KIN251 final exam

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Last updated 4:02 AM on 4/27/26
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100 Terms

1
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What are the criteria used to define motor learning?

Motor learning is identified by:

  • A relatively permanent change in movement behavior

  • Resulting from practice or experience

  • Not due to maturation, fatigue, or temporary states

  • Measured through retention and transfer tests, not just performance


2
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What are the three stages of motor learning, and what characterizes each stage?

  • Cognitive stage

    • Learner is figuring out what to do

    • Lots of errors, high attention demand

    • Reliance on feedback and instructions

  • Associative stage

    • Refining movement patterns

    • Fewer errors, more consistency

    • Begins to detect and correct mistakes

  • Autonomous stage

    • Skill becomes automatic

    • Low attention demand

    • Can perform while multitasking


3
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What do performance curves show, and how does the law of practice explain them?

  • Performance curves show improvement in performance over time/practice

  • Typically:

    • Rapid improvement early

    • Slower improvements later (plateau effect)

Law of practice:

  • Performance improves with practice but at a decreasing rate over time


4
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What are the limitations of using performance curves to measure learning?

  • Performance ≠ learning

  • Temporary factors (fatigue, motivation, feedback) affect performance

  • Plateaus may hide continued learning

  • Doesn’t show retention or transfer


5
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How do transfer and retention tests help distinguish learning from performance?

  • Retention test: performance after a delay without practice

    • Shows if learning is permanent

  • Transfer test: performance in a new or modified task

    • Shows adaptability of learning


6
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What is transfer of learning, and how do positive and negative transfer differ?

  • Applying learned skills to new situations

  • Positive transfer: improves performance in new task

    • e.g., tennis serving helps volleyball serving

  • Negative transfer: interferes with performance

    • e.g., switching from golf swing to baseball swing


7
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What is the difference between intrinsic feedback and augmented feedback?

  • Intrinsic feedback:

    • Naturally comes from senses (vision, proprioception, touch)

  • Augmented feedback:

    • External information provided by instructor, device, or coach


8
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What is the difference between KR (knowledge of results), KP (knowledge of performance), and concurrent feedback?

  • KR (Knowledge of Results):

    • Outcome-based (success/failure, score, distance)

  • KP (Knowledge of Performance):

    • Movement quality (form, technique)

  • Concurrent feedback:

    • Given during performance (real-time cues)


9
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What are the main functions of augmented feedback during learning?

  • Helps detect errors

  • Guides correction

  • Motivates learner

  • Reinforces correct movement

  • Accelerates early learning


10
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What is the guidance hypothesis, and why can too much feedback cause dependency?

  • Too much feedback → learner becomes dependent

  • Learner stops processing intrinsic feedback

  • Performance may drop when feedback is removed


11
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How does the amount/precision/frequency of feedback influence learning?

  • Amount: too much → dependency; too little → slow learning

  • Precision: overly precise early can overwhelm learners

  • Frequency: frequent helps early, reduced later improves retention


12
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How do strategies like faded/bandwidth/summary feedback help reduce dependence on feedback?

  • Faded feedback: gradually reduce feedback over time

  • Bandwidth feedback: only give feedback when error exceeds threshold

  • Summary feedback: give feedback after multiple trials


13
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What are learner-determined feedback schedules, and how do they benefit learning?

  • Learner chooses when they receive feedback

  • Benefits:

    • Encourages self-evaluation

    • Improves error detection

    • Reduces dependency


14
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Why do subjective estimations help reduce the negative effects of frequent feedback?

  • Learner predicts their own performance before receiving feedback

  • Improves:

    • Self-awareness

    • Intrinsic error detection

    • Retention


15
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How can we interpret graphs of performance curves to distinguish between performance and learning?


  • Improvement during practice = performance

  • Retention/transfer = learning

  • If performance improves but retention is poor → not true learning


16
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Why do children often benefit from more frequent feedback?

  • Less developed:

    • Cognitive processing

    • Error detection ability

  • Need external guidance early in learning


17
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How can robots be used effectively to facilitate motor learning?

