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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Mouvement biologique et entraînement perceptivo-cognitif chez les personnes âgées

Legault, Isabelle 10 1900 (has links)
Lorsque nous cherchons un ami dans une foule ou attendons un proche sur le quai d’une gare, l’identification de cette personne nous est souvent possible grâce à la reconnaissance de sa démarche. Plusieurs chercheurs se sont intéressés à la façon de se mouvoir de l’être humain en étudiant le mouvement biologique. Le mouvement biologique est la représentation, par un ensemble structuré de points lumineux animés, des gestes d’un individu en mouvement dans une situation particulière (marche, golf, tennis, etc.). Une des caractéristiques du patron de mouvement biologique peu étudiée et néanmoins essentielle est sa taille. La plupart des études concernées utilisent des patrons de petite taille correspondant à une personne située à 16 mètres de l’observateur. Or les distances d’interaction sociale, chez l’humain, sont généralement inférieures à 16 mètres. D’autre part, les résultats des études portant sur la perception des patrons de mouvement biologique et le vieillissement demeurent contradictoires. Nous avons donc, dans un premier temps, évalué, dans une voûte d’immersion en réalité virtuelle, l’importance de la distance entre l’observateur et le patron de mouvement biologique, chez des adultes jeunes et des personnes âgées. Cette étude a démontré que l’évaluation de la direction de mouvement d’un patron devient difficile pour les personnes âgées lorsque le patron est situé à moins de 4 mètres, alors que les résultats des jeunes sont comparables pour toutes distances, à partir d’un mètre et au-delà. Cela indique que les gens âgés peinent à intégrer l’information occupant une portion étendue de leur champ visuel, ce qui peut s’avérer problématique dans des espaces où les distances d’interaction sont inférieures à 4 mètres. Nombre de recherches indiquent aussi clairement que les gens âgés s’adaptent difficilement à des situations complexes. Nous avons donc cherché, dans un second temps, à minimiser ces altérations liées à l’âge de l’intégration des processus complexes, en utilisant une tâche adaptée à l’entraînement et à l’évaluation de l’intégration de ces processus : la poursuite multiple d’objets dans l’espace ou 3D-MOT (3 Dimensions Multiple Object Tracking). Le 3D-MOT consiste à suivre simultanément plusieurs objets d’intérêt en mouvement parmi des distracteurs également en mouvement. Nous avons évalué les habiletés de participants jeunes et âgés à une telle tâche dans un environnement virtuel en 3D en déterminant la vitesse maximale de déplacement des objets à laquelle la tâche pouvait être exécutée. Les résultats des participants âgés étaient initialement inférieurs à ceux des jeunes. Cependant, après plusieurs semaines d’entraînement, les personnes âgées ont obtenu des résultats comparables à ceux des sujets jeunes non entraînés. Nous avons enfin évalué, pour ces mêmes participants, l’impact de cet entraînement sur la perception de patrons de mouvement biologique présentés à 4 et 16 mètres dans l’espace virtuel : les habiletés des personnes âgées entraînées obtenues à 4 mètres ont augmenté de façon significative pour atteindre le niveau de celles obtenues à 16 mètres. Ces résultats suggèrent que l’entraînement à certaines tâches peut réduire les déclins cognitivo-perceptifs liés à l’âge et possiblement aider les personnes âgées dans leurs déplacements quotidiens. / When searching for a friend in a crowd or waiting for a loved one at the train station, we often rely heavily on their gait to identify them. The movements of the human body have generated much research interest, and biological motion has been used to study these displacements. Biological motion is described by points at each joint and provides a representation of an individual during a particular action (walking, playing golf, tennis, etc.). Size is one of the defining characteristics of biological motion patterns, and yet, has been overlooked. Most work has used small patterns, corresponding to a person moving at a distance of 16 m from the observer, but much of our social interactions occur at distances closer than this. Furthermore, our representations of the environment can change as we age, but studies assessing the effects of age on the perception of biological motion have yielded inconsistent results. Therefore, using a fully immersive virtual-reality environment, our first goal was to evaluate the impact of distance between observer and pattern, on biological motion perception in both young and older adults. Results indicate that identifying walking direction becomes difficult at distances closer than 4 m for older observers, whereas performance is maintained in younger participants at all distances further away than 1m. This suggests that older participants exhibit difficulty when information must be integrated across a large expanse of their visual field, which could impede them in any situation where interactions occur within a distance of 4m. Much work has suggested further, that older participants adapt to complex environments with greater difficulty. The second goal was to minimize this age-related change to the integration of complex scenes, by using a task devised to both train and assess such integration processes: Multiple Object Tracking in 3-dimentional space, or 3D-MOT. 3D-MOT consists of tracking several moving objects of interest, among similarly moving distractors. In a 3-D virtual-reality environment, we measured the maximum speed at which the objects could travel, for younger and older observers to complete the task with no errors. Initial results indicated that older observers’ performance was worse than that of younger observers. However, after several weeks of training, older observers’ performance improved and became similar to that of untrained younger observers. Finally, our third goal was to evaluate, for these 3D-MOT-trained older observers, the effect of training on biological motion perception at distances of 16 and 4m in virtual space. Findings indicate that performance at 4 m, for older observers who received 3D-MOT training, improved significantly to reach 16 m levels. This suggests that training of this type can reduce age-related perceptuo-cognitive deficits and can possibly aid the elderly in their daily travels.
22

