Stefan Kindermann

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The present study examined the neural basis of vivid motor imagery with parametrical functional magnetic resonance imaging. 22 participants performed motor imagery (MI) of six different right-hand movements that differed in terms of pointing accuracy needs and object involvement, i.e., either none, two big or two small squares had to be pointed at in(More)
In many daily activities, and especially in sport, it is necessary to predict the effects of others' actions in order to initiate appropriate responses. Recently, researchers have suggested that the action-observation network (AON) including the cerebellum plays an essential role during such anticipation, particularly in sport expert performers. In the(More)
One central issue in social cognitive neuroscience is that perceiving emotions in others relates to activating the same emotion in oneself. In this study we sought to examine how the ability to perceive own emotions assessed with the Toronto Alexithymia Scale related to both the ability to perceive emotions depicted in point-light displays and the(More)
This study investigated whether activation within areas belonging to the action observation and imitation network reveals a linear relation to the subsequent accuracy of imitating a bimanual rhythmic movement measured via a motion capturing system. 20 participants were scanned with functional magnetic resonance imaging (fMRI) when asked to imitate observed(More)
Much recent research has shown an association between mood disorders and an altered emotion perception. However, these studies were conducted mainly with stimuli such as faces. This is the first study to examine possible differences in how people with major depressive disorder (MDD) and healthy controls perceive emotions expressed via body movements. Thirty(More)
Despite the increasing use of video games involving whole body movements to enhance postural control in health prevention and rehabilitation, there is no consistent proof that training effects actually transfer to other balance tasks. The present study aimed to determine whether training effects on two different video-game-based training devices were(More)
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