Chapter 1-4 Flashcards

1
Q

motor control

A

the study of neural, physical, and behavioral aspects of movement

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2
Q

motor learning

A

the study of acquiring skilled movement as a result of practice

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3
Q

motor development

A

the study of the neurological and musculoskeletal processes involved in skill acquisition

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4
Q

What do we mean by “skill”?

A

-an act or motor task
-i have the skill of _____
-observable characteristics of an individual’s performance
- I am a skilled____

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5
Q

why we study?

A

teaching/coaching
-there is a proper way (based on science) to structure learning
-providing skill instruction for athletes at all levels
- younger athletes need help learning fundamental skills
- experienced athletes require assistance in refining movements

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6
Q

why we study?

A

rehabilitation
-need to understand processes to help indivuduals recover normal movement control

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7
Q

fundamental skills from birth

A

-require minimal maturation and practice (chewing, balancing, crawling, etc.)
- others are achieved only through extensive practice and maturity

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8
Q

motor skill (motor task)

A

a skill can be classified according to characteristics:
-how is the movement organized?
- single discrete action
- a series of discrete movements strung together in a particular order
- a rhythmic repetition of basically the same action
- brain vs. brawn
- what is the relative importance of motor vs. cognitive elements?
- predictability of the enviroment?
-is it open or closed?

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9
Q

discrete skill

A

has a defined beginning and an end
usually starts and ends quickly
- ex. kicking a FG, hitting a baseball

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10
Q

serial skill

A

-several discrete skills
- connected in a sequence to perform movement patterns
-requires a longer time than discrete skill
-progresses from an individual focus to a combined focus
- eventually becomes one single, smooth, rapid, movement

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11
Q

continuous skill

A

unfolds w/out a recongnizable beginning and ends in an ongoing fashion
-is repetitive
- contiunes for many mintues

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12
Q

brain vs. brawn: motor elements

A
  • a skill that is primarily motor emphasizes the quality of movement. that makes the skill successful
    • correct movement patterns are key
    • decision making is minimized and motor performance is maximized
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13
Q

cognitive elements

A

-In a skill that is primarily cognitive, the movement is less important than the actual decision guiding the movement
- Emphasis is placed on what to do (not the actual doing)
- Decision is maximized and motor control is minimized

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14
Q

motor and cognitive elements

A
  • most skills are a combination motor and cognitive elements
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15
Q

important concept

A
  • new skills require a great deal more cognition (thinking) than skills performed by an elite performer
    - what happens when a skilled performer thinks too much? they mess
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16
Q

skills and enviromental and predictability (CLOSED SKILL)

A

performed in an environment that is stable and predictable

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17
Q

skills and enviromental and predictability (OPEN SKILL)

A

-performed in an environment that is variable and unpredictable
- performer must use perception and decision making to adjust movement

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18
Q

Skills and environmental predictability

A

Most skills are performed between low (i.e, open) and high (i.e., closed) environmental predictability

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19
Q

performance proficiency perspective

A
  • as skill level progresses, a person is better able to achieve:
    • maximum certainty - able to meet performance goals or results with certainity
      - high degree of accuracy on demand
    • minimum energy expenditure
      - accomplishes task while expending as little energy as possible
      • able to perform in the shortest amount of time possible
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20
Q

stages of learning/performance

A

understanding the difference between motor learning and motor performance

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21
Q

motor performance

A
  • always observable
    - influenced by motivation
    - influenced by attentional focus
    - influenced by fatigue, physical conditions
    - fluctuates
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22
Q

motor learning

A
  • internal process that determines movement capability
  • improves with practice
  • often based on observing person’s stability of motor performance
    - stable over serveral observations under varied circumstance
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23
Q

3 main stages of performance and learning

A

-cognitive
-associative
-autonomous

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24
Q

early learning
- cognitive

A

-understanding the movement pattern
- self talk
- characterized by:
-inaccuracy
- slowness
- inconsistency
- stiff movement

