Showing posts with label sensorimotor. Show all posts
Showing posts with label sensorimotor. Show all posts

Thursday, April 20, 2017

Transcranial Magnetic Stimulation - a brief overview

TMS Principles
Studies involving electrical stimulation over muscles and nerves date back since Galvani and Volta. There were different attempts incorporating invasive stimulation on the cortex during 60's-80's in humans, e.g. Penfield, Graziano, etc. During the 80s, Merton and Morton showed that directly stimulation is able to activate the muscle. This technique, known as transcranial electrical stimulation or TES, then was applied to motor cortex through the intact scalp and able to elicit motor evoked potential (MEP). For TES, current flows from anode (+) to cathode (–) placed on the scalp. However, the technique obviously is painful. In 1985, Barker et al. from Sheffield showed that it was possible to apply Faraday's Law to excite neurons using electromagnetic coils. This is undoubtedly the start of TMS in the field of neurophysiology.

How does TMS work? A brief, high-amplitude pulse of current, lasting for approximately 100 to 200 msec, is discharged into a TMS coil. The current induces a magnetic field perpendicular to the current flow following the "right-hand rule". In tissue, this magnetic field, in turn, induces an electric field perpendicular to itself. The strength of the induced electric field mainly depends on the rate of change of the magnetic field, which, in turn, depends on the rate of change of the electrical current in the coil. In a homogeneous medium, spatial change of the electric field will cause current to flow in loops parallel to the plane of the coil, which will be predominantly tangential in the brain.

The loops with the strongest current will be near the circumference of the coil itself, anywhere on it. Conversely, the current loops become weak near the center of the coil, and there is no current at the center itself. A more focal stimulation can be achieved by a more modern figure-8-shaped coil, producing a maximal current at the intersection of the two round components. Refer to Fig-1.

Fig-1: Illustration of magnetic & electrical field generated by a TMS coil and the difference between 2 most common coils.

Neuronal elements are activated by the induced electric field by two mechanisms. If the field is parallel to the neuronal element, then the field will be most effective where the intensity changes as a function of distance. If the field is not completely parallel, activation will occur at bends in the neural element. Axons, terminals, and branches have the lowest threshold (stimulated easily), while the cell body has the highest. Also, it's important to note that the more superficial the brain tissue, the stronger the stimulation effect.

As mentioned, the sinusoidal electric current is delivered to the TMS stimulator but the way it is designed has two main types. The first, monophasic: active only during the first peak of the sine wave. It is easier to characterize. On the other hand, biphasic: functional during both positive/negative peaks and neuronal effects are thought to be quicker, more spread out. Monophasic TMS has a stronger short-term effect during repetitive stimulation than biphasic TMS, because monophasic pulses preferentially activate one population of neurons oriented in the same direction so that their effects readily summate. Biphasic pulses, in contrast, may activate several different populations of neurons (both facilitatory and inhibitory) so that summation of the effects is not so clear as with monophasic pulses. When single stimuli are applied, however, biphasic TMS is thought to be more powerful than monophasic TMS because the peak-to-peak amplitude of stimulus pulse is higher and its duration is longer when the same intensity of stimulation (the same amount of current is stored by the stimulator) is used.

Motor Evoked Potential (MEP)
The non-invasive brain stimulation by either electrical or magnetic source is able to generate observable behavior responses such as muscle twitches (for M1 stimulation) and phosphenes (for V1 stimulation). Originally, however, such stimulations were done to evoke observable movements. The electrical signal resulting from a TMS stimulation on the motor cortex is called motor evoked potential and is typically observed by two different methods. The first one is through observing the descending volley using microelectrodes, i.e. the activity of motoneurones in the corticospinal tract. This method shows us two components:
     a)  D-waves (direct), if you hit pyramidal cells residing in the motor cortex directly.
     b)  I-waves (indirect), which originate from the indirect corticospinal neurons and interneurons.
There is usually one D-wave resulting from a single stimulation but multiple I-waves that appear later than the D-waves, depending on how many possible synapses exist. D-wave measurement can be used in a clinical setting for intraoperative monitoring.

Another way, perhaps the easiest, is through electromyography (EMG) measurement from target muscles, the muscle we want to twitch or contract. EMG measures myogenic or muscle activity, or compound muscle action potential (CMAP). In many TMS experiments, EMG is usually the preferred observation method of the motor evoked potential. Refer to Figure 2 showing typical MEP curves for biceps and FDI respectively. Note that a curve consists of negative and positive peaks. The delivery of the TMS pulse is aligned with t = 0. Note that the latency of FDI activity is slower than the biceps MEP.

Fig-2: Motor evoked potential of biceps and FDI muscle respectively after delivering a single strong TMS pulse to the arm area of the primary motor cortex (M1). The plots are produced by the BrainSight navigation system.


Sometimes, such activity is also called M-waves, "M" for muscles, that have usually a larger peak-to-peak. The excitatory postsynaptic potentials in the spinal anterior horn cells summate to bring them to a threshold and fire them. M-waves are also used in the context of reflex. E.g. M1 is the earliest or short-latency onset following a sudden muscle stretch, followed by a transcortical reflex and a voluntary component. TES predominantly generates D-waves under the stimulating anode, and therefore predominantly generates M-waves in muscles contralateral to the stimulating anode

On Finding a Hotspot
Traditionally, the easiest way to induce movements is by stimulating the "hand" area of the motor cortex and observe the hand twitching. There are two most popular target muscles used in TMS studies.
     a)  FDI, first dorsal interossei, a muscle to flex the index finger.
     b)  APB, abductor pollicis brevis, a muscle to abduct the thumb.
EMG electrodes are placed in these target muscles and a TMS pulse is delivered to the "hand" area of M1. The most crucial job comes: localizing the correct area or the hotspot. One has to patiently shift and adjust the orientation of the coil from one area to the next. Higher intensity is usually used until one is able to see a good response. Once twitching occurs, it is said that we have found the hotspot.

There are two terms associated with the TMS stimulator intensity to evoke twitching.
  1. Resting Motor Threshold (RMT) is defined as the minimum stimulus intensity that evokes a minimum motor evoked response when the muscle is at rest. As a rule of thumb, the observed MEP should be 50 µV in at least 5 of 10 trials at rest. 
  2. Active Motor Threshold: the minimum stimulus intensity that produces a minimum motor evoked response (in at least 5 of 10 trials) during an isometric contraction of the tested muscle at about 10% of the maximum force.
Coil orientation influences the amplitude of MEP (replicated by Pascual-Leone, 1992). See the figure below. The actual reason why this happens is unclear, but tDCS electrode placement has a similar characteristic.
Fig-3: Different coil orientation and MEPs of lateral-medial (LM) and posterior-anterior (PA) in different intensities.


Does TMS Cause Excitation or Inhibition?
When we talk about reversible plastic changes, TMS has been shown to excite or inhibit certain neural circuits. But in what circumstance does either occur? It seems that it depends on the pulse frequency parameter, not the intensity. A series of rapid pulses of TMS over a short period of time is known as repetitive TMS, rTMS. High-frequency rTMS with pulses at about 5–10 Hz, has been used as a more powerful stimulus to produce a brief period of excitation (Pascual-Leone et al., 1994). Conversely, slow varying pulses between ~0.2 - 1 Hz can be used to inhibit neural activity (Chen et al., 1997). Such plastic changes are thought to be mediated by LTP/LTD like mechanism, that is, a persistence change in synaptic strength (Huang et al., 2007).

However, it has been shown that the plastic effect is highly variable and lasts < 1 hr. A variant of rTMS is called theta burst stimulation (TBS), where pulses are applied in bursts of three, delivered 50 times per second (50 Hz) and an inter-burst interval of 200 ms (5 Hz) (Di Lazzaro et al., 2005, Huang et al., 2005). Based on recent animal studies, TBS is also shown to be based on LTP/LTD-like mechanisms. For example, NMDAR antagonists and Ca2+ channel blockers are shown to interfere with TBS. What is interesting is that one can induce either an excitatory or inhibitory mode using TBS depending on the timing protocol, see Figure 4.

An application of TBS twice separated by a break was found to have differential effects on MEP. For example, giving 2 x cTBS separated by a 10-minute break showed that the effect of continuous TBS can last for around 1 hour (Ridding et al.). Recent research has found the efficacy of TBS has a high variability that depends on genetic factors and muscle states; and that some people do not respond well to it (see: Suppa et al., 2016).



