Motor Control - Finals

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67 Terms

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Gross Motor Skills

  • Large muscle movements (e.g., walking, running, jumping).

    • First things we develop and should be developed once we are done with childhood

    • Ultimate goal with development is to gain individual and volitional movement

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Fine Motor Skills

  • Small, precise movements (e.g., writing, buttoning a shirt).

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Closed Skills

  • Performed in stable environments (e.g., swimming alone in a lane).

    • Self paced 

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Open Skills

  • Performed in unpredictable environments (e.g., basketball, driving).

    • Externally paced 

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Discrete Skills

  • Clear beginning and end (e.g., flipping a switch).

    • Short singular movement

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Serial Skills

  • Combination of discrete skills (e.g., gymnastics routine).

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Continuous skills

  • No clear beginning or end, ongoing movement (e.g., running).

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Stimulus Identification

Information Processing

(Sensory input processing: vision, hearing, touch, kinesthesis).

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Responce selection

Information Processing

(Deciding what to do based on stimulus).

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Movement Programming

(Sending motor commands to execute movement).

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Reaction Time

Time from stimulus to movement start.

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Movement Time

  •  Time from movement start to completion.

    • End of RT + completion of movement

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Response Time

  • RT + MT

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Exteroception

  • Info from the environment)

    • Vision: Defines space, detects movement.

    • Audition: Determines rhythm, distance, object identification.

    • Name: 

      1. extra - info provided

      2. Extero - info outside

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Proprioception

  • (Info from within the body)

    • Sense of position, movement, balance, and limb control.

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Dorsal Stream

  • Movement control, spatial awareness, visually guided actions.

    • Vision for action pathway 

  • Arises in primary visual cortex but continues into parietal cortex

“where”

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Ventral Stream

  1.  Object recognition, conscious perception.

    • Vision for perception pathway

    • Arises in primary visual cortex but extends to temporal cortex


“what”

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Reflex Theory

  • Movement = response to stimulus

  • Complex actions = chain of reflexes

  • Limitations: Can’t explain voluntary or novel movements

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Hierarchical Theory

  • CNS has levels: higher centers control lower ones

  • Top-down control: cortex → brainstem → spinal cord

  • Limitations: Doesn’t consider reflexive behaviors from lower centers

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Schema Theory

  • Allows movement without sensory input

  • Generalized Motor Program (GMP): Abstract representation adaptable to different situations

Parameters can change (speed, force, etc.)

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Dynamic Systems Theory

  • Movement = interaction of task, individual, and environment

  • No central command needed

  • Attractor States: Preferred movement patterns

  • Control parameters can cause phase shifts

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Ecological Theory

  • Focus: Perception-action coupling

  • Environment provides affordances (action possibilities)

  • Perception drives movement

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Degrees of Freedom

  • Number of ways joints/muscles can move

  • Challenge: CNS reduces DOF to control movement efficiently

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Motor Synergies

  • Muscles/limbs work together as a unit

  • Reduces complexity of control

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Feedforward

Anticipatory adjustments (open-loop control system)

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Feedback

  • Sensory correction during/after movement (closed loop control system)

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Closed-loop control system

  • AKA: Feedback or Reactive system

  • Self-correcting via feedback

🔹 Key Elements:

  1. Executive – makes decisions based on errors

  2. Effector – carries out decisions (muscles, limbs)

  3. Comparator – reference for correctness

Error Signal – feedback used to adjust movement

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Closed-loop control system

  • Used for continuous skills (e.g., walking, balancing)

  • Allows real-time correction

🔹 Examples:

  • Human body (homeostasis, balance)

  • Thermostat (electric iron, AC)

  • Water level controller

  • Servo voltage stabilizer

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Open-loop control system

  • AKA: Feedforward or Predictive system

  • No feedback during execution

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Open-loop control system

🔹 Characteristics:

  • Used for discrete skills (quick, one-time)

  • Advance instructions determine action

  • Not self-correcting during action

  • Error correction happens after the movement

examples:

  • Throwing a ball

  • Swinging a bat

  • Firing a gun

  • Bread toaster (time-based)

  • Electric hand drier

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Individual differences

Definition: Stable and enduring differences between people in measurable characteristics or task performances.