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25
Q

later stage
- associative

A
  • good idea of the movement pattern
  • practice enough
  • movements can be refined and modified
    -characterizied by
    - greater accuracy
    - greater consistency
    - fluidity of movement
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26
Q

later stage
- autonomous

A
  • movements become virtually automatic
  • thinking can actually impair performance
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27
Q

processing information and making decisions
- information processing

A
  • understanding the 3 stages of information-processing
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28
Q

processing information and making decisions
- reaction time

A

understand reaction time and the factors that affect it

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29
Q

processing information and making decisions
- information processing demands

A
  • identify the primary information-processing demands of various tasks
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30
Q

processing information and making decisions
- arousal and attentional demands

A

understand how arousal/attention influence performanceme

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31
Q

processing information and making decisions
- memory

A

appreciate how three discrete componenets of human memory affect people’s motor performance

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32
Q

information - processing approach

A
  • a computer anaolgy is often used to explain the concept of information processing
    • input > information processing > output
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33
Q

sources of input
- stimulus input

A
  • signal to which the individual responds
    • stop light, starter’s gun, etc.
  • environmental input
    - variety of signals
    - perceived through the senses; sight, audition, touch, kinesthesis
    - selective choice of one over others
    - as you become more advanced in a skill, you learn which signals to attend
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34
Q

stimuli

A
  • skilled athelets learn to “block out” irrelevant stimuli
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35
Q

three stages of information processing

A
  1. stimulus identification
  2. response selection
  3. response programming
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36
Q

stimulus identification (stage 1)

A
  • in this stage, we use our senses to determine what’s happening
    • we direct our attention to a source of input
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37
Q

response selection (stage 2)

A
  • once we’ve attended to stimulus, we have to decide what to do about it
  • the response to be selected will depend on several factors: what responses are available? which one(s) is/are appropriate?
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38
Q

response programming (stage 3)

A
  • organizing for movement
    • selecting the appropriate “motor program”
      • note : does not include the actual movement
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39
Q

reaction time

A
  • the amount of time that passes from the presentation of a stimulus until the beginning of a person’s response, when the movement is initiated
    • reaction time encompasses the 3 stages
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40
Q

factors that influence reaction time

A
  1. number of possible stimuli
  2. number of possible choices (SR options)
  3. practice
  4. response compatibility
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41
Q

(1) number of possible stimuli

A
  • simple reaction time
    • shortest reaction time
      • one stimulus and one response
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42
Q

(2) number of possible choices

A
  • choice reaction time
    • the interval of time between the presentation of:
      • one several stimuli and
      • the beginning of one several responses
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43
Q

(2) number of possible choices

A

hick’s law
- stable relationship between number of stimulus-response (SR) options and choice reaction time
- as the number of SR options increases, choice reaction time increases in a linear fashion

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44
Q

(3) effect of practice on reaction time

A
  • greater practice time results in shorter reaction times
    • Practice can also keep RT from increasing, even when SR alternatives increase
      - Learning what to expect reduces SR options, thereby improving RT
      - Also, if the same stimulus always leads to the same response, choice RT becomes quicker
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45
Q

(4) response compatibility

A
  • “naturalness” of response to stimulus decreases reaction time
  • the stages of information processing take time
    - even if it is on the order of milliseconds
  • how do we control with processing delays?
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46
Q

how do we deal with processing delays?

A
  • anticipation
    • organizing a response before actually initating it…makes it faster
      - decreases choice RT
      - by “loading” response selection/programming BEFORE the stimulus
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47
Q

types of anticipation

A
  • spatial
  • temporal
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48
Q

spatial

A
  • the ability to anticipate performance movement
    - i.e., WHERE something/someone is going to be next
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49
Q

temporal

A
  • the ability to predict the time course of an event
    • i.e., WHEN something is going to happen
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50
Q

improving anticipation

A

-practice~skilled
- anticipate better
- predict more accurately
- use different cues effectively
- quicker choice reaction time

51
Q

benefits of anticipation

A

anticipation creates obvious advantages, but requires:
- knowledge (you must understand the situation)

