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Computing Movement Geometry A step in Sensory-Motor Transformations Elizabeth Torres & David Zipser
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Sensory Input Kinematics Motor output Postural Path Geometry Speed ?
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Stuff that’s easy in the Geometric Stage Specifying movement paths. Dealing with excess degrees of freedom. Some constraint satisfaction. Some error correction.
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target position Geometric Stage Input -- Output Reaching to Grasp with a Multi-jointed Arm target orientation arm posture Geometric Stage Arm postural Path Represented as changes in joint angles What goes on in here?
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Gradient Descent
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r = hand to target distance Hand to target distance
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Joint Angles
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Posture in 7D Joint Angle Space Hand position 3D Space Hand to target distance As function of joint angles
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Gradient Descent for Simulating Hand Translation On each time step the change in joint angles is: Posture path Hand path
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Reconfiguring Joint Angle Space Example:
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Orientation Matching
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Distance function for translation and rotation A constant chosen so that total distance = total rotation Co-articulation parameter
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Experiments
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Fitting G to Experimental Data Best Worst G symmetrical and positive-definite
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fast normal slow TARGET Speed Invariance of Movement Path One subject, one movement at each speed
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Six subjects, six movements each
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Co-articulation
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Error Correction
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Correcting error with retinal image feedback Hand -Target Offset Using chain rule Retina(s)
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Discussion Break
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The gradient of a sum = the sum of the gradients Each of these terms can be computed in different brain areas
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Hidden Units dq posturetarget positiontarget orientation
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Preferred Directions Rotate across External Space
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