Fig-4: Different types of TBS (cTBS and iTBS) result in a differential effect on normalized MEPs (Suppa et al. 2016)

Heterosynaptic plasticity can be realized in humans with a peripheral stimulus paired with a TMS brain stimulus. A nice set of experimental paradigms has been developed by Classen and collaborators which is called paired associative stimulation (PAS) (Stefan et al., 2000; Wolters et al., 2003). If a median nerve stimulation at the wrist is paired with a single TMS pulse to the sensorimotor cortex at 25 ms, then the two stimuli arrive at about the same time, and the MEPs will be facilitated. If the interval is about 10 ms, however, the TMS comes about 15 ms before the median nerve volley arrives, and the MEP will be depressed. The former behaves like LTP and the latter like LTD (McDonnell et al., 2007). As a simple motor learning task and PAS interact with each other, it does appear that PAS is a highly relevant model for brain plasticity (Ziemann et al., 2004).

Some major contributions of TMS
TMS can be used to localize brain function or study the neural substrate of a particular behavior. It was originally employed to study motor behavior (being the easiest to observe), but has later been used for other sensory (e.g. visual system) and cognitive functions (e.g. working memory). For example, Wasserman et al used TMS to perform MEP mapping. The authors stimulate the scalp and systematically shifted the coil to see which body parts got impacted. Similar to studies in monkeys, they found some overlapping regions responsible for movements of different body parts. One example in the motor system is the study of the role of SMA in the production of sequential finger movements. Stimulation over the SMA induced accuracy errors in complex, but not simple, sequences. Patterns of muscle activity provoked by TMS have some physiological relevance, as these can be recognized as principal components of natural movement (Gentner and Classen, 2006).

Consolidation of a simple motor skill such as phasic pinch force was disrupted by stimulation selectively over M1, without disruption of other aspects of motor function (Muellbacher et al., 2002). Another study failed to find a similar disruption of learning of motor adaptation in a force field, suggesting that only some types of motor consolidation occur in M1 (Baraduc et al., 2004). On the other hand, rTMS of M1 prior to learning of force field dynamics did interfere with consolidation without interfering with the learning itself (Richardson et al., 2006). More research has to be done on this theme.

TMS is also beneficial to understand other sensory behavior. For example, studying the visual cortex with TMS helps to understand how inhibiting the region impacts object recognition, disrupts motion perception (on V5), or reading ability. Others use TMS to understand working memory. For example, stimulating left DLPFC impairs working memory of alphabets but not of faces. Low-frequency rTMS over either the right or left prefrontal cortex (but not the parieto-occipital cortex) impaired behavior on a task involving visuospatial planning. TMS has also been used in conjunction with functional MRI to see if such stimulation changes the time course of the BOLD activity. Lastly, rTMS has been a popular non-invasive method in a clinical setting to treat major depression and, more recently, in stroke rehabilitation.

[Main source = a primer article by M. Hallet, 2007, in Neuron journal].

Sunday, April 2, 2017

Motor Learning: Behavioral Emphasis (Part II)

Introduction
Motor learning is a branch of the study of motor behavior. It cannot be separated from motor control such as muscle coordination among different body parts, e.g. eye-head-hand coordination, and the concept of executive control. There are various ways of defining motor learning:
Motor learning is defined as changes in internal processes or states, associated with repeated practice or experience, that determine a person's capability for producing a skillful movement. 
The definition above can be expanded into four properties. First, motor learning is a set of processes acquiring capability. Second, such processes are internal and not directly observable, so learning has to be probed systematically. If internal (psychological) states produce a set of motor behaviors, then behavioral changes are expected as a result of learning. Third, it is a result of repeated practice or experience (W. James called this a habit). Finally, these processes are relatively permanent, for example: a child who learns to play tennis is still able to do after a long period of break. Successful motor learning usually involves goal setting such that learners know what and how to perform a particular task.

Increased capability for moving skillfully in a particular situation defines learning. For example: the goal of learning tennis is to serve properly, make the ball enter the correct region, and direct the ball to a position difficult to reach by the opponent. The "quality" of the internal states that produce the movements is maximized as a result of motor learning. This definition is more specific, as opposed to a more general and cognitive definition of learning, i.e. a process that results in a change in behavior.

Strictly speaking, there is a distinction between motor performance and motor learning. Performance is talking about motor execution. Change in motor performance can also show changes that are not learning-related because it is only temporary, e.g. it decreases due to fatigue or is enhanced by dopping. People also make a distinction between ability vs. learning. Whereas ability can be due to growth or maturity and reflects personal traits, motor learning is especially due to repeated practices. The distinction between performance and motor learning is what makes us require a certain set of behavioral paradigms. Such paradigms allow us to measure an increase in performance even after a long pause or break of practice. See the next part: retention and transfer.

According to Fitts and Posner (1967), there are essentially 3 stages of motor learning:
  1. Cognitive stage: for a naive learner, the problem to be solved in the cognitive stage is understanding what to do. This stage is also known as the verbal-motor stage (Adams, 1971) as it involves the conveyance (verbal) and 'thinking' (cognition) of new information. There is a large gain, but inconsistent, the profile of performance.
  2. Associative stage: it is a stage of dwelling deeper into how to perform the skill; characterized as much less verbal information, smaller gains and conscious performance, a lot of corrective and adjustments. This stage is also called the motor stage proper (Adams, 1971). From the cognitive perspective, the novice is attempting to translate declarative knowledge into procedural knowledge. It's about transforming what to do into how to do.
  3. Autonomous stage: the final stage of motor acquisition where performance becomes largely automatic, where cognitive processing demands are minimal (no 'thinking'). For athletes, this is when they can grip it and rip it, look and automatically react, and enter a state of flow.
Motor learning thus involves stages from a more cognitive in nature to a less cognitive, but more sensorimotor. In the language of memory and learning, this is a shift from declarative to procedural processes.

How to Measure Learning?
In a typical motor learning experiment, two or more groups of subjects practice a task under a different level of an independent variable, i.e. the behavior task. The most common method for analysis is using a learning curve. The learning curve can take different measured variables (dependent, response), which depend on the type of studies conducted, e.g. in terms of a reduction in reaction time in sec., increase in accuracy in cm, or the number of correct scores received. There are a few considerations in averaging learning curves. First, the learning curve should depict learning not merely performance. Finding the average is likely undermining between-subject differences and differences in strategy, the latter being a more difficult confound to take care of.  Another aspect to consider is the within-subject variability caused by motor noise that may directly impact the measure of learning. Ceiling and floor effects also impair the measurement of learning such that further improvement or increase in performance is impossible. This is when learning has reached an asymptotic level or plateau.

The power law of practice states that the learning scores or index for a particular task increases linearly with the logarithm of the number of practice trials. The consequence of this law is that our trial-to-trial improvement isn't all the same or linear. This improvement is generally very quick during the first few trials, then it slows down. The law is generally true for all motor learning tasks if you take the average. There is an on-going debate whether the equation to model this is exponential or logarithmic, etc., and whether individual differences occur. One subject may reach a plateau more quickly than others.

There are a few practice paradigms to study motor learning. The first paradigm trains subjects at different levels of the independent variable then transferred to a common level of that variable. The design provides a separation between a relatively permanent effect (learning) and a task-dependent effect which is temporary and related more to performance. What happens when the ceiling or flooring is easily reached? One way is to incorporate a secondary task or measure related but different dependent variables. Another way is to measure motor automaticity and effort. After the learner reaches an asymptote, further improvement in accuracy is impossible. Another dependent variable is required, e.g. we can measure whether the reaction time improves (more automatic), or oxygen consumption reduces (less effort required).

Perhaps, as mentioned, the most fundamental way to probe motor learning is by studying it in terms of retention and transfer. Both tests are performed following a reasonable break or interval, after an initial "acquisition" or learning process. Retention is a measure of how well the changes persist following the initial learning of the same task. It is tested by calling the same subjects again after a long break of e.g. 5 or 10 days, to do the same task learned during "acquisition" earlier. Retention is related to saving, e.g. Ebbinghaus (1913), Nelson (1985), that is, a faster relearning. Motor generalization is related to the transfer of learning, that is, the effect of learning observed in another context. Technically, when generalization is beneficial, it is termed transfer (if not, it acts as interference). A practical example of transfer: if you learn to play tennis after a while, how is that skill useful for you in learning badminton? The specificity of the learning hypothesis says that we should attempt to match those conditions in practice with those used during the test or retention period.