52
Q

things affecting anticipation

A
  • regularity
    -… irregular behavior can counter anticipation
    - e.g., very the snap count in FB (make sure your own teammates can anticipate temporally and spatially, but your oppnents can’t)
53
Q

cost of anticipation

A
  • delays the speed of responding
    • if the events change unexpectedly
      • “costs” more if incorrect movement is started
      • most common error
        • inhibiting an action take time ( 40 ms to stop a simple action) … then prepare again for the new action
54
Q

Anticipation Recap

A
  • Types of anticipation
    ○ Spatial or event anticipation
    ○ Temporal anticipation
    • Factors influencing reaction time and decision making
      ○ Number of stimulus-response alternatives
      ○ Practice
      ○ Stimulus-response compatibility
    • Advantages and disadvantages
      ○ If correct, response is faster
      If incorrect, response is slower, in error, or both
55
Q

information processing under pressure

A

deciscion making and performance : arousal/anxiety

56
Q

arousal = general nervous system activity

A
  • degrees of arousal
    • low arousal = sleeplike state
    • high arousal = high degree of alertness, agitation, etc.
57
Q

anxiety = personal interpretation of a situation

A
  • i.e., if we perceive a situation is threatening arousal levels are elevated (even if the situation isn’t actually threatening)
58
Q

arousal affects performance, and anxiety affects arousal, so…

A

anxiety is important to study

59
Q

inverted-U principle

A
  • low levels of arousal = poor performance
  • moderate levels of arousal = good performance
  • high levels of arousal = poor performance
    - bottom line: in general, moderate levels of arousal are optimal
    - but, for every task, there is a “best” level of arousal which one should have in order to perform it well
60
Q

3 factors to consider (inverted-u principle)

A

(1) person
- high trait anxiety = generally higher level of arousal (in most situations)
- more situations likely to be perceived as more serious/threatening
- zone of optimal functioning
- range of arousal level associated with an individual’s maximum performance

61
Q

3 factors to consider (inverted-u principle)

A

(2) nature of the task
- the more fine muscular control in a task, the lower the level of arousal needed to perform it well

62
Q

information processing under high arousal

A
  • focus narrows ( perceptual narrowing) to most pertinent info
    • aka, tunnel vision
      • advantages
        • avoid attending to irrelevant stimuli
        • heightened focus on one or two things
      • disadvantages
        - less attention to other stimuli which may become important or critical during the skill
        - less ability to handle unexpected stimuli
62
Q

3 factors to consider (inverted-u principle)

A

(3) the situation
- if we perceive that there is a problem.. then there is a problem
- flight-or-flight response regardless of whether the situation is actually threatening

63
Q

information processing under high arousal

A
  • under extreme arousal
    • attention shifts
      • may start attending to internal processes
      • ” paralysis by analysis”
      • RT slows
64
Q

cue utilization hypothesis

A
  • helps to explain:
    • why performance could be poor in situations of low arousal and high arousal
65
Q

cue utilization hypothesis

A
  • low arousal - attentional focus is wide
    • if you’re too relaxed in a situation
    • no discrimination between useful and useless cues
  • high arousal - attentional focus narrows
    • performance improves, up to a point
    • but you’re too anxious or arousal is too high in a given situation
66
Q

Cue Utilization and Arousal
Main point:

A

An optimal level of arousal is one that produces an attentional focus narrow enough to exclude irrelevant cues and wide enough to gather the most important cues

67
Q

attention: limitations in information processing
attention is a limited mental resource

A
  • rule of thumb: it is only possible to concentrate on (attend to) one thing at a time
    • e.g., our opponent, our movement strategy, how we feel right now
68
Q

limited attention
where does the hang-up occur?

A
  • at some stages of information processing, things can happen together (parallel processing)
  • at other stages, they must happen sequentially
69
Q

examing parallel processing

A
  • stroop test >to stroop effect
  • when names and colors are in agreement = faster time reaction time (RT)
  • when names and colors are different =slower RT
    - conclusion: color and name are processed together; but if the color and name are not in agreement, then a “hang up” occurs if participant is required to identify the color
    -Must be that the response selection stage is affected
69
Q

stimulus identification:
information processing in parallel

A
  • sensation can be parallel
    • e.g., we can see, hear several different things at the same time
    • parallel processing - when two or more stimuli enter the system and are processed together without interference
70
Q

