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1.
Acta Psychol (Amst) ; 235: 103897, 2023 May.
Article in English | MEDLINE | ID: mdl-37003021

ABSTRACT

When interacting with the environment, sensory information is essential to guide movements. Picking up the appropriate sensory information (both visual and auditory) about the progression of an event is required to reach the right place at the right time. In this study, we aimed to see if general tau theory could explain the audiovisual guidance of movement in interceptive action (an interception task). The specific contributions of auditory and visual sensory information were tested by timing synchronous and asynchronous audiovisual interplays in successful interceptive trials. The performance was computed by using the tau-coupling model for information-movement guidance. Our findings revealed that while the auditory contribution to movement guidance did change across conditions, the visual contribution remained constant. In addition, when comparing the auditory and visual contributions, the results revealed a significant decrease in the auditory compared to the visual contribution in just one of the asynchronous conditions where the visual target was presented after the sound. This may be because more attention was drawn to the visual information, resulting in a decrease in the auditory guidance of movement. To summarize, our findings reveal how tau-coupling can be used to disentangle the relative contributions of the visual and auditory sensory modalities in movement planning.


Subject(s)
Movement , Sound , Humans , Visual Perception , Auditory Perception , Acoustic Stimulation
2.
Diagnostics (Basel) ; 12(6)2022 Jun 07.
Article in English | MEDLINE | ID: mdl-35741219

ABSTRACT

Balance is the foundation upon which all other motor skills are built. Indeed, many neurological diseases and injuries often present clinically with deficits in balance control. With recent advances in virtual reality (VR) hardware bringing low-cost headsets into the mainstream market, the question remains as to whether this technology could be used in a clinical context to assess balance. We compared the head tracking performance of a low-cost VR headset (Oculus Quest) with a gold standard motion tracking system (Qualisys). We then compared the recorded head sway with the center of pressure (COP) measures collected from a force platform in different stances and different visual field manipulations. Firstly, our analysis showed that there was an excellent correspondence between the two different head movement signals (ICCs > 0.99) with minimal differences in terms of accuracy (<5 mm error). Secondly, we found that head sway mapped onto COP measures more strongly when the participant adopted a Tandem stance during balance assessment. Finally, using the power of virtual reality to manipulate the visual input to the brain, we showed how the Oculus Quest can reliably detect changes in postural control as a result of different types of visual field manipulations. Given the high levels of accuracy of the motion tracking of the Oculus Quest headset, along with the strong relationship with the COP and ability to manipulate the visual field, the Oculus Quest makes an exciting alternative to traditional lab-based balance assessments.

3.
Psychol Res ; 86(1): 268-283, 2022 Feb.
Article in English | MEDLINE | ID: mdl-33559014

ABSTRACT

Perceptual information about unfolding events is important for guiding decisions about when and how to move in real-world action situations. As an exemplary case, road-crossing is a perceptual-motor task where age has been shown to be a strong predictor of risk due to errors in action-based decisions. The present study investigated age differences between three age groups (Children: 10-12 years old; Adults: 19-39 years old; Older Adults: 65 + year olds) in the use of perceptual information for selection, timing, and control of action when crossing a two-way street in an immersive, interactive virtual reality environment. Adults and children selected gaps to cross that were consistent with the use of a time-based information variable (tau), whereas older adults tuned less into the time-based variable (tau) to guide road-crossing decisions. For action initiation and control, children and adults also showed a strong ability to precisely time their entry with respect to the lead vehicle maximising the available time to cross and coordinating walking movements with the tail vehicle to ensure they were not on a collision course. In contrast, older adults delayed action initiation and showed difficulty coordinating self-movement with the approaching vehicle. This study and its results tie together age-based differences in the three components of action decision-making (selection, timing and control) within a unified framework based on perceptual information. The implications of these age-related differences in action decisions and crossing behaviours are discussed in the context of road safety.


