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Fig. 1 | BMC Neuroscience

Fig. 1

From: The order of complexity of visuomotor learning

Fig. 1

Visuomotor learning task. These five panels show a portion of the computer screen on which the target and cursor appear. a A target (yellow dot) appears at a random location on a fixed, gray horizontal line spanning the screen and centered on it vertically. The cursor is invisible and at a location (cyan circle) determined by the joystick position and the mapping between joystick and cursor. b Using the joystick, the subject moves (dotted arrow) the invisible cursor, trying to bring it to the target, and then shoots. Right after the shot, the cursor becomes visible (cyan dot) for 0.5 s, giving the subject feedback about their accuracy. c The cursor then vanishes again and the target jumps to a new, random location. The subject again tries to move cursor to target and shoot. Fifteen of these shots make up one test block. In each new block there is a new, random mapping, defined by a magnification factor m and a shift s, relating joystick position to cursor location. d For example, when m = 1 and s = 0 then a motion of the joystick across its entire range moves the cursor over the range shown here. e When m = 0.6 and s = 0.15 then the same set of joystick positions yields a different, smaller and shifted, set of cursor locations

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