parallel processing auditory example

A
  • cherry’s (1953) dichotic
    • different streams of information directed to each ear
      • subject;s “heard” both stream, but could only recall information to which they attended
    • “cocktail party effect” -we’re able to engage in conversation in a crowded noisy room despite background interference
      • what happens when someone calls your name? what does that mean?
71
Q

information processing delays

A
  • if we can process sensory information (stimuli) in parallel…
    • then information processing delays must occur at later stages
      • response selection/programming
  • coin lab example
    • stimulus ID relatively the same
      • visual > coins on paper
      • auditory > “ready, set, go?”
    • delay had to occur in later stage
72
Q

response selection: input filter

A

-in a response to a stimulus
- we typically can only do one thing effectively at a time
- only after extensive practice…
- … can we “select” multiple responses in which to engage
- actions move from controlled to automatic processing

73
Q

-When tasks compete with each other: response selection

A

-Controlled processing- deliberate and requires consciousness; slow, serial, attention demanding, and more prominent during the early stages of learning
- It’s hard to do two things at a time
- Automatic processing- quick, parallel; not attention demanding; prominent during later stages of learning, and takes lots or practice

74
Q

if we can only do one thing at a time…

A

-for example:
- A volleyball serve involves simultaneous motions with left and right arms and legs
- For a beginner, controlled processing leads to difficulty in executing simultaneous tasks
- With practice, a server creates production units, in which multiple tasks are combined as one

75
Q

production units and output chunking

A
  • how do we complete multi-faceted tasks even though we can only engage in one thing effectively at a time?
    • production units
      • parts of a response which are lumped tg and treated as if they are one unit
        - these units can be seen as “chunks” of motion
      • output chunking
      • automaticity places chunks tg as if they are continuous
76
Q

bottom line

A
  • how do we develop “automatic” processing?
    • PRACTICE
      - repetitiveness of practice facilitates creation of production units
  • the more practiced a person becomes…
    • the more automatic the response selection/programming becomes
  • how do we contend with an opponent’s automaticity?
    - double-stimulation paradigm (aka, the FAKE)
77
Q

Response programming: serial movement organization (chunking and automaticity)

A
  • the fake
    • double-stimulation paradigm
      • start one movement and change very quickly to a different one
        • opponent gets caught off guard by setting up for the counter to the first movement
78
Q

the fake

A
  • what’s the point?
    • to force competing sources of input at the response selection/programming level
    • since only one “action” can be executed at a time…
      - the original action must be executed or aborted before the second action begins
79
Q

double - stimulation paradigm: psychological refractory period

A
  • Interstimulus interval (ISI):
    - Time period between two closely paired stimuli
    - E.g., time between fake punch and the real job
  • Psychological refractory period (PRP)
    • Processing delay that occurs in response to a fake
    • Result: second response 2x longer to make than the first response
    • NOTE:
      • If ISI is too short-
        • Two stimuli probably are perceived to be the same event
          • Fake is unsuccessful
      • If ISI is too long-
        - Opponent has too much time to reset
        -Fake is unsuccessful
80
Q

the fake in sports: capitalizing on PRP

A
  • fake uses the PRP to lure a player into responding to a false first movement instead of the “real” second one
    - how to fake well: first (fake) movement must look realistic: second (real) movement must follow in 60-100 ms
81
Q

why does the fake work?

A
  • once a response is selected
    • we execute it in form of chunking
  • the fake works…
    • because a selected response initiates the output automatically
    • the action (output) either cannot be stopped once started, or requires effortful processing (and time) to stop
82
Q

recap

A
  • Our movement control system can only produce “bursts” (or “chunks”) of activity
    • We do this because of information processing limitations
      • We can only do one thing at a time
      • Because of this, the brain takes the carious components of a task and created production units
        • …which can be executed as the “one thing”
        • With lots of practice…
          - Production units can be executed as a string of chunks which leads to fluidity of motion
83
Q

further understanding output chunking

A
  • evidence for chunking is seen when trying to do multiple tasks at the same time that involve…
    • different rhythms (or timing structures)
    • movements that have the same fundamental timing structure can be…
      • paired as one
    • extremely difficult to execute simultaneous movements with different rhythms
84
Q

