Free access supported by contributions and sponsoring — share your knowledge or support us financially
Search / Compare / Validate Lab equipment & Methods

Intuos 4 extra large

Manufactured by Wacom
Sourced in Japan
About the product

The Intuos 4 Extra Large is a professional-grade graphics tablet designed for digital content creation. It features a large active area, pressure-sensitive pen input, and customizable ExpressKeys for enhanced productivity.

Automatically generated - may contain errors

Market Availability & Pricing

Is this product still available?

Get pricing insights and sourcing options

Spelling variants (same manufacturer)

The spelling variants listed below correspond to different ways the product may be referred to in scientific literature.
These variants have been automatically detected by our extraction engine, which groups similar formulations based on semantic similarity.

Product FAQ

15 protocols using «intuos 4 extra large»

1

Visuomotor Adaptation in VR and CS Environments

2022
Participants completed an established visuomotor adaptation task modified with a dual-task probe to measure attentional demands (Fig. 1A) [15 (link), 25 (link), 26 (link)]. The task was completed in either a CS or HMD-VR environment. The HMD-VR environment used an Oculus Quest (Fig. 1B) and showed an environment modeled after the CS environment (Fig. 1C). In both environments, participants grasped a digitalized stylus with their right hand and reached for one of eight pseudorandomized targets using a tablet (Wacom Intuos4 Extra Large). Movement trajectories were sampled at 60 Hz in both CS and HMD-VR environments. To control for potential differences in movement kinematics, participants were unable to see their bodies in either environment (i.e., bodies were covered using a cloth cover in CS and no virtual avatar was provided in HMD-VR). Instead, visual feedback of the stylus was provided in the form of a red circular cursor (5 mm diameter) and displayed on an upright computer monitor set on a large box which was placed over the tablet. The computer monitor located in the CS environment was a 24.1 inch, 1920 × 1200 pixel resolution computer monitor (HP) located 23 cm above the tablet. The HMD-VR environment replicated the dimensions of the computer monitor as well as all the other aspects of the room and was designed using the game engine development tool, Unity 3D (version 2019.4.11f1). There were no differences between CS and HMD-VR environments in how participants were able to move. Participants were given the opportunity to explore the virtual environment before beginning the task.

Experimental paradigm. A Experimental design. Participants trained on a visuomotor adaptation task in either B an HMD-VR environment or C a CS environment. D Visuomotor adaptation task with a 45° counterclockwise rotation E combined with dual-task probe. After finding the start circle, a blue target with numbers flanking the target would appear, and participants were asked to report where they planned to aim. Participants remained at the start circle for 3000 ms as the target changed from blue to yellow to green, and then made quick reaching movements through the target. Once crossing the invisible outer circle, the endpoint location of the reach (or rotated reach) would be displayed as a red cursor. On some of the trials, after the target turned yellow, an auditory cue was played 500 ms after the target turned yellow and participants responded by quickly pressing a foot pedal under their right foot. The reaction time of the foot pedal press was used as the measure of cognitive load

+ Open protocol
+ Expand Check if the same lab product or an alternative is used in the 5 most similar protocols
2

Arm Reach Movement Measurement Protocol

2022
The participants sat in a quiet, dim room. A pen tablet with sufficient workspace to measure the subjects’ arm reach movement (Intuos 4 Extra Large, workspace: 488 × 305 mm; Wacom) was set on the table. A monitor (KH2500V-ZX2, 24.5 inches, 1920 × 1080 pixels, vertical refresh rate, 240 Hz; I-O DATA) that was used to present stimuli was set with an approximately 30° gradient angle over the pen-tablet. The participants manipulated a cursor on the screen whose position was transformed from the position of the pen. The time from the movement onset and the location of the cursor on the monitor were sampled at 240 Hz. All stimuli were controlled using the Psychophysics Toolbox of MATLAB (MathWorks, Natick, MA, USA).
+ Open protocol
+ Expand Check if the same lab product or an alternative is used in the 5 most similar protocols
3