Mouvement biologique et entraînement perceptivo-cognitif chez les personnes âgées

Legault, Isabelle 10 1900 (has links)
Lorsque nous cherchons un ami dans une foule ou attendons un proche sur le quai d’une gare, l’identification de cette personne nous est souvent possible grâce à la reconnaissance de sa démarche. Plusieurs chercheurs se sont intéressés à la façon de se mouvoir de l’être humain en étudiant le mouvement biologique. Le mouvement biologique est la représentation, par un ensemble structuré de points lumineux animés, des gestes d’un individu en mouvement dans une situation particulière (marche, golf, tennis, etc.). Une des caractéristiques du patron de mouvement biologique peu étudiée et néanmoins essentielle est sa taille. La plupart des études concernées utilisent des patrons de petite taille correspondant à une personne située à 16 mètres de l’observateur. Or les distances d’interaction sociale, chez l’humain, sont généralement inférieures à 16 mètres. D’autre part, les résultats des études portant sur la perception des patrons de mouvement biologique et le vieillissement demeurent contradictoires. Nous avons donc, dans un premier temps, évalué, dans une voûte d’immersion en réalité virtuelle, l’importance de la distance entre l’observateur et le patron de mouvement biologique, chez des adultes jeunes et des personnes âgées. Cette étude a démontré que l’évaluation de la direction de mouvement d’un patron devient difficile pour les personnes âgées lorsque le patron est situé à moins de 4 mètres, alors que les résultats des jeunes sont comparables pour toutes distances, à partir d’un mètre et au-delà. Cela indique que les gens âgés peinent à intégrer l’information occupant une portion étendue de leur champ visuel, ce qui peut s’avérer problématique dans des espaces où les distances d’interaction sont inférieures à 4 mètres. Nombre de recherches indiquent aussi clairement que les gens âgés s’adaptent difficilement à des situations complexes. Nous avons donc cherché, dans un second temps, à minimiser ces altérations liées à l’âge de l’intégration des processus complexes, en utilisant une tâche adaptée à l’entraînement et à l’évaluation de l’intégration de ces processus : la poursuite multiple d’objets dans l’espace ou 3D-MOT (3 Dimensions Multiple Object Tracking). Le 3D-MOT consiste à suivre simultanément plusieurs objets d’intérêt en mouvement parmi des distracteurs également en mouvement. Nous avons évalué les habiletés de participants jeunes et âgés à une telle tâche dans un environnement virtuel en 3D en déterminant la vitesse maximale de déplacement des objets à laquelle la tâche pouvait être exécutée. Les résultats des participants âgés étaient initialement inférieurs à ceux des jeunes. Cependant, après plusieurs semaines d’entraînement, les personnes âgées ont obtenu des résultats comparables à ceux des sujets jeunes non entraînés. Nous avons enfin évalué, pour ces mêmes participants, l’impact de cet entraînement sur la perception de patrons de mouvement biologique présentés à 4 et 16 mètres dans l’espace virtuel : les habiletés des personnes âgées entraînées obtenues à 4 mètres ont augmenté de façon significative pour atteindre le niveau de celles obtenues à 16 mètres. Ces résultats suggèrent que l’entraînement à certaines tâches peut réduire les déclins cognitivo-perceptifs liés à l’âge et possiblement aider les personnes âgées dans leurs déplacements quotidiens. / When searching for a friend in a crowd or waiting for a loved one at the train station, we often rely heavily on their gait to identify them. The movements of the human body have generated much research interest, and biological motion has been used to study these displacements. Biological motion is described by points at each joint and provides a representation of an individual during a particular action (walking, playing golf, tennis, etc.). Size is one of the defining characteristics of biological motion patterns, and yet, has been overlooked. Most work has used small patterns, corresponding to a person moving at a distance of 16 m from the observer, but much of our social interactions occur at distances closer than this. Furthermore, our representations of the environment can change as we age, but studies assessing the effects of age on the perception of biological motion have yielded inconsistent results. Therefore, using a fully immersive virtual-reality environment, our first goal was to evaluate the impact of distance between observer and pattern, on biological motion perception in both young and older adults. Results indicate that identifying walking direction becomes difficult at distances closer than 4 m for older observers, whereas performance is maintained in younger participants at all distances further away than 1m. This suggests that older participants exhibit difficulty when information must be integrated across a large expanse of their visual field, which could impede them in any situation where interactions occur within a distance of 4m. Much work has suggested further, that older participants adapt to complex environments with greater difficulty. The second goal was to minimize this age-related change to the integration of complex scenes, by using a task devised to both train and assess such integration processes: Multiple Object Tracking in 3-dimentional space, or 3D-MOT. 3D-MOT consists of tracking several moving objects of interest, among similarly moving distractors. In a 3-D virtual-reality environment, we measured the maximum speed at which the objects could travel, for younger and older observers to complete the task with no errors. Initial results indicated that older observers’ performance was worse than that of younger observers. However, after several weeks of training, older observers’ performance improved and became similar to that of untrained younger observers. Finally, our third goal was to evaluate, for these 3D-MOT-trained older observers, the effect of training on biological motion perception at distances of 16 and 4m in virtual space. Findings indicate that performance at 4 m, for older observers who received 3D-MOT training, improved significantly to reach 16 m levels. This suggests that training of this type can reduce age-related perceptuo-cognitive deficits and can possibly aid the elderly in their daily travels.
23

