Computing Movement Geometry A step in Sensory-Motor Transformations Elizabeth Torres & David Zipser Sensory Input Kinematics Motor output Postural Path Geometry Speed ? Stuff that’s easy in the Geometric Stage •Specifying movement paths. •Dealing with excess degrees of freedom. •Some constraint satisfaction. •Some error correction. Geometric Stage Input -- Output Reaching to Grasp with a Multi-jointed Arm z x y target position , , target orientation arm posture Geometric Stage What goes on in here? Arm postural Path Represented as changes in joint angles Gradient Descent r f q1 ,q2 ,K ,qn r 0 r r r r q , ,K , qn q1 q2 r q qn q1 r q r = hand to target distance x x ,x ,x t x3 r x1 t 2 t 3 x x1 , x2 , x3 r x2 t 1 i1 i3 t xi xi 2 Hand to target distance Joint Angles q1 q3 x3 q7 q q4 5 q2 q6 x2 x1 f q Posture in 7D Joint Angle Space Hand position 3D Space f q f q f1 q q 2 3 r t x x i i i1 i3 2 x1 x2 x3 x r xit f i q i3 i1 2 Hand to target distance As function of joint angles Gradient Descent for Simulating Hand Translation On each time step the change in joint angles is: q r x ,q r x t ,q t q initial q final Posture path x final x initial Hand path Reconfiguring Joint Angle Space q G q x2 r ' r x t ,q G 1 r x t ,q x1 Example: 1 cos q2 1 2 1 cos q 2 G 1 cos q2 r x2 x1 Orientation Matching O -1 H R x3 g vision H f q O -1 R O 1 H x2 x1 1 cos Tr R 1 2 Distance function for translation and rotation r x i3 t i k fi q 2 i1 k A constant chosen so that total distance = total rotation Co-articulation parameter 2 Experiments Fitting G to Experimental Data Best Worst G symmetrical and positive-definite Speed Invariance of Movement Path TARGET fast normal slow One subject, one movement at each speed Six subjects, six movements each Co-articulation r x i3 t i i1 k fi q 2 2 Error Correction Correcting error with retinal image feedback x1 x1t , x2 x2t , x3 x3t 1 r x, x t 2 Hand -Target Offset Using chain rule Retina(s) J Jacobian r x t ,q r x, x t J f q f J f q f f 1 2 3 q q q Discussion Break The gradient of a sum = the sum of the gradients i3 k q r x fi q 2 t i 2 2 i1 i3 2 t t r x ,q xi fi q i1 2 k q Each of these terms can be computed in different brain areas 2 dq Hidden Units z x posture y target position , , target orientation Preferred Directions Rotate across External Space