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1.
The experiments were designed to examine the effect of task constraints on the influence of kinematic information feedback to facilitate the acquisition of discrete arm movements. The findings of Experiments 1 and 3 revealed that when the criterion kinematic trajectory was an increasing acceleration function, the most effective control space representation for kinematic feedback (i.e. position-time; velocity-position) was the one that matched the error criterion to be minimized. Furthermore, in Experiment 1 the velocity-position feedback condition led to greater performance error than the discrete knowledge of results of movement time or integrated position-time error. Experiment 2 showed that kinematic information feedback of the movement trajectory (position-time; velocity-position) did not facilitate acquisition of a constant velocity criterion, in contrast to knowledge of results of movement time or integrated velocity-position error. Collectively the findings suggest that the interaction of task and organismic constraints dictates the nature of the information feedback required to facilitate the acquisition of skill. The augmented information available must match the degrees of freedom requiring constraint in the movement sequence.  相似文献   

2.
《Acta psychologica》2013,142(3):314-322
Over two decades ago prospective and retrospective effects of posture selection in a sequential task were described for the first time. Since then, both effects have been reproduced in a number of reaching studies. We asked (1) whether retrospective effects would also be found in a sequential pointing task and (2) whether pro/retrospective effects of posture selection would transfer to the end-effector position in the absence of haptic feedback. To this end, we created a sequential, perceptual-motor task in a virtual environment. Participants had to point to a row of targets in the frontal plane in sequential order. In a control experiment, physical targets were placed at the same locations. Results showed that kinematic parameters were similar in the virtual and real environment. Retrospective effects of posture/position were found in neither environment, indicating that pointing movements require lower cognitive planning costs than reaching movements. Prospective effects of posture were found both in the virtual and real environment. Prospective effects of position, on the other hand, were present in the virtual but not in the real environment, indicating that the absence of haptic feedback may result in unconscious shifts of the end-effector position.  相似文献   

3.
In Experiment 1, subjects who received feedback contingent on short interbeat intervals (relative to a baseline period) learned to accelerate their heart rates, but subjects who received noncontingent feedback did not. In Experiment 2, subjects who were exposed to noncontingent aversive noises later showed significant performance deficits on both an instrumental and a cognitive task. Attributional style predicted helplessness deficits on the cognitive but not the instrumental task. Experiment 3 demonstrated that experimentally induced helplessness interferes with biofeedback learning. Attributional style did not predict the occurrence of helplessness deficits in this context. Results are discussed in terms of the nature of biofeedback training and the range of behaviors that learned helplessness training affects.  相似文献   

4.
It is often noted that distances are significantly underestimated in computer‐simulated (virtual) environments. Two experiments examine observers' ability to use error corrective feedback to improve the accuracy of judgments of egocentric and exocentric distances. In Experiment 1, observers viewed objects in an immersive virtual environment and estimated their distance through a blindfolded walking task. Different groups received feedback on either egocentric, exocentric or none of these judgments. Receiving feedback improved observers' ability to estimate only those distances for which feedback was provided. These effects persisted for at least 1 week. In Experiment 2, observers estimated egocentric distance by means of both a direct and indirect walking task. Receiving feedback on the direct walking task predominantly improved direct estimates and not indirect estimates. These findings suggest that although feedback training offers a relatively straightforward and immediate way of overcoming problems of distance estimation, its effects are specific to both the type of judgment and the type of response. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

5.
Two experiments were conducted to investigate performance with and without voluntary eye movements in a dynamic stimulus situation. Experiment I used a combined tracking and prediction task. Level of training, complexity of the signal, and visual region sampled were the variables of interest. Experiment II manipulated the same variables in only the prediction task. Thus, the amount of attention allotted to the prediction task was varied between experiments. The d' measure indicated that under peripheral vision instructions accuracy on the prediction task was the same as under foveal vision instructions provided that: (1) the level of task complexity was low, (2) the subjects were well trained, and (3) only the prediction task was performed, or in the dual task situation only visual regions near the fovea were sampled. All other combinations of the variables resulted in a lower performance scores under peripheral vision instructions. Results are interpreted within the framework of current theories of the functional visual field.  相似文献   