Subject(s)
Accidents, Traffic , Longevity , Age Factors , Aged , Child , Child, Preschool , Decision Making , Humans , Walking
4.
BMC Neurosci ; 22(1): 23, 2021 04 01.
Article in English | MEDLINE | ID: mdl-33794775

ABSTRACT

BACKGROUND: Tau theory explains how both intrinsically and perceptually guided movements are controlled by the brain. According to general tau theory, voluntary, self-paced human movements are controlled by coupling the tau of the movement (i.e., the rate of closure of the movement gap at its current closure rate) onto an intrinsically generated tau-guide (Lee in Ecol Psychol 10:221-250, 1998). To date there are no studies that have looked at involuntary movements, which are directly guided by innate patterns of neural energy generated at the level of the spinal cord or brain, and that can be explained by general tau theory. This study examines the guidance of an involuntary movement generated by the Patellar reflex in presence of a minimized gravitational field. RESULTS: The results showed that the Patellar reflexive movement is strongly coupled to an intrinsic tau-guide particularly when the limb is not moving in the direction of gravity. CONCLUSION: These results suggest that the same principles of control underpin both voluntary and involuntary movements irrespective of whether they are generated in the brain or the spinal cord. Secondly, given that movements like the patellar reflex are visible from infancy, one might conclude that tau-guidance is an innate form of motor control, or neural blueprint, that has evolved over time.


Subject(s)
Models, Neurological , Movement/physiology , Reflex, Monosynaptic/physiology , Adult , Female , Humans , Male , Spinal Cord/physiology
5.
PLoS One ; 15(12): e0243287, 2020.
Article in English | MEDLINE | ID: mdl-33382753

ABSTRACT

Free kicks are an important goal scoring opportunity in football. It is an unwritten rule that the goalkeeper places a wall of defending players with the aim of making scoring harder for the attacking team. However, the defensive wall can occlude the movements of the kicker, as well as the initial part of the ball trajectory. Research on one-handed catching suggests that a ball coming into view later will likely delay movement initiation and possibly affect performance. Here, we used virtual reality to investigate the effect of the visual occlusion of the initial ball trajectory by the wall on the performance of naïve participants and skilled goalkeepers. We showed that movements were initiated significantly later when the wall was present, but not by the same amount as the duration of occlusion (~200ms, versus a movement delay of ~70-90ms); movements were thus initiated sooner after the ball came into view, based on less accumulated information. For both naïve participants and skilled goalkeepers this delayed initiation significantly affected performance (i.e., 3.6cm and 1.5cm larger spatial hand error, respectively, not differing significantly between the groups). These performance reductions were significantly larger for shorter flight times, reaching increased spatial errors of 4.5cm and 2.8cm for both groups, respectively. Further analyses showed that the wall-induced performance reduction did not differ significantly between free kicks with and without sideward curve. The wall influenced early movement biases, but only for free kicks with curve in the same direction as the required movement; these biases were away from the final ball position, thus hampering performance. Our results cannot suggest an all-out removal of the wall-this study only considered one potential downside-but should motivate goalkeepers to continuously evaluate whether placing a wall is their best option. This seems most pertinent when facing expert free kick takers for whom the wall does not act as a block (i.e., whose kicks consistently scale the wall).


Subject(s)
Athletic Performance , Soccer , Adult , Cognition , Humans , Male , Movement , Psychomotor Performance , Visual Perception , Young Adult
6.
Accid Anal Prev ; 129: 21-29, 2019 Aug.
Article in English | MEDLINE | ID: mdl-31100685

ABSTRACT

Recent road-crossing literature has found that older adults show performance differences between estimation and perception-action tasks suggesting an age-related difficulty in accurately calibrating the information picked up from the surrounding environment to their action capabilities (Lobjois and Cavallo, 2009). The present study investigated whether participants could accurately perceive gap affordances via information that specifies the time-to-arrival of the approaching cars. To ensure the opportunities for action were the same across different age groups, independent of the actor's action capabilities, the action of crossing the road was standardised. A total of 45 participants (15 children, aged 10-12, 15 adults aged 19-39, 15 older adults aged 65+) were asked to judge, by pressing a button in a head-mounted display, whether the gap between oncoming cars afforded crossing. When the participant pressed the button, they moved across the road at a fixed speed. Adherence to a time-based variable (namely tau) explained 85% and 84% of the variance in both the children and adults' choices, respectively. Older adults tuned less into the time-based variable (tau) with it only accounting for 59% of the variance in road-crossing decisions. These findings suggest that, the ability to use tau information which specifies whether a gap affords crossing or not, deteriorates with age.