  • Provide:

    • Consistent feedback

    • Controlled practice environments

    • Repetitive training

  • Useful for rehabilitation and skill acquisition


18
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How do massed and distributed practice differ, and why is distributed practice usually more effective?

  • Massed practice:

    • Little rest, long sessions

    • Leads to fatigue, lower learning

  • Distributed practice:

    • Rest intervals included

    • Better retention and performance


19
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What is the difference between variable and constant practice, and why does variable practice improve generalization?

  • Constant practice:

    • Same conditions every trial

    • Good for beginners

  • Variable practice:

    • Changing conditions

    • Improves adaptability and generalization


20
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How do blocked and random practice differ (low vs. high contextual interference), and why is random practice typically more effective?

  • Blocked practice:

    • Same skill repeated before switching

    • Better short-term performance

  • Random practice:

    • Skills mixed randomly

    • Better long-term learning


21
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What are “desirable difficulties,” and how do they support learning?

  • Conditions that make practice harder but improve learning:

    • Random practice

    • Variable conditions

    • Reduced feedback

  • Forces deeper processing and memory encoding


22
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Why are instructions important in motor learning?

  • Provide direction and reduce uncertainty

  • Help structure early learning


23
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What different modes of instruction can be used to support learning?

  • Verbal cues

  • Visual demonstrations

  • Physical guidance

  • Analogies


24
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How does transition information help a learner improve?

  • Information that helps shift from one movement stage to another

  • Example: “now shift weight earlier”


25
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How can analogies and demonstrations reduce information overload?

  • Reduce cognitive load

  • Help learners understand complex movements quickly


26
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What are mirror neurons and why are they important for observational learning?

  • Brain cells activated when:

    • Performing an action

    • Observing the same action

  • Important for imitation and observational learning


27
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What are the differences between learning from an expert model vs. a novice model?

  • Expert model:

    • Shows ideal technique

    • Can be too complex for beginners

  • Novice model:

    • Shows common errors

    • Helps learners understand what NOT to d


28
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What is the difference between internal and external focus of attention?

  • Internal focus: body movement (e.g., “move your arm”)

  • External focus: effect of movement (e.g., “aim the ball”)


29
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How can an internal focus contribute to “choking” under pressure?

  • Increases conscious control of automatic skills

  • Disrupts fluid execution under pressure


30
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How can manipulating constraints be used to alter movement patterns?

Changing:

  • Task (rules, equipment)

  • Environment (space, surface)

  • Individual (strength, flexibility)

Purpose:

  • Shape movement patterns naturally without explicit instructions


31
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Why do we study human movement?

  • Improve performance (sports, training)

  • Prevent injury

  • Rehab and clinical applications

  • Understand how the body produces motion


32
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What are the three main “lenses” used to study movement?

  • Biomechanics → forces & motion (physics side)

  • Motor control/learning → how we learn & control movement

  • Exercise physiology → energy systems & body responses


33
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What are the fundamental units used in mechanics?


  • Length → meters (m)

  • Mass → kilograms (kg)

  • Time → seconds (s)


34
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How do you convert between different units in biomechanics?

Use conversion factors (ratios equal to 1) to cancel units step-by-step.

Length

  • 1 m = 100 cm

  • 1 m = 1000 mm

  • 1 km = 1000 m

  • 1 in = 2.54 cm

  • 1 ft = 0.3048 m (or 12 in)

Mass

  • 1 kg = 1000 g

  • 1 g = 0.001 kg

  • 1 lb ≈ 0.454 kg

Time

  • 1 min = 60 s

  • 1 hr = 3600 s


35
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What is the difference between vectors and scalars? What quantities are vectors and scalars?

  • Scalars → magnitude only (speed, mass, time)

  • Vectors → magnitude + direction (velocity, force, acceleration)


36
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What rules govern vector addition?

  • Tip-to-tail method

  • Parallelogram method

  • Components method (most useful)


37
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How do you resolve a vector into its horizontal and vertical components?