6.
ObjectiveVirtual reality (VR) systems hold significant potential for training skilled behaviours and are currently receiving intense interest in the sporting domain. They offer both practical and pedagogical benefits, but there are concerns about the effect that perceptual deficiencies in VR systems (e.g. reduced haptic information, and stereoscopic display distortions) may have on learning and performance. ‘Specificity of learning’ theories suggest that VR could be ineffective (or even detrimental) if important differences (e.g. perceptual deficiencies) exist between practice and real task performance conditions. Nevertheless, ‘structural learning’ theories suggest VR could be a useful training tool, despite these deficiencies, because a trainee can still learn the underlying structure of the behaviour. We explored these theoretical predictions using golf putting as an exemplar skill.MethodIn Experiment 1 we used a repeated measures design to assess putting accuracy (radial error) and quiet eye duration of expert golfers (n = 18) on real putts before and after 40 VR ‘warm up’ putts. In Experiment 2, novice golfers (n = 40) were assigned to either VR or real-world putting training. Putting accuracy and quiet eye durations were then assessed on a real-world retention test.ResultsBoth visual guidance (quiet eye) and putting accuracy were disrupted temporarily when moving from VR to real putting (Experiment 1). However, real-world and VR practice produced comparable improvements in putting accuracy in novice golfers (Experiment 2).ConclusionOverall, the results suggest that: (i) underlying skill structures can be learned in VR and transferred to the real-world; (ii) perceptual deficiencies will place limits on the use of VR. These findings demonstrate the challenges and opportunities for VR as a training tool, and emphasise the need to empirically test the costs and benefits of specific systems before deploying VR training.  相似文献   

7.
Experiments were designed to examine the influence of criterion and feedback information in the learning of a two-dimensional drawing task. Experiment 1 showed that when the task criterion is well known to the subject, the combined presentation of criterion information and information feedback facilitates the rate of acquisition of the skill but not its overall performance level of achievement. Experiment 2 showed that when the task criterion information is not well known to the subject, presentation of criterion information facilitates both the rate of acquisition and the overall performance level and, furthermore, is essential if configuration information feedback is to be utilized effectively. Experiment 3 showed that it is the combined presentation of criterion and configuration information feedback, rather than the isolated presentation of either type of information alone, that facilitates learning and performance. Collectively, the findings from the three experiments suggest an interactive effect of prior knowledge by the learner and type of augmented information in facilitating the acquisition of skill, according to the constraints imposed in the task. The data are consistent with the proposal that the degrees of freedom in the information available to support motor skill learning must match the degrees of freedom to be constraint in the perceptual-motor workspace.  相似文献   

8.
Experiments were designed to examine the influence of criterion and feedback information in the learning of a two-dimensional drawing task. Experiment 1 showed that when the task criterion is well known to the subject, the combined presentation of criterion information and information feedback facilitates the rate of acquisition of the skill but not its overall performance level of achievement. Experiment 2 showed that when the task criterion information is not well known to the subject, presentation of criterion information facilitates both the rate of acquisition and the overall performance level and, furthermore, is essential if configuration information feedback is to be utilized effectively. Experiment 3 showed that it is the combined presentation of criterion and configuration information feedback rather than the isolate presentation of either type of information alone, that facilitates learning and performance. Collectively, the findings from the three experiments suggest an interactive effect of prior knowledge by the learner and type of augmented information in facilitating the acquisition of skill, according to the constraints imposed in the task. The data are consistent with the proposal that the degrees of freedom in the information available to support motor skill learning must match the degrees of freedom to be constraint in the perceptual-motor workspace.  相似文献   

9.
In Experiment I subjects pointed repeatedly at a target viewed through laterally displacing prisms and received terminal visual feedback. In one task the pointing movements were slow (proprioceptively controlled), and in the other they were fast (pre-programmed). In both tasks adaptation proceeded at the same rate and to the same level of performance. Following fast pointing with prisms a large amount of arm-body adaptation was found with slow and fast test movements, while following slow pointing with prisms a large amount of arm-body adaptation was found with slow test movements, but only a small amount with fast test movements. The result suggests that adapted behaviour with preprogrammed movements is not mediated by a proprioceptive change. In Experiment II pointing movements were passive. No arm-body adaptation was found with fast test movements, and, contrary to expectation, only a small amount with slow test movements.  相似文献   