An Embodied Account of Action Prediction

Elsner, Claudia January 2015 (has links)
Being able to generate predictions about what is going to happen next while observing other people’s actions plays a crucial role in our daily lives. Different theoretical explanations for the underlying processes of humans’ action prediction abilities have been suggested. Whereas an embodied account posits that predictive gaze relies on embodied simulations in the observer’s motor system, other accounts do not assume a causal role of the motor system for action prediction. The general aim of this thesis was to augment current knowledge about the functional mechanisms behind humans’ action prediction abilities. In particular, the present thesis outlines and tests an embodied account of action prediction. The second aim of this thesis was to extend prior action prediction studies by exploring infants’ online gaze during observation of social interactions. The thesis reports 3 eye-tracking studies that were designed to measure adults’ and infants’ predictive eye movements during observation of different manual and social actions. The first two studies used point-light displays of manual reaching actions as stimuli to isolate human motion information. Additionally, Study II used transcranial magnetic stimulation (TMS) to directly modify motor cortex activity. Study I showed that kinematic information from biological motion can be used to anticipate the goal of other people’s point-light actions and that the presence of biological motion is sufficient for anticipation to occur. Study II demonstrated that TMS-induced temporary lesions in the primary motor cortex selectively affected observers’ gaze latencies. Study III examined 12-month-olds’ online gaze during observation of a give-and-take interaction between two individuals. The third study showed that already at one year of age infants shift their gaze from a passing hand to a receiving hand faster when the receiving hand forms a give-me gesture compared to an inverted hand shape. The reported results from this thesis make two major contributions. First, Studies I and II provide evidence for an embodied account of action prediction by demonstrating a direct connection between anticipatory eye movements and motor cortex activity. These findings support the interpretation that predictive eye movements are driven by a recruitment of the observer’s own motor system. Second, Study III implicates that properties of social action goals influence infants’ online gaze during action observation. It further suggests that at one year of age infants begin to show sensitivity to social goals within the context of give-and-take interactions while observing from a third-party perspective.
24

Quantification of respiratory motion in PET/CT and its significance in radiation therapy

Chakraborty, Chandrani. January 2008 (has links) (PDF)
Thesis--University of Oklahoma. / Bibliography: leaves 113-115.
25

THE RESONANCE OF BIOLOGICAL MOTION THROUGH VISUAL PERCEPTION IN THE HUMAN BRAIN

Cevallos Barragan, Carlos 12 September 2016 (has links)
Taking research as a tool to learn how new technology can develop new diagnosis and treatment methods in the physical field, takes place the education in motor sciences. On one hand, current research has shed light into novel methods to improve motor performance for athletes as well as for people learning new motor gestures. On the other hand it has also helped to improve treatment efficiency for people suffering motor cerebral lesions like: cerebrovascular attack (CVA) and cerebral palsy. This doctoral thesis addresses different protocols to analyze motor gestures and brain oscillations through visual perception.Our brain encompasses a changing symphony of oscillating activity throughout our lives. Up to the time we are born, we are ready to feel and move to interact with our world. Our senses develop rapidly and we start to perceive the world and learn. We visually perceive and process big amounts of information on a daily basis. At the same time we see movements from ourselves and from others in order to communicate and interact with our environment. We watch the world move. Moreover, from the links that exist between motor and sensory systems in human beings we may approach individual motor activity as a loop between a control (brain) over the effectors (muscles) which act, perceive and send the information back to the control source.The present group of works presented in this doctoral thesis is based on the correlation between human brain scalp activity, measured by means of electroencephalography (EEG) recordings, visual perception and its interpretation through different approaches. / Doctorat en Sciences de la motricité / info:eu-repo/semantics/nonPublished
26

