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1.
We exposed standing participants to optic flow in a moving room. Motion sickness was induced by motion that simulated the amplitude and frequency of standing sway. We identified instabilities in displacements of the center of pressure among participants who became sick; these instabilities occurred before the onset of subjective motion sickness symptoms. Postural differences between Sick and Well participants were observed before exposure to the nauseogenic stimulus. During exposure to the nauseogenic stimulus, sway increased for participants who became sick but also for those who did not. However, at every point during exposure sway was greater for participants who became motion sick. The results reveal that motion sickness is preceded by instabilities in displacements of the center of pressure. 相似文献
2.
The development of posture and locomotion provides a valuable window for understanding the ontogeny of perception-action relations. In this study, 13 infants were examined cross-sectionally while standing quietly either hands-free or while lightly touching a contact surface. Mean sway amplitude results indicate that infants use light touch for sway attenuation (≈28–40%) as has been seen previously with adults (Jeka & Lackner, 1994). Additionally, while using the contact surface, movement patterns of the head and trunk show reduced temporal coordination (≈25–40%), as well as increased temporal variability, as compared to no touch conditions. These findings are discussed with regard to the ontogeny of perception-action relations, with the overall conclusion that infants use somatosensory information in an exploratory manner to aid in the development of an accurate internal model of upright postural control. 相似文献
3.
Simulator sickness is a well-known side effect of driving simulation which may reduce the passenger well-being and performance due to its various symptoms, from pallor to vomiting. Numerous reducing countermeasures have been previously tested; however, they often have undesirable side effects. The present study investigated the possible effect of seat vibrations on simulator sickness. Three configurations were tested: no vibrations, realistic ones and some that might affect the proprioception. Twenty-nine participants were exposed to the three configurations on a four-minute long automated driving in a simulator equipped with a vibration platform. Simulator sickness was estimated thanks to the Simulator Sickness Questionnaire (SSQ) and to a postural instability measure. Results showed that vibrations help to reduce the sickness. Our findings demonstrate that some specific vibration configurations may have a positive impact on the sickness, thus confirming the usefulness of devices reproducing the road vibrations in addition to creating more immersion for the driver. 相似文献
4.
In this article, we investigated what visual information is used by drivers at a road crossing when they want to synchronize their displacement with that of an incoming traffic train. We made the hypothesis that synchronizing self-displacement with that of a traffic gap shares the same perceptual-motor basis as interception tasks. While a large body of literature demonstrates that bearing angle is used to control interception, another range of studies points to optical size and expansion as playing a critical role in collision avoidance. In order to test the hypothesis of the exclusive use of bearing angle in road crossing task, we manipulated the optical size and expansion of oncoming traffic elements independently of bearing angle variations. We designed a driving simulator study in which participants were to adjust their approach speed in order to cross a road junction within a moving traffic gap. We manipulated the initial offset of participants with the traffic gap, the geometry of the road junction and the way optical size of oncoming traffic elements evolves over the course of a trial. Our results showed an effect of optical size and optical expansion manipulations eventhough, we also found similar displacement profiles as in interception studies. This demonstrates that bearing angle could not explain alone the control of such a complex perceptual-motor task. We discuss these results with regard to similar results in other fields of literature. 相似文献
5.
Postural control is an integral part of all physical behavior. Recent research has indicated that postural control functions in a manner that facilitates other higher order (suprapostural) tasks. These studies, while showing that postural sway is modulated in a task specific manner, have not examined the form of postural coordination that allows for the achievement of these higher behavioral goals. The current study examined the relation between visual task constraints (viewing distance), environmental constraints (changes in the surface of support), and the postural coordination employed to complete the task. Thirty-one participants were asked to perform a reading task while standing on various surfaces. Postural motion was recorded from the head, cervico-thoracic spine, sacrum (hip), and ankle. It was found that body segment coordination changed as a function of surface characteristics and task constraints. Additionally, the overall pattern of postural sway (head motion) replicated that which was found by Stoffregen et al. [J. Exp. Psychol. Human Percep. Perform. 25 (6) (1999) 1641]. These findings suggest that postural adaptation involves more than basic reduction or increase of motion; it involves the functional coordination of body segments to achieve a particular goal. The data further suggest that there is a need to examine postural control in the absence of external perturbations. 相似文献
6.