Subject(s)
Accidents, Traffic/prevention & control , Decision Making/physiology , Reaction Time/physiology , Adult , Age Factors , Aged , Automobile Driving/psychology , Child , Female , Humans , Judgment , Male , Perception , Young Adult
7.
Front Psychol ; 10: 92, 2019.
Article in English | MEDLINE | ID: mdl-30800082

ABSTRACT

The goal of this study was to investigate whether sensory cues carrying the kinematic template of expert performance (produced by mapping movement to a sound or visual cue) displayed prior to and during movement execution can enhance motor learning of a new skill (golf putting) in a group of novices. We conducted a motor learning study on a sample of 30 participants who were divided into three groups: a control, an auditory guide and visual guide group. The learning phase comprised of two sessions per week over a period of 4 weeks, giving rise to eight sessions. In each session participants made 20 shots to three different putting distances. All participants had their measurements taken at separate sessions without any guidance: baseline, transfer (different distances) and retention 2 weeks later. Results revealed a subtle improvement in goal attainment and a decrease in kinematic variability in the sensory groups (auditory and visual) compared to the control group. The comparable changes in performance between the visual and auditory guide groups, particularly during training, supports the idea that temporal patterns relevant to motor control can be perceived similarly through either visual or auditory modalities. This opens up the use of auditory displays to inform motor learning in tasks or situations where visual attention is otherwise constrained or unsuitable. Further research into the most useful template actions to display to learners may thus still support effective auditory guidance in motor learning.

8.
Front Neurol ; 9: 681, 2018.
Article in English | MEDLINE | ID: mdl-30174648

ABSTRACT

In Parkinson's disease (PD) self-directed movement, such as walking, is often found to be impaired while goal directed movement, such as catching a ball, stays relatively unaltered. This dichotomy is most clearly observed when sensory cueing techniques are used to deliver patterns of sound and/or light which in turn act as an external guide that improves gait performance. In this study we developed visual cues that could be presented in an immersive, interactive virtual reality (VR) environment. By controlling how the visual cues (black footprints) were presented, we created different forms of spatial and temporal information. By presenting the black footprints at a pre-specified distance apart we could recreate different step lengths (spatial cues) and by controlling when the black footprints changed color to red, we could convey information about the timing of the foot placement (temporal cues). A group of healthy controls (HC; N = 10) and a group of idiopathic PD patients (PD, N = 12) were asked to walk using visual cues that were tailored to their own gait performance [two spatial conditions (115% [N] and 130% [L] of an individual's baseline step length) and three different temporal conditions (spatial only condition [NT], 100 and 125% baseline step cadence)]. Both groups were found to be able to match their gait performance (step length and step cadence) to the information presented in all the visual cue conditions apart from the 125% step cadence conditions. In all conditions the PD group showed reduced levels of gait variability (p < 0.05) while the HC group did not decrease. For step velocity there was a significant increase in the temporal conditions, the spatial conditions and of the interaction between the two for both groups of participants (p < 0.05). The coefficient of variation of step length, cadence, and velocity were all significantly reduced for the PD group compared to the HC group. In conclusion, our results show how virtual footsteps presented in an immersive, interactive VR environment can significantly improve gait performance in participants with Parkinson's disease.

9.
Parkinsons Dis ; 2018: 2957427, 2018.
Article in English | MEDLINE | ID: mdl-30159137

ABSTRACT

Studying freezing of gait (FOG) in the lab has proven problematic. This has primarily been due to the difficulty in designing experimental setups that maintain high levels of ecological validity whilst also permitting sufficient levels of experimental control. To help overcome these challenges, we have developed a virtual reality (VR) environment with virtual doorways, a situation known to illicit FOG in real life. To examine the validity of this VR environment, an experiment was conducted, and the results were compared to a previous "real-world" experiment. A group of healthy controls (N = 10) and a group of idiopathic Parkinson disease (PD) patients without any FOG episodes (N = 6) and with a history of freezing (PD-f, N = 4) walked under three different virtual conditions (no door, narrow doorway (100% of shoulder width) and standard doorway (125% of shoulder width)). The results were similar to those obtained in the real-world setting. Virtual doorways reduced step length and velocity while increasing general gait variability. The PD-f group always walked slower, with a smaller step length, and showed the largest increases in gait variability. The narrow doorway induced FOG in 66% of the trials, while the standard doorway caused FOG in 29% of the trials. Our results closely mirrored those obtained with real doors. In short, this methodology provides a safe, personalized yet adequately controlled means to examine FOG in Parkinson's patients, along with possible interventions.