Off-task and On-task Practices
Practice or training is the most important determinant of the so-called motor learning. There are some consequences of this statement. First: learners have to be motivated to practice. Second: to be motivated, they have to understand the goal or purpose. Psychologists found that goal-setting is a widely used motivational technique (e.g. Locke & Latham 1985). In sports psychology, specific and moderately difficult goals are more beneficial to learners. Third: in order to achieve a clear and unambiguous set of goals, verbal instructions are necessary. Instructions influence a certain level of attention that is task-specific. E.g. in a balancing study with both hands holding a tube, subjects that receive instructions to keep their hand horizontal (body parts, internal focus) and control group have the largest error, while instructions explicitly asking them to hold the tube horizontal yield the smallest error (Wuff et al. 2007). 

Factors mentioned above are called off-task practice conditions as they are indirect practices, that is, they aren't about actively performing the task itself. Other forms of off-task practice include mental practice and perceptual learning. In perceptual learning, a learner goes through a period of "experiencing" sensory events related to the task, e.g. what he/she will see, feel, and touch available during the task performance. A more specific form of perceptual learning is observational learning. This learning was originally more of a form of social learning in children proposed by Bandura and has been confirmed through animal studies on mirror neurons. In motor skill acquisition, observational learning happens when the learner watches an ideal model, skilled performer, or his/her instructor performing a demonstration of the task (for review, see a book chapter by Maslovat et al., 2010). Spatial structure and timing are the two most important components learned during learning by observing.

On-task practice conditions cover various types of practice with the aim of maximizing learning. For example, in terms of structure, distributed practice (broken up into a few shorter sessions over a long period of time) tends to show better learning than massed practice (done with longer sessions, or without an apparent break or rest in between) does, although these effects are seen to be stronger for the learning of continuous tasks. Refer to the figure below.

Other condition includes practice variability. It refers to the variety of movement and context characteristics the learner experiences while practicing a skill. Varying task sequences from trial to trial are more effective than constant practice conditions. In Shea & Kohl's experiments, subjects practiced creating a goal force by squeezing a handgrip connected to a force transducer. One group, the "constant group", experienced 100 trials of a constant task goal of 150 N. A second group, the "variable group", experienced a series of different task goals (100, 125, 175, 200 N, including 150 N!), hence a total of 500 trials. A third group practiced 150 N for the same # trials with the variable group. Although the variable group did the task rather poorly, they performed well during the retention period after a break. Shapiro & Schmidt observed an important phenomenon where children are always benefited from the variable task sequence, presumably because the schemas are not established yet.

In real life, motor skill learning usually involves various task goals that mimic the "variable" group mentioned above, e.g. physicians practice different motor skills related to surgery, musicians practice multiple songs at a time, tennis players practice serving and volleying as well as the more usual groundstrokes during a single session, and etc. Suppose a doctor has to learn suturing skills 1, 2, 3, and 4 How can we schedule them so as to maximize learning? There are two ways to do this: random practice (interleaved tasks 1, 2, 3, ...) and blocked practice. (complete practicing task 1 first, then proceed to 2, ... and so on). Note that these skills have one similarity or context, i.e. applying sutures. Although they have the same context, the motor components are not.

A term called contextual interference was introduced by W. Battig to name the effect of task differences while maintaining the same context (Shea & Morgan, 1979; a review by Brady 1998). Random practice design has high contextual interference. Several studies have shown that random practice has an impact on reducing the performance during the acquisition or learning phase but leads to more effective learning than blocked practice, as measured by the retention and transfer tests. Why is this so? Learning motor skills involve working memory of how to do the task well ("when forgetting improves remembering at a later time"?). Contextual interference has been replicated to a certain extent in more complex tasks and motor skills outside of the laboratory (e.g. Wulf & Shea, 2002; Goode & Magill, 1986; Albaret & Thon, 1998). Nevertheless, there is a limit to the generalization of contextual interference to motor tasks that are relatively simple.

Extrinsic Feedback: KR and KP
One of the most important features of practice or learning is the information the learner receives about their attempts to produce a movement. This is called movement-produced feedback and it tells the quality of our produced movements, the error or mistake, etc so that we can learn to correct them. There are basically two types of feedback:
     (1) Internal or intrinsic feedback: somatosensory, visual, and other sensory feedback.
     (2) External or extrinsic feedback or augmented feedback e.g. reward, verbal feedback.

The second type, augmented feedback, can be divided into KR and KP. A focus of this discussion is a type of external feedback called the knowledge of results (KR) where it provides post-movement information about the outcome of the movement in the environment. In practice, KR can appear in the form of a more abstract binary signal (right/wrong), visual or verbal reward signal ("Good job!"), or the amount of error produced ("the speed was too quick", "the endpoint was 2 cm too long"), etc. This is in contrast with the knowledge of performance (KP),: the information about how you perform the movements, e.g. "You bent your arm", "Your body was too stiff". In a practical sense, KP deals with how well you perform the movements, but what makes KR more popular than KP in studying motor learning? Because changes by KR is more easily measured.

The KR paradigm is used heavily in the field of behavioral and experimental psychology such as in studies by Pavlov, Thorndike, Tolman, etc. on conditioning and shaping. Thorndike is probably remembered for his KR/no-KR paradigm in motor learning. Essentially. the paradigm lets a participant learns a task with KR and then the same person is subjected to a transfer test where the KR is removed. This makes sense. For example, in the rehabilitation setting, patients are trained with KR given but tested without KR to simulate the real-life situation outside the clinical setting. For a review on KR in the rehabilitation setting, see Winstein C. (1991) and van Vliet &Wulf (2006).

Studies from the last century have shown how KR influences motor performance by giving "energizing" state, rewarding stimulus, and attentional reference. It provides guidance on what to do next (Salmoni et al, 1984) but has a limited effect on learning itself (e.g. see Szalma et al, 2006). But earlier works by Bilodeau et al. show that KR does not only influences performance but in itself a learning variable (an indirect way of saying KR causes learning). The authors trained a group of subjects without KR, another group with KR throughout, and the other group in between. During the practice period, the KR group had a rapid reduction in absolute movement error. The no-KR group consistently had a much higher error. Following this, the no-KR group performed another extra 5 trials with KR and their error performance is similar to the first 5 trials of the KR group.

KP may appear in various forms. An instructor can let the novice players see their own performance via video feedback. Dance instructors can include kinematic feedback such as "Move your arm to face sideways more quickly!". Kinematic feedback talks about motion trajectories and velocity, while kinetic feedback takes into account how much force exerted to perform the task. Some argue that KP directs the learners to focus on a more internal state of information, e.g. how they control their arm, versus KR which is more on the external state of information, e.g. "You are 10 mm undershoot the target location", "That's a good shot!".  The effectiveness of kinematic KP compared to KR depends on the task goals. The importance of kinematic KP is seen when some movement patterns are otherwise too difficult to perceive. There is evidence showing that KP can contribute to learning specificity. E.g. a study by Levin et al (2006) shows that a group of patients that received KR improved in their aiming (spatial) accuracy but not speed. On the other hand, patients that received KP on their shoulder/elbow velocity improved the velocity accuracy. Lastly, another form of KP is biofeedback, the most popular of which uses EMG signals.

More about KR
Suppose one is doing a ballistic movement to a target. The KR can be in the form of endpoint error (quantitative) or the direction (more to the left, undershoot, etc) or both. Another KR type, called bandwidth KR (Sherwood, 1988), is determined by bandwidth or range about the target or movement goal. If the error is within the target bandwidth, a binary KR (qualitative) is sufficient. If the performance is so bad for a prolonged time, then the instructor would give both the amount of error and the direction that is shown to enhance learning. In his study, Sherwood asked participants to make rapid elbow movement within the desired movement time, (MT = 200 msec). One group was told the exact MT as a KR following each trial. A second and third group received a KR if their MT exceeds ±5% and ±10% bandwidth of the target MT = 200 msec. Note that KR here means an indication of a negative or error KR. After blocks of 25 trials, all groups went through a retention test. He found that the 10% bandwidth group showed the smallest temporal error. It seems that less frequent error KR helps motor learning better.

But is the improvement in retention due to less frequent error KR? Lee & Carnahan (1990) studied a similar paradigm using two groups: a bandwidth group and a yoked control group. The control group received error KR exactly on the same trials as the bandwidth group. The difference is that in the actual group, no KR indicates that the previous trial was correct, while in the control group, no KR has got anything to do with their movement outcomes. They found that the bandwidth group performed better in retention. This suggests that no KR (or correct KR) provides an additional boost to learning on top of the less frequent error KR. Moreover, bandwidth KR facilitates learning in the observational learning task, supporting a high cognitive component to the provision of “correct” feedback (Badets & Blandin, 2005).

