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Browsing by Subject "Movement"

Now showing 1 - 8 of 8
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    Cell Division Resets Polarity and Motility for the Bacterium Myxococcus xanthus
    (American Society for Microbiology (ASM), 2014-11) Harvey, Cameron W.; Madukoma, Chinedu S.; Mahserejian, Shant; Alber, Mark S.; Shrout, Joshua D.; Department of Medicine, IU School of Medicine
    Links between cell division and other cellular processes are poorly understood. It is difficult to simultaneously examine division and function in most cell types. Most of the research probing aspects of cell division has experimented with stationary or immobilized cells or distinctly asymmetrical cells. Here we took an alternative approach by examining cell division events within motile groups of cells growing on solid medium by time-lapse microscopy. A total of 558 cell divisions were identified among approximately 12,000 cells. We found an interconnection of division, motility, and polarity in the bacterium Myxococcus xanthus. For every division event, motile cells stop moving to divide. Progeny cells of binary fission subsequently move in opposing directions. This behavior involves M. xanthus Frz proteins that regulate M. xanthus motility reversals but is independent of type IV pilus “S motility.” The inheritance of opposing polarity is correlated with the distribution of the G protein RomR within these dividing cells. The constriction at the point of division limits the intracellular distribution of RomR. Thus, the asymmetric distribution of RomR at the parent cell poles becomes mirrored at new poles initiated at the site of division.
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    The effect of music on body sway when standing in a moving virtual environment
    (PLOS, 2021-09-28) Dent, Shaquitta; Burger, Kelley; Stevens, Skyler; Smith, Benjamin D.; Streepey, Jefferson W.; Kinesiology, School of Health and Human Sciences
    Movement of the visual environment presented through virtual reality (VR) has been shown to invoke postural adjustments measured by increased body sway. The effect of auditory information on body sway seems to be dependent on context with sounds such as white noise, tones, and music being used to amplify or suppress sway. This study aims to show that music manipulated to match VR motion further increases body sway. Twenty-eight subjects stood on a force plate and experienced combinations of 3 visual conditions (VR translation in the AP direction at 0.1 Hz, no translation, and eyes closed) and 4 music conditions (Mozart's Jupiter Symphony modified to scale volume at 0.1 Hz and 0.25 Hz, unmodified music, and no music) Body sway was assessed by measuring center of pressure (COP) velocities and RMS. Cross-coherence between the body sway and the 0.1 Hz and 0.25 Hz stimuli was also determined. VR translations at 0.1 Hz matched with 0.1Hz shifts in music volume did not lead to more body sway than observed in the no music and unmodified music conditions. Researchers and clinicians may consider manipulating sound to enhance VR induced body sway, but findings from this study would not suggest using volume to do so.
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    The Effect of Music on Body Sway When Standing in a Moving Virtual Environment
    (Office of the Vice Chancellor for Research, 2016-04-08) Ladapo, Mosopefoluwa; Streepey, Jake; Smith, Benjamin
    Movement of the visual surrounding using virtual reality (VR) is an established tool for testing body sway for clinical and research purposes. There are, however, no conclusive studies showing the effects music can have on body sway especially if it is heard in conjunction with a shifting visual surrounding. For this study subjects stood quietly with their eyes closed, with their eyes open, and with their eyes open as they viewed a VR environment translating forward and backward at 0.1 Hz. In addition to these visual conditions, they simultaneously experienced “no sound” and music conditions. The music conditions consisted of their hearing a section of Mozart’s Jupiter and a section of the subjects’ self-selected popular music played normally and also modified so that the loudness and frequency shifted in sync with the VR movement. Body sway was assessed through analysis of center of pressure movement (COP) recorded with force plate, a commonly used device for assessing balance. To date, we have analyzed the body sway of one subject and have found, for that subject, that the addition music enhanced the effect of the translating scene on body sway as measured by increased COP variability, velocity, and a shift in median COP frequency. For this subject, however, it did not appear neither to make a difference whether the subject heard Mozart’s Jupiter or listened to their own self-selected music nor whether the music’s frequency or loudness was synced to the movement of the scene. Should these findings hold with further body sway analysis of more subjects, they would be of interest to clinicians and researchers examining the impact of sound on balance as well as to video game and computer graphics designers looking to create more immersive VR environments.