Expertise sportive et entraînement perceptivo-cognitif de l’athlète

Romeas, Thomas 08 1900 (has links)
Pour être performant au plus haut niveau, les athlètes doivent posséder une capacité perceptivo-cognitive supérieure à la moyenne. Cette faculté, reflétée sur le terrain par la vision et l’intelligence de jeu des sportifs, permet d’extraire l’information clé de la scène visuelle. La science du sport a depuis longtemps observé l’expertise perceptivo-cognitive au sein de l’environnement sportif propre aux athlètes. Récemment, des études ont rapporté que l’expertise pouvait également se refléter hors de ce contexte, lors d’activités du quotidien par exemple. De plus, les récentes théories entourant la capacité plastique du cerveau ont amené les chercheurs à développer des outils pour entraîner les capacités perceptivo-cognitives des athlètes afin de les rendre plus performants sur le terrain. Ces méthodes sont la plupart du temps contextuelles à la discipline visée. Cependant, un nouvel outil d’entraînement perceptivo-cognitif, nommé 3-Dimensional Multiple Object Tracking (3D-MOT) et dénué de contexte sportif, a récemment vu le jour et a fait l’objet de nos recherches. Un de nos objectifs visait à mettre en évidence l’expertise perceptivo-cognitive spécifique et non-spécifique chez des athlètes lors d’une même étude. Nous avons évalué la perception du mouvement biologique chez des joueurs de soccer et des non-athlètes dans une salle de réalité virtuelle. Les sportifs étaient systématiquement plus performants en termes d’efficacité et de temps de réaction que les novices pour discriminer la direction du mouvement biologique lors d’un exercice spécifique de soccer (tir) mais également lors d’une action issue du quotidien (marche). Ces résultats signifient que les athlètes possèdent une meilleure capacité à percevoir les mouvements biologiques humains effectués par les autres. La pratique du soccer semble donc conférer un avantage fondamental qui va au-delà des fonctions spécifiques à la pratique d’un sport. Ces découvertes sont à mettre en parallèle avec la performance exceptionnelle des athlètes dans le traitement de scènes visuelles dynamiques et également dénuées de contexte sportif. Des joueurs de soccer ont surpassé des novices dans le test de 3D-MOT qui consiste à suivre des cibles en mouvement et stimule les capacités perceptivo-cognitives. Leur vitesse de suivi visuel ainsi que leur faculté d’apprentissage étaient supérieures. Ces résultats confirmaient des données obtenues précédemment chez des sportifs. Le 3D-MOT est un test de poursuite attentionnelle qui stimule le traitement actif de l’information visuelle dynamique. En particulier, l’attention sélective, dynamique et soutenue ainsi que la mémoire de travail. Cet outil peut être utilisé pour entraîner les fonctions perceptivo-cognitives des athlètes. Des joueurs de soccer entraînés au 3D-MOT durant 30 sessions ont montré une amélioration de la prise de décision dans les passes de 15% sur le terrain comparés à des joueurs de groupes contrôles. Ces données démontrent pour la première fois un transfert perceptivo-cognitif du laboratoire au terrain suivant un entraînement perceptivo-cognitif