with Vaseline. Grasps were evaluated as either clockwise (thumb to the left of finger in frontal plane) or counterclockwise of the NGA. Grasp endpoints depended on both object orientation and surface material. For the all-brass object, grasps were bimodally distributed in the NGA-aligned condition but predominantly clockwise in the NGA-unaligned condition. These data reflected participants' natural grasp configuration independently of surface material. When grasping objects with different surface materials, endpoint selection changed: Participants sacrificed their usual grasp configuration to choose the more stable object sides. A model in which surface material shifts participants' preferred grip angle proportionally to the perceived friction of the surfaces accounts for our results. Our findings demonstrate that a stable grasp is more important than a biomechanically comfortable grasp configuration.NEW & NOTEWORTHY When grasping an object, humans can place their fingers at several positions on its surface. The selection of these endpoints depends on many factors, with two of the most important being grasp stability and grasp configuration. We put these two factors in conflict and examine which is considered more important. Our results highlight that humans are not reluctant to adopt unusual grasp configurations to satisfy grasp stability.


Assuntos
Dedos/fisiologia , Atividade Motora/fisiologia , Desempenho Psicomotor/fisiologia , Percepção Espacial/fisiologia , Adulto , Feminino , Fricção , Humanos , Masculino , Adulto Jovem
3.
PLoS Comput Biol ; 16(8): e1008081, 2020 08.
Artigo em Inglês | MEDLINE | ID: mdl-32750070

RESUMO

We rarely experience difficulty picking up objects, yet of all potential contact points on the surface, only a small proportion yield effective grasps. Here, we present extensive behavioral data alongside a normative model that correctly predicts human precision grasping of unfamiliar 3D objects. We tracked participants' forefinger and thumb as they picked up objects of 10 wood and brass cubes configured to tease apart effects of shape, weight, orientation, and mass distribution. Grasps were highly systematic and consistent across repetitions and participants. We employed these data to construct a model which combines five cost functions related to force closure, torque, natural grasp axis, grasp aperture, and visibility. Even without free parameters, the model predicts individual grasps almost as well as different individuals predict one another's, but fitting weights reveals the relative importance of the different constraints. The model also accurately predicts human grasps on novel 3D-printed objects with more naturalistic geometries and is robust to perturbations in its key parameters. Together, the findings provide a unified account of how we successfully grasp objects of different 3D shape, orientation, mass, and mass distribution.


Assuntos
Força da Mão/fisiologia , Modelos Biológicos , Desempenho Psicomotor/fisiologia , Adulto , Biologia Computacional , Feminino , Mãos/fisiologia , Humanos , Masculino , Torque , Adulto Jovem
4.
PLoS Comput Biol ; 15(3): e1006676, 2019 03.
Artigo em Inglês | MEDLINE | ID: mdl-30835770

RESUMO

The plasticity of the human nervous system allows us to acquire an open-ended repository of sensorimotor skills in adulthood, such as the mastery of tools, musical instruments or sports. How novel sensorimotor skills are learned from scratch is yet largely unknown. In particular, the so-called inverse mapping from goal states to motor states is underdetermined because a goal can often be achieved by many different movements (motor redundancy). How humans learn to resolve motor redundancy and by which principles they explore high-dimensional motor spaces has hardly been investigated. To study this question, we trained human participants in an unfamiliar and redundant visually-guided manual control task. We qualitatively compare the experimental results with simulation results from a population of artificial agents that learned the same task by Goal Babbling, which is an inverse-model learning approach for robotics. In Goal Babbling, goal-related feedback guides motor exploration and thereby enables robots to learn an inverse model directly from scratch, without having to learn a forward model first. In the human experiment, we tested whether different initial conditions (starting positions of the hand) influence the acquisition of motor synergies, which we identified by Principal Component Analysis in the motor space. The results show that the human participants' solutions are spatially biased towards the different starting positions in motor space and are marked by a gradual co-learning of synergies and task success, similar to the dynamics of motor learning by Goal Babbling. However, there are also differences between human learning and the Goal Babbling simulations, as humans tend to predominantly use Degrees of Freedom that do not have a large effect on the hand position, whereas in Goal Babbling, Degrees of Freedom with a large effect on hand position are used predominantly. We conclude that humans use goal-related feedback to constrain motor exploration and resolve motor redundancy when learning a new sensorimotor mapping, but in a manner that differs from the current implementation of Goal Babbling due to different constraints on motor exploration.


Assuntos
Retroalimentação , Objetivos , Destreza Motora , Adulto , Fenômenos Biomecânicos , Humanos , Robótica
5.
Front Neurosci ; 16: 1088926, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36578823

RESUMO

[This corrects the article DOI: 10.3389/fnins.2020.591898.].

6.
Front Neurosci ; 14: 591898, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33510608

RESUMO

How humans visually select where to grasp objects is determined by the physical object properties (e.g., size, shape, weight), the degrees of freedom of the arm and hand, as well as the task to be performed. We recently demonstrated that human grasps are near-optimal with respect to a weighted combination of different cost functions that make grasps uncomfortable, unstable, or impossible, e.g., due to unnatural grasp apertures or large torques. Here, we ask whether humans can consciously access these rules. We test if humans can explicitly judge grasp quality derived from rules regarding grasp size, orientation, torque, and visibility. More specifically, we test if grasp quality can be inferred (i) by using visual cues and motor imagery alone, (ii) from watching grasps executed by others, and (iii) through performing grasps, i.e., receiving visual, proprioceptive and haptic feedback. Stimuli were novel objects made of 10 cubes of brass and wood (side length 2.5 cm) in various configurations. On each object, one near-optimal and one sub-optimal grasp were selected based on one cost function (e.g., torque), while the other constraints (grasp size, orientation, and visibility) were kept approximately constant or counterbalanced. Participants were visually cued to the location of the selected grasps on each object and verbally reported which of the two grasps was best. Across three experiments, participants were required to either (i) passively view the static objects and imagine executing the two competing grasps, (ii) passively view videos of other participants grasping the objects, or (iii) actively grasp the objects themselves. Our results show that, for a majority of tested objects, participants could already judge grasp optimality from simply viewing the objects and imagining to grasp them, but were significantly better in the video and grasping session. These findings suggest that humans can determine grasp quality even without performing the grasp-perhaps through motor imagery-and can further refine their understanding of how to correctly grasp an object through sensorimotor feedback but also by passively viewing others grasp objects.

7.
Iperception ; 10(1): 2041669519827608, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-30828416

RESUMO

Humans exhibit spatial biases when grasping objects. These biases may be due to actors attempting to shorten their reaching movements and therefore minimize energy expenditures. An alternative explanation could be that they arise from actors attempting to minimize the portion of a grasped object occluded from view by the hand. We reanalyze data from a recent study, in which a key condition decouples these two competing hypotheses. The analysis reveals that object visibility, not energy expenditure, most likely accounts for spatial biases observed in human grasping.

8.
Iperception ; 9(4): 2041669518790275, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30090321

RESUMO

We report an illusion in which the felt weight of an object changes depending on whether a previously manipulated object was lighter or heavier. The illusion is not modulated by visual weight cues, yet it transfers across hands.

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