understanding output chunking: the hands

A
  • the “rub your stomach and pat your head” routine…
    • when switching back and forth between tasks that have different rhythms, the hands eventually start doing the same thing
  • why?
85
Q

one interpretation : output chunking

A
  • the body likely only outputs one motor program at a time
    • each motor program (chunk) has its own timing
      • therefore, only one timing system can be running at any given time (i.e., can’t do the stomach rub/head pat at the same time because they require different timing programs)
        • i.e., one rhythm dominates at any one time
86
Q

information processing and memory
three memory systems

A
  1. short-term sensory store
  2. short-term memory
  3. long-term memory
87
Q

short-term sensory store (ambient vision)

A
  • held according to sensory modality (auditory, visual, kinesthetic in the muscles and joints)
    • very short duration
    • very little processing
88
Q

short term memory: TEMPORARY WORKSPACE
(focal vision)

A
  • “good stuff” gets moved up to short-term memory (conscious recall: what we attend to)
    • we only care about some things…the rest gets discarded
    • only relevant material sticks
      • therefore it changes all the time, according to what we are doing (focusing on)
        - skilled athletes only let in the relevant information needed at the time (e.g., ball speed, height, location for a pass receiver)
        - STM limited in capcity
      • rule of 7 (+- 2); lasts ~ 20 sec without effortful recall
89
Q

long - term memory

A
  • considered the storage space for experiences over a lifetime
  • characterized as having:
    - unlimited capacity
    - unlimited duration
  • information reaches LTM through effortful processing of information in STM, which transfers it to LTM
90
Q

sensory input
visual

A
  • ball tracking, defender awarness, field awareness, background crowd
91
Q

sensory input
auditory

A
  • crowd noise
92
Q

sensory input
kinesthesis/propriocpetion

A
  • awareness of body/limb postioning, grasping ball, body orientation
93
Q

sources of sensory

A

successful performance depends on how effectively individuals detect, perceive, and use relevant sensory info

94
Q

exteroceptive information

A
  • from the environment
    • outside of the body
    • highly visual
      • most important sensor for external events
        • humans are visually dominant
    • audition (hearing)
      - secondary to vision
95
Q

information from within: 6th sense

A
  • sense of body movement
    • $ proprioception
      - $ provides information about the state of the body through specialized receptors (proprioceptors)
      - $ kinesthesis - conscious awareness of the body
      - sensory information coming from proprioceptors…
      • provides “sense” of joint positions and muscle movements
96
Q

where does this info come from?

A
  • specialized sensory structures : page 2, slide 7 of chapter 3
97
Q

vestibular apparatus

A
  • located in inner ear > information about balance, posture, and orientation page 2 slide 8 of chapter 3
98
Q

muscle spindles : intrafusal fibers

A
  • located in skeletal muscle > send information about muscle LENGTH to CNS
    • feed info to CNS regarding muscle LENGTH and rate of stretch
      - stimulates reflexive contraction
99
Q

golgi tendon organs

A
  • located between muscle and tendon: provides info on muscle FORCES
    • stimulates reflexive muscular relaxtion
100
Q

cutaneous receptors

A
  • located in the skin > detect pressure, temperature, etc.
101
Q

closed loop control

A
  • involves the use of feedback and error detection and correction processes to maintain the desired goal
  • used to control slow and deliberate movements
102
Q

not good for explaining rapid movements

A
  • does not account for discrete tasks
    • best used to describe slow/continuous activity
      : components
      (1) comparator - error detection
      (2) executive - “brain”; determines actions to take to reach goal
      (3) effector - carries out decisions
      (4) feedback - provides information on current state
103
Q

hypothalamus: the body’s thermostat

A
  • page 3 , slide 18
104
Q

closed loop conceptual model
how does it fit within the conceptual model of motor control?

