Environmental Engineering Reference
In-Depth Information
Aim 2 is to test the interaction of age with visual contrast between the limb/target and
background environment. We will use the same reach to grasp paradigm, but collect data on
a group of healthy adults age 18-25, a middle age group 40-50, and a group of healthy adults
age 60+. We believe that older adults will only effectively use visual feedback of self in the
highest contrast condition. This will allow inferences about the age-related processing of
luminance contrast as a visual feedback parameter for motor performance.
4.3.1 Application of results
We anticipate the results of this line of research will have implications in numerous fields.
First, the information gained will have direct bearing on computer science for the user-
specific design of next generation 3D virtual environments. As the world population
continues to age, understanding of how to enhance performance with computer interfaces
must take into account the physiologic changes that occur over time. Luminance contrast
appears to be an important factor in upper extremity control, and one that is known to play
a role in performance changes with age in natural environments. It stands to reason then
that performance in a primarily visual environment, such as a 3D VE, will rely heavily on
the neural processing of contrast. Secondly, we believe the field of rehabilitation will benefit
indirectly through improvements in user-centered design. Currently, 3D VEs are regularly
studied as a means to improve upon current practices in rehabilitation of patients post-
stroke. Unfortunately, one barrier to success continues to be usability and provision of cost-
effective, age-appropriate sensory feedback. Information on performance changes in older
adults related to manipulation of luminance contrast may be of use to both program
designers and rehab clinicians. For example, if older adults perform movements in VEs
under certain contrast conditions in a manner equivalent to a natural environment, rehab
clinicians may want to capitalize on such parameters to improve functional carryover of
training to activities of daily living. Lastly, we believe results from our current and future
study will contribute to the fields of gerontology and behavioural neuroscience by
expanding our knowledge of visual processing and motor behaviour across the lifespan.
5. Conclusion
User-centered design of virtual environments continues to be an under-studied area with
regard to both old and young users. Knowledge of human performance, and the nature of
the sensory feedback that guides it, will be imperative in the successful, cost-effective design
of tangible user interfaces intended for use by these populations. Recent work has shown
that young adults can utilize visual information provided in virtual environments
differently than both older adults and young children, and therefore more specific age-
group studies are needed. Future studies will focus on specific parameters of visual
feedback, such as luminance contrast, and how the provision of such properties in virtual
environments impacts the performance of the user.
6. Acknowledgements
We would like to thank Drew Rutherford, Alexandra Skogen, Brandon Bernardin, and
Stephanie Ehle for their assistance with data collection and analysis. This work was funded
by the National Science Foundation grant No. 0916119.
Search WWH ::




Custom Search