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1.
Exp Aging Res ; : 1-17, 2023 Nov 09.
Artigo em Inglês | MEDLINE | ID: mdl-37942547

RESUMO

The ability to predict collisions with moving objects deteriorates with aging. We followed the affordance-based model to identify optical variables that older adults had difficulty using for collision prediction. We reproduced a modified version of the interception task used in Steinmetz (Steinmetz, Layton, Powell, & Fajen, 2020, "Affordance-based versus current - future accounts of choosing whether to pursue or abandon the chase of a moving target," Journal of Vision, 20(3), 8) in a virtual reality (VR) environment and newly introduced perturbation for each of three optical variables (vertical and horizontal expansions of a moving object and the bearing angle produced between participants and a moving object). We expected that perturbation would negatively affect the performance only for those who rely on the optical variable to perform the interception task effectively. We tested 18 older and 15 younger adults and showed that older participants were not negatively affected by the perturbation for the vertical and horizontal expansion of a moving object, while they showed decreased performance when the perturbation was introduced with a bearing angle. These findings suggest that predicting collisions with moving objects deteriorates with aging because the perception of object expansion is impaired with aging.

2.
Front Sports Act Living ; 4: 844436, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35308597

RESUMO

Virtual reality (VR) could be used to set up a training protocol to improve one's collision-avoidance behavior. In our previous study, we developed a VR system for training older individuals to walk through an aperture in a manner that is both safe (i.e., no collision) and efficient (i.e., no exaggerated behavior to ensure collision avoidance). In the present study, we made several modifications to the VR system in terms of enriched feedback (vibratory stimulation for virtual collisions and the addition of positive feedback for successful trials) and gradual increase in task difficulty during training to strengthen the skill transfer. Nineteen older adults (74.4 ± 5.3 years of age) and 21 younger adults (25.1 ± 5.0 years of age) participated. They were randomly assigned to one of two training groups: the intervention group (older: n = 10; younger: n = 10) or the control group (older: n = 11; younger: n = 9). The experiment consisted of pre- and post-training tests in a real environment and training in a VR environment. During training, participants held a horizontal bar while stepping in place as if a VR image on the screen were moving in response to their stepping. Participants in the intervention group tried to pass a narrow aperture without collision while attempting to minimize their body rotation to avoid collision as much as possible. The criterion upon which the collision-avoidance behavior was regarded as successful became incrementally more demanding as participants successfully met the previous criterion. Participants in the control group passed through a very wide aperture, so that collision-avoidance behavior was unnecessary. A comparison between pre- and post-training test performances showed that, for both older and younger adults in the intervention group, the spatial margins became significantly smaller, while the success rate remained unchanged. For those in the control group, neither the spatial margin nor the success rate was improved. These results suggest that the three modifications made for the VR system contributed to improvement of the system and helped participants transfer the behavior learned from the VR environment to real walking.

3.
Front Sports Act Living ; 4: 926542, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36275439

RESUMO

There remains a question about whether and to what extent perception-action coupled response in virtual reality are equal/unequal to those in the real world or physical reality. The purpose of this study was to identify the differences in the environmental effect of virtual presentation on the motor responses of a one-handed ball catching. Thirteen healthy participants were instructed to catch an approaching ball projected at three speeds in a real laboratory room and in a room-sized virtual reality system (CAVE) that simulated those real situations with two- or three-dimensional display settings. The results showed that the arm movement time, which denotes the duration of arm-raising motion (shoulder flexion), was significantly longer in the virtual reality than that in the physical reality at the fast ball speed condition. The shoulder flexion velocities, calculated as the average angular velocity of shoulder flexion over the arm movement time, were significantly lower in the virtual reality than in the physical reality at the medium and fast ball speed conditions. The electromyography onsets, derived from anterior deltoid, biceps brachii, and flexor carpi radialis muscles of the catching arm, appeared before and significantly closer to the initiation of arm raising in the two-dimensional virtual reality than both in the physical reality and in the three-dimensional virtual reality. The findings suggest that simulation of virtual reality may induce a modulation in the motor responses of the catching arm, which is different from natural motion that appeared in the real world. On the contrary, the effect of ball speed generally found in real setting was maintained in the current CAVE experiment.

