Search PubMed⌕ Search

Biomedical subjects

D A Rosenbaum

Publications and source records attributed to D A Rosenbaum.

At least 19 recordsLinked to original sources

Multijoint grasping movements. Simulated and observed effects of object location, object size, and initial aperture.

Studies of human prehension have revealed characteristic patterns of grasping kinematics. We sought to gain insight into the determinants of those patterns by means of a computer simulation and accompanying behavioral experiment concerning multijoint, planar grasping behavior. The simulation was based on a recent theory of posture-based motion planning which hypothesizes that movement preparation entails time-limited, multiple task-constraint satisfaction. Prehension was modeled with a stick-figure animation involving 12 series of 81 grasping movements. Circular objects to be grasped were located at three angles (45 degrees, 90 degrees, and 135 degrees) and at three distances (20 cm, 30 cm, and 40 cm) relative to the initial location of the hand in the workplane. Additionally, three object sizes (2 cm, 4 cm, and 6 cm in diameter) and three initial aperture sizes (0.3 cm, 3.3 cm, and 7.0 cm) were used. Analyses of the simulated grasping movements focused on the time course of the hand opening, the tangential velocity of the wrist, and the rotations of the joints in the arm, hand, and fingers. The results showed that the model accurately mimicked detailed kinematics of prehension observed in earlier studies. With respect to the frequently reported relationship between object size and hand opening, the simulations further revealed an effect of initial aperture. This predicted effect was confirmed in an experiment in which four participants performed analogous planar grasping tasks. An analysis of the time course of the opening of the hand showed that maximum aperture covaried with initial aperture. A conclusion of this work is that a major determinant of grasping kinematics is avoidance of collisions with objects that are to be grasped.

Adult↗

Frames of reference in perceptual-motor learning: evidence from a blind manual positioning task.

Participants moved a joystick to bring a computer-displayed cursor to each of six on-screen target locations arrayed around the center of the screen. At the start of each trial, the stick rested vertically, with a cursor occupying the center of the screen. A target appeared at another location and as soon as the stick was moved away from its rest position the cursor disappeared until the participant pressed a trigger on the stick to indicate when s/he thought the stick-controlled cursor was at the target site. With training, participants improved on the blind positioning task, but when conditions changed their performance suffered. Changing the hand used in the task or the location of the stick caused approximately equal disruptions, but changing both hand and location was significantly more disruptive than changing just one feature. The results support the hypothesis that perceptual-motor learning entails coding of extrinsic (spatial coordinates) as well as intrinsic (postural or body movement) information.

Analysis of Variance↗

Timing and reaction time.

Because reaction time (RT) tasks are generally repetitive and temporally regular, participants may use timing strategies that affect response speed and accuracy. This hypothesis was tested in 3 serial choice RT experiments in which participants were presented with stimuli that sometimes arrived earlier or later than normal. RTs increased and errors decreased when stimuli came earlier than normal, and RTs decreased and errors increased when stimuli came later than normal. The results were consistent with an elaboration of R. Ratcliff's diffusion model (R. Ratcliff, 1978; R. Ratcliff & J. N. Rouder, 1998; R. Ratcliff, T. Van Zandt, & G. McKoon, 1999), supplemented by a hypothesis developed by D. Laming (1979a, 1979b), according to which participants initiate stimulus sampling before the onset of the stimulus at a time governed by an internal timekeeper. The success of this model suggests that timing is used in the service of decision making.

Adolescent↗

Posture-based motion planning: applications to grasping.

This article describes a model of motion planning instantiated for grasping. According to the model, one of the most important aspects of motion planning is establishing a constraint hierarchy--a set of prioritized requirements defining the task to be performed. For grasping, constraints include avoiding collisions with to-be-grasped objects and minimizing movement-related effort. These and other constraints are combined with instance retrieval (recall of stored postures) and instance generation (generation of new postures and movements to them) to simulate flexible prehension. Dynamic deadline setting is used to regulate termination of instance generation, and performance of more than one movement at a time with a single effector is used to permit obstacle avoidance. Old and new data are accounted for with the model.

Attention↗

Planning reaching and grasping movements: the problem of obstacle avoidance.

