Robert V. Kenyon
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Robert V. Kenyon has a total of 25 co-authors. Here are the top co-authors by number of shared publications:
- Emily A. Keshner
Temple University
2 shared publications - Assaf Y. Dvorkin
Rehabilitation Institute of Chicago, Chicago, IL, USA
1 shared publication - Aynaz Taheri
University of Illinois at Chicago, Department of Computer Science
1 shared publication - Chihua Ma
University of Illinois at Chicago, Department of Computer Science
1 shared publication - Daniel Adolfo Llano
Department of Molecular and Integrative Physiology, University of Illinois at Urbana-Champaign
1 shared publication Daniel Sandin
University of Illinois at Chicago
1 shared publication
Latest Publications
- Open Access
- 9 November 2019
- Published by Cold Spring Harbor Laboratory in bioRxiv
- p. 836817
A novel dynamic network imaging analysis method reveals aging-related fragmentation of cortical networks in mouse
Network analysis of large-scale neuroimaging data has proven to be a particularly challenging computational problem. In this study, we adapt a novel analytical tool, known as the community dynamic inference method (CommDy), which was inspired by social network theory, for the study of brain imaging data from an aging mouse model. CommDy has been successfully used in other domains in biology; this report represents its first use in neuroscience. We used CommDy to investigate aging-related changes in network parameters in the auditory and motor cortices using flavoprotein autofluorescence imaging in brain slices andin vivo. Analysis of spontaneous activations in the auditory cortex of slices taken from young and aged animals demonstrated that cortical networks in aged brains were highly fragmented compared to networks observed in young animals. Specifically, the degree of connectivity of each activated node in the aged brains was significantly lower than those seen in the young brain, and multivariate analyses of all derived network metrics showed distinct clusters of these metrics in young vs. aged brains. CommDy network metrics were then used to build a random-forests classifier based on NMDA-receptor blockade data, which successfully recapitulated the aging findings, suggesting that the excitatory synaptic substructure of the auditory cortex may be altered during aging. A similar aging-related decline in network connectivity was also observed in spontaneous activity obtained from the awake motor cortex, suggesting that the findings in the auditory cortex are reflections of general mechanisms that occur during aging. Therefore, CommDy therefore provides a new dynamic network analytical tool to study the brain and provides links between network-level and synaptic-level dysfunction in the aging brain.
- 9 November 2019
- Published by Cold Spring Harbor Laboratory in bioRxiv
- p. 836817
Open AccessA novel dynamic network imaging analysis method reveals aging-related fragmentation of cortical networks in mouse
Network analysis of large-scale neuroimaging data has proven to be a particularly challenging computational problem. In this study, we adapt a novel analytical tool, known as the community dynamic inference method (CommDy), which was inspired by social network theory, for the study of brain imaging data from an aging mouse model. CommDy has been successfully used in other domains in biology; this report represents its first use in neuroscience. We used CommDy to investigate aging-related changes in network parameters in the auditory and motor cortices using flavoprotein autofluorescence imaging in brain slices andin vivo. Analysis of spontaneous activations in the auditory cortex of slices taken from young and aged animals demonstrated that cortical networks in aged brains were highly fragmented compared to networks observed in young animals. Specifically, the degree of connectivity of each activated node in the aged brains was significantly lower than those seen in the young brain, and multivariate analyses of all derived network metrics showed distinct clusters of these metrics in young vs. aged brains. CommDy network metrics were then used to build a random-forests classifier based on NMDA-receptor blockade data, which successfully recapitulated the aging findings, suggesting that the excitatory synaptic substructure of the auditory cortex may be altered during aging. A similar aging-related decline in network connectivity was also observed in spontaneous activity obtained from the awake motor cortex, suggesting that the findings in the auditory cortex are reflections of general mechanisms that occur during aging. Therefore, CommDy therefore provides a new dynamic network analytical tool to study the brain and provides links between network-level and synaptic-level dysfunction in the aging brain.