10.
J Hous Built Environ ; 33(1): 45-67, 2018.
Article in English | MEDLINE | ID: mdl-29498379

ABSTRACT

Lifetime home standards (LTHS) are a set of standards aimed at making homes more accessible. Previous research, however, indicates that LTHS do not adequately meet the needs of those with sensory impairments. Now, with visual impairment set to increase globally and acknowledging the recognised link between quality of dwelling and wellbeing, this article aims to examine the experiences of visually impaired people living in lifetime homes. The objectives are to investigate existing lifetime homes and to identify whether LTHS meet occupants' needs. Qualitative semi-structured interviews were carried out with six visually impaired people living in homes designed to LTHS in Northern Ireland. Collected data was analysed using interpretative phenomenological analysis identifying three super-ordinate themes: (1) living with visual impairment; (2) design considerations and (3) coping strategies. A core theme of balance between psychological and physical needs emerged through interconnection of super-ordinate themes. Although there are benefits to living in lifetime homes, negative aspects are also apparent with occupants employing several coping strategies to overcome difficulties. Whilst residents experience negative emotions following visual impairment diagnoses, results suggest that occupants still regard their homes as key places of security and comfort in addition to then highlighting the need for greater consideration of specific individual needs within general guidelines.

11.
J Exp Psychol Appl ; 24(1): 108-124, 2018 03.
Article in English | MEDLINE | ID: mdl-29595306

ABSTRACT

This study investigates how active exploration helps users of sensory substitution devices (SSDs) to detect action-relevant information. A vibrotactile SSD was developed that generates stimulation that is contingent on the users' movements. Target direction was specified by the location of the vibratory stimulation, and target distance by the size and intensity of the pattern of stimulation. A series of experiments was performed with blindfolded participants. In Experiments 1a to 1c, participants used the SSD to align their central body axis with prespecified targets. These experiments differed in the number of actuators that were used and whether online perception-action coupling was present. In Experiment 2, participants approached targets with forward locomotion along a straight line. Experiment 3 combined the previous experiments and studied the concomitant walking and steering toward targets. Oscillatory movements, which facilitated information pickup, were observed in all experiments. The exploratory oscillations were shown to depend on the online perception-action coupling and were related to cases of hyperacuity, for which absolute errors were found to be smaller than the areas of sensitivity of the actuators. It is concluded that, to improve the utility of SSDs, future research with SSDs should pay more attention to the role of active information detection. (PsycINFO Database Record


Subject(s)
Perception/physiology , Psychomotor Performance/physiology , Sensory Aids , Spatial Behavior/physiology , Adolescent , Adult , Feedback , Female , Humans , Male , Middle Aged , Movement/physiology , Sensory Aids/psychology , Vibration , Visually Impaired Persons , Walking , Young Adult
12.
HERD ; 11(2): 56-71, 2018 04.
Article in English | MEDLINE | ID: mdl-29233012

ABSTRACT

OBJECTIVES: The aim of this study is to gain a deeper understanding of the experiences of visually impaired older people living independently at home. BACKGROUND: As populations are aging globally, there is now an increase in the prevalence of visual impairment. That means for ongoing and future aging-in-place strategies that seek to enable older people to remain independent for longer, more attention needs to be given to the needs of those with visual impairment. As people develop visual impairment, they use adaptive strategies including modifying long-term homes or relocating to more suitable accommodation. In the United Kingdom, aging-in-place strategies include employing statutory lifetime home standards (LTHS) in the home or relocating to sheltered housing to live independently with support available if required. METHODS: To get a better understanding of the needs of the visually impaired in the home, 12 interviews with six visually impaired occupants of LTHS homes and six from sheltered accommodation were analyzed separately using interpretative phenomenological analysis. Secondly, qualitative synthesis was used to further analyze themes generated from both samples before interview results were conceptualized in two superordinate concepts, namely, "negotiating priorities" and "understanding visual impairment." RESULTS: Participants from both groups had similar needs and were willing to compromise by living with some negative features. Those who coped well with moving utilized various resources. CONCLUSIONS: These findings will shed more understanding on providing good quality housing for those with visual impairment wanting to live either independently or within healthcare home environments.


