Grant: Discovery Grants Program - Individual
Acadia University
$40,000.00
A unifying framework of embodied motor control: self-perception and motor learning synergies in humans
FY 2024-25
Summary
When someone learns to make a movement in a new situation, various cognitive processes occur. Imagine playing basketball outside on a windy day. Some people might adopt a strategy to aim so the wind carries the ball into the basket. Others might rely more on subconscious wrist and arm adjustments guided by past shot accuracy. While these processes are well-documented in controlled lab settings, understanding how they function in the real world, like on a basketball court, remains a mystery. Additionally, how individuals perceive their own bodies can vary widely, which can directly impact how they learn to make movements. This self-perceptual phenomenon, known as embodiment, is seen, for instance, in how professional hockey players consider their sticks extensions of their bodies, a perception that evolves over time.
My long-term research goal is to explain the intricate interactions between motor learning processes and cognitive functions like perception, attention, and memory. During the next five years, I will run a series of experiments in virtual reality (VR) environments to study how different motor learning mechanisms operate together during unconstrained movements, and how this learning is affected by the body connectedness of the moved object. We use VR representations of realistic motor tasks because making controlled changes in the real world is challenging (e.g. turning on and off wind during a basketball game). We will first determine if the interplay between strategic and subconscious motor learning is maintained outside of controlled lab settings. Then we will change the level of embodiment, or body connectedness, of a person's virtual representation and see how that affects motor learning. Additional studies will probe how motor learning affects our perception of our own limbs across the lifespan.
This research has wide-ranging implications. First, it will deepen our understanding of fundamental motor learning processes. Second, this knowledge will be harnessed to drive advances in various domains including athletics, robotics, and workplace safety. An understanding of unconstrained motor learning will enable tailored training programs to optimize athlete performance. Understanding the interaction between motor learning and object perception will transform the design of human-controlled robots, including surgical tools. Knowledge of how movements deteriorate in tandem with changes in embodiment, such as with fatigue or drug use, will allow us to assess and mitigate the impact of such factors on worker performance and safety. Furthermore, our research will produce innovative tools to measure embodiment in VR, empowering software developers to create more immersive gaming, training, and rehabilitation experiences. By encompassing these diverse domains, our research aims to bridge the gap between fundamental cognitive science and practical, real-world applications, potentially transforming how we interact with the world around us.
Program
Discovery Grants Program - Individual
Recipient
Location
Nova Scotia, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data
As published
Application id
RGPIN-2024-06481
Name nom
Blustein, Daniel
Department département
Psychology
Organization id
78
Institution établissement
Acadia University
Province en
Nova Scotia
Province fr
Nouvelle-Écosse
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2024
Competition year année de concours
2024
Award amount
40000
Program id
RGPIN
Program name en
Discovery Grants Program - Individual
Program name fr
Programme de subventions à la découverte - individuelles
Group en
DISCOVERY RESEARCH
Group fr
RECHERCHE AXÉE SUR LA DÉCOUVERTE
Committee code
1502
Committee name en
Biological Systems and Functions
Committee name fr
Systèmes et fonctions biologiques
Area of application code
1102
Area of application group en
Health, education and social services
Area of application group fr
Santé publique, éducation et services sociaux
Area of application en
Biomedical engineering
Area of application fr
Génie biomédical
Research subject code
6311
Research subject group en
Psychology
Research subject group fr
Psychologie
Research subject en
Motor systems and performance
Research subject fr
Systèmes moteurs et performance
Field of research list names en
Not available
Field of research list names fr
Non disponible
Socioeconomic objective list names en
Not available
Socioeconomic objective list names fr
Non disponible
Application title
A unifying framework of embodied motor control: self-perception and motor learning synergies in humans
Keywords
limb embodiment; motor learning; virtual reality; embodied cognition; self perception; sensorimotor integration; psychophysics
Application summary
When someone learns to make a movement in a new situation, various cognitive processes occur. Imagine playing basketball outside on a windy day. Some people might adopt a strategy to aim so the wind carries the ball into the basket. Others might rely more on subconscious wrist and arm adjustments guided by past shot accuracy. While these processes are well-documented in controlled lab settings, understanding how they function in the real world, like on a basketball court, remains a mystery. Additionally, how individuals perceive their own bodies can vary widely, which can directly impact how they learn to make movements. This self-perceptual phenomenon, known as embodiment, is seen, for instance, in how professional hockey players consider their sticks extensions of their bodies, a perception that evolves over time.
My long-term research goal is to explain the intricate interactions between motor learning processes and cognitive functions like perception, attention, and memory. During the next five years, I will run a series of experiments in virtual reality (VR) environments to study how different motor learning mechanisms operate together during unconstrained movements, and how this learning is affected by the body connectedness of the moved object. We use VR representations of realistic motor tasks because making controlled changes in the real world is challenging (e.g. turning on and off wind during a basketball game). We will first determine if the interplay between strategic and subconscious motor learning is maintained outside of controlled lab settings. Then we will change the level of embodiment, or body connectedness, of a person's virtual representation and see how that affects motor learning. Additional studies will probe how motor learning affects our perception of our own limbs across the lifespan.
This research has wide-ranging implications. First, it will deepen our understanding of fundamental motor learning processes. Second, this knowledge will be harnessed to drive advances in various domains including athletics, robotics, and workplace safety. An understanding of unconstrained motor learning will enable tailored training programs to optimize athlete performance. Understanding the interaction between motor learning and object perception will transform the design of human-controlled robots, including surgical tools. Knowledge of how movements deteriorate in tandem with changes in embodiment, such as with fatigue or drug use, will allow us to assess and mitigate the impact of such factors on worker performance and safety. Furthermore, our research will produce innovative tools to measure embodiment in VR, empowering software developers to create more immersive gaming, training, and rehabilitation experiences. By encompassing these diverse domains, our research aims to bridge the gap between fundamental cognitive science and practical, real-world applications, potentially transforming how we interact with the world around us.