Driving simulators are useful and effective tools for conducting studies in the field of traffic safety. Simulation sickness (SS) and the sense of presence (SP) are two well-known factors that could affect the results of the driving simulator experiments. This study investigated the relationship between SP and SS in a medium-fidelity driving simulator. Additionally, the impact of the road environment (urban arterials or rural expressways) on these subscales was investigated. Data was collected by means of self-reported questionnaires, which were conducted after the participants have driven the simulation scenarios in a fixed-base medium-fidelity driving simulator. A total of 125 drivers participated in this study. Results showed that females reported significantly higher SS scores than males. An increasing trend in the SS was observed with the increase of age. Importantly, designing buildings that replicate a real-world environment could increase SP and decrease SS. Moreover, designing high quality and resolution scenarios could also increase SP, thus decreasing the severity of SS symptoms. The results of this study can help researchers using medium-fidelity driving simulators to know the influencing factors for each subscale of SP on SS. Adjustments in the driving simulator and scenario settings as well as additional training exercises for higher speed scenarios can be beneficial in reducing the severity of SS. 相似文献
7.
Driving simulators are highly valuable tools for various applications such as research, training, and rehabilitation. However, they are also known to cause simulator sickness, a special form of traditional motion sickness. Common side effects of simulator sickness include nausea, headache, dizziness, eye-strain, and/or disorientation, all symptoms which may negatively impact driving performance. The goal of the present study was to investigate the relationship between simulator sickness and driving performance obtained in a high-fidelity driving simulator. Twenty-one healthy participants were engaged in a simulated driving task containing rural, city, and highway sections for approx. 25 min. Participants were asked to drive naturally while obeying traffic rules and completing common driving maneuvers (including reactions to sudden events). Driving performance was evaluated based on various driving measures, such as lane positioning, speed measures, following distance, or the number of steering reversals. Simulator sickness was measured before, during, and after the simulated drive using a combination of the Simulator Sickness Questionnaire and the Fast Motion Sickness scale. Overall, correlations between the level of simulator sickness and driving performance measures were low to moderate (r’s from -0.37 to 0.40) and were not significant. Additionally, participants who reported higher levels of simulator sickness did not differ with regards to their driving performance from those who reported lower simulator sickness scores. Our results suggest that the presence of simulator sickness is not strongly related to performance in a driving simulator. 相似文献
8.
The main trend in the development of intelligent vehicles has been on ensuring comfort, safety, efficiency, and environmental sustainability. However, current research focuses primarily on the safety and energy saving of intelligent vehicles, and a comfortable driving experience through a human–machine interaction system has not been sufficiently investigated. This study used a high-fidelity 6-degree-of-freedom driving simulator to evaluate the impact of an independently-designed vehicle driving condition prompt (DCP) systems on subjective passenger comfort and motion sickness. The experiment showed that when future driving information is obtained through the vehicle DCP systems, the passengers' subjective comfort is improved, motion sickness is alleviated, and the degree of passenger posture instability is reduced. These conclusions contribute toward improving the comfort of autonomous vehicles and providing a reference for the future design of human–machine interaction systems for intelligent vehicles. 相似文献
9.