non-contextuel au sport de l’athlète ciblé. Nos recherches aident à comprendre l’expertise des athlètes par l’approche spécifique et non-spécifique et présentent également les outils d’entraînements perceptivo-cognitifs, en particulier le 3D-MOT, pour améliorer la performance dans le sport de haut-niveau. / To perform at the top, athletes must possess a special perceptual-cognitive ability. This talent is the capacity to extract key information from a visual scene and is reflected by sportsmen’s vision and intelligence of play. For a long time, sport science has reported perceptual-cognitive expertise inside the domain-specific sport environment of athletes. But more recently, evidence has shown that expertise could also been reflected outside of this context, in daily activities for instance. Moreover, recent theories surrounding brain plasticity have driven researchers to develop new tools to train perceptual-cognitive skills of athletes in order to increase performance on the field. Those methods are mostly contextual to the athlete’s discipline. However, a new perceptual-cognitive training methodology, called 3-Dimensional Multiple Object Tracking (3D-MOT), which is deprived of sport context, has recently been developed and took a center part in our researches. One of the main objectives was to observe athletes’ specific and non-specific expertise during the same study. We evaluated biological motion perception in soccer players and non-athletes in a virtual reality environment. Sportsmen were systematically more efficient and faster compared to novices when discriminating the direction of the biological motion during a soccer specific exercise (shot) but also during a daily action (walk). The results suggest that athletes are better capable in perceiving human biological motions performed by others. Soccer activity seems to confer a fundamental advantage that goes beyond sport specific functions. Concurrent with those discoveries, we observed the amazing ability of an athlete’s performance to process dynamic and neutral visual scenes. Soccer players outperformed novices throughout the 3D-MOT test which consists in tracking moving targets and simulates perceptual-cognitive skills. Their visual tracking speed and their learning ability were superior. The results confirm previous data obtained by sport experts. The 3D-MOT is an attentional tracking paradigm that stimulates active processing of dynamic visual information. In particular, it targets selective, dynamic and sustained attention, as well as working memory. This tool can be used to train perceptual-cognitive functions of athletes. Soccer players trained with the 3D-MOT throughout 30 sessions have shown an increase in passing decision making (15%) on the field compared to control groups. For the first time, the results demonstrate a perceptual-cognitive transfer from the laboratory to the field following a non-contextual perceptual-cognitive training program. Our research helps to understand athletes’ expertise by using both specific and non-specific approaches and also present perceptual-cognitive training tools, in particular the 3D-MOT technique, to improve performance in sport.
27