Subject(s)
Disabled Persons/psychology , Housing/standards , Residential Facilities/standards , Vision Disorders , Adaptation, Psychological , Adult , Aged , Aged, 80 and over , Humans , Independent Living , Middle Aged , Northern Ireland , United Kingdom
13.
J Exp Psychol Hum Percept Perform ; 43(2): 348-359, 2017 02.
Article in English | MEDLINE | ID: mdl-27831718

ABSTRACT

Sounds offer a rich source of information about events taking place in our physical and social environment. However, outside the domains of speech and music, little is known about whether humans can recognize and act upon the intentions of another agent's actions detected through auditory information alone. In this study we assessed whether intention can be inferred from the sound an action makes, and in turn, whether this information can be used to prospectively guide movement. In 2 experiments experienced and novice basketball players had to virtually intercept an attacker by listening to audio recordings of that player's movements. In the first experiment participants had to move a slider, while in the second one their body, to block the perceived passage of the attacker as they would in a real basketball game. Combinations of deceptive and nondeceptive movements were used to see if novice and/or experienced listeners could perceive the attacker's intentions through sound alone. We showed that basketball players were able to more accurately predict final running direction compared to nonplayers, particularly in the second experiment when the interceptive action was more basketball specific. We suggest that athletes present better action anticipation by being able to pick up and use the relevant kinematic features of deceptive movement from event-related sounds alone. This result suggests that action intention can be perceived through the sound a movement makes and that the ability to determine another person's action intention from the information conveyed through sound is honed through practice. (PsycINFO Database Record


Subject(s)
Auditory Perception/physiology , Basketball/physiology , Intention , Motor Activity/physiology , Psychomotor Performance/physiology , Adult , Female , Humans , Male , Young Adult
16.
Neuropsychologia ; 87: 54-62, 2016 07 01.
Article in English | MEDLINE | ID: mdl-27163397

ABSTRACT

Gait disturbances are a common feature of Parkinson's disease, one of the most severe being freezing of gait. Sensory cueing is a common method used to facilitate stepping in people with Parkinson's. Recent work has shown that, compared to walking to a metronome, Parkinson's patients without freezing of gait (nFOG) showed reduced gait variability when imitating recorded sounds of footsteps made on gravel. However, it is not known if these benefits are realised through the continuity of the acoustic information or the action-relevance. Furthermore, no study has examined if these benefits extend to PD with freezing of gait. We prepared four different auditory cues (varying in action-relevance and acoustic continuity) and asked 19 Parkinson's patients (10 nFOG, 9 with freezing of gait (FOG)) to step in place to each cue. Results showed a superiority of action-relevant cues (regardless of cue-continuity) for inducing reductions in Step coefficient of variation (CV). Acoustic continuity was associated with a significant reduction in Swing CV. Neither cue-continuity nor action-relevance was independently sufficient to increase the time spent stepping before freezing. However, combining both attributes in the same cue did yield significant improvements. This study demonstrates the potential of using action-sounds as sensory cues for Parkinson's patients with freezing of gait. We suggest that the improvements shown might be considered audio-motor 'priming' (i.e., listening to the sounds of footsteps will engage sensorimotor circuitry relevant to the production of that same action, thus effectively bypassing the defective basal ganglia).


Subject(s)
Acoustic Stimulation/methods , Auditory Perception , Cues , Gait Disorders, Neurologic/rehabilitation , Parkinson Disease/physiopathology , Parkinson Disease/rehabilitation , Antiparkinson Agents/therapeutic use , Biomechanical Phenomena , Body Weight , Cohort Studies , Foot/physiopathology , Gait Disorders, Neurologic/drug therapy , Gait Disorders, Neurologic/physiopathology , Humans , Male , Middle Aged , Parkinson Disease/drug therapy , Walking/physiology
17.
Anim Cogn ; 19(1): 153-61, 2016 Jan.
Article in English | MEDLINE | ID: mdl-26385107

ABSTRACT

Place learning is thought to be an adaptive and flexible facet of navigation. Due to the flexibility of this learning, it is thought to be more complex than the simpler strategies such as learning a particular route or navigating through the use of cues. Place learning is crucial in a familiar environment as it allows an individual to successfully navigate to the same endpoint, regardless of where in the environment the journey begins. Much of the research to date focusing on different strategies employed for navigation has used human subjects or other mammals such as rodents. In this series of experiments, the spatial memory of four different species of fish (goldfish, killifish, zebrafish and Siamese fighting fish) was analysed using a plus maze set-up. Results suggest that three of the species showed a significant preference for the adoption of a place strategy during this task, whereas zebrafish showed no significant preference. Furthermore, zebrafish took significantly longer to learn the task than the other species. Finally, results suggest that zebrafish took the least amount of time (seconds) to complete trials both during training and probe.


