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A set of 24 vocabulary-style flashcards based on lecture notes covering the definitions, formulas, and laws related to reaction time and anticipation.
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Reaction time
The time between stimulus presentation and the initiation of movement.
Movement time
The time between movement initiation and movement completion.
Response time formula
Response Time=Reaction Time+Movement Time
RT
Stands for reaction time.
MT
Stands for movement time.
Reaction time and response choices
Reaction time increases or slows down as the number of response choices increases.
Hick's Law
The principle that reaction time increases as the number of response choices increases.
Uncertainty
A factor that causes reaction time to become longer or slower.
Anticipation
An action that can reduce reaction time by helping predict what or when something will happen.
Event anticipation
Predicting what event will occur.
Temporal anticipation
Predicting when an event will occur.
Precues
Clues before a movement that help the performer anticipate what will happen.
Deception
The deliberate use of a false precue, such as a feint.
Disguise
Hiding or delaying the onset of the real precue.
Psychological refractory period (PRP)
A delay in responding caused by an unexpected second stimulus.
Psychological refractory period in sports
A feint creates a false first stimulus, then the real second stimulus causes the defender to be delayed.
Foreperiod
The time between a warning signal and the go stimulus.
Consistent foreperiod
A condition that reduces reaction time because the performer can predict when to respond.
Randomized foreperiods in sprinting
A practice to prevent athletes from predicting the start and gaining an unfair reaction time advantage.
Stimulus-response compatibility
How naturally the stimulus and intended response match each other.
High stimulus-response compatibility
A state that causes reaction time to be faster or shorter.
Low stimulus-response compatibility
A state that causes reaction time to be slower or longer.
Backing a trailer
An activity identified as low stimulus-response compatibility.
Turning a car steering wheel in the intended direction
An activity identified as high stimulus-response compatibility.