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Dive into the research topics where Claudia M. Hendrix is active.

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Featured researches published by Claudia M. Hendrix.


Presence: Teleoperators & Virtual Environments | 1996

Presence within virtual environments as a function of visual display parameters

Claudia M. Hendrix; Woodrow Barfield

This paper reports the results of three studies, each of which investigated the sense of presence within virtual environments as a function of visual display parameters. These factors included the presence or absence of head tracking, the presence or absence of stereoscopic cues, and the geometric field of view used to create the visual image projected on the visual display. In each study, subjects navigated a virtual environment and completed a questionnaire designed to ascertain the level of presence experienced by the participant within the virtual world. Specifically, two aspects of presence were evaluated: (1) the sense of being there and (2) the fidelity of the interaction between the virtual environment participant and the virtual world. Not surprisingly, the results of the first and second study indicated that the reported level of presence was significantly higher when head tracking and stereoscopic cues were provided. The results from the third study showed that the geometric field of view used to design the visual display highly influenced the reported level of presence, with more presence associated with a 50 and 90° geometric field of view when compared to a narrower 10° geometric field of view. The results also indicated a significant positive correlation between the reported level of presence and the fidelity of the interaction between the virtual environment participant and the virtual world. Finally, it was shown that the survey questions evaluating several aspects of presence produced reliable responses across questions and studies, indicating that the questionnaire is a useful tool when evaluating presence in virtual environments.


Presence: Teleoperators & Virtual Environments | 1996

The sense of presence within auditory virtual environments

Claudia M. Hendrix; Woodrow Barfield

Two studies were performed to investigate the sense of presence within stereoscopic virtual environments as a function of the addition or absence of auditory cues. The first study examined the presence or absence of spatialized sound, while the second study compared the use of nonspatialized sound to spatialized sound. Sixteen subjects were allowed to navigate freely throughout several virtual environments and for each virtual environment, their level of presence, the virtual world realism, and interactivity between the participant and virtual environment were evaluated using survey questions. The results indicated that the addition of spatialized sound significantly increased the sense of presence but not the realism of the virtual environment. Despite this outcome, the addition of a spatialized sound source significantly increased the realism with which the subjects interacted with the sound source, and significantly increased the sense that sounds emanated from specific locations within the virtual environment. The results suggest that, in the context of a navigation task, while presence in virtual environments can be improved by the addition of auditory cues, the perceived realism of a virtual environment may be influenced more by changes in the visual rather than auditory display media. Implications of these results for presence within auditory virtual environments are discussed.


Virtual Reality | 1995

The effect of update rate on the sense of presence within virtual environments

Woodrow Barfield; Claudia M. Hendrix

The current study was done to investigate the effect of varying the update rate of a computer-generated simulation (5, 10, 15, 20, 25 Hz) on the sense of presence within stereoscopic virtual environments. Thirteen subjects navigated a virtual representation of Stonehenge and were asked to search for a rune, inscribed upon the wall of one of Stonehenges edifices. After performing the search task, subjects completed a questionnaire designed to assess their level of presence within the virtual environment. The results indicated that the subjective report of presence within the virtual environment was significantly less using an update rate of 5 and 10 Hz when compared to update rates of 20 and 25 Hz. Furthermore, the reported level of presence using a 15 Hz update rate was similar to the reported level of presence using update rates of 20 and 25 Hz thus indicating that computational resources could be saved using a slower update rate while maintaining a given level of presence. In addition, a factor analysis procedure indicated that the 13 questions designed to assess the subjects sense of presence within virtual Stonehenge could be grouped into three factors: (1) virtual presence, (2) navigation within the virtual environment, and (3) knowledge of real world surroundings while in the virtual world. Finally, comments on a descriptive model of presence within virtual environments are presented.


ieee virtual reality conference | 1995

Presence in virtual environments as a function of visual and auditory cues

Claudia M. Hendrix; Woodrow Barfield

The paper reports the results of two experiments each investigating the sense of presence within visual and auditory virtual environments. The variables for the studies included the presence or absence of head tracking, the presence or absence of stereoscopic cues, the geometric field of view (GFOV) used to design the visual display, the presence or absence of spatialized sound and the addition of spatialized versus non-spatialized sound to a stereoscopic display. In both studies, subjects were required to navigate a virtual environment and to complete a questionnaire designed to ascertain the level of presence experienced by the participant within the virtual world. The results indicated that the reported level of presence was significantly higher when head tracking and stereoscopic cues were provided, with more presence associated with a 50 and 90 degree GFOV when compared to a narrower 10 degree GFOV. Further, the addition of spatialized sound did significantly increase ones sense of presence in the virtual environment, on the other hand, the addition of spatialized sound did not increase the apparent realism of that environment.