10.
The purpose of this study was to examine the effect of learning to produce voluntarily a basic biomechanical mechanism, the stretch-shorten cycle (SSC), on the acceleration of a ballistic arm movement. The task required an elbow flexion at maximal effort performed with the forearm resting upon a horizontal manipulandum. Subjects in three groups received either no augmented feedback, feedback concerning the velocity of the flexion, or a combination of feedback on velocity and feedback related to the rate of stretch of the SSC during 80 training trials. The training trials were preceded by a pretest and followed by a posttest without feedback. Analyses showed that the subjects receiving feedback concerning the SSC exhibited earlier and greater peak angular acceleration than the other groups. These findings provide evidence that acquiring the control of relevant, basic mechanisms like the SSC may be useful in facilitating tasks requiring limb movements of maximal effort.  相似文献   

11.
This study tested effects of gaze-movement angle and extraretinal eye movement information on performance in a locomotion control task. Subjects hovered in a virtual scene to maintain position against optically simulated gusts. Gaze angle was manipulated by varying the simulated camera pitch orientation. Availability of extraretinal information was manipulated via simulated-pursuit fixation. In Experiment 1, subjects performed better when the camera faced a location on the ground than when it pointed toward the horizon. Experiment 2 tested whether this gain was influenced by availability of appropriate eye movements. Subjects performed slightly better when the camera pointed at nearby than at distant terrain, both in displays that did and in displays that did not simulate pursuit fixation. This suggested that subjects could perform the task using geometric image transformations, with or without appropriate eye movements. Experiment 3 tested more rigorously the relative importance of gaze angle and extraretinal information over a greater range of camera orientations; although subjects could use image transformations alone to control position adequately with a distant point of regard, they required eye movements for optimal performance when viewing nearby terrain.  相似文献   

12.
In virtual reality it is easy to control the visual cues that tell us about an object's shape. However, it is much harder to provide realistic virtual haptic feedback when grasping virtual objects. In this study we examined the role of haptic feedback when grasping (virtual) cylinders with an elliptical circumference. In Experiment 1 we placed the same circular cylinder at the simulated location of virtual elliptical cylinders of varying shape, so that the haptic feedback did not change when the visually specified shape changed. We found that the scaling of maximum grip aperture with the diameter of the nearest principal axis (.14+/-.04) was much weaker than when grasping real cylinders (.54+/-.04, Cuijpers, Brenner, & Smeets, 2006 Grasping reveals visual misjudgements of shape. Experimental Brain Research, 175, 32-44). For the scaling of grip orientation with the orientation of the cylinder we found large individual differences: the range is .07-.82 (average .42+/-.07) as compared to .55-.79 (average .67+/-.03) for grasping real cylinders. In Experiment 2 we provided consistent haptic feedback by placing real cylinders that matched the location, shape and orientation of the virtual cylinders. The scaling gains of both maximum grip aperture (.39+/-.04) and grip orientation (.56+/-.08) were substantially higher than in Experiment 1, but still lower than for grasps to real cylinders. The variability between participants for the scaling of grip orientation was also much reduced. These results showed that although haptic feedback must be consistent with visual information, it is not sufficient for natural prehension. We discuss the implications of these findings in terms of the integration of visual information with haptic feedback.  相似文献   

13.
Virtual reality (VR) technology is being used with increasing frequency as a training medium for motor rehabilitation. However, before addressing training effectiveness in virtual environments (VEs), it is necessary to identify if movements made in such environments are kinematically similar to those made in physical environments (PEs) and the effect of provision of haptic feedback on these movement patterns. These questions are important since reach-to-grasp movements may be inaccurate when visual or haptic feedback is altered or absent. Our goal was to compare kinematics of reaching and grasping movements to three objects performed in an immersive three-dimensional (3D) VE with haptic feedback (cyberglove/grasp system) viewed through a head-mounted display to those made in an equivalent physical environment (PE). We also compared movements in PE made with and without wearing the cyberglove/grasp haptic feedback system. Ten healthy subjects (8 women, 62.1 ± 8.8 years) reached and grasped objects requiring 3 different grasp types (can, diameter 65.6 mm, cylindrical grasp; screwdriver, diameter 31.6 mm, power grasp; pen, diameter 7.5 mm, precision grasp) in PE and visually similar virtual objects in VE. Temporal and spatial arm and trunk kinematics were analyzed. Movements were slower and grip apertures were wider when wearing the glove in both the PE and the VE compared to movements made in the PE without the glove. When wearing the glove, subjects used similar reaching trajectories in both environments, preserved the coordination between reaching and grasping and scaled grip aperture to object size for the larger object (cylindrical grasp). However, in VE compared to PE, movements were slower and had longer deceleration times, elbow extension was greater when reaching to the smallest object and apertures were wider for the power and precision grip tasks. Overall, the differences in spatial and temporal kinematics of movements between environments were greater than those due only to wearing the cyberglove/grasp system. Differences in movement kinematics due to the viewing environment were likely due to a lack of prior experience with the virtual environment, an uncertainty of object location and the restricted field-of-view when wearing the head-mounted display. The results can be used to inform the design and disposition of objects within 3D VEs for the study of the control of prehension and for upper limb rehabilitation.  相似文献   