  • Horizontal: Vx=Vcos⁡θ

  • Vertical: Vy=Vsin⁡θ


38
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How can the slope of a graph be used to interpret average/instantaneous rates of change?

  • Position–time → slope = velocity

  • Velocity–time → slope = acceleration

  • Steeper slope = faster rate of change


39
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What is a projectile and what is the path followed by a projectile?

  • Object in flight under gravity only

  • Path = parabolic


40
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What are the three key parameters (speed, angle, height) that determine projectile motion?

  • Speed

  • Angle

  • Height


41
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How does each parameter influence the horizontal distance a projectile travels?

  • ↑ speed → ↑ distance

  • Angle ~45° gives max distance in theory

  • ↑ release height → ↑ distance


42
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Why is the optimal projection angle in sports often not 45 degrees?

  • Release height isn’t zero

  • Air resistance

  • Human body mechanics → harder to generate force at 45°


43
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What are angular kinematics, and how can we describe angular motion using planes and axes of motion?

Angular kinematics

  • Rotation around an axis

  • Described using planes & axes



44
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What major arm and leg motions occur in the frontal, sagittal, and transverse planes?

Planes of motion

  • Sagittal → flexion/extension (running, jumping)

  • Frontal → abduction/adduction (jumping jacks)

  • Transverse → rotation (throwing, swinging)


45
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How are linear velocity and angular velocity related?

v=rω

  • v (linear velocity) = straight-line speed of a point

  • ω (angular velocity) = rotational speed

  • r = distance from axis of rotation

Key idea:

  • Farther from axis → higher linear speed

  • Same rotation, different points move at different speeds


46
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How can these principles be applied in real-world tasks?

  • Sports technique improvement

    • Optimize throwing, kicking, swinging mechanics

  • Injury prevention

    • Identify unsafe joint angles or excessive rotation

  • Performance enhancement

    • Increase angular velocity through better sequencing (hips → trunk → arm)

  • Rehabilitation

    • Restore normal movement patterns after injury

  • Coaching & analysis

    • Break down skill errors using plane-based movement analysis


47
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What are the key steps in conducting a kinematic analysis?

  • Identify the movement/task (e.g., jump, throw, sprint)

  • Break into phases (preparation, execution, follow-through)

  • Choose variables (angle, velocity, displacement, time)

  • Collect or estimate data (video analysis, observation)

  • Interpret results (what improved or limited performance?)


48
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What is the impulse–momentum relationship?

Impulse=F⋅t=Δp=m(vf​−vi​)

  • Impulse = force applied over time

  • Equals change in momentum


49
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How is impulse used to increase or decrease momentum in movement tasks?

  • Increase momentum (more performance):

    • Apply force for longer time

    • Example: follow-through in throwing or kicking increases ball speed

  • Decrease momentum (safety/control):

    • Increase time of impact to reduce force

    • Example: bending knees when landing reduces impact forces


50
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How are Newton’s laws applied specifically in real-world tasks?

  • Running: pushing against ground (3rd law) produces forward motion

  • Jumping: force applied downward → body goes upward

  • Lifting weights: more force needed for heavier loads (2nd law)

  • Stopping/turning: inertia explains why quick direction changes are hard

  • Sports equipment use: bats, racquets amplify force through mechanics


51
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How is the impulse–momentum relationship used when designing safety equipment?

Goal: reduce peak force during impact

  • Increase time of impact (t) → lowers force

    • Helmets, airbags, crash pads

  • Spread force over longer duration

  • Convert sudden impact into slower deceleration

Example:

  • Without helmet: head stops instantly → high force

  • With helmet: longer stopping time → lower force → less injury


52
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What is torque, and how does the moment arm influence it?

rque (τ) = rotational force that causes an object to turn

τ=r×F

  • r = moment arm (distance from axis of rotation to where force is applied)

  • Bigger moment arm → more torque

  • Force applied farther from joint = easier rotation

Human example:

  • Swinging a bat farther from your hands → more torque → harder hit


53
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What is moment of inertia, and what factors affect it?

