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Nishizono R, Saijo N, Kashino M. Highly reproducible eyeblink timing during formula car driving. iScience 2023; 26:106803. [PMID: 37378324 PMCID: PMC10291330 DOI: 10.1016/j.isci.2023.106803] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/21/2022] [Revised: 02/01/2023] [Accepted: 04/28/2023] [Indexed: 06/29/2023] Open
Abstract
How do humans blink while driving a vehicle? Although gaze control patterns have been previously reported in relation to successful steering, eyeblinks that disrupt vision are believed to be randomly distributed during driving or are ignored. Herein, we demonstrate that eyeblink timing shows reproducible patterns during real formula car racing driving and is related to car control. We studied three top-level racing drivers. Their eyeblinks and driving behavior were acquired during practice sessions. The results revealed that the drivers blinked at surprisingly similar positions on the courses. We identified three factors underlying the eyeblink patterns: the driver's individual blink count, lap pace associated with how strictly they followed their pattern on each lap, and car acceleration associated with when/where to blink at a moment. These findings suggest that the eyeblink pattern reflected cognitive states during in-the-wild driving and experts appear to change such cognitive states continuously and dynamically.
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Affiliation(s)
- Ryota Nishizono
- NTT Communication Science Laboratories, Morinosato Wakamiya 3-1, Atsugi, Kanagawa 243-0198, Japan
| | - Naoki Saijo
- NTT Communication Science Laboratories, Morinosato Wakamiya 3-1, Atsugi, Kanagawa 243-0198, Japan
| | - Makio Kashino
- NTT Communication Science Laboratories, Morinosato Wakamiya 3-1, Atsugi, Kanagawa 243-0198, Japan
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Mangalam M, Yarossi M, Furmanek MP, Krakauer JW, Tunik E. Investigating and acquiring motor expertise using virtual reality. J Neurophysiol 2023; 129:1482-1491. [PMID: 37194954 PMCID: PMC10281781 DOI: 10.1152/jn.00088.2023] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/28/2023] [Revised: 04/25/2023] [Accepted: 05/11/2023] [Indexed: 05/18/2023] Open
Abstract
After just months of simulated training, on January 19, 2019 a 23-year-old E-sports pro-gamer, Enzo Bonito, took to the racetrack and beat Lucas di Grassi, a Formula E and ex-Formula 1 driver with decades of real-world racing experience. This event raised the possibility that practicing in virtual reality can be surprisingly effective for acquiring motor expertise in real-world tasks. Here, we evaluate the potential of virtual reality to serve as a space for training to expert levels in highly complex real-world tasks in time windows much shorter than those required in the real world and at much lower financial cost without the hazards of the real world. We also discuss how VR can also serve as an experimental platform for exploring the science of expertise more generally.
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Affiliation(s)
- Madhur Mangalam
- Department of Physical Therapy, Movement, and Rehabilitation Science, Northeastern University, Boston, Massachusetts, United States
- Division of Biomechanics and Research Development, Department of Biomechanics, University of Nebraska at Omaha, Omaha, Nebraska, United States
- Center for Research in Human Movement Variability, University of Nebraska at Omaha, Omaha, Nebraska, United States
| | - Mathew Yarossi
- Department of Physical Therapy, Movement, and Rehabilitation Science, Northeastern University, Boston, Massachusetts, United States
- Department of Electrical and Computer Engineering, Northeastern University, Boston, Massachusetts, United States
| | - Mariusz P Furmanek
- Department of Physical Therapy, Movement, and Rehabilitation Science, Northeastern University, Boston, Massachusetts, United States
- Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland
- Physical Therapy Department, University of Rhode Island, Kingston, Rhode Island, United States
| | - John W Krakauer
- Department of Neurology, The Johns Hopkins University School of Medicine, Baltimore, Maryland, United States
- Department of Neuroscience, The Johns Hopkins University School of Medicine, Baltimore, Maryland, United States
- Department of Physical Medicine and Rehabilitation, The Johns Hopkins University School of Medicine, Baltimore, Maryland, United States
- The Santa Fe Institute, Santa Fe, New Mexico, United States
| | - Eugene Tunik
- Department of Physical Therapy, Movement, and Rehabilitation Science, Northeastern University, Boston, Massachusetts, United States
- Department of Electrical and Computer Engineering, Northeastern University, Boston, Massachusetts, United States
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Lappi O. Egocentric Chunking in the Predictive Brain: A Cognitive Basis of Expert Performance in High-Speed Sports. Front Hum Neurosci 2022; 16:822887. [PMID: 35496065 PMCID: PMC9039003 DOI: 10.3389/fnhum.2022.822887] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/26/2021] [Accepted: 03/16/2022] [Indexed: 11/13/2022] Open
Abstract
What principles and mechanisms allow humans to encode complex 3D information, and how can it be so fast, so accurately and so flexibly transformed into coordinated action? How do these processes work when developed to the limit of human physiological and cognitive capacity—as they are in high-speed sports, such as alpine skiing or motor racing? High-speed sports present not only physical challenges, but present some of the biggest perceptual-cognitive demands for the brain. The skill of these elite athletes is in many ways an attractive model for studying human performance “in the wild”, and its neurocognitive basis. This article presents a framework theory for how these abilities may be realized in high-speed sports. It draws on a careful analysis of the case of the motorsport athlete, as well as theoretical concepts from: (1) cognitive neuroscience of wayfinding, steering, and driving; (2) cognitive psychology of expertise; (3) cognitive modeling and machine learning; (4) human-in-the loop modellling in vehicle system dynamics and human performance engineering; (5) experimental research (in the laboratory and in the field) on human visual guidance. The distinctive contribution is the way these are integrated, and the concept of chunking is used in a novel way to analyze a high-speed sport. The mechanisms invoked are domain-general, and not specific to motorsport or the use of a particular type of vehicle (or any vehicle for that matter); the egocentric chunking hypothesis should therefore apply to any dynamic task that requires similar core skills. It offers a framework for neuroscientists, psychologists, engineers, and computer scientists working in the field of expert sports performance, and may be useful in translating fundamental research into theory-based insight and recommendations for improving real-world elite performance. Specific experimental predictions and applicability of the hypotheses to other sports are discussed.