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    Hierarchical neural processing in γ oscillations for syntactic and semantic operations accounts for first- and second-language epistemology
    (Frontiers Media, 2024-09-23) Dekydtspotter, Laurent; Miller, A. Kate; Swanson, Kyle; Cha, Jih-Ho; Xiong, Yanyu; Ahn, Jae-Hyun; Gilbert, Jane A.; Pope, Decker; Iverson, Mike; Meinert, Kent; World Languages and Cultures, School of Liberal Arts
    Introduction: We discuss event-related power differences (ERPDs) in low- and broadband-γ oscillations as the embedded-clause edge is processed in wh-dependencies such as Which decision regarding/about him/her did Paul say that Lydie rejected without hesitation? in first (L1) and second language (L2) French speakers. Methods: The experimental conditions manipulated whether pronouns appeared in modifiers (Mods; regarding him/her) or in noun complements (Comps; about him/her) and whether they matched or mismatched a matrix-clause subject in gender. Results: Across L1 and L2 speakers, we found that anaphora-linked ERPDs for Mods vs. Comps in evoked power first arose in low γ and then in broadband γ. Referential elements first seem to be retrieved from working memory by narrowband processes in low γ and then referential identification seems to be computed in broadband-γ output. Interactions between discourse- and syntax-based referential processes for the Mods vs. Comps in these ERPDs furthermore suggest that multidomain γ-band processing enables a range of elementary operations for discourse and semantic interpretation. Discussion: We argue that a multidomain mechanism enabling operations conditioned by the syntactic and semantic nature of the elements processed interacts with local brain microcircuits representing features and feature sets that have been established in L1 or L2 acquisition, accounting for a single language epistemology across learning contexts.
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    Learning redundant motor tasks with and without overlapping dimensions: facilitation and interference effects
    (Society for Neuroscience, 2014-06-11) Ranganathan, Rajiv; Wieser, Jon; Mosier, Kristine M.; Mussa-Ivaldi, Ferdinando A.; Scheidt, Robert A.; Department of Radiology and Imaging Sciences, IU School of Medicine
    Prior learning of a motor skill creates motor memories that can facilitate or interfere with learning of new, but related, motor skills. One hypothesis of motor learning posits that for a sensorimotor task with redundant degrees of freedom, the nervous system learns the geometric structure of the task and improves performance by selectively operating within that task space. We tested this hypothesis by examining if transfer of learning between two tasks depends on shared dimensionality between their respective task spaces. Human participants wore a data glove and learned to manipulate a computer cursor by moving their fingers. Separate groups of participants learned two tasks: a prior task that was unique to each group and a criterion task that was common to all groups. We manipulated the mapping between finger motions and cursor positions in the prior task to define task spaces that either shared or did not share the task space dimensions (x-y axes) of the criterion task. We found that if the prior task shared task dimensions with the criterion task, there was an initial facilitation in criterion task performance. However, if the prior task did not share task dimensions with the criterion task, there was prolonged interference in learning the criterion task due to participants finding inefficient task solutions. These results show that the nervous system learns the task space through practice, and that the degree of shared task space dimensionality influences the extent to which prior experience transfers to subsequent learning of related motor skills.
