FINAL EXAM Flashcards

1
Q

Motor learning

A

Set of processes associated with practice or experience that leads to a relatively permanent change in the capability for movement

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2
Q

Motor control

A

An area of study dealing with the understanding of the neural, physical and behavioural aspects of movement

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3
Q

Motor skill

A

Task with a specific goal, performed voluntarily, requiring body and/or limb movements and needs to be learned

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4
Q

Components of a motor skill

A
  1. Perceiving relevant environmental features
  2. Deciding what to do and timing of action
  3. Producing muscular activity required to generate movement goal
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5
Q

Discrete skill

A

Defined start and end
ex. free throw, penalty kick

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6
Q

Serial movement

A

Discrete actions performed in sequence
ex. gymnastics routine, playing piano

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7
Q

Continuous

A

No recognizable start or end
ex. running, swimming, steering car

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8
Q

Open skills

A

Unpredictable environment
ex. Returning a punt in football, wrestling

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9
Q

Closed skills

A

Predictable environment
ex. archery, darts

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10
Q

Success for an open skill

A

Adaptability

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11
Q

Success for a closed skill

A

Preparation

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12
Q

Fine motor skill

A

Small muscle groups
ex. writing, sewing, surgery

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13
Q

Gross motor skill

A

Large muscle groups
ex. dancing, tennis serve, soccer kick

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14
Q

Considerations for measuring motor performance

A
  1. Objectivity
  2. Reliability
  3. Validity
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15
Q

Objectivity

A

How likely is it for 2 individuals to have the same error when assessing a motor skill?
ex. a measuring tape is more sensitive than a high bar
- Measuring tape is more objective than a judge

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16
Q

Reliability

A

How likely are we to obtain the same measurement doing it twice?

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17
Q

Validity

A

How well does you measure relate to what you want to achieve?

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18
Q

Mean constant error

A

Average error in the response
*Bias and accuracy

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19
Q

Variable error

A

Consistency of trials
Measures precision

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20
Q

Total variability

A

Measure of overall error (RMSE)
Bias and variability

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21
Q

What is happening if VE=TE

A

Participants close to target

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22
Q

Absolute error

A

Absolute deviation btwn performers movement and the target
- direction doesnt matter
- accurary without bias

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23
Q

Absolute constant error

A

Used when direction isnt needed and when comparing groups with diff biases
- accuracy with conflicting biases

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24
Q

Reaction time

A

Measure of time from the arrival of a stimulus to the beginning of a response when stimulus is unanticipated

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25
Q

Components of reaction time

A
  1. Pre motor RT
  2. Motor RT
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26
Q

Pre motor RT

A

Time it takes for brain to send signal, no muscle activity

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27
Q

Motor RT

A

Onset of muscle activity, still no movement

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28
Q

Movement time

A

Time interval from initation of the response to the completion of the movement

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29
Q

Response time

A

RT+MT

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30
Q

Correlation

A

Measures direction and strength of a relationship

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31
Q

Regression

A

Allows us to predict one variable from another

32
Q

Dual cognitive task

A

An indirect way of measuring capability in a motor task
- performing two tasks at once
ex. juggling and counting back from 100 by 7

33
Q

Why is attention a limited capacity resource?

A

The less attention a task requires, the more the performer at mastered it (expertise)

34
Q

The stages of human information processing

A
  1. Stimulus identification
  2. Response selection
  3. Response programming
    *all together equal RT
35
Q

Parallel processing

A

Overlapping processes; stages occur together

36
Q

Serial processing

A

Processing in sequential steps

37
Q

Pattern recognition in soccer (Hunter et al.)

A

More soccer experience= better at predicting penalty kick
** better at predicting fast, side foot kick

38
Q

Simple reaction time

A

Task that involves reacting to one stimulus

39
Q

What is simple reaction time affected by?

