Valeria Manera
University of Nice Sophia Antipolis
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Publication
Featured researches published by Valeria Manera.
Developmental Science | 2009
Marco Del Giudice; Valeria Manera; Christian Keysers
Mirror neurons are increasingly recognized as a crucial substrate for many developmental processes, including imitation and social learning. Although there has been considerable progress in describing their function and localization in the primate and adult human brain, we still know little about their ontogeny. The idea that mirror neurons result from Hebbian learning while the child observes/hears his/her own actions has received remarkable empirical support in recent years. Here we add a new element to this proposal, by suggesting that the infants perceptual-motor system is optimized to provide the brain with the correct input for Hebbian learning, thus facilitating the association between the perception of actions and their corresponding motor programs. We review evidence that infants (1) have a marked visual preference for hands, (2) show cyclic movement patterns with a frequency that could be in the optimal range for enhanced Hebbian learning, and (3) show synchronized theta EEG (also known to favour synaptic Hebbian learning) in mirror cortical areas during self-observation of grasping. These conditions, taken together, would allow mirror neurons for manual actions to develop quickly and reliably through experiential canalization. Our hypothesis provides a plausible pathway for the emergence of mirror neurons that integrates learning with genetic pre-programming, suggesting new avenues for research on the link between synaptic processes and behaviour in ontogeny.
Frontiers in Aging Neuroscience | 2014
Philippe Robert; Alexandra König; Hélène Amieva; Sandrine Andrieu; Francois Bremond; Roger Bullock; Mathieu Ceccaldi; Bruno Dubois; Serge Gauthier; Paul-Ariel Kenigsberg; Stephane Nave; Jean Marc Orgogozo; Julie Piano; Michel Benoit; Jacques Touchon; Bruno Vellas; Jerome A. Yesavage; Valeria Manera
Alzheimers disease and other related disorders (ADRD) represent a major challenge for health care systems within the aging population. It is therefore important to develop better instruments to assess the disease severity and progression, as well as to improve its treatment, stimulation, and rehabilitation. This is the underlying idea for the development of Serious Games (SG). These are digital applications specially adapted for purposes other than entertaining; such as rehabilitation, training and education. Recently, there has been an increase of interest in the use of SG targeting patients with ADRD. However, this field is completely uncharted, and the clinical, ethical, economic and research impact of the employment of SG in these target populations has never been systematically addressed. The aim of this paper is to systematically analyze the Strengths, Weaknesses, Opportunities, and Threats (SWOT) of employing SG with patients with ADRD in order to provide practical recommendations for the development and use of SG in these populations. These analyses and recommendations were gathered, commented on and validated during a 2-round workshop in the context of the 2013 Clinical Trial of Alzheimers Disease (CTAD) conference, and endorsed by stakeholders in the field. The results revealed that SG may offer very useful tools for professionals involved in the care of patients suffering from ADRD. However, more interdisciplinary work should be done in order to create SG specifically targeting these populations. Furthermore, in order to acquire more academic and professional credibility and acceptance, it will be necessary to invest more in research targeting efficacy and feasibility. Finally, the emerging ethical challenges should be considered a priority.
Experimental Brain Research | 2011
Valeria Manera; Cristina Becchio; Andrea Cavallo; Luisa Sartori; Umberto Castiello
Body movement provides a rich source of information about other people’s goals and intentions. In the present study, we examined a particular aspect concerned with the interpretation of bodily movement—how well people can distinguish between different social intentions by observing a reach-to-grasp movement. To ascertain to what extent intention-from-motion judgements rely on visual kinematics, we compared prediction performance on a typical temporal-occlusion video task with prediction performance on a temporal-occlusion point-light task. In the video task, participants observed videos showing a model reaching towards and grasping a wooden block with different intents: to cooperate with a partner in building a tower, compete with an opponent to be the first to put the object in the middle of the working surface, or perform an individual action. In the point-light task, participants observed point-light displays of the same movements. Although predictions were more accurate for the video task, prediction performance was not disrupted for the point-light task, suggesting that essential kinematic information available in point-light displays was indeed sufficient for intention-from-motion judgement. Importantly, the same kinematic landmarks were used to discriminate between social intentions for the video and the point-light task. This suggests that observers not only have the ability to use kinematic information when no other information is available, but they use kinematic information to discriminate between intentions when watching the motion of others under full light conditions.