In this article, we review a model of the movement-planning processes that people use for direct reaching, reaching around obstacles, and grasping, and we present observations of subjects' repeated movements of the hand to touch 2 target locations, circumventing an intervening obstacle. The model defines an obstacle as a posture that, if adopted, would intersect with any part of the environment (including the actor himself or herself). The model finds a trajectory that is likely to bring the end-effector to the target by means of a one-or two- stage planning process. Each stage exploits the principles of instance retrieval and instance generation. In the first stage, a goal posture is identified, and the trajectory of a direct transition to that posture is tested for collision. If the direct movement has no collision, the movement to the target is immediately executed in joint space. If, however, the direct movement is foreseen to result in a collision, a second planning stage is invoked. The second planing stage identifies a via posture, movement through which will probably avoid the collision. Movement to and from the via posture is then superimposed on the main movement to the target so that the combined movement reaches the target without colliding with intervening obstacles. We describe the details of instance retrieval and instance generation for each of these planning stages and compare the model's performance with the observed kinematics of direct movements as well as movements around an obstacle. Then we suggest how the model might contribute to the study of movements in people with motor disorders such as spastic hemiparesis.

Adult↗

Planning reaching and grasping movements: simulating reduced movement capabilities in spastic hemiparesis.

In this paper we describe how a theory of posture-based motion planning recently applied to human grasping may contribute to the understanding of grasping pathology. The theory is implemented as a computer model rendered as a stick-figure animation capable of generating realistic multi-joint grasping movements. As shown here, the model can also be used to simulate grasping movements whose kinematics resemble those of grasps performed by people with spastic hemiparesis. The simulations demonstrate effects of: (a) reduced ranges of motion of arm joints on the size of the reachable workspace, (b) awkward starting postures on the time course of the hand closing around an object, (c) increased costs of joint rotations on movement time, and (d) addition of noise to biphasic joint rotations on the low-velocity phase of wrist transport.

Arm↗

Planning reaching and grasping movements: theoretical premises and practical implications.

This paper presents the background, premises, and results of a model of movement planning. The model's central claims are fourfold: (a) A task is defined by a set of prioritized requirements, or what we call a constraint hierarchy; (b) movement planning works first by specifying a goal posture and then by specifying a movement to that goal posture; (c) movements have characteristic forms; and (d) movements can be shaped through simultaneous performance of different movements, even by the same effector. We review the model and then speculate on its implications for clinical concerns, especially spasticity

Arm↗

Acquisition of intellectual and perceptual-motor skills.

Recent evidence indicates that intellectual and perceptual-motor skills are acquired in fundamentally similar ways. Transfer specificity, generativity, and the use of abstract rules and reflexlike productions are similar in the two skill domains; brain sites subserving thought processes and perceptual-motor processes are not as distinct as once thought; explicit and implicit knowledge characterize both kinds of skill; learning rates, training effects, and learning stages are remarkably similar for the two skill classes; and imagery, long thought to play a distinctive role in high-level thought, also plays a role in perceptual-motor learning and control. The conclusion that intellectual skills and perceptual-motor skills are psychologically more alike than different accords with the view that all knowledge is performatory.

Cognition↗

Frames of reference for human perceptual-motor coordination: space-based versus joint-based adaptation.

In this study, the authors addressed the issue of whether space-based motor planning occurs at a higher, equal, or lower level of central nervous system control than joint-based motor planning by using a computerized adaptation paradigm. Visual displays of participants' (N = 32) reaching movements to spatial targets were distorted either with respect to spatial hand displacements (space-based distortion) or with respect to joint angle displacements (joint-based distortion). Participants adapted more easily to space-based distortion than to joint-based distortion. The results suggest that when the participants were confronted with new visuomotor mappings, they aimed for virtual spatial targets whose positions were adjusted to compensate for the distortions associated with the new mappings. That strategy was preferred over a joint- or posture-based strategy, in which a posture is selected for the displayed spatial target and is then modified so that the new mapping between adopted and seen positions can be accommodated. The results support the widely held view that space-based planning occurs at a higher level than joint-based planning.

Adaptation, Physiological↗

Remembered positions: stored locations or stored postures?