Looking for a Simplicity Principle in the Perception of Human Walking Motion

Holland, Giles 02 November 2010 (has links)
The simplicity principle posits that we interpret sense data as the simplest consistent distal cause, or that our high level perceptual representations of stimuli are optimized for simplicity. The traditional paradigm used to test this principle is coding theory, where alternate representations of stimuli are constructed, simplicity is measured as shortness of representation length, and behavioural experiments attempt to show that the shortest representations correspond best to perception. In this study we apply coding theory to marker-based human walking motion. We compare two representation schemes. The first is based on marker coordinates in a body-centred Cartesian coordinate system. The second is based on a model of 15 rigid body segments with Euler angles and a Cartesian translation for each. Both of our schemes are principal component (PC)-based implementations of a norm-based multidimensional object space – a type of model for high level perceptual schemes that has received attention in the literature over the past two decades. Representation length is quantified as number of retained PC’s, with error increasing with discarded PC’s. We generalize simplicity to efficiency measured as error across all possible lengths, where more efficient schemes admit less error across lengths. We find that the Cartesian coordinates-based scheme is more efficient than the Euler angles and translations-based scheme across a database of 100 walkers. In order to link this finding to perception we turn to the caricature effect that subjects can identify caricatures of familiar stimuli more accurately than veridicals. Our design was to compare walker caricatures generated in our two schemes in the hope of finding that one gives caricatures that benefit identification more than the other, from which we would conclude the former to be a better model of the true perceptual scheme. However, we find that analogous caricatures between the two schemes are only distinguishable at caricature levels so extreme that identification performance breaks down, so our design became infeasible and no conclusion for a simplicity principle in walker perception is reached. We also measure a curve of increasing then decreasing identification performance with caricature level and an optimal level at approximately double the distinctiveness of a typical walker. / Thesis (Master, Neuroscience Studies) -- Queen's University, 2010-10-29 19:16:39.943
28

從眼動證據探索高功能自閉症類群障礙兒童的生物性運動知覺歷程 / An Eye-Tracking Study on Biological Motion Perception in Children with High-Functioning Autism Spectrum Disorder

