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1.
Prog Brain Res ; 249: 125-139, 2019.
Article in English | MEDLINE | ID: mdl-31325973

ABSTRACT

The cerebellum adapts motor responses by controlling the gain of a movement, preserving its accuracy and by learning from endpoint errors. Adaptive behavior likely acts not only in the motor but also in the sensory, behavioral, and cognitive domains, thus supporting a role of cerebellum in monitoring complex brain performances. Here, we analyzed the relationship between saccade latency, duration and endpoint error of antisaccades in a group of 10 idiopathic cerebellar atrophy (ICA) patients compared to controls. The latency distribution was decomposed in a decision time and a residual time. Both groups showed a trade-off between duration and decision time, with a peak of entropy within the range of this trade-off where the information flow was maximized. In cerebellar patients, greater reductions of duration as the time of decision increased, were associated with a lower probability for a saccade to fall near the target, with a constant low entropy outside the optimal time window. We suggest a modulation of saccade duration, depending on the latency-related decision time (accumulation of sensory and motor evidences in favor of a goal-directed movement), normally adopted to perform efficient trajectories in goal-directed saccades. This process is impaired in cerebellar patients suggesting a role for the cerebellum in monitoring voluntary motor performance by controlling the movement onset until the ambiguity of planning is resolved.


Subject(s)
Adaptation, Physiological/physiology , Cerebellum/physiology , Motor Activity/physiology , Ocular Motility Disorders/physiopathology , Saccades/physiology , Spinocerebellar Degenerations/physiopathology , Adult , Aged , Entropy , Eye Movement Measurements , Female , Humans , Male , Middle Aged , Ocular Motility Disorders/etiology , Spinocerebellar Degenerations/complications , Young Adult
2.
Work ; 41 Suppl 1: 1118-23, 2012.
Article in English | MEDLINE | ID: mdl-22316869

ABSTRACT

This paper reports a study about the role of different variables in the process of attributing mental states to technological systems, variables such as the number of figural elements displayed in the system and the personality traits of the subjects interacting with the systems. In an experiment, participants were interacting with a computer on whose screen several disks of various sizes and colours were blinking at different rates. Each time a disk reappeared on the screen its position was randomly varied. As in a videogame, participants had to click on the disks to increase their score. The results showed that, even in the case of such a simple system, subjects believed that the figural elements they were interacting with had some form of mental states, although their confidence in these beliefs varied in the different experimental conditions. The confidence level of the attributions, in fact, was not the same for all the different mental states considered, and it varied also both with the number of elements being displayed as well as with some personality traits of the subjects.


Subject(s)
Theory of Mind , Video Games/psychology , Adult , Artificial Intelligence , Awareness , Female , Humans , Intention , Male , Mindfulness , Personality , Sex Factors , Young Adult
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