Thorpe, A., Friedman, J., Evans, S., Nesbitt, K., & Eidels, A. (2022). Mouse Movement Trajectories as an Indicator of Cognitive Workload. International Journal of Human-Computer Interaction, 38(15), 1464–1479.
Abstract: Assessing the cognitive impact of user interfaces is a shared focus of human-computer interaction researchers and cognitive scientists. Methods of cognitive assessment based on data derived from the system itself, rather than external apparatus, have the potential to be applied in a range of scenarios. The current study applied methods of analyzing kinematics to mouse movements in a computer-based task, alongside the detection response task, a standard workload measure. Sixty-five participants completed a task in which stationary stimuli were tar;geted using a mouse, with a within-subjects factor of task workload based on the number of targets to be hovered over with the mouse (one/two), and a between-subjects factor based on whether both targets (exhaustive) or just one target (minimum-time) needed to be hovered over to complete a trial when two targets were presented. Mouse movement onset times were slower and mouse movement trajectories exhibited more submovements when two targets were presented, than when one target was presented. Responses to the detection response task were also slower in this condition, indicating higher cognitive workload. However, these differences were only found for participants in the exhaustive condition, suggesting those in the minimum-time condition were not affected by the presence of the second target. Mouse movement trajectory results agreed with other measures of workload and task performance. Our findings suggest this analysis can be applied to workload assessments in real-world scenarios.
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Geller, N., Moringen, A., & Friedman, J. (2023). Learning juggling by gradually increasing difficulty vs. learning the complete skill results in different learning patterns. Front Psychol, 14, 1284053.
Abstract: Motor learning is central to sports, medicine, and other health professions as it entails learning through practice. To achieve proficiency in a complex motor task, many hours of practice are required. Therefore, finding ways to speed up the learning process is important. This study examines the impact of different training approaches on learning three-ball cascade juggling. Participants were assigned to one of two groups: practicing by gradually increasing difficulty and elements of the juggling movement (“learning in parts”) or training on the complete skill from the start (“all-at-once”). Results revealed that although the all-at-once group in the early stages of learning showed greater improvement in performance, the “learning in parts” group managed to catch up, even over a relatively short period of time. The lack of difference in performance between the groups at the end of the training session suggests that the choice of training regime (between all-at-once and learning in parts), at least in the short term, can be selected based on other factors such as the learner's preference, practical considerations, and cognitive style.
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Kaufman-Cohen, Y., Levanon, Y., Friedman, J., Yaniv, Y., & Portnoy, S. (2020). Home exercise in the dart-throwing motion plane after distal radius fractures: A Pilot Randomized Controlled Trial. Journal of Hand Therapy, .
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Banina, M. C., Molad, R., Solomon, J. S., Berman, S., Soroker, N., Frenkel-Toledo, S., et al. (2020). Exercise intensity of the upper limb can be enhanced using a virtual rehabilitation system. Disabil Rehabil Assist Technol, , 1–7.
Abstract: Purpose: Motor recovery of the upper limb (UL) is related to exercise intensity, defined as movement repetitions divided by minutes in active therapy, and task difficulty. However, the degree to which UL training in virtual reality (VR) applications deliver intense and challenging exercise and whether these factors are considered in different centres for people with different sensorimotor impairment levels is not evidenced. We determined if (1) a VR programme can deliver high UL exercise intensity in people with sub-acute stroke across different environments and (2) exercise intensity and difficulty differed among patients with different levels of UL sensorimotor impairment.Methods: Participants with sub-acute stroke (<6 months) with Fugl-Meyer scores ranging from 14 to 57, completed 10 approximately 50-min UL training sessions using three unilateral and one bilateral VR activity over 2 weeks in centres located in three countries. Training time, number of movement repetitions, and success rates were extracted from game activity logs. Exercise intensity was calculated for each participant, related to UL impairment, and compared between centres.Results: Exercise intensity was high and was progressed similarly in all centres. Participants had most difficulty with bilateral and lateral reaching activities. Exercise intensity was not, while success rate of only one unilateral activity was related to UL severity.Conclusion: The level of intensity attained with this VR exercise programme was higher than that reported in current stroke therapy practice. Although progression through different activity levels was similar between centres, clearer guidelines for exercise progression should be provided by the VR application.Implications for rehabilitationVR rehabilitation systems can be used to deliver intensive exercise programmes.VR rehabilitation systems need to be designed with measurable progressions through difficulty levels.
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Levin, M. F., Berman, S., Weiss, N., Parmet, Y., Banina, M. C., Frenkel-Toledo, S., et al. (2023). ENHANCE proof-of-concept three-arm randomized trial: effects of reaching training of the hemiparetic upper limb restricted to the spasticity-free elbow range (Vol. 13).
Abstract: Post-stroke motor recovery processes remain unknown. Timescales and patterns of upper-limb (UL) recovery suggest a major impact of biological factors, with modest contributions from rehabilitation. We assessed a novel impairment-based training motivated by motor control theory where reaching occurs within the spasticity-free elbow range. Patients with subacute stroke (</= 6 month; n = 46) and elbow flexor spasticity were randomly allocated to a 10-day UL training protocol, either personalized by restricting reaching to the spasticity-free elbow range defined by the tonic stretch reflex threshold (TSRT) or non-personalized (non-restricted) and with/without anodal transcranial direct current stimulation. Outcomes assessed before, after, and 1 month post-intervention were elbow flexor TSRT angle and reach-to-grasp arm kinematics (primary) and stretch reflex velocity sensitivity, clinical impairment, and activity (secondary). Results were analyzed for 3 groups as well as those of the effects of impairment-based training. Clinical measures improved in both groups. Spasticity-free range training resulted in faster and smoother reaches, smaller (i.e., better) arm-plane path length, and closer-to-normal shoulder/elbow movement patterns. Non-personalized training improved clinical scores without improving arm kinematics, suggesting that clinical measures do not account for movement quality. Impairment-based training within a spasticity-free elbow range is promising since it may improve clinical scores together with arm movement quality.Clinical Trial Registration: URL: http://www.clinicaltrials.gov . Unique Identifier: NCT02725853; Initial registration date: 01/04/2016.
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