Arm movements can easily be adapted to different biomechanical constraints. However, the cortical representation of the processing of visual input and its transformation into motor commands remains poorly understood. In a visuo-motor dissociation paradigm, subjects were presented with a 3-D computer-graphical representation of a human arm, presenting movements of the subjects' right arm either as right or left arm. In order to isolate possible effects of coordinate transformations, coordinate mirroring at the body midline was implemented independently. In each of the resulting four conditions, 10 normal, right-handed subjects performed three runs of circular movements, while being scanned with O(15)-Butanol-PET. Kinematic analysis included orientation and accuracy of a fitted ellipsoid trajectory. Imaging analysis was performed with SPM 99 with activations threshold at P < 0.0001 (not corrected). The shape of the trajectory was dependent on the laterality of the arm, irrespective of movement mirroring, and accompanied by a robust activation difference in the contralateral precuneus. Movement mirroring decreased movement accuracy, which was related to increased activation in the left insula. Those two movement conditions that cannot be observed in reality were related to an activation focus at the left middle temporal gyrus, but showed no influence on movement kinematics. These findings demonstrate the prominent role of the precuneus for mediating visuo-motor transformations and have implications for the use of mirror therapy and virtual reality techniques, especially avatars, such as Nintendo Wii in neurorehabilitation.
Clinical, experimental, and functional imaging studies suggest overlapping neuronal networks and functional interactions of alertness and visuospatial attention within the right hemisphere of the brain. To examine the interaction of arousal and visuospatial attention in peripersonal and extrapersonal virtual space, we tested 20 healthy male adults during 24 hr of sleep deprivation at four points during the night (9 p.m., 1 a.m., 5 a.m., and 9 a.m.). The main finding concerning covert orienting in a virtual environment is a highly significant slowing of reorientation toward the left visual hemifield in extrapersonal space due to decreased arousal. The results provide additional evidence for the proposed anatomical and functional overlap of the two attentional systems and indicate a modulation of visuospatial attention by the level of arousal in extrapersonal space. (JINS, 2008, 14, 309-317.)
Abstract. In this paper, a novel virtual reality-based simulator for regional anaesthesia is presented. Individual datasets of patients with nerve cords are created from medical scans with the help of advanced segmentation and registration algorithms. Techniques for interaction and immersive visualization are utilized by the simulator to improve training of medical residents.
Abstract. In this paper we propose a structured approach for the simulation of the human body which is comprehensive and extendable. Our architecture resembles the human organism as defined by the systematic and functional anatomy to integrate a broad range of simulation algorithms. To share common data and to create interlinks between algorithms without modifying the algorithms themselves we introduce abstract control entities that mimic the basic setup of physiological systems. We utilize the model-view-controller pattern to establish a separation of algorithms and data. The structure was designed for the purpose of interactive simulation of the human body in virtual environments.
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