The performance of motor tasks requires the coordinated control and continuous adjustment of myriad individual muscles. The basic commands for the successful performance of a sensorimotor task originate in "higher" centers such as the motor cortex, but the actual muscle activation and resulting torques and motion are considerably shaped by the integrative function of the spinal interneurons. The relative contributions of brain and spinal cord are less clear for reaching movements than for automatic tasks such as locomotion. We have modeled a two-axis, four-muscle wrist joint with realistic musculoskeletal mechanics and proprioceptors and a network of regulatory circuitry based on the classical types of spinal interneurons (propriospinal, monosynaptic Ia-excitatory, reciprocal Ia-inhibitory, Renshaw inhibitory, and Ib-inhibitory pathways) and their supraspinal control (via biasing activity, presynaptic inhibition, and fusimotor gain). The modeled system has a very large number of control inputs, not unlike the real spinal cord that the brain must learn to control to produce desired behaviors. It was surprisingly easy to program this model to emulate actual performance in four very different but well described behaviors: (1) stabilizing responses to force perturbations; (2) rapid movement to position target; (3) isometric force to a target level; and (4) adaptation to viscous curl force fields. Our general hypothesis is that, despite its complexity, such regulatory circuitry substantially simplifies the tasks of learning and producing complex movements.
We have improved the stability and computational efficiency of a physiologically realistic, virtual muscle (VM 3.*) model (Cheng et al 2000 J. Neurosci. Methods 101 117-30) by a simpler structure of lumped fiber types and a novel recruitment algorithm. In the new version (VM 4.0), the mathematical equations are reformulated into state-space representation and structured into a CMEX S-function in SIMULINK. A continuous recruitment scheme approximates the discrete recruitment of slow and fast motor units under physiological conditions. This makes it possible to predict force output during smooth recruitment and derecruitment without having to simulate explicitly a large number of independently recruited units. We removed the intermediate state variable, effective length (Leff), which had been introduced to model the delayed length dependency of the activation-frequency relationship, but which had little effect and could introduce instability under physiological conditions of use. Both of these changes greatly reduce the number of state variables with little loss of accuracy compared to the original VM. The performance of VM 4.0 was validated by comparison with VM 3.1.5 for both single-muscle force production and a multi-joint task. The improved VM 4.0 model is more suitable for the analysis of neural control of movements and for design of prosthetic systems to restore lost or impaired motor functions. VM 4.0 is available via the internet and includes options to use the original VM model, which remains useful for detailed simulations of single motor unit behavior.
This article explores the psychophysiological metrics during expert and novice performances in marksmanship, combat deadly force judgment and decision making (DFJDM), and interactions of teams. Electroencephalography (EEG) and electrocardiography (ECG) are used to characterize the psychophysiological profiles within all categories. Closed-loop biofeedback was administered to accelerate learning during marksmanship training in which the results show a difference in groups that received feedback compared with the control. During known distance marksmanship and DFJDM scenarios, experts show superior ability to control physiology to meet the demands of the task. Expertise in teaming scenarios is characterized by higher levels of cohesiveness than those seen in novices.
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