4.
Front Sports Act Living ; 4: 930295, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36524057

RESUMO

In order to intercept a moving target such as a baseball with high spatio-temporal accuracy, the perception of the target's movement speed is important for estimating when and where the target will arrive. However, it is unclear what sources of information are used by a batter to estimate ball speed and how those sources of information are integrated to facilitate successful interception. In this study, we examined the degree to which kinematic and ball-flight information are integrated when estimating ball speed in baseball batting. Thirteen university level baseball batters performed a ball-speed evaluation task in a virtual environment where they were required to determine which of two comparison baseball pitches (i.e., a reference and comparison stimuli) they perceived to be faster. The reference and comparison stimuli had the same physical ball speed, but with different pitching movement speeds in the comparison stimuli. The task was performed under slow (125 km/h) and fast (145 km/h) ball-speed conditions. Results revealed that the perceived ball-speed was influenced by the movement speed of the pitcher's motion, with the influence of the pitcher's motion more pronounced in the fast ball-speed condition when ball-flight information was presumably less reliable. Moreover, exploratory analyses suggested that the more skilled batters were increasingly likely to integrate the two sources of information according to their relative reliability when making judgements of ball speed. The results provide important insights into how skilled performers may make judgements of speed and time to contact, and further enhance our understanding of how the ability to make those judgements might improve when developing expertise in hitting.

5.
Behav Res Methods ; 43(3): 781-90, 2011 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-21487901

RESUMO

Computer graphics of digital human models can be used to display human motions as visual stimuli. This study presents our technique for manipulating human motion with a forward kinematics calculation without violating anatomical constraints. A motion modulation of the upper extremity was conducted by proportionally modulating the anatomical joint angular velocity calculated by motion analysis. The effect of this manipulation was examined in a tennis situation--that is, the receiver's performance of predicting ball direction when viewing a digital model of the server's motion derived by modulating the angular velocities of the forearm or that of the elbow during the forward swing. The results showed that the faster the server's forearm pronated, the more the receiver's anticipation of the ball direction tended to the left side of the serve box. In contrast, the faster the server's elbow extended, the more the receiver's anticipation of the ball direction tended to the right. This suggests that tennis players are sensitive to the motion modulation of their opponent's racket-arm.


Assuntos
Fenômenos Biomecânicos/fisiologia , Sinais (Psicologia) , Percepção de Movimento/fisiologia , Desempenho Psicomotor/fisiologia , Tênis/fisiologia , Adolescente , Braço/fisiologia , Simulação por Computador , Articulação do Cotovelo/fisiologia , Humanos , Masculino , Estimulação Luminosa , Articulação do Ombro/fisiologia , Tênis/psicologia , Adulto Jovem
6.
Arch Gerontol Geriatr ; 92: 104265, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33011429

RESUMO

Many older adults perform collision-avoidance behavior either insufficiently (i.e., frequent collision) or inefficiently (i.e., exaggerated behavior to ensure collision-avoidance). The present study examined whether a training system using virtual reality (VR) simulation enhanced older adults' collision-avoidance behavior in response to a VR image of an aperture during real walking. Twenty-five (n = 13 intervention group and n = 12 control group) older individuals participated. During training, a VR image of walking through an aperture was projected onto a large screen. Participants in the intervention group tried to avoid virtual collision with the minimum body rotation required to walk on the spot through a variety of narrow apertures. Participants in the control group remained without body rotation while walking on the spot through a wide aperture. A comparison between pre-test and post-test performances in the real environment indicated that after the training, significantly smaller body rotation angles were observed in the intervention group. This suggests that the training led participants to modify their behavior to try to move efficiently during real walking. However, although not significant, collision rates also tended to be greater, suggesting that, at least for some participants, the modification required to avoid collision was too difficult. Transfer of the learned behavior using the VR environment to real walking is discussed.


Assuntos
Realidade Virtual , Idoso , Aprendizagem da Esquiva , Humanos , Caminhada
7.
Q J Exp Psychol (Hove) ; 72(5): 1131-1140, 2019 May.
Artigo em Inglês | MEDLINE | ID: mdl-29792565

RESUMO

This study was aimed at determining how the visual information of an end-effector (racket) and the intermediate extremity (arm) of a tennis server contribute to the receiver's anticipatory judgement of ball direction. In all, 15 experienced tennis players and 15 novice counterparts viewed a spatially occluded computer graphics animation of a tennis serve (no-occlusion, racket-occlusion, and body-occlusion) and made anticipatory judgements of ball direction on a visual analogue scale (VAS). The patterns of the serve motions were generated by a simulation technique that computationally perturbs the rotation speed of the selected racket-arm joint (forearm pronation and elbow extension) on a captured serve motion. The results suggested that the anticipatory judgements were monotonically attuned with the perturbation rate of the forearm pronation speed excepting under the conditions of the racket-occlusion model. Although such attunements were not observed in the elbow perturbation conditions, the results of correlation analysis indicated that the residual information in the spatially occluded models had a similar effect to the no-occlusion model within the individual experienced participants. The findings support the notion that end-effector (racket) provides deterministic cues for anticipation, as well as imply that players are able to benefit from the relative motion of an intermediate extremity (elbow extension).


