Virtual reality (VR) assessment paradigms have the potential to address the limited ecological validity of pen and paper measures of executive function (EF) and the pragmatic and reliability issues associated with functional measures. To investigate the ecological validity and construct validity of a newly developed VR measure of EF, the Virtual Library Task (VLT); a real life analogous task--the Real Library Task (RLT); and five neuropsychological measures of EF were administered to 30 patients with traumatic brain injury (TBI) and 30 healthy Controls. Significant others for each participant also completed the Dysexecutive Questionnaire (DEX), which is a behavioral rating scale of everyday EF. Performances on the VLT and the RLT were significantly positively correlated indicating that VR performance is similar to real world performance. The TBI group performed significantly worse than the Control group on the VLT and the Modified Six Elements Test (MSET) but the other four neuropsychological measures of EF failed to differentiate the groups. Both the MSET and the VLT significantly predicted everyday EF suggesting that they are both ecologically valid tools for the assessment of EF. The VLT has the advantage over the MSET of providing objective measurement of individual components of EF.
In this study we examine the strategies used by blindfolded subjects asked to freely explore raised line drawings and identify what is depicted in them. We were particularly interested in how often a single finger is spontaneously used because in several studies subjects are forced to use only one fingertip and the extent to which this restriction may depress haptic perception is unclear. The results suggest that despite a variety of strategies, people 'naturally' use single fingertips sufficiently often to allow confidence in conclusions that are based on studies imposing this restriction.
In a comparison of the performance of active (n = 15) and passive (n = 15) mechanically yoked subjects who learned their way through a tactile maze, it was shown that active subjects made more errors and took a greater number of trials to reach criterion than did passive subjects. In addition, the difference between active and passive performance was largely accounted for by the greater number of repeated errors made by active subjects. In a second experiment it was found that the poorer performance of active subjects could be attributed to the interfering effects of decisions about which way to move. However, the responsibility for the production of movement had no effect on performance. It was argued that the results reflected limits to the cognitive system, not the haptic system.
We present a physics-based training simulator for bone machining. Based on experimental studies, the energy required to remove a unit volume of bone is a constant for every particular bone material. We use this physical principle to obtain the forces required to remove bone material with a milling tool rotating at high speed. The rotating blades of the tool are modeled as a set of small cutting elements. The force of interaction between a cutting element and bone is calculated from the energy required to remove a bone chip with an estimated thickness and known material stiffness. The total force acting on the cutter at a particular instant is obtained by integrating the differential forces over all cutting elements engaged. A voxel representation is used to represent the virtual bone and removed chips for calculating forces of machining. We use voxels that carry bone material properties to represent the volumetric haptic body and to apply underlying physical changes during machining. Experimental results of machining samples of a real bone confirm the force model. A real-time haptic implementation of the method in a dental training simulator is described.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.