The way learners interpret error or correct KR may differ across time. During acquisition or practice blocks, as learning continues, the proportion of correct KR and error KR ideally increases. Thus, providing a constant correct/error KR ratio is not an effective paradigm (Lai & Shea, 1999).

How often do we provide KR? Motor learning researchers contrasted the relative and absolute frequency of KR. The absolute frequency of KR refers to the number of trials KR is given. Suppose, there are 50 trials and of those trials, 35 trials are with KR. The absolute frequency is 35 but the relative frequency is 35/50 = 70%. If the total trials doubles, the absolute frequency becomes 70 but the relative frequency remains the same. Early researchers thought that the relative frequency of KR is an irrelevant variable of learning. Later studies using the transfer paradigm show that both frequencies are important factors, which means no KR trials contribute somewhat to learning. Decreasing relative frequency does not suppress learning but enhances it (Winstein & Schmidt, 1990). In their study, the authors found that 50% and 100% groups don't differ in their performance during acquisition but their 5 min and 24 hours retention test favored the 50% group. Giving KR that is too frequent deter the performance because while on the one hand, it gives a motivational and information boost, the learners become so dependent on it until they neglect other inherent feedback e.g. somatosensory information. The over-reliance on KR is detrimental during motor tests later when KR is absent.

When should we provide KR? Since Thorndike's era, people thought that delaying reinforcement degraded learning in general. It appears this is not the case in motor learning, where delaying the KR presentation has a non-significant impact. Interestingly, it was found that if KR is presented too early, it can have a detrimental effect to learning (Swinnen et al, 1990). Filling the gap with extra stimulus or activity during both KR delay and post-KR interval (the short gap between the presentation of KR and the next trial) also degrades learning. It is thought that this occurs because the learners are not able to process the information provided by the KR and also by their inherent feedback. This is when KR blocks other critical information required for learning. Another instance where learning is degraded is when KR causes maladaptive correction. This is the case, e.g. in fast-reaching to a target when learners have reached the asymptotic phase and no further accuracy can be achieved. Our motor system is noisy (motor variability) and KR is thought to introduce unnecessary correction of an error caused by this noise.

Two Major Theories of Motor Learning
Let's move back to the 80's. One major theory of motor learning comes from J. Adams who used a set of empirical laws of motor learning based on slow, linear-positioning movements. He believed that on-going feedback from the limb is a key to learning, making motor learning inherently a type of close-loop process. This feedback -- called the perceptual trace -- provides a reference of correctness that is stored in the memory. During practice, KR serves a purpose to strengthen this perceptual trace in the memory. The sense of correctness, or thus a sense of wrong directions, get accumulated as the trial continues. KR also helps to guide subsequent movements. The learner strives to close the gap between the on-going inherent feedback and the prior perceptual traces. He claimed that the error-detection capability occurs through comparing the on-going inherent feedback and the perceptual trace.

Soon after Adams, Schmidt proposed an improved model that can be applied to both slow and rapid movements. According to Schmidt, motor learning involves creating rules or motor schemas. Learning first starts by selecting a generalized motor program (GMP) containing muscle commands that have invariant features. Then, the learner adjusts various parameters to produce a necessary movement. After the movement is performed, there are 4 types of information available for storage in the memory:
    1)  Information about initial conditions: posture, the weight of an object thrown, etc.
    2)  Parameters assigned to the GMP.
    3)  Augmented feedback of the movement outcome.
    4)  Inherent feedback from the body: proprioception, visual, audio etc.
From these 4 sources of information, the learner then continuously build and update two schemas:
    1)  Recall schema: to produce subsequent movements (updating GMP parameters with time).
    2)  Recognition schema: to evaluate movements just performed (sensory consequences).

Thus, the theory consists of 3 components: GMP, recall, and recognition schemas. Evidence of schema theory in real life has been outlined by Schmidt (chapter 2, Motor Control: Issues and Trends, 1976). Both major theories mentioned are not without criticisms. I think this is because scientists strive to refine the motor learning models that are able to explain all behavioral principles. Another popular approach to model motor learning is through using cognitive principles and degree-of-freedom problems (that of Bernstein's).

Retention and Transfer
In cognitive science, the concepts of learning, memory, retention, and transfer are very closely related. Motor memory is the persistence of the acquired capability for doing the motor task. The retained portion can be measured directly through recall and recognition tests. Such tests are usually performed after a certain time interval. The retention of motor learning can also be measured indirectly by looking at saving. For example, if one requires 50 trials to reach a criterion performance during early learning, but 25 trials during the retention test, the saving is computed to be 50%.

By definition, losses in memory are called forgetting. While learning can be measured directly, forgetting is measured indirectly through the performance loss following a retention interval. Studies have shown the absolute-retention measure is the most useful one. But the interpretation of such measures can be not as straightforward. For example the decaying effect of forgetting following a retention interval of person-A is slower than that of person-B. But is unclear whether it's due to a slower learning of person-A (and thus slower forgetting) or more retention capability.

Is retention profile uniform across different motor tasks? It appears that continuous skills are retained nearly perfectly over a long retention interval, whereas discrete skills can exhibit marked losses during the same interval. To recap, examples of a discrete skill are kicking a ball, throwing a dart, rapid reaching to an object. Continuous skills include swimming, jogging, and tracking task. Why is this so? Perhaps this is due that continuous skills are more basic and low-level and learned more completely.

The loss of motor memory can be triggered by passive decay processes. It can be due to active interference in the form of proactive and retroactive. Consolidation studies suggest that the interfering effects of learning a competing task are time-dependent.

A variant of a learning experiment is a transfer experiment where the effect of the practice of one task on the performance of some other task is evaluated. A common paradigm would be as follows: there are 2 independent groups (treatment group versus control). In the treatment group, subjects practice task-A, but tested on task B. In the control group, subjects do not do any practice but tested on task B.
Transfer of learning can be near (among almost similar tasks) or far (more apparent differences in tasks). Although the general consensus is that motor transfer is small, it is still debatable whether the transfer characteristics of all types of motor learning are the same. In real life, e.g. practicing tennis aids you in learning badminton as both sports are using a racket. The transfer is often measured as a percentage, indicating the proportion of performance improvement in one task that was achieved by practice on the other task. Based on this, a positive transfer means the practice of a task helps in learning another task. A negative transfer means the practice of a task hinders the learning of another task.


Reference: The writing and diagrams are based on a textbook, "Motor Control & Learning: a Behavioral Emphasis, 5ed" by RA Schmidt & T Lee.

Wednesday, February 22, 2017

Motor Control: Behavioral Emphasis (Part I)

An Overview
I have briefly presented the modern theories of motor control & learning many months ago. Although such concepts appeared after the '90s, the field has been in existence ever since the beginning of the last century. The current post is meant like a historical summary that stems from behavior perspectives. People began to ponder the basis and characteristics of movement productions as far back as 19th century. The field was heavily influenced by two separate but related fields: psychology (which was dominated by behaviorists) and the birth of neurophysiology (the study of the nervous system through electrophysiological recordings in animals).

Woodworth (1899) was one of the earliest pioneers in studying rapid arm movements and laid down the foundation of measurement such as movement speed, performance error, etc. Edward Thorndike (1914), in his Law of Effect, proposed how actions that are rewarded tend to be repeated. His ideas gave the foundation of instrumental conditioning in the field of psychology. Almost during the same period, Charles Sherrington talked about the concepts of reflexes, the final common pathway (alpha motor neurons), and sensory receptor of movements in which he coined the term proprioception. Moving to Eastern Europe, a Soviet scientist N. Bernstein made an influential contribution during 1930s where he called motor control as a degree-of-freedom problem (redundancy problem). This is because our limbs consist of various joints and each joint is connected to hundreds of muscle fibers that can be active separately. Correspondingly, different sets of motor activities capable of producing the same behavior are called motor equivalence. How does the brain know which muscle(s) to control among the various possible combination? A decade later, K. Lashley did studies on handwriting (1946) where he suggested the concept of a motor program inherent in each voluntary movement. This idea suggests the movements are based on an open-loop concept, undermining the role of sensory feedback. After WW-II ended, advancement in mathematics and information theory helped the formulation of a speed-accuracy trade-off by Paul Fitts (1954, 1964). Using a neat methodology, he discovered the link between movement speed and accuracy, now known as the Fitts' Law.