Driving simulators are valuable tools for traffic safety research as they allow for systematic reproductions of challenging situations that cannot be easily tested during real-world driving. Unfortunately, simulator sickness (i.e., nausea, dizziness, etc.) is common in many driving simulators and may limit their utility. The experience of simulator sickness is thought to be related to the sensory feedback provided to the user and is also thought to be greater in older compared to younger users. Therefore, the present study investigated whether adding auditory and/or motion cues to visual inputs in a driving simulator affected simulator sickness in younger and older adults. Fifty-eight healthy younger adults (age 18–39) and 63 healthy older adults (age 65+) performed a series of simulated drives under one of four sensory conditions: (1) visual cues alone, (2) combined visual + auditory cues (engine, tire, wind sounds), (3) combined visual + motion cues (via hydraulic hexapod motion platform), or (4) a combination of all three sensory cues (visual, auditory, motion). Simulator sickness was continuously recorded while driving and up to 15 min after driving session termination. Results indicated that older adults experienced more simulator sickness than younger adults overall and that females were more likely to drop out and drove for less time compared to males. No differences between sensory conditions were observed. However, older adults needed significantly longer time to fully recover from the driving session than younger adults, particularly in the visual-only condition. Participants reported that driving in the simulator was least realistic in the visual-only condition compared to the other conditions. Our results indicate that adding auditory and/or motion cues to the visual stimulus does not guarantee a reduction of simulator sickness per se, but might accelerate the recovery process, particularly in older adults. 相似文献
10.
About two in three people have experienced carsickness at some point in their life (Reason & Brand, 1975). Little is known about current numbers of sufferers, cultural differences, or which modulating factors are being perceived as most relevant. Therefore, given a global increase of interest in carsickness driven by the development of automated vehicles, this survey intended to assess the status quo of carsickness in different parts of the world. We conducted an online survey with N = 4,479 participants in Brazil, China, Germany, UK and USA. 46% of participants indicated they had experienced some degree of carsickness in the past five years as a passenger in a car. When including childhood experiences, this rate increased to 59%, comparable to the 1975 findings by Reason and Brand. The highest and lowest incidence of carsickness was reported in China and Germany, respectively. In all countries, men and older participants reported a lower incidence of carsickness as compared to females and younger participants. The main modulating factors were found to be driving dynamics, visual activities, and low air quality. This study showed that carsickness still affects about 2/3 of passengers and discusses how its occurrence relates to in-transit activities and other modes of transport. The research provides a sound basis to further study how carsickness develops and to investigate countermeasures to potentially reduce it. 相似文献
11.
Fontenelle SA Alexander Kahrs B Ashley Neal S Taylor Newton A Lockman JJ 《Journal of experimental child psychology》2007,98(3):153-167
Everyday environments, even small regions within reach, vary dramatically in terms of material composition. Adapting one's manual behavior to such transitions can be considered to be an important element of skilled action. To investigate the origins of this ability, we presented 8-month-olds (n=24) and 10-month-olds (n=24) hard or soft objects on a composite tabletop substrate that was half rigid and half flexible. Results indicated infants explored the objects selectively and geared their manual behaviors, with or without an object in hand, to the particular substrate they contacted. More broadly, the study suggests that infant manual exploration is flexible even in the face of abrupt transitions in material structure. Such flexibility may support early attempts at problem solving and tool use. 相似文献
12.
Toddlers have been found to fail on a three-location search task involving the invisible displacements of an object, namely the C-not-B task. In this task, a child is shown the experimenter's hand that contains a toy. The toy then successively disappears under the three cloths (A, B, then C). The examiner silently releases the toy under the second cloth (B). The hidden object makes a bump in the B cloth that covers it. Young children emit a strong bias toward the last cloth that the experimenter's hand passes under, and this has been labeled the C-not-B error. One possible explanation for toddlers' failures in the C-not-B task is that children lack the motor inhibitory mechanisms. To test this hypothesis, the robustness of the C-not-B error was tested, in a first experiment, against variations in body parameters. By putting additional weights on the arm, the C-not-B error was reduced substantially and the C-not-B task had a higher rate of success. Indeed, in contrast to control participants, who ignored a visual clue indicating the correct location of the hidden object and reached for the last location of the experimenter's hand, the participants with arm weights initiated their reaching movements by using the visual clue. The findings from the second control group indicate that the dramatic increase in successful performance by children with arm weights is not merely a consequence of the focus on the attention to arm movements. The motion of the experimenter's hand in space appears to have made the task difficult because toddlers had no problems inferring that a lump under a cloth indicates the existence of an object without actually having watched an object be hidden there, as demonstrated in a second experiment. The findings are consistent with the hypothesis that C-not-B task content activates a prepotent motor response that preempts full consideration of a visual clue indicating the correct location of the hidden object. We propose that the success in the C-not-B task of toddlers with additional arm weights could result from a disruption of automatic hand movement that is triggered by sensory signals, namely salient features of the C-not-B task. 相似文献
13.