A
  • executive
    • contains stages of information processing
      • stimulus identification, response selection, response programming
        • remember: response selection and programming take time > relatively slow
  • effector
    • motor program + nerves/muscles
105
Q

closed loop: feedforward and error detection

A
  • comparator
    • needs something to compare…
      • ideal state vs. actual state
    • dictates the error
    • feedback - information regarding the actual state: occurs as a result of the movement
      • intrinsic, movement-related feedback comes primarily from proprioceptors
106
Q

feedforward

A

ideal or desired state, as dictated by the executive
- comparing feedforward to the feedback allows for error direction
- this is why you can’t tickle yourself

107
Q

discrete, fast actions: closed-loop?

A
  • since closed-loop systems are relatively slow, how do we conduct quick actions effectively?
    • reflexive modulations
      • closed-loop proprioceptive control
    • pre-packaged motor programs (ch 4)
      • open-loop control
108
Q

compensations for muscle movements: reflexive modulations

A
  • reflexes can automatically adjust muscle force in response to sudden demands
    • e.g., knee-jerk reflex
109
Q

M-responses - relatively low-level, fast modulations

110
Q

m1 response

111
Q

m2 response

112
Q

triggered reactions

A

80-120 ms latencies

113
Q

RT response

A

120-180 ms

114
Q

reflexive modulations

A
  • M2 response - polysynaptic
    • 50 - 80 ms
    • funcational stretch reflex
      • “knee jerk” reflex
    • higher EMG activity than M1 reflex
    • connections to cerebellum and motor cortex
    • characteristics
      • unaffected by increasing number of S-R alternatives
      • can be “tuned” beforehand - strong response or weak response
115
Q

reflexive modulations

A
  • triggered reaction
    • 80 - 120 ms
    • affects muscles related to, but not necessarily directly involved in, the movement
      • cutaneous receptors
    • wineglass effect
      • series of small adjustments made in order not to spill wine on the floor
    • still too fast to be voluntary
      - series of coordinated movements
116
Q

reflexive modulations recap

A
  • Time dictates degree of flexibility
    - The shorter the latency, the more rigid
    - E.g., M1 - 30-50 ms > no flexibility; M3 - 120-180 ms > high flexibility
    • The more flexibility is desired, more information needs to be processed and more time is required
  • Reflex responses in the conceptual model:
    • Operates at the level of the effector
      • Loops within loops
      • Link between muscles and spinal cord is very fast, but very “dumb”
117
Q
  • role of movement time
    • how do reflex responses affect movements?
A

ex.
- MT (movement time) = elapsed time from beginning of movement to end
- boxing jab - 40 ms … no time for M2 response or involvement of the comparator… therefore, can’t modify the punch once it has been started
- baseball swing - 100 ms … M1 responses is fast enough to influence the swing … M2 response doesn’t have time to get the muscles … information from the comparator cannont get the executive in time
- tennis serve - 300 ms … enough time for outer loop information to get back to the muscles, therefore the movement can be controlled by a closed-loop system

118
Q

visual dominance and visual capture

A
  • visual dominance
    • attention to focal vision because it is the dominant system
  • visual capture
    • too much focus on focal vision because it is the dominant system
      • sometimes too much attention to focal vision is a mistake
    • why might visual dominance/capture be bad?
      • because of time requirements to process focal information
119
Q

visual systems

A
  • focal (aka, ventral stream)
    • identifies objects, in center of visual field
      • retina > primary visual cortex > inferotemporal cortex
    • conscious
      • whatever you direct your attention to, primarily in the center of the visual field
        • contributes to perception of objects
      • answers the question “what is it?”
    • affected by light
      • diminished by dim lighting
120
Q

focal vision and movement control

A
  • conscious vision … we see, decide what to do and then decide how to do it
    • for relatively slow events, this critical
  • however…
    • focal vision is slow (200 ms) so it can’t be used in some movements (e.g., response to a baseball pitch)
121
Q

ambient vision

A
  • ambient vision (aka, dorsal stream)
    • detects orientation of body in environment; specialized for movement control
      • peripheral and central (whole visual field)
      • retina > primary visual cortex > posterior parietal cortex
      • non- conscious
        • not affected by dim lighting
    • Useful for movement since it helps us to place ourselves in the environment without thinking about how we do it…
      • Works in the background, therefore its contribution is not appreciated