14.
The purpose of this study was to investigate the effects of aging and the role of augmented visual information in the acquisition of a new bimanual coordination pattern, namely a 90° relative phase pattern. In a pilot study, younger and older adults received augmented visual feedback in the form of a real-time orthogonal display of both limb movements after every fifth trial. Younger adults acquired this task over three days of practice and retained the task well over periods of one week and one month of no practice while the older adults showed no improvement at all on the task. It was hypothesized that the amount of augmented information was not sufficient for the older adults to overcome the strong tendency to perform natural, intrinsically stable coordination patterns, which consequently prevented them from learning the task. The present study evaluated the age-related role of augmented visual feedback for learning the new pattern. Participants were randomly assigned within age groups to receive either concurrent or terminal visual feedback after every trial in acquisition. In contrast to the pilot study, all of the older adults learned the pattern, although not to the same level as the younger adults. Both younger and older adults benefitted from concurrent visual feedback, but the older adults gained more from the concurrent feedback than the younger adults, relative to terminal feedback conditions. The results suggest that when learning bimanual coordination patterns, older adults are more sensitive to the structure of the practice conditions, particularly the availability of concurrent visual information. This greater sensitivity to the learning environment may reflect a diminished capacity for inhibitory control and a decreased ability to focus attention on the salient aspects of learning the task.  相似文献   

15.
Human spatial encoding of three-dimensional navigable space was studied, using a virtual environment simulation. This allowed subjects to become familiar with a realistic scene by making simulated rotational and translational movements during training. Subsequent tests determined whether subjects could generalize their recognition ability by identifying novel-perspective views and topographic floor plans of the scene. Results from picture recognition tests showed that familiar direction views were most easily recognized, although significant generalization to novel views was observed. Topographic floor plans were also easily identified. In further experiments, novel-view performance diminished when active training was replaced by passive viewing of static images of the scene. However, the ability to make self-initiated movements, as opposed to watching dynamic movie sequences, had no effect on performance. These results suggest that representation of navigable space is view dependent and highlight the importance of spatial-temporal continuity during learning.  相似文献   

16.
Summary The aim of the present study was to investigate the processes underlying aiming movements (motor programming and feedback control), and to explore their modification through learning. Two groups of 6- and 9-year-old children were asked to perform a directional aiming task without visual feedback (open-loop situation). After 15 trials (pretest) all subjects were submitted to a practice session which consisted of three series of trials with visual feedback (closed-loop situation). Half of the subjects had to perform the task at maximum speed (programmed movements), while the other half was required to perform slow movements (feedback-controlled movements). After the practice session all subjects were tested again in the openloop situation without time constraints (posttest). The results showed that during the practice session, accuracy was greater than in the two test conditions. It was greater in the case of slow movements than in the case of rapid ones. Moreover, in the case of rapid movements, it did not improve over the three practice series, while it did improve with slow movements. The difference between pre- and posttests showed that both groups improved their accuracy with practice in all conditions, the greatest improvement being obtained with rapid practice movements in 9-year-old children. It is suggested that different types of feedback (on-line and delayed feedback) contribute in varying degrees to the improvement of the aiming movements. However, the rapid movement condition, which requires a greater efficiency of programming, was found to be more effective for learning than the slow movement condition. The age-related differences found in learning suggest that feedback information can be fully integrated into motor programming only after 6 years of age.  相似文献   