A

Fatigue, attention, cue sensory modality

40
Q

Hicks law

A

Time it takes to make a response is related to the number of stimulus response alternatives
(more SR alternatives = slower RT)

41
Q

Choice reaction time

A

A reaction time task where participant is presented with more than one possible stimulus and the required response is dependent on that stimulus

42
Q

Log linear relationship

A

Choice RT= a + b (Log2(N))

43
Q

Log2(N)

A

A bit of information; amount of info required to reduce uncertainty by half

44
Q

Simple RT task

A

1 stimulus, 1 response (response programming)

45
Q

Go/No go tasks

A

2 stimulus choices, 1 response choice (stimulus identification, response selection and response programming)

46
Q

Choice RT task

A

2 stimuli choices, 2 response choices (stimulus identification, response programming)

47
Q

Donder’s subtractive model

A

(Go-No go) - (simple RT)= stimulus identification
(Choice RT) - (Go-no go)= response selection

48
Q

Simon effect

A

Irrelevant spatial features have effects on RT
- layout of environment can affect response to diff cues

49
Q

Joint simon effect

A

When two people perform the simon task they perform similar when performing a two-choice task
- faster RT in compatible conditions

50
Q

Henry and Rogers 1960

A

As movement complexity increases, so does RT (slower)
Planning of more complex actions takes more time

51
Q

Considerations for movement complexities

A
  1. Accuracy requirement (size of goal)
  2. Movement compounds (how many individual movements)
  3. Movement duration (time beginning to end)
52
Q

Klap and Erwin 1992

A

RT increases when response duration increase
Movement complexity affects RT even before selection has been made

53
Q

Batista and Newsome 2000

A

We plan a point by point trajectory
Neural activation patterns in motor areas represent spatial goals in a visual reference frame
There was a partial shift in neural response w fake arm both felt and unseen and the false arm

54
Q

Motor programs

A

A prestructured set of movement commands that defines the essential details of a skilled action w minimal or no involvement of sensory feedback

55
Q

Wadman 1979

A

A typical elbow extension has a triphasic burst pattern
Activity of triceps (agonist), the biceps (antagonist) then triceps and again (agonist)
When movement was blocked, this firing pattern still occured
Said that sequence of muscle contractions was programmed in advance

56
Q

Criticism of motor programs

A
  1. Storage problem
  2. DoF problem
  3. Novelty problem
57
Q

Storage problem

A

If every movement has a distinct motor program, we would need more space to store them all

58
Q

Degrees of freedom problem

A

There are two many dof to control and choose from

59
Q

Novelty problem

A

If every movement has a motor program, how do I learn new movements?

60
Q

What skills do motor program researchers use?

A

Simple, discrete, closed

61
Q

Anticipation

A

Removal or reduction of response selection stage
- temporal (when)
- spatial (what)

62
Q

Ways to create anticipation

A

Change timing of countdown (varying foreperiod)
Change presented stimulus or location of presentation

63
Q

Rosenbaum 1980

A

Used pre cueing technique to determine which info is useful for facilitating response programming
Precueing any of the variables led to reduction in RT, highest reduction being the arm (R or L), then extent, then direction

64
Q

Startle response

A

Used to study anticipation
Giving a person and unexpected stimulus
Triggers a prepared movement at short latency
Subcortical trigger for prepared movements

65
Q

Carlsen 2004

A

Startle increases RT and leaks a response
Works best with one response prepared

66
Q

Closed loop control

A

Use of sensory feedback to modify motor commands

67
Q

Components of a closed loop system

A
  1. Input: system receives instructions
  2. Reference mechanism: goal is defined
  3. Executive level: relay instructions
  4. Effector level: enacts instructions
  5. Feedback: produced by sensors in environment
68
Q

Examples of closed loop systems

A

Thermostat and electric kettle

69
Q

Rods

A

Large, low light, detects motion
On/off response

70
Q

Cones

A

Peak shape ,detect fine detail, colour
Graded response (increased light =increases activation)

71
Q

Dorsal stream

A

Visual info to parietal areas
Vision for action stream
Full visual field
Damage= optic ataxia

72
Q

Ventral stream

A

Visual info to temporal lobe
Vision for perception stream
Central vision
Damage= visual agnosia

73
Q

Muller illusion and Ebbinghaus- Tichner illusion

A

Evidence for ventral and dorsal streams

74
Q

Gunslinger effect

A

Person who draws gun second fires before person who draws gun first but is less accurate

75
Q

Roberts et al 2017

A

Replicated gunslinger effect showing shorter time to peak acceleration for reacted movements
Ventral stream used for limb target control and dorsal stream used for planning