Moment of inertia (I) = resistance to rotational motion

  • Depends on:

    • Mass

    • Distribution of mass relative to axis

Key idea:

  • Mass farther from axis → ↑ inertia → harder to rotate

  • Mass closer to axis → ↓ inertia → easier to rotate


54
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What is the center of gravity, and what factors influence its location?

COG = point where body’s mass is evenly balanced

What affects its location:

  • Body position (arms/legs moving changes it)

  • Body shape/posture

  • Distribution of mass


55
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How does the center of gravity affect stability?

Stability depends on:

  • Lower COG = more stable

  • Wider base of support = more stable

  • COG inside base of support = stable

  • If COG moves outside base → loss of balance/fall


56
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How is moment of inertia applied in gymnastics movements?

  • Tuck position: mass closer to axis → ↓ inertia → faster spin

  • Pike position: moderate inertia → medium speed

  • Layout (extended): ↑ inertia → slower rotation

Key idea: gymnasts control spin speed by changing body shape

57
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How does the center of gravity influence jumping techniques, and why do some techniques enhance performance?

  • Jumping height depends on force production, but:

  • Body position changes how height is used visually and functionally

Why techniques differ:

  • Arm swing → shifts COG and increases upward momentum

  • Tucking legs → helps rotation in flips

  • Arching/extension → controls rotation timing in air

Big idea:

  • Better technique = more efficient use of force, not just more force


58
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How can these concepts be applied in real-world tasks?

Sports

  • Throwing, swinging, jumping, diving, gymnastics

  • Adjusting body position to control speed, power, and rotation

Injury prevention

  • Poor torque control → joint stress (knees, shoulders)

  • Proper alignment reduces rotational strain

Everyday movement

  • Lifting: keep objects close → reduces torque on spine

  • Carrying: balance and COG control stability

  • Walking/running: controlled COG shift improves efficiency


59
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What are the key characteristics of skilled performance?

  • Consistent

  • Accurate

  • Efficient (low wasted movement)

  • Adaptable to changing environments


60
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How do open and closed skills differ?

  • Closed skills: stable environment, predictable

    • ex: bowling, darts

  • Open skills: changing environment, unpredictable

    • ex: soccer, basketball defense


61
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What distinguishes discrete, serial, and continuous skills?

  • Discrete: clear start/end (throw, kick)

  • Serial: sequence of discrete actions (gymnastics routine)

  • Continuous: no clear start/end (running, cycling)


62
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What do CE (Constant Error), AE (Absolute Error), VE (Variable Error), and RMSE (Root Mean Square Error) measure in motor performance? What contexts are they used?

  • CE (Constant Error): direction of error (bias)
    → are you consistently too high/low?

  • AE (Absolute Error): overall accuracy
    → how far off regardless of direction

  • VE (Variable Error): consistency
    → how spread out your attempts are

  • RMSE: overall performance error combining bias + variability
    → used in modeling / labs / data analysis


63
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Can you estimate CE, AE, VE if provided a distribution of points from an experiment?

CE (Constant Error)
Bias (direction of error: too high or too low)
CE = Σ(score − target) / n

AE (Absolute Error)
Accuracy (size of error, ignores direction)
AE = Σ|score − target| / n

VE (Variable Error)
Consistency (how spread out scores are)
High VE = inconsistent performance

RMSE
Overall error (combines bias + variability)
RMSE = √[Σ(score − target)² / n]


64
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What are the stages in the information processing model for human performance?

Information processing stages

  1. Stimulus identification

  2. Response selection

  3. Response programming

  4. Movement execution

More choices = slower decision-making


65
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What is the difference between reaction time, movement time, and response time?

  • Reaction time: stimulus → movement start

  • Movement time: movement start → completion

  • Response time: total = reaction + movement


66
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What does Hick’s Law tell us about reaction time and decision-making? What is the shape of the curve in Hick’s law?