17.
Two experiments tested the hypothesis that raters' formal memory-based performance evaluations can be significantly influenced by their having previously given the ratee informal performance feedback. In Experiment 1 subjects either did or did not give informal feedback to another person who performed either well or poorly on an interviewing task. In Experiment 2 subjects role played giving informal feedback about behavior relevant to only one of the two performance dimensions subsequently evaluated. In both experiments subjects later ratcd the interpersonal and task performance of the feedback recipient. The results of both studies support the hypothesis for ratings of interpersonal performance. Giving informal feedback to a ratee exhibiting good interpersonal performance led to more positive interpersonal performance ratings, whereas giving informal feedback to a ratee exhibiting poor interpersonal performance led to more negative interpersonal performance ratings. Task performance ratings, on the other hand, were not affected. Conditions likely to have mitigated the impact of giving informal feedback on the task performance ratings are discussed, as are the implications of the results for practical strategies to improve the quality of formal memory-based performance evaluations.  相似文献   

18.
Visual experience plays an important role in facilitating referee decision-making. Video training can be used to train these perceptual-cognitive skills in discrete scenarios, for instance in foul situations in football, but is less suitable in other instances such as when seeking to make decisions in open-play scenarios due to a lack of representativeness. Recent technological advances enable the use of virtual reality (VR) to replicate game situations in a controlled and realistic manner. It is however not yet known how representative behaviour in VR would be of behaviour on-field in the natural environment. The aim of the study was therefore to examine the degree to which visual behaviour of football referees in virtual reality would reflect behaviour found when adjudicating matches on-field. Sub-elite football referees completed decision-making tasks in three experimental conditions: on-field (in a real match), in virtual reality and when observing video footage. Across the three environments we compared decision-making performance, visual behaviour (including search rate, fixation duration, and head movements) and the user experience of the referees. Results revealed that behaviour in the VR environment was indistinguishable from that on-field. In contrast, visual-motor behaviour when observing video footage was markedly different to that found on-field (and in VR). The results show that visual-motor behaviour in VR is representative of that found on-field and therefore suggests that VR offers promise as a representative training environment for sports officials to improve on-field performance in the natural environment.  相似文献   

19.
This paper describes the utilization of a desktop virtual environment task, the Computer-Generated (C-G) Arena, in the study of human spatial navigation. First, four experiments examined the efficacy of various training procedures in the C-G Arena. In Experiment 1, participants efficiently located a hidden target after only observing the virtual environment from a fixed position (placement learning). In Experiment 2, participants efficiently located a hidden target after only observing an experimenter search the virtual environment (observational learning). In Experiment 3, participants failed to display alatent learning effect in the virtual environment. In Experiment 4, all training procedures effectively taught participants the layout of the virtual environment, but the observational learning procedure most effectivelytaught participants the location of a hidden target within the environment. Finally, two experiments demonstrated the application of C-G Arena procedures to neuroimaging (Experiment 5) and neuropsychological (Experiment 6) investigations of human spatial navigation.  相似文献   

20.
Seventy-five subjects, randomly assigned to one of five training conditions, were required to learn to make large-amplitude, high-tempo, fluent movements on a so-called ski-simulator over a period of four days. Subjects trained under different tempo conditions. In four of the conditions the tempo was prescribed (“preferred”, high, low, or increasing), augmented feedback being provided to enable subjects to stay on “target”. “Preferred” tempo was based on the weight of the subject and was derived from a regression equation based on previous empirical research. In a fifth condition, subjects trained on “discovery learning” principles, i.e. without the tempo being prescribed. The results obtained on the three parameters (amplitude, frequency, and fluency) during the daily test sessions (in which the tempo was not prescribed) formed the data for the analyses.

A learning effect was apparent on all three parameters over the four-day training period. Subjects who trained under the high or the low prescribed tempos, however, were shown to produce significantly smaller amplitude movements than subjects who trained under the other three conditions. Training under the low-tempo condition was also shown to have disadvantageous effects on the parameters tempo and fluency. It was concluded that, for these kinds of action, training at a high or a low tempo—and particularly the latter—has undesirable effects. Such disadvantageous effects, however, were shown to be avoidable if training is begun with the “preferred” tempo of the subject and increased successively by 7% over days.  相似文献   

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