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Haar S, Sundar G, Faisal AA. Embodied virtual reality for the study of real-world motor learning. PLoS One 2021; 16:e0245717. [PMID: 33503022 PMCID: PMC7840008 DOI: 10.1371/journal.pone.0245717] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/29/2020] [Accepted: 01/06/2021] [Indexed: 02/07/2023] Open
Abstract
Motor-learning literature focuses on simple laboratory-tasks due to their controlled manner and the ease to apply manipulations to induce learning and adaptation. Recently, we introduced a billiards paradigm and demonstrated the feasibility of real-world-neuroscience using wearables for naturalistic full-body motion-tracking and mobile-brain-imaging. Here we developed an embodied virtual-reality (VR) environment to our real-world billiards paradigm, which allows to control the visual feedback for this complex real-world task, while maintaining sense of embodiment. The setup was validated by comparing real-world ball trajectories with the trajectories of the virtual balls, calculated by the physics engine. We then ran our short-term motor learning protocol in the embodied VR. Subjects played billiard shots when they held the physical cue and hit a physical ball on the table while seeing it all in VR. We found comparable short-term motor learning trends in the embodied VR to those we previously reported in the physical real-world task. Embodied VR can be used for learning real-world tasks in a highly controlled environment which enables applying visual manipulations, common in laboratory-tasks and rehabilitation, to a real-world full-body task. Embodied VR enables to manipulate feedback and apply perturbations to isolate and assess interactions between specific motor-learning components, thus enabling addressing the current questions of motor-learning in real-world tasks. Such a setup can potentially be used for rehabilitation, where VR is gaining popularity but the transfer to the real-world is currently limited, presumably, due to the lack of embodiment.
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Affiliation(s)
- Shlomi Haar
- Brain and Behaviour Lab, Dept. of Bioengineering, Imperial College London, London, United Kingdom
- * E-mail: (SH); (AAF)
| | - Guhan Sundar
- Brain and Behaviour Lab, Dept. of Bioengineering, Imperial College London, London, United Kingdom
| | - A. Aldo Faisal
- Brain and Behaviour Lab, Dept. of Bioengineering, Imperial College London, London, United Kingdom
- Dept. of Computing, Imperial College London, London, United Kingdom
- UKRI Centre for Doctoral Training in AI for Healthcare, Imperial College London, London, United Kingdom
- MRC London Institute of Medical Sciences, Imperial College London, London, United Kingdom
- * E-mail: (SH); (AAF)
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Quarta E, Cohen EJ, Bravi R, Minciacchi D. Future Portrait of the Athletic Brain: Mechanistic Understanding of Human Sport Performance Via Animal Neurophysiology of Motor Behavior. Front Syst Neurosci 2020; 14:596200. [PMID: 33281568 PMCID: PMC7705174 DOI: 10.3389/fnsys.2020.596200] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2020] [Accepted: 10/19/2020] [Indexed: 11/24/2022] Open
Abstract
Sport performances are often showcases of skilled motor control. Efforts to understand the neural processes subserving such movements may teach us about general principles of behavior, similarly to how studies on neurological patients have guided early work in cognitive neuroscience. While investigations on non-human animal models offer valuable information on the neural dynamics of skilled motor control that is still difficult to obtain from humans, sport sciences have paid relatively little attention to these mechanisms. Similarly, knowledge emerging from the study of sport performance could inspire innovative experiments in animal neurophysiology, but the latter has been only partially applied. Here, we advocate that fostering interactions between these two seemingly distant fields, i.e., animal neurophysiology and sport sciences, may lead to mutual benefits. For instance, recording and manipulating the activity from neurons of behaving animals offer a unique viewpoint on the computations for motor control, with potentially untapped relevance for motor skills development in athletes. To stimulate such transdisciplinary dialog, in the present article, we also discuss steps for the reverse translation of sport sciences findings to animal models and the evaluation of comparability between animal models of a given sport and athletes. In the final section of the article, we envision that some approaches developed for animal neurophysiology could translate to sport sciences anytime soon (e.g., advanced tracking methods) or in the future (e.g., novel brain stimulation techniques) and could be used to monitor and manipulate motor skills, with implications for human performance extending well beyond sport.
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Affiliation(s)
| | | | | | - Diego Minciacchi
- Physiological Sciences Section, Department of Experimental and Clinical Medicine, University of Florence, Florence, Italy
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