Stroke rehabilitation does not often integrate both sensory and motor recovery. While subthreshold noise was shown to enhance sensory signal detection at the site of noise application, having a noise-generating device at the fingertip to enhance fingertip sensation and potentially enhance dexterity for stroke survivors is impractical, since the device would interfere with object manipulation. This study determined if remote application of subthreshold vibrotactile noise (away from the fingertips) improves fingertip tactile sensation with potential to enhance dexterity for stroke survivors. Index finger and thumb pad sensation was measured for ten stroke survivors with fingertip sensory deficit using the Semmes-Weinstein Monofilament and Two-Point Discrimination Tests. Sensation scores were measured with noise applied at one of three intensities (40%, 60%, 80% of the sensory threshold) to one of four locations of the paretic upper extremity (dorsal hand proximal to the index finger knuckle, dorsal hand proximal to the thumb knuckle, dorsal wrist, volar wrist) in a random order, as well as without noise at beginning (Pre) and end (Post) of the testing session. Vibrotactile noise of all intensities and locations instantaneously and significantly improved Monofilament scores of the index fingertip and thumb tip (p < .01). No significant effect of the noise was seen for the Two-Point Discrimination Test scores. Remote application of subthreshold (imperceptible) vibrotactile noise at the wrist and dorsal hand instantaneously improved stroke survivors' light touch sensation, independent of noise location and intensity. Vibrotactile noise at the wrist and dorsal hand may have enhanced the fingertips' light touch sensation via stochastic resonance and interneuronal connections. While long-term benefits of noise in stroke patients warrants further investigation, this result demonstrates potential that a wearable device applying vibrotactile noise at the wrist could enhance sensation and grip ability without interfering with object manipulation in everyday tasks.
Eye tracking has been an essential tool within the vision science community for many years. However, the majority of studies involving eye-tracking technology employ a relatively passive approach through the use of static imagery, prescribed motion, or video stimuli. This is in contrast to our everyday interaction with the natural world where we navigate our environment while actively seeking and using task-relevant visual information. For this reason, an increasing number of vision researchers are employing virtual environment platforms, which offer interactive, realistic visual environments while maintaining a substantial level of experimental control. Here, we recorded eye movement behavior while subjects freely navigated through a rich, open-world virtual environment. Within this environment, subjects completed a visual search task where they were asked to find and count occurrence of specific targets among numerous distractor items. We assigned each participant into one of four target conditions: Humvees, motorcycles, aircraft, or furniture. Our results show a statistically significant relationship between gaze behavior and target objects across Target Conditions with increased visual attention toward assigned targets. Specifically, we see an increase in the number of fixations and an increase in dwell time on target relative to distractor objects. In addition, we included a divided attention task to investigate how search changed with the addition of a secondary task. With increased cognitive load, subjects slowed their speed, decreased gaze on objects, and increased the number of objects scanned in the environment. Overall, our results confirm previous findings and support that complex virtual environments can be used for active visual search experimentation, maintaining a high level of precision in the quantification of gaze information and visual attention. This study contributes to our understanding of how individuals search for information in a naturalistic (open-world) virtual environment. Likewise, our paradigm provides an intriguing look into the heterogeneity of individual behaviors when completing an un-timed visual search task while actively navigating.
Objective: The aim of this study was to investigate whether people change their isometric pinch grip generation depending on the surface they gripped. Specifically, the effect of grip surface friction condition on (a) maximum force produced in the direction normal to the contact surface, (b) fluctuation of normal force, and (c) the digit force’s angular deviation from the direction normal to the grip surface was quantified. Background: Isometric pinch grip has been traditionally thought to be independent from the friction condition between the finger and gripped surface, which may be questionable. Method: For this study, 12 healthy participants performed maximum isometric pinch grip exertion on high-friction rubber and low-friction paper surfaces. Maximum normal force, normal force variance, and digit force’s angular deviation from the normal direction were quantified. Results: Pinch grip on the high-friction rubber surface was associated with 10% greater maximum normal force and 50% reduced normal force variance, compared with the low-friction paper surface (p < .05). Digit force’s angular deviation was not significantly different between the two surface friction conditions. Conclusion: The data support that people do change their pinch grip generation (maximum normal force and normal force variance) depending on the surface they gripped, potentially by using sensory feedback. The results of this study demonstrate that even a simple isometric pinch grip (no lifting associated) is affected by grip surface friction. Application: Grip surface condition should be considered for clinical assessments, biomechanical investigation, and motor control studies to ensure consistency in measurements and validity of comparisons.