Assuntos
Antecipação Psicológica/fisiologia , Braço/fisiologia , Julgamento/fisiologia , Percepção de Movimento/fisiologia , Percepção Espacial/fisiologia , Tênis/fisiologia , Adulto , Gráficos por Computador , Feminino , Humanos , Masculino , Mascaramento Perceptivo/fisiologia , Adulto Jovem
9.
Front Psychol ; 9: 1830, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30337895

RESUMO

Slow-motion footage of sports actions is widely used as a visual learning tool in observing the dynamic motor behaviors of athletes. Recent studies on action observation have reported that extending the observation time in slow-motion footage provides benefits of understanding the intention of an opponent's action, at least when observing rapid movements. As such, the use of slow-motion footage may have the potential to improve the anticipatory judgments of an opponent's action outcome without training (or feedback). To verify this possibility, we examined the effects of the replay speed of slow-motion footage on the anticipatory judgments of shot directions and recognition of kinematic positions of opponents' forehand strokes in tennis. Nine skilled and nine novice tennis players were asked to anticipate the direction of their opponent's shots (left or right) and then attempted to recognize proximal (trunk center) and distal (ball) kinematic positions. Computer graphic animations of forehand strokes were used as visual stimuli, which were presented at four different replay speeds (normal, three-quarter, half, and quarter speeds). We failed to show the immediate effect of the use of slow-motion footage on the anticipatory performance of the skilled and novice players, although the anticipatory performance of the skilled players was superior to that of the novice players. Instead, we found an effect of the use of slow-motion footage in terms of promoting recognition of important kinematic cues (trunk center) for effective anticipation by skilled players. Moreover, no significant correlations were observed between the anticipatory judgments and motion recognition in all experimental conditions. These results suggest that even if the use of slow-motion footage enhances the recognition of key kinematic cues, it may not immediately improve anticipatory judgments in tennis.

10.
PLoS One ; 12(7): e0180985, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28704485

RESUMO

OBJECTIVE: Recent studies have reported that skilled tennis players are likely to use proximal body information for anticipating the direction of their opponent's forehand shot. However, in these studies, the visual stimuli did not include visual information about the ball. Skilled players may have used proximal information owing to the lack of distal information. To address this issue, we developed a novel methodological approach using computer graphics (CG) images in which the entire body was presented by a combination of point-light display (i.e., poor graphical information, PLD) and polygons (i.e., rich graphical information). Using our novel methodological approach, we examined whether skilled tennis players use proximal body information when anticipating shot directions. METHODS AND RESULTS: Fifteen skilled tennis players and fifteen novice players tried to anticipate shot directions by observing four CG forehand strokes (ALPOL: all body parts were represented with polygon; RAPLD: racket and arm were represented with PLD; BOPLD: body parts without racket and arm were represented with PLD; and ALPLD: all body parts were represented with PLD). Our intention in creating CG models with such combinations (i.e., RAPLD and BOPLD) was that because of the richer graphical information provided by polygons compared to PLD, the participant's anticipatory judgment would be influenced more by body parts expressed with polygons. The results showed that for skilled players, anticipatory judgment was more accurate when they observed RAPLD than when they observed BOPLD and ALPLD. In contrast, for novice players, there were no differences in the accuracy of anticipatory judgments with the four CG models. CONCLUSIONS: Only skilled players made more accurate anticipatory judgments when body regions were expressed with rich graphical information, and the racket and arm were expressed with poor graphical information. These suggest that skilled players used proximal information to effectively anticipate shot directions.


Assuntos
Antecipação Psicológica/fisiologia , Desempenho Atlético/psicologia , Julgamento/fisiologia , Gráficos por Computador , Humanos , Percepção de Movimento , Desempenho Psicomotor , Tênis , Percepção Visual , Adulto Jovem
11.
Front Psychol ; 6: 1509, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26617534

RESUMO

Experimental manipulations of body ownership have indicated that multisensory integration is central to forming bodily self-representation. Voluntary self-touch is a unique multisensory situation involving corresponding motor, tactile and proprioceptive signals. Yet, even though self-touch is frequent in everyday life, its contribution to the formation of body ownership is not well understood. Here we investigated the role of voluntary self-touch in body ownership using a novel adaptation of the rubber hand illusion (RHI), in which a robotic system and virtual reality allowed participants self-touch of real and virtual hands. In the first experiment, active and passive self-touch were applied in the absence of visual feedback. In the second experiment, we tested the role of visual feedback in this bodily illusion. Finally, in the third experiment, we compared active and passive self-touch to the classical RHI in which the touch is administered by the experimenter. We hypothesized that active self-touch would increase ownership over the virtual hand through the addition of motor signals strengthening the bodily illusion. The results indicated that active self-touch elicited stronger illusory ownership compared to passive self-touch and sensory only stimulation, and show an important role for active self-touch in the formation of bodily self.

