To accurately time motor responses when intercepting falling balls we rely on an internal model of gravity. However, whether and how such a model is also used to estimate the spatial location of interception is still an open question. Here we addressed this issue by asking 25 participants to intercept balls projected from a fixed location 6 m in front of them and approaching along trajectories with different arrival locations, flight durations, and gravity accelerations (0 and 1). The trajectories were displayed in an immersive virtual reality system with a wide field of view. Participants intercepted approaching balls with a racket, and they were free to choose the time and place of interception. We found that participants often achieved a better performance with 1 than 0 balls. Moreover, the interception points were distributed along the direction of a 1 path for both 1 and 0 balls. In the latter case, interceptions tended to cluster on the upper half of the racket, indicating that participants aimed at a lower position than the actual 0 path. These results suggest that an internal model of gravity was probably used in predicting the interception locations. However, we found that the difference in performance between 1 and 0 balls was modulated by flight duration, the difference being larger for faster balls. In addition, the number of peaks in the hand speed profiles increased with flight duration, suggesting that visual information was used to adjust the motor response, correcting the prediction to some extent. Here we show that an internal model of gravity plays a key role in predicting where to intercept a fast-moving target. Participants also assumed an accelerated motion when intercepting balls approaching in a virtual environment at constant velocity. We also show that the role of visual information in guiding interceptive movement increases when more time is available.
People easily intercept a ball rolling down an incline, despite its acceleration varies with the slope in a complex manner. Apparently, however, they are poor at detecting anomalies when asked to judge artificial animations of descending motion. Since the perceptual deficiencies have been reported in studies involving a limited visual context, here we tested the hypothesis that judgments of naturalness of rolling motion are consistent with physics when the visual scene incorporates sufficient cues about environmental reference and metric scale, roughly comparable to those present when intercepting a ball. Participants viewed a sphere rolling down an incline located in the median sagittal plane, presented in 3D wide-field virtual reality. In different experiments, either the slope of the plane or the sphere acceleration were changed in arbitrary combinations, resulting in a kinematics that was either consistent or inconsistent with physics. In Experiment 1 (slope adjustment), participants were asked to modify the slope angle until the resulting motion looked natural for a given ball acceleration. In Experiment 2 (acceleration adjustment), instead, they were asked to modify the acceleration until the motion on a given slope looked natural. No feedback about performance was provided. For both experiments, we found that participants were rather accurate at finding the match between slope angle and ball acceleration congruent with physics, but there was a systematic effect of the initial conditions: accuracy was higher when the participants started the exploration from the combination of slope and acceleration corresponding to the congruent conditions than when they started far away from the congruent conditions. In Experiment 3, participants modified the slope angle based on an adaptive staircase, but the target never coincided with the starting condition. Here we found a generally accurate performance, irrespective of the target slope. We suggest that, provided the visual scene includes sufficient cues about environmental reference and metric scale, joint processing of slope and acceleration may facilitate the detection of natural motion. Perception of rolling motion may rely on the kind of approximate, probabilistic simulations of Newtonian mechanics that have previously been called into play to explain complex inferences in rich visual scenes.
Purpose. To evaluate the global prevalence of Fuchs endothelial corneal dystrophy (FECD). Design. Systematic review and meta-analysis. Methods. A systematic electronic literature search was conducted on PubMed/MedLine, Cochrane Library, and Google Scholar, in order to select papers analysing the prevalence rate of FECD. Two authors independently conducted the electronic search. After removal of duplicates, title and abstract screening, and full-text analysis, data from selected articles were archived in a customized Excel spreadsheet. Risk of bias assessment was performed using the Joanna Briggs Institute Prevalence Critical Appraisal Tool. Meta-analysis was conducted using R (version 1.4.1106, package “meta”). Results. A total of 6660 eligible articles were retrieved from the initial electronic search. Only 4 original works were included in the qualitative and quantitative analysis. Of the 4746 patients included in this meta-analysis (i.e., 2232 male (M) and 2322 female (F)), we retrieved 269 FECD cases (81 M; 188 F), with a pooled prevalence estimates of 7.33% (95% CI: 4.08–12.8%). Statistically significant gender-related differences in the prevalence of FECD emerged by the analysis (OR: 2.22; 95% CI: 1.66–2.96, p = 0.0016 ). While the total number of people aged >30 years with FECD is nowadays estimated at nearly 300 million, an increase of 41.7% in the number of FECD-affected patients is expected by 2050, when the overall figure is supposed to rise up to 415 million. Conclusion. This study provides a reliable figure of the present and future epidemiological burden of FECD globally, which might be useful for the design of FECD screening, treatment, rehabilitation, and related public health strategies.