- 21 June 2014
- Published by Springer Nature
- p. 47-70
Vision, Perception, and Object Manipulation in Virtual Environments
- 21 June 2014
- Published by Springer Nature
- p. 47-70
Vision, Perception, and Object Manipulation in Virtual Environments
- Open Access
- 9 July 2013
- Published by Springer Nature in Journal of NeuroEngineering and Rehabilitation
- Vol. 10 (1) , 71
Mirror versus parallel bimanual reaching
Background: In spite of their importance to everyday function, tasks that require both hands to work together such as lifting and carrying large objects have not been well studied and the full potential of how new technology might facilitate recovery remains unknown. Methods: To help identify the best modes for self-teleoperated bimanual training, we used an advanced haptic/graphic environment to compare several modes of practice. In a 2-by-2 study, we compared mirror vs. parallel reaching movements, and also compared veridical display to one that transforms the right hand’s cursor to the opposite side, reducing the area that the visual system has to monitor. Twenty healthy, right-handed subjects (5 in each group) practiced 200 movements. We hypothesized that parallel reaching movements would be the best performing, and attending to one visual area would reduce the task difficulty. Results: The two-way comparison revealed that mirror movement times took an average 1.24 s longer to complete than parallel. Surprisingly, subjects’ movement times moving to one target (attending to one visual area) also took an average of 1.66 s longer than subjects moving to two targets. For both hands, there was also a significant interaction effect, revealing the lowest errors for parallel movements moving to two targets (p < 0.001). This was the only group that began and maintained low errors throughout training. Conclusion: Combined with other evidence, these results suggest that the most intuitive reaching performance can be observed with parallel movements with a veridical display (moving to two separate targets). These results point to the expected levels of challenge for these bimanual training modes, which could be used to advise therapy choices in self-neurorehabilitation.
- 9 July 2013
- Published by Springer Nature in Journal of NeuroEngineering and Rehabilitation
- Vol. 10 (1) , 71
Open AccessMirror versus parallel bimanual reaching
Background: In spite of their importance to everyday function, tasks that require both hands to work together such as lifting and carrying large objects have not been well studied and the full potential of how new technology might facilitate recovery remains unknown. Methods: To help identify the best modes for self-teleoperated bimanual training, we used an advanced haptic/graphic environment to compare several modes of practice. In a 2-by-2 study, we compared mirror vs. parallel reaching movements, and also compared veridical display to one that transforms the right hand’s cursor to the opposite side, reducing the area that the visual system has to monitor. Twenty healthy, right-handed subjects (5 in each group) practiced 200 movements. We hypothesized that parallel reaching movements would be the best performing, and attending to one visual area would reduce the task difficulty. Results: The two-way comparison revealed that mirror movement times took an average 1.24 s longer to complete than parallel. Surprisingly, subjects’ movement times moving to one target (attending to one visual area) also took an average of 1.66 s longer than subjects moving to two targets. For both hands, there was also a significant interaction effect, revealing the lowest errors for parallel movements moving to two targets (p < 0.001). This was the only group that began and maintained low errors throughout training. Conclusion: Combined with other evidence, these results suggest that the most intuitive reaching performance can be observed with parallel movements with a veridical display (moving to two separate targets). These results point to the expected levels of challenge for these bimanual training modes, which could be used to advise therapy choices in self-neurorehabilitation.
- 1 August 2011
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- Vol. 2011 (1094687X) , 6758-6761
Human Augmentics: Augmenting human evolution
Human Augmentics (HA) refers to technologies for expanding the capabilities, and characteristics of humans. One can think of Human Augmentics as the driving force in the non-biological evolution of humans. HA devices will provide technology to compensate for human biological limitations either natural or acquired. The strengths of HA lie in its applicability to all humans. Its interoperability enables the formation of ecosystems whereby augmented humans can draw from other realms such as “the Cloud” and other augmented humans for strength. The exponential growth in new technologies portends such a system but must be designed for interaction through the use of open-standards and open-APIs for system development. We discuss the conditions needed for HA to flourish with an emphasis on devices that provide non-biological rehabilitation.