  • More choices → longer reaction time

  • Relationship is logarithmic curve (slows down, not linear)


67
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How does stimulus-response compatibility affect reaction time? How can we deal with S- R incompatibility?

  • Compatible = faster reaction

  • Incompatible = slower reaction

Fixing incompatibility:

  • training

  • better mapping (design/positioning)

  • consistent spatial alignment


68
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How can anticipation reduce reaction time?

  • Predicting stimulus before it happens

  • Reduces reaction time significantly

  • Used in sports (goalkeepers, batters)


69
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What is the speed-accuracy tradeoff, and how is it explained by Fitts’ Law?

Fitts’ Law

  • Faster movement = less accuracy

MT=a+blog⁡2(2D/W)

  • D = distance

  • W = target width


70
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What are the “independent” and “dependent” variables involved in Fitts’ law? - what do the slope and intercept in Fitts’ Law represent?

  • Independent: difficulty (distance, size)

  • Dependent: movement time


71
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Why does increasing speed typically reduce accuracy in spatial tasks?

  • Slope (b): sensitivity to task difficulty

  • Intercept (a): baseline processing/movement time


Less time for feedback correction

Higher variability in motor output

72
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How is Fitts’ Law applied in computer interface design?

  • Bigger buttons = easier clicking

  • Closer targets = faster interaction

  • Menu design minimizes travel distance


73
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What is the speed-accuracy relation in temporal (or timing) tasks?

  • Tradeoff also exists in timing (rhythm, pacing)

  • More precision in timing = slower performance


74
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Why are tasks like hitting a baseball that involve both spatial and temporal constraints challenging? How do athletes deal with such constraints?

  • Require BOTH spatial + timing accuracy

  • Athletes solve this by:

    • anticipation

    • training automatization

    • predictive control


75
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What are the defining characteristics of closed-loop control?

  • Uses feedback during movement

  • Adjusts in real time

  • Good for slow/precise movements


76
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What components make up a closed-loop control system?

  • Executive (motor command)

  • Effector (muscles)

  • Feedback system (vision, proprioception)

  • Comparator (detects error)


77
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What types of sensory feedback do humans use in movement control?

  • Visual

  • Proprioceptive (body position)

  • Auditory (sometimes)


78
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What are the two visual streams, and how do they contribute to movement?

  • Dorsal stream: “where/how” → movement guidance

  • Ventral stream: “what” → object identification


79
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What is optic flow?

  • Dorsal stream: “where/how” → movement guidance

  • Ventral stream: “what” → object identification


80
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How does proprioception contribute to reflexive control?

  • Body position sense

  • Enables reflex corrections


81
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What are the advantages and disadvantages of closed-loop control?

  • Pros: accurate, adaptable

  • Cons: slow, requires feedback time


82
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What are the characteristics of open-loop control?

  • No feedback during movement

  • Pre-programmed action

  • Fast execution


83
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What are the pros and cons of using open-loop control?

  • Pros: fast, efficient for rapid movements

  • Cons: cannot correct during execution


84
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What is a motor program, and what evidence supports its existence?

  • Stored movement pattern in CNS

  • Evidence: same movement can be performed without feedback


85
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How does learning occur in open-loop control systems?

  • Learning = improving the motor program

  • Happens through practice + repetition

  • Feedback is used after the movement (not during)

  • Over time:

    • movements become more automatic

    • less conscious control is needed

    • errors get reduced by updating the stored program


86
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What is a Generalized Motor Program (GMP), and what evidence supports it?

GMP = stored “template” for a movement pattern

  • Contains:

    • invariant features (same structure of movement)

    • parameters (force, speed, duration can change)

Evidence for GMP:

  • Same movement can be performed at different speeds but keeps structure

  • Variability in force/time doesn’t change overall pattern

  • People can perform movements without real-time feedback


87
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How can predictions act as a form of fast feedback?

