TY - GEN
T1 - Multi-session Analysis of Movement Variability while Reaching in a Virtual Environment
AU - Vangilder, Paul
AU - Phataraphruk, Kris
AU - Buneo, Christopher A.
N1 - Funding Information:
Research supported by National Science Foundation Division of Integrative Organismal Systems Award 1558151.
Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - The acquisition of neurophysiological data during awake, behaving animal experiments typically involves experimental sessions lasting several days to weeks. Therefore, it is important to understand natural fluctuations in behavioral performance over such periods. Here we quantified patterns of movement variability for reaches performed by two monkeys across five daily experimental sessions. The monkeys were trained to move in an immersive virtual reality (VR) environment that was designed to resemble the experimental room. Visual feedback of the limb was provided using VR avatar arms that were controlled through a reflective marker-based motion capture system. Additionally, tactile cues were provided in the form of physical reach targets. Spatial variability was characterized at early (peak acceleration) and late (movement endpoint) kinematic landmarks. We found that the magnitude of variability was generally larger at peak acceleration than at the endpoint but was relatively consistent across days and within animals. The spatial characteristics of variability were also generally highly consistent at peak acceleration both within and between animals but were noticeably less so at the endpoint. The results highlight the benefits of using early kinematic landmarks such as peak acceleration for quantifying movement variability in reaching studies involving animals.
AB - The acquisition of neurophysiological data during awake, behaving animal experiments typically involves experimental sessions lasting several days to weeks. Therefore, it is important to understand natural fluctuations in behavioral performance over such periods. Here we quantified patterns of movement variability for reaches performed by two monkeys across five daily experimental sessions. The monkeys were trained to move in an immersive virtual reality (VR) environment that was designed to resemble the experimental room. Visual feedback of the limb was provided using VR avatar arms that were controlled through a reflective marker-based motion capture system. Additionally, tactile cues were provided in the form of physical reach targets. Spatial variability was characterized at early (peak acceleration) and late (movement endpoint) kinematic landmarks. We found that the magnitude of variability was generally larger at peak acceleration than at the endpoint but was relatively consistent across days and within animals. The spatial characteristics of variability were also generally highly consistent at peak acceleration both within and between animals but were noticeably less so at the endpoint. The results highlight the benefits of using early kinematic landmarks such as peak acceleration for quantifying movement variability in reaching studies involving animals.
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U2 - 10.1109/EMBC46164.2021.9630728
DO - 10.1109/EMBC46164.2021.9630728
M3 - Conference contribution
C2 - 34892633
AN - SCOPUS:85122551401
T3 - Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBS
SP - 6651
EP - 6654
BT - 43rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2021
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 43rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2021
Y2 - 1 November 2021 through 5 November 2021
ER -