- 1 August 2011
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- Vol. 2011 (1094687X) , 6758-6761
Human Augmentics: Augmenting human evolution
Human Augmentics (HA) refers to technologies for expanding the capabilities, and characteristics of humans. One can think of Human Augmentics as the driving force in the non-biological evolution of humans. HA devices will provide technology to compensate for human biological limitations either natural or acquired. The strengths of HA lie in its applicability to all humans. Its interoperability enables the formation of ecosystems whereby augmented humans can draw from other realms such as “the Cloud” and other augmented humans for strength. The exponential growth in new technologies portends such a system but must be designed for interaction through the use of open-standards and open-APIs for system development. We discuss the conditions needed for HA to flourish with an emphasis on devices that provide non-biological rehabilitation.
- 1 March 2009
- Published by Institute of Electrical and Electronics Engineers (IEEE) in 2009 IEEE Virtual Reality Conference
- p. 231-232
Scalable Vision-based Gesture Interaction for Cluster-driven High Resolution Display Systems
We present a coordinated ensemble of scalable computing techniques to accelerate a number of key tasks needed for vision-based gesture interaction, by using the cluster driving a large display system. A hybrid strategy that partitions the scanning task of a frame image by both region and scale is proposed. Based on this hybrid strategy, a novel data structure called a scanning tree is designed to organize the computing nodes. The level of effectiveness of the proposed solution was tested by incorporating it into a gesture interface controlling a ultra-high-resolution tiled display wall.
- 1 March 2009
- Published by Institute of Electrical and Electronics Engineers (IEEE) in 2009 IEEE Virtual Reality Conference
- p. 231-232
Scalable Vision-based Gesture Interaction for Cluster-driven High Resolution Display Systems
We present a coordinated ensemble of scalable computing techniques to accelerate a number of key tasks needed for vision-based gesture interaction, by using the cluster driving a large display system. A hybrid strategy that partitions the scanning task of a frame image by both region and scale is proposed. Based on this hybrid strategy, a novel data structure called a scanning tree is designed to organize the computing nodes. The level of effectiveness of the proposed solution was tested by incorporating it into a gesture interface controlling a ultra-high-resolution tiled display wall.
- 1 January 2009
- Published by Elsevier in IFAC Proceedings Volumes
- Vol. 42 (12) , 371-376
Examination of Time-Varying Kinematic Responses to Support Surface Disturbances
- 1 January 2009
- Published by Elsevier in IFAC Proceedings Volumes
- Vol. 42 (12) , 371-376
Examination of Time-Varying Kinematic Responses to Support Surface Disturbances
- 8 December 2007
- Published by Springer Nature in Annals of Biomedical Engineering
- Vol. 36 (2) , 342-348
Accommodation and Size-Constancy of Virtual Objects
Accommodation has been suspected as a contributor to size illusions in virtual environments (VE) due to the lack of appropriate accommodative stimuli in a VE for the objects displayed. Previous experiments examining size-constancy in VE have shown that monocular cues to depth that accompany the object are a major contributor to correct size perception. When these accompanying cues are removed perceived size varied with the object’s distance from the subject, i.e., visual angle. If accommodation were the dominant mechanism contributing to a visual angle response [due to its action to keep physical objects clear] in this condition, an open-loop accommodation viewing condition might restore size-constancy to this condition. Pinhole apertures were used to open-loop accommodation and examine if size-constancy might be restored when few accompanying monocular cues to depth were present. Visual angle performance when viewing a low cue environment was found with and without the use of the pinhole apertures. Thus, these results signify that accommodation does not play a dominate role in the loss of size-constancy in sparse visual environments often used in VE. These results suggest that size-constancy is driven by the inclusion of the remaining monocular cues to depth in VE as it is in the physical world.