12.
Hum Mov Sci ; 32(1): 106-20, 2013 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-23273424

RESUMO

The purpose of this study was to determine whether and how the perceptual response of athletes differed depending on their sporting expertise. This was achieved by comparing the responses of tennis and soft tennis players. Twelve experienced tennis players and 12 experienced soft tennis players viewed computer graphic serve motions simulated by a motion perturbation technique, and then scaled their anticipatory judgments regarding the direction, speed, and spin of the ball on a visual analogue scale. Experiment 1 evaluated the player's judgments in response to test motions rendered with a complete polygon model. The results revealed significantly different anticipatory judgments between the player groups when an elbow rotation perturbation was applied to the test serve motion. Experiment 2 used spatially occluded models in order to investigate the effectiveness of local information in making anticipatory judgments. The results suggested that the isolation of visual information had less effect on the judgment of the tennis players than on that of the soft tennis players. In conclusion, the domain of sporting expertise, including those of closely related sports, cannot only differentiate the anticipatory judgment of a ball's future flight path, but also affect the utilization strategy for the local kinematic information.


Assuntos
Aceleração , Antecipação Psicológica , Atenção , Julgamento , Percepção de Movimento , Orientação , Reconhecimento Visual de Modelos , Desempenho Psicomotor , Tênis/psicologia , Adolescente , Fenômenos Biomecânicos , Gráficos por Computador , Simulação por Computador , Feminino , Humanos , Masculino , Adulto Jovem
13.
PLoS One ; 7(3): e33879, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22439009

RESUMO

The objective of this study was to assess the cognitive effect of human character models on the observer's ability to extract relevant information from computer graphics animation of tennis serve motions. Three digital human models (polygon, shadow, and stick-figure) were used to display the computationally simulated serve motions, which were perturbed at the racket-arm by modulating the speed (slower or faster) of one of the joint rotations (wrist, elbow, or shoulder). Twenty-one experienced tennis players and 21 novices made discrimination responses about the modulated joint and also specified the perceived swing speeds on a visual analogue scale. The result showed that the discrimination accuracies of the experienced players were both above and below chance level depending on the modulated joint whereas those of the novices mostly remained at chance or guessing levels. As far as the experienced players were concerned, the polygon model decreased the discrimination accuracy as compared with the stick-figure model. This suggests that the complicated pictorial information may have a distracting effect on the recognition of the observed action. On the other hand, the perceived swing speed of the perturbed motion relative to the control was lower for the stick-figure model than for the polygon model regardless of the skill level. This result suggests that the simplified visual information can bias the perception of the motion speed toward slower. It was also shown that the increasing the joint rotation speed increased the perceived swing speed, although the resulting racket velocity had little correlation with this speed sensation. Collectively, observer's recognition of the motion pattern and perception of the motion speed can be affected by the pictorial information of the human model as well as by the perturbation processing applied to the observed motion.


Assuntos
Gráficos por Computador , Tênis/fisiologia , Simulação por Computador , Articulação do Cotovelo/fisiologia , Humanos , Modelos Biológicos , Percepção de Movimento/fisiologia , Movimento/fisiologia , Estimulação Luminosa , Articulação do Ombro/fisiologia , Articulação do Punho/fisiologia , Adulto Jovem
14.
Perception ; 40(10): 1221-36, 2011.
Artigo em Inglês | MEDLINE | ID: mdl-22308891

RESUMO

The purpose of this study was to determine the quantitative relationships between the server's motion and the receiver's anticipation using a computer graphic animation of tennis serves. The test motions were determined by capturing the motion of a model player and estimating the computational perturbations caused by modulating the rotation of the player's elbow and forearm joints. Eight experienced and eight novice players rated their anticipation of the speed, direction, and spin of the ball on a visual analogue scale. The experienced players significantly altered some of their anticipatory judgment depending on the percentage of both the forearm and elbow modulations, while the novice players indicated no significant changes. Multiple regression analyses, including that of the racket's kinematic parameters immediately before racket-ball impact as independent variables, showed that the experienced players demonstrated a higher coefficient of determination than the novice players in their anticipatory judgment of the ball direction. The results have implications on the understanding of the functional relation between a player's motion and the opponent's anticipatory judgment during real play.


Assuntos
Aceleração , Desempenho Atlético/psicologia , Simulação por Computador , Percepção de Distância , Percepção de Movimento , Orientação , Reconhecimento Visual de Modelos , Tênis/psicologia , Adulto , Fenômenos Biomecânicos , Gráficos por Computador , Sinais (Psicologia) , Feminino , Humanos , Masculino , Prática Psicológica , Psicofísica , Software , Adulto Jovem
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