At the end of 1950's, the field of psychology shifted to themes in cognitive science that talked about attention and memory, a new euphoria for the scientific community. The concept of higher-order brain functions emerged and the flavor of motor behavior research shifted. Soon after, a strong interest focusing on "learning" appeared. In 1971, Jack Adams proposed a concept of closed-loop theory of motor learning in addition to other studies, e.g. short-term memory of movements. Mike Posner (1969) studied the role of attention, short-term memory, and movement control, expanding the concept of short-term memory storage and motor behavior. Fitts and Posner (1967) perhaps were known for their concept of three stages in motor skill acquisition. The role of attention on motor control and learning was also studied by S. Keele. His motor control thesis on the motor program was also quite influential (1968, 1986).

By the end of 1980s, integration of motor behavior and sports science gained momentum with goals of understanding motor skill learning, maintaining, and maximizing performance (e.g. F. Henry, John Whitting). At the same time, the field of neurophysiology also gained maturity in both animal studies and clinical works. This is the precursor of modern neuroscience. Rather than focusing on observable or products of behavior, scientists tried to elucidate the role of the brain or nervous system in performing movements. For example, Merton & Merton, Ian Boyd studied muscle spindles; Evarts and Georgopoulos respectively studied the neural discharge of a single neuron and ensemble of neurons in the motor cortex in awake behaving monkeys; Milner, Tulving, Tolman studied long-term memory; and Teuber for modern neuropsychology.

Interests in Bernstein's muscle coordination and redundancy problem reappeared in 1980's. On two separate occasions, Feldman and Bizzi came forward with his equilibrium point hypothesis to explain motor control. Another scientist, Latash proposed an improved theory of muscular coordination (or synergy). He said that the degree of freedom problem is solved in the brain by controlling a set of muscles doing the same job. The theory has been expanded: rather than the synergy of different neural circuits controlling movements, it refers to the synergy of the pattern of coordination such that the movement outcomes are stable and at the same time flexible. See Latash et al. (2007) for a nice summary.

Open-loop Processes and Motor Program
William James (1890) said that movement control is born out of a muscular contraction in response to either an external or internal event. This contraction produces a set of sensory feedback (now known as proprioception) from the muscles which in turn triggers another muscular contraction and so on. This sequence of events is also called the response-chaining hypothesis. In skilled movement, attention is needed for the initiation of the first action and subsequent series of actions can be 'automatically' running. The fundamental element of learning is by associating given feedback with the next action. This is the first proponent of an open-loop motor process. Our brain creates the very first muscular contraction in an effector or limb. There is no output monitoring, in the sense, no error correction. If something goes wrong or the environment changes, open-loop control can do no corrective actions. In contrast, a closed-loop process is used when we perform the online correction. In this particular case, afferent feedback provides information on the movement outcome. The discrepancy between the actual and planned (reference) movement is the basis for error correction.

Studies with deafferented animals and patients have shown that sensory feedback from the muscles is not critical for motor control. Although the trajectory isn't as smooth and accurate, movement production is still possible. James' theory is therefore not universally complete. Still, though, there are other experiments that may point to the existence of an open-loop executive controller. For example, the central pattern generator (the most popular experiment is the one involving decerebrated cats on a treadmill [FV Severin, et al. 1966]) and reflex responses. Furthermore, because sensory processing is slow, how can rapid movements be executed other than through an open-loop process?
Another example includes a study involving rapid elbow extension a 2-dof structure (Wadman, et al. 1979). Subjects were asked to perform an arm extension each trial. Such a simple but rapid action was shown to involve two agonist-antagonist muscles: biceps and triceps. To cause extension, the triceps muscle contracted as shown by the EMG burst, then the biceps muscle followed suit. At this point, the forearm slowed down. Subsequent on/off activity served to stabilize the arm position to a final stop. In a second condition, the structure was locked such that no movement was possible. Still, EMG activities appeared to be synch in time. Why is it so? It seems the control center (brain) was able to produce such stereotyped actions without the need to wait for the sensory feedback. This is a salient example of a motor program, that is, actions are pre-programmed in the brain. The motor program originated in the brain becomes the basis of the 'centralist' group, e.g. Lashley himself. This idea also suggests that the brain does not have to solve Bernstein's degree of freedom problem one by one, but rather the specific action born out of multiple joints or muscles.

Challenges to the concept of a motor program include storage space and producing novel movements never learned before. In terms of speech, e.g., if there are 100 types of sound produced, how many motor programs should a person have? For these reasons, Schmidt (1975) proposed a generalized motor program or GMP, that contains parameters that can be adjusted depending on the situation and purpose. Invariant features of certain movements are thought to be as a result of GMP. Each movement has its own invariant features or signatures. Parameters to be adjusted include: relative timing or duration, the sequence of events, force (impulse) generation, and thus muscles recruitment. Accordingly, the motor program tells the muscles when to turn on, how much force to produce, and when to turn off.

Equilibrium-point Hypothesis
According to this theory, the movement end-points are programmed by the brain and biomechanical properties of the muscle determine the trajectory. In other words, to produce a movement, the brain has to only specify where, not how/when. The model sees our musculoskeletal system as a mass-spring mechanism with stiffness, a force-length relationship. Inherently, muscle fibers are behaving like a spring where certain tension (unit: Newton) is associated with a certain muscle length or elbow angle (cm or degree). The length and tension become two invariant characteristics of the model. The best example comes from using biceps-triceps of the upper arm, an example of antagonistic muscles. Extension occurs because there is a "force" acting to stretch to the biceps. This force increases tension in the biceps but reduces tension in the triceps. Upon sudden "removal" of the force, the musculoskeletal structure goes back to an equilibrium point.
How does this theory explain movements? The model explains that the limb moves to a position defined by an equilibrium point between forces (or torques actually!) of opposing muscles. Let's use the same biceps-triceps example. Suppose at first, the elbow is at a 110º angle and the equilibrium point is defined as two length-tension curves, each for flexor and extensor muscle. The X-axis is the muscle length that defines an elbow angle, the Y-axis is the tension. Threshold length λ is defined as muscle length in "subthreshold state", in which the muscle begins to contract. When the flexor muscle is activated (biceps contract!), its length-tension curve shifts from line 1 to 2. This shift causes the equilibrium point to move towards flexion, i.e. from 110º to 80º. Moreover, the threshold length also shifts from λ1 to λ2. There are two versions of the model. The alpha model (Polit & Bizzi, 1978) says that this process involves no sensory feedback. The lambda model (Feldman, 1966, 1986) says that there is the involvement of muscle spindles to ensure accurate stiffness.

Close-loop Processes
Open loop (left) and close-loop (right) processes
Contrary to the open-loop motor control, the closed-loop model says that sensory feedback plays a crucial role in movement execution. According to this theory, an executive controller continuously monitors the difference between the actual movement produced by the effector or limb, and the intended movement goal (reference). If there is a discrepancy (error), the executive controller sends the command to the limb to correct for this error. This process is generally slower as it requires information processing, e.g. attention control. This is even so as the reference point may change from time to time. In addition, we now know that sensory afferents contain noise and require time (~200 msec) to travel to the cerebral cortex.

One source of sensory feedback comes from the somatosensory and vestibular systems. Although our limbs contain somatosensory feedback in the form of proprioception or kinaesthesia (spindles, joints, tendon organ), the visual system is arguably the most predominant source of perception. This has been shown in the classic literature (e.g. by Gibson, 1943; Adams, 1975; and Jordan, 1972 ). The notion "perception drives action" is the key to Gibson's theory. While the information carried by the proprioception is limited to own-body, the visual system tells us information about both own-body and external world or environment. Such a feedback source is called exteroceptor. For example: while performing an action, we understand that the body moves and at the same time the surrounding moves. Specifically, the apparent motion of objects in the visual scene caused by the relative motion between an observer and a scene is known as optical flow. We now know that the brain contains two visual streams: ventral visual stream (for object recognition or visual perception), and dorsal visual stream (for movement or motion, vision for action!).

The greatest strength of the closed-loop model is the ability to explain movements that are slow, e.g. tracking and tracing. Woodworth's throwing task shows how vision is useful especially when movement duration is > 200 msec. Further, visual feedback is useful during anticipatory activity if the stimulus is available long enough. Close-loop control is important for muscle stiffness by making use of information from the muscle spindle (Houk, 1976). Daily activities that require corrective actions are also considered, e.g. rotating a ball using the index finger. Unfortunately, many other movements that we make are much faster, e.g. aiming to grab a falling item, throwing or kicking a ball, etc. Such quick movements are termed ballistic and require rapid muscle contractions producing high movement velocity. In such a scenario, it is impossible to continuously process sensory feedback (Schmidt, 1972).