Visuomotor Adaptation Task in CS and VR

2021
Participants completed an established visuomotor adaptation task modi ed with a dual-task probe to measure attentional demands (Fig. 1A) [15, 25, 26] . The task was completed in either a CS or HMD-VR environment. The HMD-VR environment used an Oculus Quest (Fig. 1B) and showed an environment modeled after the CS environment (Fig. 1C). In both environments, participants grasped a digitalized stylus with their right hand and reached for one of eight pseudorandomized targets using a tablet (Wacom Intuos4 Extra Large). Movement trajectories were sampled at 60 Hz in both CS and HMD-VR environments. To control for potential differences in movement kinematics, participants were unable to see their bodies in either environment (i.e., bodies were covered using a cloth cover in CS and no virtual avatar was provided in HMD-VR). Instead, visual feedback of the stylus was provided in the form of a red circular cursor (5 mm diameter) and displayed on an upright computer monitor set on a large box which was placed over the tablet. The computer monitor located in the CS environment was a 24.1 inch, 1920x1200 pixel resolution computer monitor (HP) located 23 cm above the tablet. The HMD-VR environment replicated the dimensions of the computer monitor as well as all the other aspects of the room and was designed using the game engine development tool, Unity 3D (version 2019.4.11f1). There were no differences between CS and HMD-VR environments in how participants were able to move. Participants were given the opportunity to explore the virtual environment before beginning the task.
+ Open protocol
+ Expand Check if the same lab product or an alternative is used in the 5 most similar protocols
4

Reach Optimization with Dynamic Targets

2021
The participants sat in a quiet, dim room. A pen tablet with su cient workspace to measure the participant's arm reach movement (Wacom, Intuos 4 Extra Large; workspace: 488 × 305 mm) was set on the table. A monitor (I-O DATA, KH2500V-ZX2, 24.5 inches, 1920 × 1080 pixels, vertical refresh rate 240
Hz) that was used to present stimuli was set with an approximately 30º gradient angle over the pentablet. The participants manipulated a cursor on a screen whose position was transformed from the position of the pen. The elapsed time from the movement onset and the location of the cursor on the monitor were sampled at 240 Hz. All stimuli were controlled using the Psychophysics Toolbox of MATLAB (MathWorks, Natick, MA, USA).
Experimental task participants performed the double-target trials as the main condition and the single-target trials as the control condition. The trial sequences for both conditions are shown in Fig. 1. In the double-target trials, the two targets were set at ±15°, ±22.5°, and ±30° to the direction directly above the starting point (target separation angle θ = 30°, 45°, and 60°, respectively) and 20 cm away from the starting point. Before starting the trial, the time constraint (the bar on the target) and the location of the target were shown on the screen. The time constraint for each target was randomly assigned for each trial in the range of 400-1600 ms, and participants were able to recognize the time constraint by the size of the yellow area. The values of the two targets were uncertain until the start of the trial, and the values were presented at the start. The target scores were randomly assigned in the range of 20 to 80 points for each trial and were presented as numbers on the target after trial onset. The bar indicates the time remaining after onset, the yellow area gradually shrank and nally disappeared. Participants were instructed to maximize reward rates. If the participant was able to cross the target while the yellow area remained, they were scored, and feedback was obtained after the trial. In single-target trials, only one target on either side was presented. The basic sequence of the task was the same as that for the main condition.
The participants performed 324 trials (54 trials × 6 sets) of the task. Each set contained 36 trials in the double-target trials and 18 trials in the single-target trials. The directions of the targets were assigned evenly. Between sets, participants receive su cient rest to avoid fatigue.
+ Open protocol
+ Expand Check if the same lab product or an alternative is used in the 5 most similar protocols
5

Arm Reach Movement Measurement

2021
The participants sat in a quiet, dim room. A pen tablet with sufficient workspace to measure the subjects' arm reach movement (Wacom, Intuos 4 Extra Large; workspace: 488 × 305 mm) was set on the table. A monitor (I-O DATA, KH2500V-ZX2; 24.5 inches, 1920 × 1080 pixels, vertical refresh rate, 240 Hz) was set for stimulus presentation with an approximately 30° gradient angle over the pen-tablet. The participants manipulated a cursor on a screen whose position was transformed from the position of the pen. The time elapsed from the movement onset and the location of the cursor on the monitor were sampled at 240 Hz. All stimuli were controlled using the Psychophysics Toolbox of MATLAB (MathWorks, Natick, MA, USA).
+ Open protocol
+ Expand Check if the same lab product or an alternative is used in the 5 most similar protocols

About PubCompare

Our mission is to provide scientists with the largest repository of trustworthy protocols and intelligent analytical tools, thereby offering them extensive information to design robust protocols aimed at minimizing the risk of failures.

We believe that the most crucial aspect is to grant scientists access to a wide range of reliable sources and new useful tools that surpass human capabilities.

However, we trust in allowing scientists to determine how to construct their own protocols based on this information, as they are the experts in their field.

Ready to get started?

Sign up for free.
Registration takes 20 seconds.
Available from any computer
No download required

Sign up now

Revolutionizing how scientists
search and build protocols!

🧪 Need help with an experiment or choosing lab equipment?
I search the PubCompare platform for you—tapping into 40+ million protocols to bring you relevant answers from scientific literature and vendor data.
1. Find protocols
2. Find best products for an experiment
3. Validate product use from papers
4. Check Product Compatibility
5. Ask a technical question
Want to copy this response? Upgrade to Premium to unlock copy/paste and export options.