Jos A. Barela Daniela Godoi Paulo B. Freitas Júnior Paula F. Polastri 《Infant behavior & development》2000,23(3-4)
The purpose of this study was to examine if there is any developmental change in the coupling between visual information and trunk sway in infants as they acquire the sitting position. Twenty-four infants distributed in four groups (6-, 7-, 8-, and 9-month-old) were sat inside a moving room that oscillated back and forward at frequencies of 0.2 and 0.5 Hz. The results revealed that trunk sway matched to the moving room at both frequencies but did not differ among the four age groups. Coherence and gain revealed that the coupling was weaker at 0.2 than at 0.5 Hz. Relative phase showed that at 0.2 Hz, infants were swaying with no lag but at 0.5 Hz they were lagging the room. These results showed that the coupling between visual information and trunk sway in infants varies with the visual stimulus but does not change as infants acquire the sitting position. 相似文献
14.
Nested affordances in climbing comprise of multiple sequential actions, encompassing more than isolated reaching and grasping. This study examined the extent to which the perception of (multiple) nested affordances in climbing can be understood relative to body-scaled anthropometrics (arm span) and action-scaled (maximal action capabilities) measures, in relation to sequential task-goals of varying complexity. The utilisation of functionally equivalent actions during the actualisation of nested affordances was also investigated. Participants were required to estimate the maximal distance a handhold could be reached in four conditions of varying complexity: nested affordances (reach to Touch; reach to Grasp) vs. multiple nested affordances (reach to grasp with one hand followed by Removing the other hand from the starting handhold; reach to grasp with one hand followed by Moving up to another handhold). Ten expert climbers first had to estimate their maximal reaching distance in these different conditions (Touch, Grasp, Remove, Move Up) before performing the climbing movement. This sequence of estimation-action was repeated four times in each condition. Results revealed that action-scaling measures better captured nested affordances when multiple sequential behaviours are nested than body-scaled measures. Our findings also suggest that expert climbers utilise functionally equivalent movements during the realisation of multiple nested affordances (Remove and Move Up conditions). 相似文献
15.
Early infancy has been neglected not having the best opportunities to promote social motor and cognitive development. The maturational concept considering young infants as passive beings provide a misguided view of the developmental process. The human infant is an active being from the very beginning of life. In the social and physical world, they can, by observing and imitating, perform complex actions involving different motor behaviours. In the present review we argue that imitation and manipulative actions are integrated in Expressive Action System (Reed, 1996) where baby-caregiver social interaction is the link between the use and exploration of objects in the world. We present evidence that neonatal imitation and manipulation activities are connected and thus, we propose stimulation practices based in seminal experimental designs where infants should be positioned in favourable postures to observe others acting in the world. This will have an impact on the way that early infants understand the social world and the chain of actions possible in this environment. 相似文献
16.