林宛柔, Lin, Wan-Jou Unknown Date (has links)
研究目的:本研究旨在探究高功能自閉症類群障礙(High-Functioning Autism Spectrum Disorder, HFASD)兒童基本的運動知覺、動物生物性運動知覺、與人類生物性運動知覺之偏好注視表現與注意力時間歷程,逐步澄清HFASD兒童的生物性運動知覺表現與社會缺損的關聯性。此外,針對自閉症類群障礙的異質性,進一步探討HFASD兒童具智能優異特質者之生物性運動知覺表現。 研究方法:本研究共招募50名7至10歲之HFASD兒童與25名配對生理年齡與智力之TD兒童。本研究採偏好注視作業,以光點呈現三種運動刺激對比的視覺配對情境:(1)基本運動知覺:物體運動配對散亂運動;(2)動物生物性運動知覺:動物運動配對物體運動;(3)人類生物性運動知覺:人類運動配對動物運動。透過眼動追蹤技術測量受試兒童觀看各運動刺激之凝視時間比例與時間歷程之凝視可能性。研究亦涵蓋智力、症狀嚴重度、及適應行為評估。 研究結果:基本運動知覺方面,TD兒童與HFASD 兒童皆對散亂運動具偏好反應。生物性運動知覺方面,整體來說,TD與HFASD兒童皆較偏好動物與人類運動。時間歷程分析顯示,HFASD與TD兒童在相同的時間窗格對動物與人類運動產生偏好興趣。此外,在動物生物性運動知覺中,於時間歷程早期階段,HFASD兒童偏好動物運動之程度低於TD兒童,且偏好動物運動的程度與社會溝通缺損具相關性,於晚期階段,兩組偏好動物運動的程度無顯著差異。在人類生物性運動知覺中,於時間歷程早期階段,HFASD兒童偏好人類運動的程度與TD兒童相當,隨時間遞增,TD兒童維持對人類運動的偏好興趣,然而,HFASD兒童對人類運動的偏好興趣則逐步遞減,至晚期階段,HFASD兒童偏好人類運動的程度顯著低於TD兒童,且與自閉症狀具相關性。考量本研究HFASD兒童樣本之異質性,結果指出智能優異的HFASD兒童對動物生物性運動的偏好程度與TD兒童相當,但在人類生物性運動知覺中,智能優異組與非智能優異組皆隨時間遞增對人類運動的偏好興趣則逐步遞減。 總結:研究結果指出,HFASD兒童對生物性運動的偏好興趣及產生偏好的速度與TD兒童無明顯差異。但HFASD兒童對人類生物性運動偏好興趣的持續度較TD兒童低落,且不因認知優勢具補償作用。整體而言,顯示HFASD兒童的生物性運動知覺表現型態在反映其社會缺損上具有參考價值。本研究也進一步探討臨床應用、研究限制與未來的研究方向。 / Purposes: This study investigated the preferential attention and attentional processing on the basic motion perception, animal biological motion perception, and human biological motion perception in children with High-Functioning Autism Spectrum Disorder (HFASD). It aimed to explore the processing of biological motion perception in children with HFASD and the association to social deficit. Moreover, concerning the heterogeneity within ASD, the study examined the biological motion perception in intellectually gifted children within HFASD. Method: Fifty children aged 7 to 10 years with HFASD and twenty-five children with typically development(TD)matched on age and IQ were recruited. The current study utilized preferential looking paradigm and motion point-light displays, demonstrating three visual comparison: (1) basic motion perception: object motion paired with scrambled motion; (2) animal biological motion perception: animal motion paired with object motion; (3) human biological motion: human motion paired with animal motion. Eye-tracking techniques were applied to measure proportion of dwell time and time course of fixation probability on each motion stimuli. Cognitive function, symptom severity, and adaptive function were also measured. Result: In basic motion perception, children with TD and HFASD preferentially attend toward scrambled motion. In biological motion perception, generally, children with TD and HFASD preferentially attend toward animal motion and human motion. Time-course analysis revealed that children with TD and HFASD attended toward animal motion and human motion at the same time window. Moreover, in animal biological motion perception, children with HFASD showed lower preferential interest in animal motion than children with TD at the early stage of time course, and there were no significnant difference between groups at the late stage of time course. The results also found that the level of preference for animal motion was associated with the severity of social communication. In human biological motion perception, children with TD and HFASD showed similar level of preferential interest in human motion at the early stage of time course; afterthat, children with TD matained preferential interest in human motion across time, but children with HFASD reduced preferential interest in human motion across time. At the late stage of time course, children with HFASD showed significantly lower level preferential interest in human motion than children with TD, and it was associated to symptom severity. Concerning the heterogeneity within the study sample of HFASD, results indicated that there was no difference on the level of preferential interest in animal motion between intellectually gifted HFASD (IG-HFASD) and TD group; however, in human biological motion perception, IG-HFASD and nonIG-HFASD group reduced preferential interest in human motion across time course compared to TD group. Conclusion: Findings suggested that children with HFASD exhibit the equivalent preferential interest and speed of attending to biological motion as did TD children. However, children with HFASD reduced referential interest in human biological motion across time course compared to TD children, and not influenced by the intellectually gifted advantage with compensation. The results implicated that biological motion perception may play an important role to understanding the social deficit in children with ASD. Theoretical and clinical implications of the study were discussed.

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