Presence: Teleoperators & Virtual Environments | 1995

Comparison of human sensory capabilities with technical specifications of virtual environment equipment

Woodrow Barfield; Claudia M. Hendrix; Ove Bjorneseth; Kurt A. Kaczmarek; Wouter Lotens

This paper presents the results of three surveys that compared the humans ability to detect and discriminate visual, auditory, tactile, and kinesthetic information with current technical specifications of virtual environment equipment. The comparison exposes limitations of current virtual environment interfaces and thus indicates areas where improvements in equipment design are needed. Furthermore, the paper presents basic definitions and units of measurement for sensory modalities, which also can be used to describe the capabilities of virtual environment equipment. Finally, the paper concludes with remarks concerning the relationship between the data presented in the three surveys and the design of virtual interfaces.


Journal of Neurophysiology | 2009

Low-Frequency Oscillations in the Cerebellar Cortex of the Tottering Mouse

Gang Chen; Laurentiu S. Popa; Xinming Wang; Wangcai Gao; Justin Barnes; Claudia M. Hendrix; Ellen J. Hess; Timothy J. Ebner

The tottering mouse is an autosomal recessive disorder involving a missense mutation in the gene encoding P/Q-type voltage-gated Ca2+ channels. The tottering mouse has a characteristic phenotype consisting of transient attacks of dystonia triggered by stress, caffeine, or ethanol. The neural events underlying these episodes of dystonia are unknown. Flavoprotein autofluorescence optical imaging revealed transient, low-frequency oscillations in the cerebellar cortex of anesthetized and awake tottering mice but not in wild-type mice. Analysis of the frequencies, spatial extent, and power were used to characterize the oscillations. In anesthetized mice, the dominant frequencies of the oscillations are between 0.039 and 0.078 Hz. The spontaneous oscillations in the tottering mouse organize into high power domains that propagate to neighboring cerebellar cortical regions. In the tottering mouse, the spontaneous firing of 83% (73/88) of cerebellar cortical neurons exhibit oscillations at the same low frequencies. The oscillations are reduced by removing extracellular Ca2+ and blocking L-type Ca2+ channels. The oscillations are likely generated intrinsically in the cerebellar cortex because they are not affected by blocking AMPA receptors or by electrical stimulation of the parallel fiber-Purkinje cell circuit. Furthermore, local application of an L-type Ca2+ agonist in the tottering mouse generates oscillations with similar properties. The beam-like response evoked by parallel fiber stimulation is reduced in the tottering mouse. In the awake tottering mouse, transcranial flavoprotein imaging revealed low-frequency oscillations that are accentuated during caffeine-induced attacks of dystonia. During dystonia, oscillations are also present in the face and hindlimb electromyographic (EMG) activity that become significantly coherent with the oscillations in the cerebellar cortex. These low-frequency oscillations and associated cerebellar cortical dysfunction demonstrate a novel abnormality in the tottering mouse. These oscillations are hypothesized to be involved in the episodic movement disorder in this mouse model of episodic ataxia type 2.


Journal of Neurophysiology | 2011

Representation of limb kinematics in Purkinje cell simple spike discharge is conserved across multiple tasks

Angela L. Hewitt; Laurentiu S. Popa; Siavash Pasalar; Claudia M. Hendrix; Timothy J. Ebner