PLOS ONE | 2011
Valeria Manera; Cristina Becchio; Ben Schouten; Bruno G. Bara; Karl Verfaillie
Background In the context of interacting activities requiring close-body contact such as fighting or dancing, the actions of one agent can be used to predict the actions of the second agent [1]. In the present study, we investigated whether interpersonal predictive coding extends to interactive activities – such as communicative interactions - in which no physical contingency is implied between the movements of the interacting individuals. Methodology/Principal Findings Participants observed point-light displays of two agents (A and B) performing separate actions. In the communicative condition, the action performed by agent B responded to a communicative gesture performed by agent A. In the individual condition, agent As communicative action was substituted with a non-communicative action. Using a simultaneous masking detection task, we demonstrate that observing the communicative gesture performed by agent A enhanced visual discrimination of agent B. Conclusions/Significance Our finding complements and extends previous evidence for interpersonal predictive coding, suggesting that the communicative gestures of one agent can serve as a predictor for the expected actions of the respondent, even if no physical contact between agents is implied.
Behavior Research Methods | 2010
Valeria Manera; Ben Schouten; Cristina Becchio; Bruno G. Bara; Karl Verfaillie
We present the first database of communicative interactions reproduced through point-light displays (Communicative Interaction Database). The database contains 20 communicative interactions performed by male and by female couples. For each action, we provide movie files from four different viewpoints, as well as text files with the 3-D spatial coordinates of the point lights, allowing researchers to construct customized versions. By including various types of actions performed with different social motives, the database contains a diverse sample of nonconventional communicative gestures. Normative data collected to assess the recognizability of the stimuli suggest that, for most action stimuli, information in point-light displays is sufficient for clear recognition of the action as communicative, as well as for identification of the specific communicative gesture performed by the actor. The full set of stimuli may be downloaded from http://brm.psychonomic-journals.org/ content/supplemental and from http://ppw.kuleuven.be/labexppsy/lepSite/resources/CID.rar.
Frontiers in Aging Neuroscience | 2015
Valeria Manera; Pierre-David Petit; Alexandre Derreumaux; Ivan Orvieto; Matteo Romagnoli; Graham Lyttle; Renaud David; Philippe Robert
Recently there has been a growing interest in employing serious games (SGs) for the assessment and rehabilitation of elderly people with mild cognitive impairment (MCI), Alzheimer’s disease (AD), and related disorders. In the present study we examined the acceptability of ‘Kitchen and cooking’ – a SG developed in the context of the EU project VERVE (http://www.verveconsortium.eu/) – in these populations. In this game a cooking plot is employed to assess and stimulate executive functions (such as planning abilities) and praxis. The game is installed on a tablet, to be flexibly employed at home and in nursing homes. Twenty one elderly participants (9 MCI and 12 AD, including 14 outpatients and 7 patients living in nursing homes, as well as 11 apathetic and 10 non-apathetic) took part in a 1-month trail, including a clinical and neuropsychological assessment, and 4-week training where the participants were free to play as long as they wanted on a personal tablet. During the training, participants met once a week with a clinician in order to fill in self-report questionnaires assessing their overall game experience (including acceptability, motivation, and perceived emotions). The results of the self reports and of the data concerning game performance (e.g., time spent playing, number of errors, etc) confirm the overall acceptability of Kitchen and cooking for both patients with MCI and patients with AD and related disorders, and the utility to employ it for training purposes. Interestingly, the results confirm that the game is adapted also to apathetic patients.
