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1.
Exp Brain Res ; 208(4): 543-55, 2011 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-21188363

RESUMO

Arm movements can easily be adapted to different biomechanical constraints. However, the cortical representation of the processing of visual input and its transformation into motor commands remains poorly understood. In a visuo-motor dissociation paradigm, subjects were presented with a 3-D computer-graphical representation of a human arm, presenting movements of the subjects' right arm either as right or left arm. In order to isolate possible effects of coordinate transformations, coordinate mirroring at the body midline was implemented independently. In each of the resulting four conditions, 10 normal, right-handed subjects performed three runs of circular movements, while being scanned with O(15)-Butanol-PET. Kinematic analysis included orientation and accuracy of a fitted ellipsoid trajectory. Imaging analysis was performed with SPM 99 with activations threshold at P < 0.0001 (not corrected). The shape of the trajectory was dependent on the laterality of the arm, irrespective of movement mirroring, and accompanied by a robust activation difference in the contralateral precuneus. Movement mirroring decreased movement accuracy, which was related to increased activation in the left insula. Those two movement conditions that cannot be observed in reality were related to an activation focus at the left middle temporal gyrus, but showed no influence on movement kinematics. These findings demonstrate the prominent role of the precuneus for mediating visuo-motor transformations and have implications for the use of mirror therapy and virtual reality techniques, especially avatars, such as Nintendo Wii in neurorehabilitation.


Assuntos
Braço/fisiologia , Giro do Cíngulo/fisiologia , Movimento/fisiologia , Interface Usuário-Computador , Adulto , Algoritmos , Fenômenos Biomecânicos , Gráficos por Computador , Cotovelo/anatomia & histologia , Cotovelo/fisiologia , Feminino , Lateralidade Funcional/fisiologia , Giro do Cíngulo/diagnóstico por imagem , Humanos , Processamento de Imagem Assistida por Computador , Masculino , Tomografia por Emissão de Pósitrons , Desempenho Psicomotor/fisiologia , Ombro/anatomia & histologia , Ombro/fisiologia , Software , Adulto Jovem
2.
J Int Neuropsychol Soc ; 14(2): 309-17, 2008 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-18282328

RESUMO

Clinical, experimental, and functional imaging studies suggest overlapping neuronal networks and functional interactions of alertness and visuospatial attention within the right hemisphere of the brain. To examine the interaction of arousal and visuospatial attention in peripersonal and extrapersonal virtual space, we tested 20 healthy male adults during 24 hr of sleep deprivation at four points during the night (9 p.m., 1 a.m., 5 a.m., and 9 a.m.). The main finding concerning covert orienting in a virtual environment is a highly significant slowing of reorientation toward the left visual hemifield in extrapersonal space due to decreased arousal. The results provide additional evidence for the proposed anatomical and functional overlap of the two attentional systems and indicate a modulation of visuospatial attention by the level of arousal in extrapersonal space.


Assuntos
Nível de Alerta/fisiologia , Atenção/fisiologia , Percepção Espacial/fisiologia , Adulto , Afeto/fisiologia , Temperatura Corporal , Fadiga/fisiopatologia , Humanos , Masculino , Espaço Pessoal , Estimulação Luminosa/métodos , Tempo de Reação/fisiologia , Privação do Sono/fisiopatologia , Análise e Desempenho de Tarefas , Fatores de Tempo
3.
Stud Health Technol Inform ; 98: 391-3, 2004.
Artigo em Inglês | MEDLINE | ID: mdl-15544312

RESUMO

This paper describes an approach to neuroscientific reaction-time experiments and resulting methods for data processing under real-time constraints in virtual environments (VE). Immersive VEs produce huge amounts of data, which has to be processed in real-time to meet the interactivity requirement of VE. Furthermore, data is needed often with a timing resolution and even more crucial with an accuracy in the range of milliseconds. Unfortunately recent operating systems do not in general guarantee timing precision in this range. For these purposes we have researched possibilities for reaction-time measurement and real-time data acquisition. Our system enables neuroscientists to perform reaction-time experiments in platform-independent virtual environments.


Assuntos
Neurociências , Tempo de Reação , Interface Usuário-Computador
4.
Stud Health Technol Inform ; 94: 370-2, 2003.
Artigo em Inglês | MEDLINE | ID: mdl-15455927

RESUMO

We describe a comprehensive software-oriented approach to virtual reality-based neuroscientific systems in order to establish an easy to use framework for neuroscientific assessment and treatment. We have defined a process model and implemented the NeuroVRAC authoring tool for design and execution of experiments in virtual environments. Our system enables the modeling of virtual world objects and the definition of events, which are used to control the experimental process. We have included the virtual test person concept to enhance the sense of presence during the execution of virtual reality-based neuroscientific experiments.


Assuntos
Simulação por Computador , Neurociências , Software , Interface Usuário-Computador
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