The current study aimed to investigate the effect of action on the preservation of stored feature bindings. Prior research suggests that stimuli presented after a memory array can disrupt the feature bindings of memory array items. Here, we conducted three experiments to examine whether response to targets disrupts feature bindings. Two of four letters (A, B, C, D) were presented in a memory array, and were followed by a second array containing a single target letter. After either identifying or localizing the target letter, participants were required to report the identity or location of the memory array items. There was a deficit in memory performance involving spatial repetition when participants were required to localize targets, and involving identity repetition when participants were required to identify targets. We conclude that response codes are fundamentally linked to stimulus representations, and can affect retrieval from visual working memory. 相似文献
17.
The role of information in the processes underlying kinematic trajectory-formation was examined by manipulating the relation between effector space (movement of a hand-held stylus on a graphics tablet) and task space (movement of a cursor on a screen where targets were presented) in a precision aiming task with five different levels of task difficulty. Movement patterns were found to evolve as a function of the flow of information in task space, with participants (N = 13) producing more rapid and more fluent movements when the mapping between spaces included the softening-spring characteristics typical of behavioural patterns at higher levels of task difficulty. We conclude that the kinematic changes (movement time and pattern) observed when task difficulty increases result from informational influences. Information affects behavioural dynamics at the level of the parameters without affecting the underlying dynamical structure. 相似文献
18.
Research on perception–action links has focused on an interpersonal level, demonstrating effects of observing individual actions on performance. The present study investigated perception–action matching at an inter-group level. Pairs of participants responded to hand movements that were performed by two individuals who used one hand each or they responded to hand movements performed by an individual who used both hands. Apart from the difference in the number of observed agents, the observed hand movements were identical. If co-actors form action plans that specify the actions to be performed jointly, then participants should have a stronger tendency to mimic group actions than individual actions. Confirming this prediction, the results showed larger mimicry effects when groups responded to group actions than when groups responded to otherwise identical individual actions. This suggests that representations of joint tasks modulate automatic perception–action links and facilitate mimicry at an inter-group level. 相似文献
19.
The focus and organization of attention in perception-action coupling is systematically examined in two studies involving 9
and 10
-month-old infants engaged in learning goal-directed behaviors. Experiment 1 (discrimination study) observed the influence of an attentionally demanding motor task on learning and cognition, while Experiment 2 (means-ends study) observed the influence of an attentionally demanding goal on motor planning and reaching performance. Taken together the results of these two experiments revealed that when mental processing resources were directed to thinking about movement, discrimination performance became compromised; conversely, when processing resources were directed to thinking about the goal-state, the motor planning and execution became compromised. These results suggest a “spilling forward” of thoughts onto actions and goal-states and thus an attention-driven cognition/action trade-off for infants’ goal-directed actions. Findings highlight the ultimate importance of emerging motor skills on cognition and are contextualized within the on-going dialogues and developmental debates surrounding perceptual-motor skill development and problem-solving strategies during the first year. 相似文献
20.
In this paper we investigated if keeping the driver in the perception–action loop during automated driving can improve take-over behavior from conditionally automated driving. To meet this aim, we designed an experiment in which visual exposure (perception) and manual control exposure (action) were manipulated. In a dynamic driving simulator experiment, participants (n = 88) performed a non-driving related task either in a head-up display in the windshield (high visual exposure) or on a head-down display near the gear shift (low visual exposure). While driving, participants were either in an intermittent control-mode with four noncritical take-over situations (high manual control exposure), or in a continuous automation-mode throughout the ride (low manual control exposure). In all conditions, a critical take-over had to be carried out after an approximately 13 min ride. Measurements of take-over behavior showed that only high visual exposure had an effect on hands-on reaction time measurements. Both visual exposure and manual control exposure had small to medium sized main effects on time to system deactivation, the maximum velocity of the steering wheel, and the standard deviation of the steering wheel angle. The combined high visual – and high manual control exposure condition led to 0.55 s faster reaction time and 37% less steering variability in comparison to the worst case low visual – and low manual control exposure condition. Together, results corroborate that maintaining visual exposure and manual control exposure during automated driving can be efficacious and suggest that their positive effects are additive. 相似文献