- 8 December 2007
- Published by Springer Nature in Annals of Biomedical Engineering
- Vol. 36 (2) , 342-348
Accommodation and Size-Constancy of Virtual Objects
Accommodation has been suspected as a contributor to size illusions in virtual environments (VE) due to the lack of appropriate accommodative stimuli in a VE for the objects displayed. Previous experiments examining size-constancy in VE have shown that monocular cues to depth that accompany the object are a major contributor to correct size perception. When these accompanying cues are removed perceived size varied with the object’s distance from the subject, i.e., visual angle. If accommodation were the dominant mechanism contributing to a visual angle response [due to its action to keep physical objects clear] in this condition, an open-loop accommodation viewing condition might restore size-constancy to this condition. Pinhole apertures were used to open-loop accommodation and examine if size-constancy might be restored when few accompanying monocular cues to depth were present. Visual angle performance when viewing a low cue environment was found with and without the use of the pinhole apertures. Thus, these results signify that accommodation does not play a dominate role in the loss of size-constancy in sparse visual environments often used in VE. These results suggest that size-constancy is driven by the inclusion of the remaining monocular cues to depth in VE as it is in the physical world.
- Open Access
- 4 July 2007
- Published by Springer Nature in Journal of NeuroEngineering and Rehabilitation
- Vol. 4 (1) , 23
Reaching within a dynamic virtual environment
Planning and execution of reaching requires a series of computational processes that involve localization of both the target and initial arm position, and the translation of this spatial information into appropriate motor commands that bring the hand to the target. We have investigated the effects of shifting the visual field on visuomotor control using a virtual visual environment in order to determine how changes in visuo-spatial relations alter motor planning during a reach.
- 4 July 2007
- Published by Springer Nature in Journal of NeuroEngineering and Rehabilitation
- Vol. 4 (1) , 23
Open AccessReaching within a dynamic virtual environment
Planning and execution of reaching requires a series of computational processes that involve localization of both the target and initial arm position, and the translation of this spatial information into appropriate motor commands that bring the hand to the target. We have investigated the effects of shifting the visual field on visuomotor control using a virtual visual environment in order to determine how changes in visuo-spatial relations alter motor planning during a reach.
- 1 January 2007
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- No. 10878270,p. 59-66
The Effects of Scene Complexity, Stereovision, and Motion Parallax on Size Constancy in a Virtual Environment
In this paper, the effects of three visual factors: scene complexity, stereovision and motion parallax on correct perception of a virtual object's size were analyzed in an immersive virtual environment. We designed a controlled experiments set to incorporate visual conditions that reflected all twelve different configuration combinations of the three visual factors. Under each visual condition, subject performed the task of making judgments of the sizes of a virtual object displayed at five different distances from him/her. A total number of eighteen subjects participated in our study. The subjects' judgments and the corresponding actual sizes of the virtual object were recorded. Based on the collected data, two quantitative measures of subjects' performance were derived and analyzed. The results of our experiments were consistent across the majority of the subject population and suggested that scene complexity and stereovision could have significant impact on the performance of a user of virtual environments to make correct judgments on a virtual object's size. On the contrary, motion parallax, either produced by the virtual environment or by the observer, might not be a significant factor in determining that performance
- 1 January 2007
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- No. 10878270,p. 59-66
The Effects of Scene Complexity, Stereovision, and Motion Parallax on Size Constancy in a Virtual Environment
In this paper, the effects of three visual factors: scene complexity, stereovision and motion parallax on correct perception of a virtual object's size were analyzed in an immersive virtual environment. We designed a controlled experiments set to incorporate visual conditions that reflected all twelve different configuration combinations of the three visual factors. Under each visual condition, subject performed the task of making judgments of the sizes of a virtual object displayed at five different distances from him/her. A total number of eighteen subjects participated in our study. The subjects' judgments and the corresponding actual sizes of the virtual object were recorded. Based on the collected data, two quantitative measures of subjects' performance were derived and analyzed. The results of our experiments were consistent across the majority of the subject population and suggested that scene complexity and stereovision could have significant impact on the performance of a user of virtual environments to make correct judgments on a virtual object's size. On the contrary, motion parallax, either produced by the virtual environment or by the observer, might not be a significant factor in determining that performance