  • Brain predicts outcome of movement before sensory feedback arrives

  • This “internal model” allows:

    • fast corrections

    • smoother control

  • Important because real sensory feedback is too slow for rapid movements


88
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How can open- and closed-loop control systems be combined?

Most movements use BOTH:

  • Open-loop: fast, pre-programmed (initial movement)

  • Closed-loop: feedback corrections during/after

Example:

  • throwing a ball:

    • open-loop = arm acceleration

    • closed-loop = adjustments based on vision/proprioception


89
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What does “degrees of freedom” mean in movement control?

Degrees of freedom (DOF)

  • Refers to the number of independent ways a body/joint can move

  • Example: shoulder alone has multiple rotational directions → many DOF

More DOF = more possible movements, but harder to control

90
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What is the “degrees of freedom problem”?

  • The nervous system must control too many muscles and joints simultaneously

  • Problem: infinite movement combinations for any task

  • Solution needed: simplify control into manageable units


91
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What is context-conditioned variability, and how do anatomical, mechanical, and physiological factors contribute?

Context-conditioned variability

  • Movement is not random variability—it depends on context

Contributing factors:

  • Anatomical: joint structure limits motion (e.g., knee only flex/extend much)

  • Mechanical: gravity, momentum, external forces change movement demands

  • Physiological: fatigue, strength, neural activation patterns affect execution

Result: same task can look different depending on conditions

92
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What are strategies to simplify the degrees of freedom problem?

  • Freezing degrees of freedom (beginners stiffen joints)

  • Muscle synergies (groups of muscles act together)

  • Segment coordination (using fewer joints effectively)

  • Progressive release of DOF (experts regain flexibility + efficiency)


93
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How do motor plans, motor commands, and feedback contribute to postural, locomotor, and hand-eye coordination?

  • Motor plan: overall strategy (what movement to do)

  • Motor command: neural signals sent to muscles (how to execute)

  • Feedback:

    • Postural: keeps balance upright

    • Locomotor: adjusts walking/running steps

    • Hand-eye: fine tuning reaching/aiming using vision + proprioception


94
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How does the dynamical systems view of coordination differ from the motor program view?


  • Motor program: movement is pre-stored and executed like a script

  • Dynamical systems: movement emerges from interaction of:

    • body

    • environment

    • task constraints

Coordination is self-organizing, not fully pre-planned

95
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What did Kelso’s “finger wiggling” experiment reveal about motor control?

  • Participants tried to move fingers in:

    • in-phase (same direction)

    • anti-phase (opposite direction)

Finding:

  • At higher speeds, anti-phase becomes unstable and switches to in-phase

Shows:

  • coordination has stable and unstable patterns

  • movement transitions happen naturally under constraints


96
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What rules seem to underlie temporal coordination in bimanual tasks?

  • Movements tend to:

    • synchronize timing between limbs

    • lock into rhythmic patterns

  • Higher speed → less stable timing patterns


97
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What rules seem to underlie spatial coordination in bimanual tasks?

  • Limbs tend to:

    • mirror each other spatially

    • reduce asymmetry

  • Symmetrical movements are more stable than asymmetric ones


98
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How does Fitts’ Law apply to bimanual movements? How is it different from the unimanual case?

  • Both hands are subject to speed–accuracy tradeoff

MT=a+blog⁡2(2D/W)

Difference from unimanual:

  • One hand can limit the other (coordination constraint)

  • Increased interference between limbs

  • Higher cognitive + motor demand than single-hand tasks


99
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How can task conceptualization help overcome temporal and spatial constraints?

  • Changing how you mentally define the task improves performance

    • e.g., “move one object with two hands” instead of “two separate movements”

  • Reduces conflict between limbs

  • Improves coordination efficiency


100
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What are the differences between learning “part” versus “whole” in bimanual coordination?

  • Part practice:

    • break movement into components

    • good for learning mechanics

    • weak for timing/coordination integration

  • Whole practice:

    • practice full movement pattern

    • better for coordination, timing, and real performance

    • usually superior for bimanual skills