PLOS ONE | 2011
Valeria Manera; Marco Del Giudice; Bruno G. Bara; Karl Verfaillie; Cristina Becchio
Background Beyond providing cues about an agents intention, communicative actions convey information about the presence of a second agent towards whom the action is directed (second-agent information). In two psychophysical studies we investigated whether the perceptual system makes use of this information to infer the presence of a second agent when dealing with impoverished and/or noisy sensory input. Methodology/Principal Findings Participants observed point-light displays of two agents (A and B) performing separate actions. In the Communicative condition, agent Bs action was performed in response to a communicative gesture by agent A. In the Individual condition, agent As communicative action was replaced with a non-communicative action. Participants performed a simultaneous masking yes-no task, in which they were asked to detect the presence of agent B. In Experiment 1, we investigated whether criterion c was lowered in the Communicative condition compared to the Individual condition, thus reflecting a variation in perceptual expectations. In Experiment 2, we manipulated the congruence between As communicative gesture and Bs response, to ascertain whether the lowering of c in the Communicative condition reflected a truly perceptual effect. Results demonstrate that information extracted from communicative gestures influences the concurrent processing of biological motion by prompting perception of a second agent (second-agent effect). Conclusions/Significance We propose that this finding is best explained within a Bayesian framework, which gives a powerful rationale for the pervasive role of prior expectations in visual perception.
Alzheimer's & Dementia: Diagnosis, Assessment & Disease Monitoring | 2015
Alexandra König; Aharon Satt; Alexander Sorin; Ron Hoory; Orith Toledo-Ronen; Alexandre Derreumaux; Valeria Manera; Frans R.J. Verhey; Pauline Aalten; P. H. Robert; Renaud David
To evaluate the interest of using automatic speech analyses for the assessment of mild cognitive impairment (MCI) and early‐stage Alzheimers disease (AD).
Frontiers in Human Neuroscience | 2013
Tiziano Furlanetto; Andrea Cavallo; Valeria Manera; Barbara Tversky; Cristina Becchio
What makes people spontaneously adopt the perspective of others? Previous work suggested that perspective taking can serve understanding the actions of others. Two studies corroborate and extend that interpretation. The first study varied cues to intentionality of eye gaze and action, and found that the more the actor was perceived as potentially interacting with the objects, the stronger the tendency to take his perspective. The second study investigated how manipulations of gaze affect the tendency to adopt the perspective of another reaching for an object. Eliminating gaze cues by blurring the actors face did not reduce perspective-taking, suggesting that in the absence of gaze information, observers rely entirely on the action. Intriguingly, perspective-taking was higher when gaze and action did not signal the same intention, suggesting that in presence of ambiguous behavioral intention, people are more likely take the others perspective to try to understand the action.
PLOS ONE | 2016
Valeria Manera; Emmanuelle Chapoulie; Jérémy Bourgeois; Rachid Guerchouche; Renaud David; Jan Ondrej; George Drettakis; Philippe Robert
Virtual Reality (VR) has emerged as a promising tool in many domains of therapy and rehabilitation, and has recently attracted the attention of researchers and clinicians working with elderly people with MCI, Alzheimer’s disease and related disorders. Here we present a study testing the feasibility of using highly realistic image-based rendered VR with patients with MCI and dementia. We designed an attentional task to train selective and sustained attention, and we tested a VR and a paper version of this task in a single-session within-subjects design. Results showed that participants with MCI and dementia reported to be highly satisfied and interested in the task, and they reported high feelings of security, low discomfort, anxiety and fatigue. In addition, participants reported a preference for the VR condition compared to the paper condition, even if the task was more difficult. Interestingly, apathetic participants showed a preference for the VR condition stronger than that of non-apathetic participants. These findings suggest that VR-based training can be considered as an interesting tool to improve adherence to cognitive training in elderly people with cognitive impairment.