- Open Access
- 23 December 2004
- Published by Springer Nature in Journal of NeuroEngineering and Rehabilitation
- Vol. 1 (1) , 13
Considerations for the future development of virtual technology as a rehabilitation tool
Background: Virtual environments (VE) are a powerful tool for various forms of rehabilitation. Coupling VE with high-speed networking [Tele-Immersion] that approaches speeds of 100 Gb/sec can greatly expand its influence in rehabilitation. Accordingly, these new networks will permit various peripherals attached to computers on this network to be connected and to act as fast as if connected to a local PC. This innovation may soon allow the development of previously unheard of networked rehabilitation systems. Rapid advances in this technology need to be coupled with an understanding of how human behavior is affected when immersed in the VE. Methods: This paper will discuss various forms of VE that are currently available for rehabilitation. The characteristic of these new networks and examine how such networks might be used for extending the rehabilitation clinic to remote areas will be explained. In addition, we will present data from an immersive dynamic virtual environment united with motion of a posture platform to record biomechanical and physiological responses to combined visual, vestibular, and proprioceptive inputs. A 6 degree-of-freedom force plate provides measurements of moments exerted on the base of support. Kinematic data from the head, trunk, and lower limb was collected using 3-D video motion analysis. Results: Our data suggest that when there is a confluence of meaningful inputs, neither vision, vestibular, or proprioceptive inputs are suppressed in healthy adults; the postural response is modulated by all existing sensory signals in a non-additive fashion. Individual perception of the sensory structure appears to be a significant component of the response to these protocols and underlies much of the observed response variability. Conclusion: The ability to provide new technology for rehabilitation services is emerging as an important option for clinicians and patients. The use of data mining software would help analyze the incoming data to provide both the patient and the therapist with evaluation of the current treatment and modifications needed for future therapies. Quantification of individual perceptual styles in the VE will support development of individualized treatment programs. The virtual environment can be a valuable tool for therapeutic interventions that require adaptation to complex, multimodal environments.
- 23 December 2004
- Published by Springer Nature in Journal of NeuroEngineering and Rehabilitation
- Vol. 1 (1) , 13
Open AccessConsiderations for the future development of virtual technology as a rehabilitation tool
Background: Virtual environments (VE) are a powerful tool for various forms of rehabilitation. Coupling VE with high-speed networking [Tele-Immersion] that approaches speeds of 100 Gb/sec can greatly expand its influence in rehabilitation. Accordingly, these new networks will permit various peripherals attached to computers on this network to be connected and to act as fast as if connected to a local PC. This innovation may soon allow the development of previously unheard of networked rehabilitation systems. Rapid advances in this technology need to be coupled with an understanding of how human behavior is affected when immersed in the VE. Methods: This paper will discuss various forms of VE that are currently available for rehabilitation. The characteristic of these new networks and examine how such networks might be used for extending the rehabilitation clinic to remote areas will be explained. In addition, we will present data from an immersive dynamic virtual environment united with motion of a posture platform to record biomechanical and physiological responses to combined visual, vestibular, and proprioceptive inputs. A 6 degree-of-freedom force plate provides measurements of moments exerted on the base of support. Kinematic data from the head, trunk, and lower limb was collected using 3-D video motion analysis. Results: Our data suggest that when there is a confluence of meaningful inputs, neither vision, vestibular, or proprioceptive inputs are suppressed in healthy adults; the postural response is modulated by all existing sensory signals in a non-additive fashion. Individual perception of the sensory structure appears to be a significant component of the response to these protocols and underlies much of the observed response variability. Conclusion: The ability to provide new technology for rehabilitation services is emerging as an important option for clinicians and patients. The use of data mining software would help analyze the incoming data to provide both the patient and the therapist with evaluation of the current treatment and modifications needed for future therapies. Quantification of individual perceptual styles in the VE will support development of individualized treatment programs. The virtual environment can be a valuable tool for therapeutic interventions that require adaptation to complex, multimodal environments.