One evidence of the feedback influence to rapid movement comes from studies involving long-loop or transcortical reflex. Studies in primates and humans suggest the existence of a long-loop reflex following sudden perturbation of arm/hand position. The existence of two distinct EMG or electromyograph spikes, for example, indicates that there is another signal, M2 (~50-70 msec latency) to the motor neurons following the first, involuntary, short-latency monosynaptic reflex M1 (~30-50 msec latency). Once a source of controversy, this M2 signal is thought to be supraspinal, requires no conscious attention, and can be influenced by prior instructions. The next EMG burst following M2 is the voluntary movement itself and it is regulated by the cerebral cortex (> 150 msec latency).

Ballistic Movement: Reaching 
In principle, a motor task can be divided according to the start and endpoint into discrete, continuous, and serial tasks or skills. A discrete task is a motor task where there are a clear start and endpoint. A continuous task, on the other hand, is a motor task that is continuous and repeated (cyclical). A serial task is a special form of a discrete task in which movements are performed according to a certain sequence. In terms of speed, the motor task can be divided into slow and rapid or ballistic movements. We'll talk briefly about reaching movement here.

Woodworth first discussed this topic in detail a century ago. Ballistic reaching is prevalent in everyday lives, e.g. from movements performed during boxing, playing tennis, and daily voluntary movements such as reaching and grasping (prehension). Such movements are characterized by fast muscle contractions that yield very high speed/acceleration. Scientists thought this mechanism is too fast to be managed by a closed-loop controller in the brain.

While reaching primarily involves the muscular control that rotates shoulder and elbow joints, grasping involves more complex coordination among the five fingers. In most cases, both movements typically occur almost within one intended action in daily lives. The opening of the hand to grasp an object often happens well before the whole arm reaches the object. Does this mean reach-and-grasp is managed by the same motor GMP? According to Jeannerod (1984), reach-and-grasp consists of two behavior phases that utilize two independent neural channels working in parallel, both require a visual system to make visuomotor coordination possible. The two paths are:
1)  A fast initial, transport phase that brings the hand closer to the object,
     - Requires a channel that processes the object's extrinsic properties.
     - E.g. object location w.r.t the body, orientation, direction; viewer-centered coordinates.
2)  A slow, open-the-hand phase during which the hand makes contact with the object.
     - Requires another channel that uses the object's intrinsic properties.
     - These properties include e.g. object size, shape.

In later studies, Arbib et al. proposed that both channels are interdependent through temporal coordination which is necessary to ensure both phases are fulfilled correctly. Opponents to this theory (e.g. by Wing et al.) suggested another concept where spatial, instead of temporal, coordination is required. In another premise, Smeets and Brenner proposed that reach-and-grasp has no distinct temporal components and is nothing but pointing using thumb and finger.

Speed and accuracy 
"Haste makes waste". The fact that faster movements lead to lesser accuracy is known as the principle of a speed-accuracy trade-off. It was Woodworth who first did an experiment studying the relationship between voluntary aiming and its accuracy. He said that manual aiming consists of two phases. The first is an initial open-loop phase (initial adjustment) that propels the hand towards a target. The second phase is a current-control phase using visual feedback to land into the target. This and the following experiment make up a cornerstone of human motor control.

Half a century later, Fitts revisited the concept and showed a formulation of this trade-off. The formula says that average movement time (MT) is linearly related to the index of difficulty. This index is log [2A/W] where A is movement amplitude and W is target width to aim. Both A and W are tightly controlled during the experiment. His law suggests an inverse relationship between 'difficulty' of a movement and the completion time or speed. In the mathematical equation, a and b are Y-intercept and slope respectively. The slope represents a measure of 'controllability', the additional MT caused by an increase in the index of difficulty by a unit. Movements utilizing an upper limb exhibits a steeper slope than fingers. A higher slope is also shown in older adults. The log relationship is presumably due to information load (related to e.g. Hick's study). Subsequent studies have suggested that Fitts' Law can be found in many different situations: cyclical and discrete tasks, in children, adults, and used in neurological patients.

Experiment setup used by Fitts in his early days

Some models attempt to explain Fitts' Law. The most important one is probably the impulse variability model (Schmidt et al., 1979), a model of simple rapid aiming movements in which the variability of the impulse of forces leads directly to variations in the movement end-point of a limb. With this model, the initial phase (initial-impulse) of a ballistic movement is therefore crucial. Related to GMP, this impulse is like a code that tells arm muscles to produce forces within a certain time. The theory maintains that as the distance from a target increases, more force must be exerted, leading to greater variability in movement trajectory, decreasing the chances of hitting the target. To compensate for this, the movement time can be slowed down. A variant of this is by Meyer et al. called the optimized impulse variability model. According to this model, if an error occurs while performing an extremely rapid movement (e.g. the target overshoot or undershoot), a quick corrective movement follows after.

Although Fitts' Law was originally studied in terms of spatial accuracy, later studies discussed the characteristics of a temporal trade-off. This is relevant for example movement reaction time, preparatory time, etc, in baseball (see, e,g. Wing-Kristofferson timing model)


Reference: The writing and diagrams are based on a textbook, "Motor Control & Learning: a Behavioral Emphasis, 5ed" by RA Schmidt & T Lee.

Saturday, June 27, 2015

Sensorimotor Control & Learning (Part II)

Limits of Adaptation Paradigms
In laboratory settings, motor learning is often studied in the context of motor adaptation paradigms, in which subjects must learn to compensate for a systematic perturbation, either in the through manipulating visual feedback (Krakauer et al. 2000) or a change in the dynamics of the arm manipulandum (Shadmehr and Mussa-Ivaldi 1994). In the first case, visual feedback is altered resulting in a change in movement kinematics. In the latter, change in dynamics is created through the introduction of the opposing force field which is perpendicular to the movement direction. In motor adaptation, what is typically observed is a monotonic improvement in performance that is initially rapid, and then slows to an asymptotic level close to initial baseline levels of performance. The progress of learning is well described by an exponential fit, implying that the amount of improvement on each trial is proportional to the error (Thoroughman and Shadmehr 2000; Donchin et al. 2003). According to these adaptation paradigms, motor learning is predominantly mediated by a specific mechanism that is based on changing an internal forward model.

In real life, we may see the motor adaptation in the case, for example, when one learns to adapt when holding a heavy tennis racket or counteracting the fluid dynamic under-water. However, not all motor learning falls under the definition of motor adaptation. For example, when we learn to synthesize entirely novel movements in the absence of perturbation, adaptation fails to explain these learning processes. Performance improvements take shape from being incompetent as a naive learner to full proficiency. However, such improvements are far slower than in adaptation paradigms: while tens of trials are usually enough to reach an asymptotic level after perturbation, performance in these more complex tasks continues to improve over hundreds of trials or even across a few days.

Haith & Krakauer (2013) define this long-term reduction in movement variability as skill learning and argue that such learning is associated with incrementally improving the quality of one's movements with practice. Skill learning has been studied in the laboratory setting using a few tasks, e.g. maneuvering a cursor along a constrained path (Shmuelof et al. 2012) or through a series of via points (Reis et al. 2009). overall variability in task performance reduces substantially over days of practice, even though subjects immediately exhibit near-perfect performance at slow speeds.

Learning a "Skill"
Skill is another dimension of motor learning. Krakauer et al. defined skill as a shift of speed-accuracy trade-off function when there is no systematic perturbation to movement trajectory. This can be measured before and after a series of training protocols, e.g through tracing an arc or reaching a point in space. Skill learning involves a slower process, or improvement and it is distinct from adaptation. Adaptation to error is not a skill because the performance reaches plateau once the trajectory returns to the baseline trajectory, i.e. there is no further improvement possible. Krakauer mentioned that performance improvement can occur through:
     (a) Better state estimation (improved forward models, or processing of sensory feedback);
     (b) Better motor execution (improved signal-to-noise ratio in motor output).
Which one is the limiting factor is unknown.

In light of skill learning, an obvious question is this: how can we model skill learning? As mentioned above, error-based motor adaptation has some limitations in real-life cases. Some studies have posited that adaptation also cannot fully explain motor learning processes such as saving, and learning in the absence of error signal. In Huang et al. (2011), subjects experienced visuomotor perturbation. Following adaptation, they went through a sufficient washout block to reset the adaptation. After imposing the perturbation the second time, there is no indication of faster relearning (saving) than the initial learning of naive subjects. However, with the introduction of reward feedback during a task with the same paradigm in another group of subjects, saving is observed following a sufficient washout block.