Many recent studies indicate that memory for final position is superior to memory for movement. There is ambiguity about what is meant by the term final position, however. Is it final spatial location or final posture? According to a recently proposed theory by Rosenbaum et al., which maintains that stored postures form the basis for movement planning, when people try to return to recently reached positions, they should try to adopt the postures they just occupied. An alternative view, which holds that movements are primarily planned with respect to spatial locations, predicts that subjects should tend to return to places in external space. We describe an experiment that tested these opposing predictions. The experiment relied on the notion that if people store and use postures, they should "copy" the posture adopted with one arm to the other arm when possible. The results support this hypothesis. In this article, we review previous work that bears on the question of what is learned when people move repeatedly to a given position. Then we present two theoretical perspectives which make diverging predictions about what should be learned in repositioning tasks. One perspective predicts that final positions are remembered as postures; the other predicts that final positions are remembered as locations. We describe an experiment designed to distinguish between these two predictions. The experiment indicates that final postures are remembered and are "copied" from one arm to the other when subjects try to reach repeatedly to the same location in the midsagittal plane with alternating arms or when subjects try to reach repeatedly to the same location anywhere in the workspace with the same arm. In the last section of the article, we discuss the implications of our findings.

Adult↗

Coordination of reaching and grasping by capitalizing on obstacle avoidance and other constraints.

Reaching and grasping an object can be viewed as the solution of a multiple-constraint satisfaction problem. The constraints include contact with the object with the appropriate effectors in the correct positions as well as generation of a collision-free trajectory. We have developed a computational model that simulates reaching and grasping based on these notions. The model, rendered as an animation program, reproduces many basic features of the kinematics of human reaching and grasping behavior. The core assumptions of the model are: (1) tasks are defined by flexibly organized constraint hierarchies; (2) manual positioning acts, including prehension acts, are first specified with respect to goal postures and then are specified with respect to movements towards those goal postures; (3) goal postures are found by identifying the stored posture that is most promising for the task, as determined by the constraint hierarchy, and then by generating postures that are more and more dissimilar to the most-promising stored posture until a deadline is reached, at which time the best posture that was found during the search is defined as the goal posture; (4) depending on when the best posture was encountered in the search, the deadline for the search in the next trial is either increased or decreased; (5) specification of a movement to the goal posture begins with straight-line interpolation in joint space between the starting posture and goal posture; (6) if an internal simulation of this default movement suggests that it will result in collision with an obstacle, the movement can be reshaped until an acceptable movement is found or until time runs out; (7) movement reshaping occurs by identifying a via posture that serves as a body position to which the actor moves from the starting posture and then back to the starting posture, while simultaneously making the main movement from the starting posture to the goal posture; (8) the via posture is identified using the same posture-generating algorithm as used to identify the goal posture. These processes are used both for arm positioning and, with some elaboration, for prehension. The model solves a number of problems with an earlier model, although it leaves some other problems unresolved.

Avoidance Learning↗

Is dynamical systems modeling just curve fitting?

The development of mathematical tools for describing dynamical systems has made it possible to characterize forms of behavior that could not be characterized before. This represents progress, but the enterprise runs the risk of being nothing more than curve fitting if investigators fail to identify the physical, biological, or psychological mechanisms which are common to systems that follow the same dynamical regime and which are not common to systems that do not follow the same dynamical regime.

Biomechanical Phenomena↗

Speed and sequential effects in reaching.

To investigate the impact of future task demands on reaching, participants performed repetitive sagittal-plane reaches at low and high speeds. In a control condition, they reached from a start location to a target and back. In the experimental conditions, they reached from the start to the target, then to a second target (the location of which varied between trials), then back to the first target, and finally back to the start. Contributions of the hip, shoulder, and elbow to reaches made to the first target depended on the second target's location, on movement speed, and on repetition. Participants combined sustained and transient postural adjustments to minimize effort. The results support the knowledge model of movement selection (D. A. Rosenbaum, L. D. Loukopoulos, R. G. M. Meulenbroek, J. Vaughan, & S. E. Engelbrecht, 1995) but also call for its elaboration. Variants of the model are explored through simulations of the above study.

Adult↗

Adaptation of a reaching model to handwriting: how different effectors can produce the same written output, and other results.