Encoding of movement kinematics in Purkinje cell simple spike discharge has important implications for hypotheses of cerebellar cortical function. Several outstanding questions remain regarding representation of these kinematic signals. It is uncertain whether kinematic encoding occurs in unpredictable, feedback-dependent tasks or kinematic signals are conserved across tasks. Additionally, there is a need to understand the signals encoded in the instantaneous discharge of single cells without averaging across trials or time. To address these questions, this study recorded Purkinje cell firing in monkeys trained to perform a manual random tracking task in addition to circular tracking and center-out reach. Random tracking provides for extensive coverage of kinematic workspaces. Direction and speed errors are significantly greater during random than circular tracking. Cross-correlation analyses comparing hand and target velocity profiles show that hand velocity lags target velocity during random tracking. Correlations between simple spike firing from 120 Purkinje cells and hand position, velocity, and speed were evaluated with linear regression models including a time constant, τ, as a measure of the firing lead/lag relative to the kinematic parameters. Across the population, velocity accounts for the majority of simple spike firing variability (63 ± 30% of R(adj)(2)), followed by position (28 ± 24% of R(adj)(2)) and speed (11 ± 19% of R(adj)(2)). Simple spike firing often leads hand kinematics. Comparison of regression models based on averaged vs. nonaveraged firing and kinematics reveals lower R(adj)(2) values for nonaveraged data; however, regression coefficients and τ values are highly similar. Finally, for most cells, model coefficients generated from random tracking accurately estimate simple spike firing in either circular tracking or center-out reach. These findings imply that the cerebellum controls movement kinematics, consistent with a forward internal model that predicts upcoming limb kinematics.


Annals of the New York Academy of Sciences | 2012

Toward a network model of dystonia

Claudia M. Hendrix; Jerrold L. Vitek

Dystonia has generally been considered a basal ganglia (BG) disorder. Early models hypothesized that dystonia occurred as the result of reduced mean discharge rates in the internal segment of the globus pallidus (GPi). Increasing evidence suggests a more systemwide disruption of the basal ganglia thalamic circuit (BGTC) resulting in altered firing patterns, synchronized oscillations, and widened receptive fields. A model of dystonia incorporating these changes within the BGTC is presented in which we postulate that this pathophysiology arises from disruptions within the striatum. Alterations in the cerebellothalamocortical (CBTC) pathway to the development of dystonia may also play a role. However, the contribution of CBTC abnormalities to dystonia remains unclear and may vary with different etiologies of dystonia. Finally, the relevance of established and emerging theories related to the pathophysiology of dystonia is addressed within the context of improving conventional approaches for deep brain stimulation (DBS) treatment strategies.


Journal of Neurophysiology | 2009

Signaling of Grasp Dimension and Grasp Force in Dorsal Premotor Cortex and Primary Motor Cortex Neurons During Reach to Grasp in the Monkey

Claudia M. Hendrix; Carolyn R. Mason; Timothy J. Ebner

A fundamental question is how the CNS controls the hand with its many degrees of freedom. Several motor cortical areas, including the dorsal premotor cortex (PMd) and primary motor cortex (M1), are involved in reach to grasp. Although neurons in PMd are known to modulate in relation to the type of grasp and neurons in M1 in relation to grasp force and finger movements, whether specific parameters of whole hand shaping are encoded in the discharge of these cells has not been studied. In this study, two monkeys were trained to reach and grasp 16 objects varying in shape, size, and orientation. Grasp force was explicitly controlled, requiring the monkeys to exert either three or five levels of grasp force on each object. The animals were unable to see the objects or their hands. Single PMd and M1 neurons were recorded during the task, and cell firing was examined for modulation with object properties and grasp force. The firing of the vast majority of PMd and M1 neurons varied significantly as a function of the object presented as well as the object grasp dimension. Grasp dimension of the object was an important determinant of the firing of cells in both PMd and M1. A smaller percentage of PMd and M1 neurons were modulated by grasp force. Linear encoding was prominent with grasp force but less so with grasp dimension. The correlations with grasp dimension and grasp force were stronger in the firing of M1 than PMd neurons and across both regions the modulation with these parameters increased as reach to grasp proceeded. All PMd and M1 neurons that signaled grasp force also signaled grasp dimension, yet the two signals showed limited interactions, providing a neural substrate for the independent control of these two parameters at the behavioral level.


ieee virtual reality conference | 1997

Visualizing the structure of virtual objects using head tracked stereoscopic displays

Woodrow Barfield; Claudia M. Hendrix; Karl-Erik Bystrom

The study investigated the effects of stereopsis and head tracking on presence and performance in a desktop virtual environment. Twelve subjects viewed the virtual image of a bent wire and were required to select the correct representation of the virtual wire from one of three drawings presented on paper. After each trial, subjects completed a questionnaire designed to access their level of presence in the desktop virtual environment. The results indicated that neither stereopsis nor head tracking improved the accuracy of selecting the correct paper representation of the virtual wire. However, responses to the presence survey indicated that head tracking significantly improved the reported level of presence, whereas the addition of stereopsis did not. Implications of the results for the design of desktop virtual environments are discussed.

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Gang Chen

University of Minnesota

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