Model-based and Model-free?
Much of the work on error-based learning uses an internal model to explain motor learning. This is also called model-based learning because it requires building, updating, or adapting an internal model through performing the task. It turns out that another process is possible to support motor learning, called model-free learning. In this model-free type, the goal is to learn directly through a process of trial and error, to explore the space of potential actions in each state, and keep track of which states and actions lead to successful outcomes (rewarded). Indeed, reward-based tasks (reinforcement learning) is an example of model-free learning. Huang et al (2011) and Krakauer (2013) posited both model-free and model-based adaptation are working hand-in-hand to cause saving or faster relearning.


Building an internal model as learning progresses is a salient feature of the model-based approach. Once found, learning can be generalized to multiple but similar task structures. This, however, bears heavy computational costs. In contrast, we usually talk about control policy in reinforcement learning, or model-free learning. A control policy here means the selection of a single action per trial, or describes an ongoing stream of motor commands in continuous time according to the instantaneous state.  No intermediate model representation and no calculation required to transform a forward model into motor commands in the control policy. Model-free learning tends to deliver superior performance on a particular task in the long run because they do not rely so heavily on noisy computations each and every time a movement must be made. But the disadvantage is that the learning scope is rather restricted to the task performed during training. Even if the reward structure of the task changes in a known way, one must start from scratch (or at least from some previous but incorrect control policy). This is in sharp contrast to the flexibility offered by model-based learning.

Optimal Feedback Control
While in daily lives, the internal models require constant adjustment especially in the context of learning or adaptation. Todorov and Jordan proposed that the key to such adjustment is the presence of feedback. There are primarily two types: own sensory feedback (proprioception, vision) and the predicted sensory consequences from the internal model (efference copy).
The computation framework that links internal model, feedback, motor cost and reward, and optimization is called the optimal feedback control (OFC) (Todorov and Jordan, 2002) championed by scientists such as Todorov, Kording, etc. It has been regarded as a comprehensive theory of motor coordination in redundant systems, such as our joints that have multiple degree-of-freedom. The theory says that, for a given motor task there is this optimal control policy to update the motor plan using a cost function of effort and accuracy. An OFC uses an optimal estimate of the state of the system, generated through sensory feedback and efferent copy, and uses this feedback to adjust its output towards a specific goal.

In OFC, a cost function of effort and accuracy terms can be optimized, assuming that unbiased estimates of some key parameters (e.g. for forward dynamic model) are available a priori, to derive a feedback control policy for a given task goal. It is thought that during motor learning, a person first learns to adapt to the task dynamic, not the task-irrelevant goal. This step is then followed by the optimization of a cost function to do the task. In other words, there is no clear one-to-one mapping between tasks and actions in the brain. Instead, the naive learner will aim to "converge" into the best solution.

How does OFC relate to skill learning? What is supposedly occurring in the training period is a set of process that leads to better performance: convergence on the optimal policy, or improved execution of the control policy itself, perhaps through an increased signal-to-noise ratio via expanded neural representations. Either of these possibilities could be the explanation for shifts in the speed-accuracy tradeoff, and reductions in variability described in motor skill learning studies. Ultimately, the authors suggest that the process of converging can be both model-based and model-free.

Lastly there are several theories suggesting the neural substrates underpinning motor control and learning according to this framework:
  1. Basal ganglia (striatum) helps to monitor the reward and cost of the motor commands generated (reward-based learning).
  2. Cerebellum helps to predicting sensory consequences and monitor mismatch, otherwise known as error monitoring.
  3. Parietal cortex combines the expected sensory consequences and the actual sensory feedback, a process analogous to  state estimation, a place for multisensory integration and the body awareness.
  4. Premotor and primary motor cortex assign the feedback gain for the visual and proprioceptive states, transforming the belief about the states into the actual motor commands downstream.

References  
[1]  Haith and Krakauer (2013). "Model-based and Model-free Mechanisms in Human Motor Learning". Adv Exp Med Biol. 782:1–21..
[2]  Krakauer and Mazzoni (2011). "Human sensorimotor learning: adaptation, skill, and beyond." Curr  Opin Neurobiol, 21(4): 636-644. 
[3]  Shadmehr & Krakauer (2008). "A computational neuroanatomy for motor control". Experimental Brain Res, 185: 358-381. 

Friday, August 29, 2014

Sensorimotor Control & Learning (Part I)

"Motor learning", the main theme of my current lab, lies at the intersection between motor behavior and neuropsychology of learning. It helps us to understand how a person acquires and learns new movements, e.g. to dance, play golf, or adopt a new language. The theme is studied depending on the organ where the voluntary movements are produced: the arm, legs, jaw, and eyes.

The current summary is based on modern studies from the 1990s by a group of engineers and computational scientists, outside the domain of neuropsychology and kinesiology. Emphasis will be made on the upper limb (arm reaching) as its core manipulation.

Components of Sensorimotor Control
First, gathering sensory information associated with the task. When one wants to move or perform a task with one's limb, visual information is gathered through saccades. This gaze behavior is also task-specific. Our brain appears to be able to filter irrelevant sensory inputs. For example: the study in inattentional blindness when one fails to notice prominent visual stimuli unrelated to the task one is attending. It is worth noting that sensory streams are temporally delayed and noisy.

Second, motor tasks involve a sequence of decision-making processes in the presence of delay and noise. Why does the noise come into play? Because both sensory and motor system are inherently noisy, arising naturally at the molecular, synaptic, and system levels. The final product is that trial-by-trial movement production to the same target in space is bound to exhibit some variability. These underlying risks can be viewed with the context of reward, especially during a period of motor learning. Even when a person faces the same motor learning task, one can be a risk-averse (exploitation) or risk-seeking (exploration).

Third, our nervous system can be modeled as a controller. Traditionally, there are two basic controllers for motor control and learning: the feedback and feedforward controller. Feedback control, as the name implies, refers to the control of voluntary movements using sensory feedback. In contrast, feedforward control doesn't depend on any feedback mechanisms. Given that our sensory inflow has an inherent delay (150 - 200 msec), it becomes unreliable to rely on for an accurate movement control. To meet the demand of the motor tasks, we often rely on feedforward control which is a predictive control. As we produce certain movement, we make also make prediction about the sensory consequences of that movement. This is done using of efference copy of the motor command and the difference between the predicted sensory consequence and the actual sensory feedback will be used in state estimation.

The last controller is related to the biomechanical properties of the body and the tools used. It is within the topic of arm impedance. Impedance control depends on a few factors such as arm stiffness, i.e. how springy the musculatures are. Like the internal model, impedance control is also inspired by concepts in engineering and biomechanics. Example: we can modify the way we grip a tool (hand stiffness, arm stiffness) produced through co-contraction of the opposing muscles. Although co-contraction can be a solution to the motor task, it is inherently unstable as the sensorimotor system is noisy.

