Recent neuroscience studies have been concerned with how aimed movements are generated on the basis of target localization. However, visual information from the surroundings as well as from the target can influence arm motor control, in a manner similar to known effects in postural and ocular motor control. Here, we show an ultra-fast manual motor response directly induced by a large-field visual motion. This rapid response aided reaction when the subject moved his hand in the direction of visual motion, suggesting assistive visually evoked manual control during postural movement. The latency of muscle activity generating this response was as short as that of the ocular following responses to the visual motion. Abrupt visual motion entrained arm movement without affecting perceptual target localization, and the degrees of motion coherence and speed of the visual stimulus modulated this arm response. This visuomotor behavior was still observed when the visual motion was confined to the "follow-through" phase of a hitting movement, in which no target existed. An analysis of the arm movements suggests that the hitting follow through made by the subject is not a part of a reaching movement. Moreover, the arm response was systematically modulated by hand bias forces, suggesting that it results from a reflexive control mechanism. We therefore propose that its mechanism is radically distinct from motor control for aimed movements to a target. Rather, in an analogy with reflexive eye movement stabilizing a retinal image, we consider that this mechanism regulates arm movements in parallel with voluntary motor control.
BackgroundWhen exposed to a continuous directional discrepancy between movements of a visible hand cursor and the actual hand (visuomotor rotation), subjects adapt their reaching movements so that the cursor is brought to the target. Abrupt removal of the discrepancy after training induces reaching error in the direction opposite to the original discrepancy, which is called an aftereffect. Previous studies have shown that training with gradually increasing visuomotor rotation results in a larger aftereffect than with a suddenly increasing one. Although the aftereffect difference implies a difference in the learning process, it is still unclear whether the learned visuomotor transformations are qualitatively different between the training conditions.Methodology/Principal FindingsWe examined the qualitative changes in the visuomotor transformation after the learning of the sudden and gradual visuomotor rotations. The learning of the sudden rotation led to a significant increase of the reaction time for arm movement initiation and then the reaching error decreased, indicating that the learning is associated with an increase of computational load in motor preparation (planning). In contrast, the learning of the gradual rotation did not change the reaction time but resulted in an increase of the gain of feedback control, suggesting that the online adjustment of the reaching contributes to the learning of the gradual rotation. When the online cursor feedback was eliminated during the learning of the gradual rotation, the reaction time increased, indicating that additional computations are involved in the learning of the gradual rotation.Conclusions/SignificanceThe results suggest that the change in the motor planning and online feedback adjustment of the movement are involved in the learning of the visuomotor rotation. The contributions of those computations to the learning are flexibly modulated according to the visual environment. Such multiple learning strategies would be required for reaching adaptation within a short training period.
Excellent athletic performance in baseball and softball batting is achieved through the momentary cognitive-motor processes. However, in previous studies, cognitive and motor processes are investigated separately. In this study, we focused on the difference in the time of swing onset (a delta onset) during a batting task where 17 elite female softball batters hit balls randomly thrown at two different speeds by pitchers. The delta onset included both cognitive and motor processes because the batters needed to anticipate the ball speed and discriminate their swing motion according to the time-to-contact. Then, we investigated the relationship between the delta onset and the batting outcomes of the batting task, and the relationship between the experimental outcomes and actual batting performance (batting average) over a season. We used path analysis to clarify the structure of the cognitive-motor processes and consequent performance. We found that the batters who had a larger delta onset attained superior batting outcomes (i.e., higher exit velocity and lower miss ratio) in the batting task, and these experimental outcomes explained 67% of the batting average in real games. On the other hand, the cognitive scores (judgement accuracy and rapidity) obtained from a button pressing task, where batters responded to a ball by pressing a button instead of actually swinging, explained only 34% of the batting average. Therefore, our model quantitatively describes the key cognitive-motor structure for athletes and can partially predict a batter's performance in real games. These findings suggest that it is important to employ both cognitive and motor processes in performing tasks, such as this batting task, to properly evaluate a batter's actual ability.
Saijo N, Gomi H. Effect of visuomotor-map uncertainty on visuomotor adaptation.
In esports competitions, both motor skills used to manipulate an avatar and psychological skills are important to achieve optimal performance. Previous studies have investigated the role of psychological skill on computer game performance by observing the modulation of physiological state. However, how physiological state is modulated in esports athletes during an esports match is unclear. In this study, we examined two hypotheses to clarify the effects of competitive and interactive play on the physiological state of esports professionals: (1) the sympathetic nervous system of esports players is activated by competitive play and modulated by the game situation, and (2) the autonomic nervous system activities of players in dyads are synchronized positively/negatively by interpersonal interaction. We measured electrocardiograms (ECGs) in nine professional esports players while they played a fighting video game to investigate changes in physiological state. We compared ECGs collected in the resting state, while playing against a computer, and while playing against other players. We calculated the mean heart rate (HR), temporal pattern of HR, and correlation of temporal HR patterns of the pairs in the player-versus-player condition. The results showed that mean HR was elevated by the presence of a human opponent compared with a computer opponent, and an increase in mean HR was also observed in specific game situations (beginning of the match, toward the end of a game or match). These results suggest that the sympathetic nervous system in esports players is activated by competitive play and is modulated by the game situation. In addition, the temporal HR patterns in the opponent pairs were synchronized, suggesting that autonomic nervous system activity is synchronized in player dyads via interpersonal interaction during competitive play. Our results provide insight regarding the relationship between physiological state and psychological skill in esports professionals during esports competitions.
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