Purpose Lax eyelid condition (LEC) and floppy eyelid syndrome (FES) represent two distinct conditions which have been associated with several ocular and systemic comorbidities. The main aim of this systematic review and meta-analysis is to explore the available literature to estimate the prevalence rate of LEC and FES in obstructive sleep apnea (OSA). Methods The protocol of this systematic review and meta-analysis has been registered in PROSPERO. Four electronic databases (PubMed/MEDLINE, Google Scholar, Cochrane Library, Web of Science) were searched from inception to December 24, 2021. A random intercept logistic regression model was carried out for the analysis of overall proportions. Odds ratio and mean difference were reported as measures of the effect size in the presence of binary and continuous outcomes, respectively. The estimated numbers of LEC/FES patients in OSA were calculated by multiplying the prevalence rate determined by our random-effects model and the corresponding Benjafield et al.’s population prospect. Results We included 11 studies comprising 1225 OSA patients of whom 431 and 153 affected by LEC and FES, respectively. Our model estimated a pooled prevalence rate for LEC and FES in OSA patients of 40.2% (95%CI: 28.6–53.1%) and of 22.4% (95%CI: 13.8–34.2%), respectively. The number of LEC/FES affected individuals among OSA patients is expected to peak up to 376 and to 210 million, respectively. OSA patients appeared to have a 3.4 (95%CI: 2.2–5.2) and a 3.0 (95%CI: 1.7–5.5) increased risk of developing LEC and FES than the healthy counterpart. Conclusion Prevalence of LEC and FES is higher in OSA-affected patients compared to controls. More studies are warranted to investigate the mechanisms leading to the development of LEC and/or FES in OSA patients, as well as the feasibility of the adoption of these clinical findings as screening tools for OSA.
Virtual reality is used to manipulate sensorimotor interactions in a controlled manner. A critical issue is represented by the extent to which virtual scenarios must conform to physical realism to allow ecological human-machine interactions. Among the physical constraints, Earth gravity is one of the most pervasive and significant for sensorimotor coordination. However, it is still unclear whether visual perception is sensitive to the level of gravity acting on target motion displayed in virtual reality, given the poor visual discrimination of accelerations. To test gravity sensitivity, we asked participants to hit a virtual ball rolling down an incline and falling in air, and to report whether ball motion was perceived as natural or unnatural. We manipulated the gravity level independently for the motion on the incline and for the motion in air. The ball was always visible during rolling, whereas it was visible or occluded during falling before interception. The scene included several cues allowing metric calibration of visual space and motion. We found that the perception rate of natural motion was significantly higher and less variable when ball kinematics was congruent with Earth gravity during both rolling and falling. Moreover, the timing of target interception was accurate only in this condition. Neither naturalness perception nor interception timing depended significantly on whether the target was visible during free-fall. Even when occluded, free-fall under natural gravity was correctly extrapolated from the preceding, visible phase of rolling motion. Naturalness perception depended on motor performance, in addition to the gravity level. In sum, both motor and perceptual responses were guided by an internal model of Earth gravity effects. We suggest that, in order to enhance perceptual sensitivity to physical realism, virtual reality should involve visual backgrounds with metric cues and closedloop sensorimotor interactions. This suggestion might be especially relevant for the design of rehabilitation protocols.
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