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    Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber
    (JMIR, 2025-04-01) Boots, Brenden; Berg, Daniel; Hewitt, Easton; Naugle, Keith; Naugle, Kelly; Exercise & Kinesiology, School of Health and Human Sciences
    Background: Virtual reality (VR) active gaming is growing in popularity, but little is known about physical activity during gameplay. Two popular VR games are Gorilla Tag (Another Axiom Inc) and Beat Saber (Beat Games). Little is known about physical activity during these games in youth. Objective: The purpose of this study was to investigate the enjoyment, intensity, and amount of physical activity while playing Gorilla Tag and Beat Saber in early adolescent youth. Methods: Sixteen participants, 13 males and 3 females with an average age of 10.7 (SD 0.34) years, played 2 VR games (Gorilla Tag and Beat Saber) in a single session. Both games followed the same procedure: a maximum of 10-minute familiarization period, 5 minutes of rest, 15 minutes of gameplay, and 10 minutes of rest. Participants wore a heart rate monitor to track heart rate reserve (%HRR) and accelerometers on the wrist and waist to monitor time in sedentary activity, light physical activity, and moderate to vigorous physical activity of the arm and whole body. The Physical Activity Enjoyment Scale-Child Version (PACES) and ratings of perceived exertion (RPE) were completed after each game. Dependent t tests compared measures between games. Results: The results revealed that average and maximum %HRR were significantly higher during Gorilla Tag than during Beat Saber, with heart rate-based physical activity intensity reaching light for Beat Saber and moderate for Gorilla Tag. Arm moderate to vigorous physical activity and whole-body moderate to vigorous physical activity and light physical activity were greater during Gorilla Tag than during Beat Saber. Arm and whole-body sedentary time were significantly lower during Gorilla Tag than during Beat Saber. Gorilla Tag and Beat Saber were rated as highly enjoyable. There were no differences between games for maximum (P=.352) or average (P=.362) RPE. Both games were rated as light intensity for average RPE (Gorilla Tag: mean 4.3, SD 1.9; Beat Saber: mean 4.7, SD 2.3) and moderate intensity for maximum RPE (Gorilla Tag: mean 5.4, SD 1.9; Beat Saber: mean 5.8, SD 2.4). Conclusions: These results suggest that Beat Saber produced light-intensity physical activity and Gorilla Tag produced light- to moderate-intensity physical activity in early adolescent youth, with both games rated as highly enjoyable.
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    Quantification of the Range of Motion of Kidney and Ureteral Stones During Shockwave Lithotripsy in Conscious Patients
    (Mary Ann Liebert, 2016-04) Harrogate, Suzanne R.; Yick, L. M. Shirley; Williams, James C.; Cleveland, Robin O.; Turney, Benjamin W.; Department of Anatomy and Cell Biology, School of Medicine
    Effective shockwave lithotripsy requires accurate targeting of the stone throughout the course of treatment. Stone movement secondary to respiratory movement can make this more difficult. In vitro work has shown that stone motion outside the focal region reduces the efficacy of stone fragmentation; however, there are few clinical data on the degree of stone movement in patients during treatment. To investigate this, X-ray fluoroscopic images of the kidney and ureteral stones at the upper and lower limits of the normal respiratory cycle were acquired during shock wave lithotripsy of 58 conscious patients, and stone excursion was calculated from these images. In addition, the respiration rate and patient perceived pain were recorded during the course of the treatment. It was found that stone motion secondary to respiration was 7.7 ± 2.9 mm for kidney stones and 3.6 ± 2.1 mm for ureteral stones-less than has been reported in studies with anesthetized patients. There was no significant change of motion over the course of treatment although pain was found to increase. These data suggest that stone motion in conscious patients is less than in anesthetized patients. Furthermore, it suggests that lithotripters with focal regions of 8 mm or greater should not suffer from a marked drop in fragmentation efficiency due to stone motion.
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    Rewiring Anxiety by Using Movement to Promote Self-Care: An Action Research Self-Study
    (2020) Armstrong, Ilene; Leigh, Heather
    This paper summarizes this beginning art therapist's master's level capstone project. My project began in Fall 2019 as I was experiencing increased stress, anxiety, and perfectionism in my clinical internship, which was influencing how I responded to people both personally and professionally. I have autism and have often referred to myself as a recovering perfectionist, both of which are factors that have affected specifically my anxiety and interactions. I wanted to find more effective coping strategies. In Spring 2020, I conducted an action research self-study to explore the therapeutic effects of movement to reduce my unhealthy stress, anxiety, and perfectionism. Action research encourages practitioners of any vocation to learn by "doing" in order to change or improve their practice, their understanding of it, and the environments in which they work. This study empowered me to realize how familiar movements can both reduce and rewire my unhealthy stress, anxiety, and perfectionism. It has also helped me to improve my practice and step confidently into art therapy as an increasingly independent clinician. A major outcome of this project that could help others was discovering the importance of self-care and self-compassion in the process of becoming an art therapist.
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