Subject(s)
Cypriniformes/physiology , Maze Learning , Perciformes/physiology , Spatial Learning , Animals , Cues , Female , Male
18.
Front Neurol ; 6: 249, 2015.
Article in English | MEDLINE | ID: mdl-26640458

ABSTRACT

There is lack of consistent evidence as to how well PD patients are able to accurately time their movements across space with an external acoustic signal. For years, research based on the finger-tapping paradigm, the most popular paradigm for exploring the brain's ability to time movement, has provided strong evidence that patients are not able to accurately reproduce an isochronous interval [i.e., Ref. (1)]. This was undermined by Spencer and Ivry (2) who suggested a specific deficit in temporal control linked to emergent, rhythmical movement not event-based actions, which primarily involve the cerebellum. In this study, we investigated motor timing of seven idiopathic PD participants in event-based sensorimotor synchronization task. Participants were asked to move their finger horizontally between two predefined target zones to synchronize with the occurrence of two sound events at two time intervals (1.5 and 2.5 s). The width of the targets and the distance between them were manipulated to investigate impact of accuracy demands and movement amplitude on timing performance. The results showed that participants with PD demonstrated specific difficulties when trying to accurately synchronize their movements to a beat. The extent to which their ability to synchronize movement was compromised was found to be related to the severity of PD, but independent of the spatial constraints of the task.

19.
Games Health J ; 4(6): 423-33, 2015 Dec.
Article in English | MEDLINE | ID: mdl-26469308

ABSTRACT

BACKGROUND: Falls and fall-related injuries are symptomatic of an aging population. This study aimed to design, develop, and deliver a novel method of balance training, using an interactive game-based system to promote engagement, with the inclusion of older adults at both high and low risk of experiencing a fall. STUDY DESIGN: Eighty-two older adults (65 years of age and older) were recruited from sheltered accommodation and local activity groups. Forty volunteers were randomly selected and received 5 weeks of balance game training (5 males, 35 females; mean, 77.18 ± 6.59 years), whereas the remaining control participants recorded levels of physical activity (20 males, 22 females; mean, 76.62 ± 7.28 years). The effect of balance game training was measured on levels of functional balance and balance confidence in individuals with and without quantifiable balance impairments. RESULTS: Balance game training had a significant effect on levels of functional balance and balance confidence (P < 0.05). This was further demonstrated in participants who were deemed at high risk of falls. The overall pattern of results suggests the training program is effective and suitable for individuals at all levels of ability and may therefore play a role in reducing the risk of falls. CONCLUSIONS: Commercial hardware can be modified to deliver engaging methods of effective balance assessment and training for the older population.


Subject(s)
Exercise Therapy/instrumentation , Exercise Therapy/methods , Physical Examination/instrumentation , Physical Examination/methods , Postural Balance , Video Games , Aged , Aged, 80 and over , Female , Humans , Male
20.
Front Neurosci ; 9: 149, 2015.
Article in English | MEDLINE | ID: mdl-25999805

ABSTRACT

To intercept a moving object, one needs to be in the right place at the right time. In order to do this, it is necessary to pick up and use perceptual information that specifies the time to arrival of an object at an interception point. In the present study, we examined the ability to intercept a laterally moving virtual sound object by controlling the displacement of a sliding handle and tested whether and how the interaural time difference (ITD) could be the main source of perceptual information for successfully intercepting the virtual object. The results revealed that in order to accomplish the task, one might need to vary the duration of the movement, control the hand velocity and time to reach the peak velocity (speed coupling), while the adjustment of movement initiation did not facilitate performance. Furthermore, the overall performance was more successful when subjects employed a time-to-contact (tau) coupling strategy. This result shows that prospective information is available in sound for guiding goal-directed actions.

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