Recent Techniques or Methodologies
We can study motor learning in various ways, It can be studied through behavioral studies and quantitative movement analysis. Modern motor learning literature typically includes three well-known behavioral paradigms:
  1. Sequence learning: a type of motor skill learning where it employs serial reaction time tasks (SRTT). Here, a participant is asked to make a sequence of button pressing, key tap, or finger flexion. Motor performance is measured by the reaction or response time. It does not directly deal with the kinematic and dynamic features of motor learning. In more specific ways, learning is measured by the difference in reaction time between the random sequence and learned sequence.
  2. Visuomotor rotation: this can be achieved by e.g., providing a set of prism worn by the participant or by a certain mechanism to distort the association between the visual feedback and the actual arm movement. The performance is measured by the movement deviation. This method introduces a mismatch between two related sensory inputs: visual and proprioception.
  3. Force field paradigm: a participant performs reaching movement with a robotic manipulandum, capable of producing a velocity-dependent force that perturbs the movement trajectory. The presence of the force changes the dynamic of the motor task. The process of reaching motor performance signifies adaptation. The sudden removal of the force causes the trajectory to deflect to the opposite direction know as an after-effect. A more novel idea probes trial-by-trial performance in terms of the magnitude of the lateral force the participant produces. This is achieved by introducing catch trials in the form of force channels. This is the method used by Shadmehr and colleagues.
Lesion studies and non-invasive stimulation (TMS and tDCS) are able to complement the methods. Recently, neuroimaging methods are employed to learn regions of the brain associated with the behavioral tasks involved. Scientists employ engineering and computational modeling to represent the brain as a system or controller. In error-based learning, for example, motor adaptation can be captured by a linear time-invariant model (LTI). With this framework, in each trial, we learn new movements by employing an optimization algorithm (e.g. Kalman Filter).
Types of Motor Learning Processes
The processes of motor learning can be classified by the type of information the motor system learns.
  1. Error-based learning: motor learning through the presence of an error, i.e. the discrepancy between the desired trajectory and the actual movement outcome. The term error also means the mismatch between the predicted sensory consequences and the observed sensory feedback. Three important behavioral paradigms to study this type of learning include visuomotor rotation, prism goggle, and force-field adaptation. Error reduction happens reasonably quick and this type of learning is known as adaptation. Improvements in adaptation reach plateau after 8-10 trials. We will focus more on this type of motor learning processes as it has been widely studied for the past decade.
  2. Reinforcement learning: normally observed in a redundant system. This type of learning can happen even when there is no error involved. Learning is achieved through exploration by finding the best solution in the solution manifold. It is highly dependent on the available rewards, e.g. points, punishment, currency. A study by Izawa & Shadmehr (2011) shows that reinforcement learning, in some circumstances, can substitute for adaptation when there is uncertainty about, or no, sensory prediction error.
  3. Use-dependent learning: not strictly a learning process, but rather, adaptation through repetitive movements. Movements to a certain direction are able to reduce variability in that direction and induce a bias towards this trained direction when reaching to other directions.
  4. Learning by observation: typically it involves watching others doing the movements. This type stems from the findings of mirror neurons. Observational learning may include learning from predicting error by observing the action of others.
  5. Structural learning: learning to extract common features of different task variants. When we know the underlying structure of the task, learning can be faster, e.g. learning to swing a tennis racket bears similarity with learning using a squash racket.
What is Internal Model?
Modern research of human motor behavior has been marked by the incorporation of control engineering theories, in particular, the concepts of the internal model (see: Jordan, 1995; Kawato et al. 1987). A controller Gc(s) is used to control the process Gp(s). A good controller should be able to represent the process to be controlled. It is said that the motor system is composed of the limbs (i.e. the plant) and the controller in the nervous system, the internal model.

The internal model is an approximation of the inverse dynamics of the system being controlled. It is a model that mimics the behavior of the natural process being controlled, which refers to our motor system. This model can be adapted at any time to a novel environment, making it a suitable computational model for motor learning (refer to studies by Shadmehr's group). There are 2 variants of the internal model: forward model and inverse model.
  1. Forward model predicts sensory consequences from the efference copy generated during movement. Forward model is likened to a motor-to-sensory mapping. The efference copy is issued in conjunction with the motor command from the CNS. The model tries to anticipate the next state so that the movement goal is achieved and the error is minimized. 
  2. Inverse model tries to approximate motor commands through an inverse transformation from the incoming sensory streams. This model is reactive rather than predictive. There is a close relationship between model (1) and (2).
The internal model is used to explain motor adaptation. As mentioned, it involves a decrease in sensory prediction error through trial-by-trial adjustments in the forward model. Accordingly, the update of the forward model is translated into an update of motor commands. Mathematically, the internal model is well captured by linear time-invariant (LTI) state-space models, which have sensory errors or perturbations as inputs, sensorimotor mappings as hidden variables, and the learned or adapted motor commands as the output.
Why can't we tickle ourselves? When we tickle our body, the central nervous system predicts the sensory consequence using the efference copy of "tickling". At the same time, there is this somatic sensation generated by the "tickling". As this sensation matches the predicted sensory consequence through the forward model, the comparator circuit in the CNS doesn't detect any mismatch.

Can Motor Learning Generalize?
After going through training of a task in one context or situation, a person is able to perform as well to a similar task but in a different context or situation. This concept is called generalization. When generalization is beneficial, it is usually termed transfer. Conversely, when it is detrimental, it is termed interference. Traditionally, the studies of generalization made use of dynamic or force field paradigm. The principles derived from those studies are associated with the concept of the internal model. On top of that, generalization is related to another concept called "motor memory". If interference occurs, the transfer of learning fails.

Using force field paradigm, it is thought that motor adaptation is able to generalize in the intrinsic coordinate system, i.e. based on internal muscular patterns of activity. A salient example of intrinsic transfer is when writing "9" by right and left hand. On the other hand, using the visuomotor paradigm (Krakauer et al., 2000), motor learning generalizes in the extrinsic coordinate system, i.e. based on the external spatial coordinate frame. Transfer in motor learning has also been studied in relevant to transfer across different movement direction. There is a limited transfer of dynamic (Gandolfo et al., 1996; Sainburg et al., 1999).

Transfer occurs in different configurations of the same arm (Shadmehr & Mussa-Ivaldi, 1994; Ghez et al., 2000; Malfait et al., 2002; Shadmehr & Moussavi, 2000). How about the interlimb transfer? Tranfer occurs from the dominant arm to the non-dominant arm and this happens in the extrinsic coordinate system (Criscimagna-Hemminger et al., 2003). The opposite is not true. Further, the interlimb transfer from the dominant to non-dominant hand occurs only when the force field is introduced abruptly (Malfait & Ostry, 2004). The gradual force field, on the other hand, does not cause the apparent interlimb transfer. It seems that interlimb transfer is regarded as a cognitive process.

The Concept of Motor Memory
The initial part of learning involves more cognitive processes, where one makes use of one's memory buffer to carry out and finish the task. This readily available, temporary buffer or space is known as working memory. A popular example of working memory is when you solve mathematical problems. The later part of learning is the period when motor performance stabilizes and involves consolidation, a term related to long-term storage of motor skills. This is why after a year of not playing the piano (or skiing), we are still able to play it as well. However, what is stored inside the memory (e.g. motor commands, task dynamic, somatic experience, etc.) is still debatable and the nature of consolidation is also conflicting, e.g. Caithness et al (2006).

Memories that can be consciously recalled are named declarative memories, e.g. memory of events, words, or facts. Conversely, memories on skills and knowledge to perform some particular actions are called procedural memories, e.g. the ability to walk or ski. Typically, the domain of motor learning deals with procedural memory, the nature of which is interesting to characterize. Smith et al. introduced a two-rate state-space model of the force-field adaptation. The model says that adaptation consists of fast learning with poor retention and slow learning with more stable retention. Krakauer & Shadmehr discuss whether the formation of such memory progresses over time from a labile state, which is susceptible to interference to a stable state, which is resistant to such interference.

The memory from experiences obtained from a rapidly changing environment leads to faster decaying and unstable motor memory. As opposed, more stable memory is achieved when exposed to a gradually changing environment. What happens when, after learning A, a person immediately learns B? Called retrograde interference, task B is able to disrupt the consolidation of A. This phenomenon does not appear after a longer period of training. There is even evidence suggesting sleeps enhance/improve consolidation. Sometimes, although we forget to do a certain task, a quick relearning is sufficient to meet the expected performance. Such a phenomenon is called saving, that is, faster relearning.

Lastly, the concepts of implicit and explicit processes have a place in the context of motor learning. Explicit processes require declarative knowledge of something. When a person learns to make a golf swing, voluntary explicit processes include, for example, adjustment to the weight of the golf stick or the knowledge on the target location. In contrast, proficiency in skill performance itself or the correct timing (or speed) involves implicit processes. In some conditions, implicit planning may override explicit strategies during a visuomotor adaptation task (Mazzoni & Krakauer, 2006). Scientists are still debating which of the two are dominant during motor learning, at different stages of learning.

The famous case of HM who couldn't recall practicing a mirror writing task but performed well in the task several days later prompts scientists to think that motor learning is purely implicit. Adaptation is seen as an implicit process, but it does not rule out the involvement of explicit processes. Such "cognitive" explicit processes are thought to serve as a form of learning strategy. Taylor and Ivry (2011) found two competing processes: explicit knowledge of target error and implicit knowledge of sensory prediction error (a la the usual adaptation mechanism). Keisler and Shadmehr used an interesting approach to examine declarative memory contribution to force-field adaptation. Subjects were adapted to force-A and then a brief exposure to force-B. After a 3-min interval, they experienced channel trials. At the same time, they had to memorize words in between. This memorization interfered with the memory of the second task B.

References  
[1]  Wolpert D.M., Diedrichsen J & Flanagan J.R. (2011). "Principles of sensorimotor learning". Nature Rev. Neurosci. 12: 739-751.
[2]  Krakauer, J. W. and P. Mazzoni (2011). "Human sensorimotor learning: adaptation, skill, and beyond." Curr  Opin Neurobiol, 21(4): 636-644.