This report shows how a model initially developed for the control of reaching can be adapted for the control of handwriting. The main problem addressed by the model is how people can produce essentially the same written output with different effectors (e.g., the preferred or nonpreferred hand, the foot, or even the mouth). The model is based on the assumption that writers strive for invariant graphic outputs when they write with different effectors, when they write on surfaces with different orientations, or when they write large or small script; such output invariance is an essential requirement for later recognition of the written result. Given this assumption, the question is how the motor system enables the relevant effectors to generate the necessary pen strokes. The adapted model provides one possible answer to this question. It is first fully working model of multijoint activity underlying writing and related graphic tasks. We describe how the model differs from other models developed in the past, and we review the model's strengths and weaknesses.

Female↗

Cooperative selection of movements: the optimal selection model.

How one selects a movement when faced with alternative ways of doing a task is a central problem in human motor control. Moving the fingertip a short distance can be achieved with any of an infinite number of combinations of knuckle, wrist, elbow, shoulder, and hip movements. The question therefore arises: how is a unique combination chosen? In our model, choice is achieved by consideration of the similarity between the task requirements and the optimal biomechanical performance of each limb segment. Two variants of the model account for the movements that are selected when subjects freely oscillate the fingertip and when they tap against an obstacle. An important feature of both is that the impulse of collision with an obstacle (as in drumming with the hand or tapping with the finger) is assumed to be controlled in part by aiming for a point beyond the surface being struck. Thus, a force-related control variable may be represented and controlled spatially.

Arm↗

From cognition to biomechanics and back: the end-state comfort effect and the middle-is-faster effect.

Consistent preferences for particular types of movement suggest criteria for movement selection. These can be important when, as is usually the case, infinitely many movements allow a task to be achieved. The experiments reported here were designed to identify the source of a strong preference observed in earlier object-manipulation studies. In those earlier studies, subjects usually grabbed objects to be moved from one location to another in a way that afforded a comfortable final posture rather than a comfortable initial posture (the end-state comfort effect). The comfortable final state usually allowed the forearm to be at or near the middle of its range of motion on the pronation-supination dimension. The hypothesis tested here was that the end-state comfort effect stemmed from an expectation that movements can be made more quickly in the middle of the pronation-supination range than at either extreme. To test this hypothesis, we asked subjects, in the first experiment, to perform a handle rotation task that demanded little or no precision and so no need to make rapid to-and-fro homing-in movements near the end of the rotation. Half the subjects did not show the end-state comfort effect, in contrast to all previous studies, where all subjects showed the effect. An incidental finding of the first experiment was that handle rotations that ended at or near the end of the range of motion took longer than handle rotations that ended at or near the middle of the range of motion. To test the latter result more carefully, we asked subjects, in Experiments 2 and 3, to oscillate the forearm as quickly as possible, either in the supination part of the forearm rotation range, in the middle part of the range, or in the pronation part of the range. As predicted, oscillation frequencies were highest in midrange, and this was true for both hands. The results as a whole have implications for the relation between cognitive psychology and biomechanics, and for human factors.

Adult↗

Planning reaches by evaluating stored postures.

This article describes a theory of the computations underlying the selection of coordinated motion patterns, especially in reaching tasks. The central idea is that when a spatial target is selected as an object to be reached, stored postures are evaluated for the contributions they can make to the task. Weights are assigned to the stored postures, and a single target posture is found by taking a weighted sum of the stored postures. Movement is achieved by reducing the distance between the starting angle and target angle of each joint. The model explains compensation for reduced joint mobility, tool use, practice effects, performance errors, and aspects of movement kinematics. Extensions of the model can account for anticipation and coarticulation effects, movement through via points, and hierarchical control of series of movements.

Biomechanical Phenomena↗

Choosing between models of choosing between sequences: comments on Shidoji (1993)

Previous studies have used a sequence choice procedure to explore the cognitive representations of forthcoming response sequences. Subjects choose as quickly as possible between memorized sequences, and differences in the choice reaction time for a given sequence as a function of the other possible sequence are used to model the structures and processes underlying the choice. In 1993 Shidoji reported experiments to distinguish between two models of choice. One model assumes a hierarchical editing process. The other model assumes that choice. One model assumes a hierarchical editing process. The other model assumes that choice time depends only on the total number of responses in the sequences to be distinguished. Shidoji argued that his data supported both models. He also suggested boundary conditions for the applicability of each model. I argue that the hierarchical editor model can account successfully for Shidoji's results.

Attention↗