These differences must be repeatable over time—not based on just one lucky or unlucky performance.

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Individual differences

characteristics

  1. Stable (not easily changed)

  2. Enduring (last over time)

  3. Repeatable (must show consistently across attempts)

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Skills

  • Proficiency at a particular task 

  • Upgraded ability (sharpened and trained)

  • Modified by practice (learned behavior)

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Abilities

  • “Basic level of a task”

  • Part of the basic equipment people inherit to perform various real world tasks 

  • Underlying factors (not yet completely refined; refinement stage)

  • Can lead to development of a skill (in-training level)

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General Motor Ability Hypothesis

  • If you're good at one sport, you're probably good at others too.

  • An all around athlete is one who posses a strong GMA for skilled motor performance 

Example: A student excels in football, basketball, and athletics due to strong general motor ability.

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General Motor Ability Hypothesis

  • Single, inherited motor ability is assumed

  • Ability presumed underlies all related movements or motor tasks 

  • Person with strong or high GMA could learn motor skills quicker and be got at a lot or all motor tasks

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Edwin Fleishman

  • Reaction time

  • Response orientation 

  • Speed of movement 

  • Finger dexterity 

  • Manual dexterity 

  • Response integration 

  • Physical proficiency abilities

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reaction time

Responding quickly to a single stimulus

Start in a race

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response orientation

Choosing between multiple movements/stimuli 

Batting in baseball

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speed of movement

Moving limbs quickly without a stimulus (goal: minimize movement time)

Swinging a bat, sprinting

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finger dexterity

Handling small objects with fingers and hands

Playing piano

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manual dexterity

Handling larger objects with hands/arms

Dribbling, juggling

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response integration

Combining many sensory inputs to act

Cheer stunts, quarterback plays

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physical proficiency

Basic physical fitness & strength traits

Strength, balance, stamina, etc.

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physical proficiency

  1. Dynamic strength 

  2. Explosive strength 

  3. Gross body coordination

  4. Stamina (cardiovascular endurance)

  5. Others (agility, flexibility, balance, and equilibrium)


^^ group of tests = superb physical fitness

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practice

#1 factor in learning

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Practice ≠ Repetition Only

  • It’s not about mindless repeats.

  • Real practice = active learning and adjusting every time.

  • Repetition = repeating a movement again and again 

    • This concept brings to mind the idea that repetitive movements somehow “groove” or “stamp in” a memory (more repetitions = deeper groove)

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Specificity of Practice

“You learn what you practice.”

  • Skills improve in specific environments you train in.

    • Basis of the “home-field advantage”

Example: To play well in the rain, practice in the rain.

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Sensory Feedback Matters

  • Visual, auditory, and tactile feedback from practice helps build skill memory. (Proteau)

Removing these during actual performance hurts performance.

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Principles of Practice

  1. practice is not repetition only

  2. specificity of practice

  3. sensory feedback matters

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benefits of practice

  • effective performance

  • perceptual skills

  • attention

  • error detection

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effective performance

  • Developing the capacity to perform some skill on future demand with proficiency and effectiveness

  • Movements become a skill because you do things with less effort & less time

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perceptual skills

  • Efficient use of proprioception and exteroception to observe and analyze the environment and situation 

  • You adapt: see patterns, hear, see, feel, and balance better

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attention

  • Reduced capacity demands 

  • Reduced attention that is demanded by tasks that are well learned

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error detection

Ability to analyze own errors and make corrections in the moment (self-sufficient & don’t need other’s check for improvement)

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Fitt’s 3 stages (perceptual-motor learning)

  1. cognitive

  2. fixation (associative)

  3. autonomous

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cognitive

  • (the first problem is overthinking)

    • You’re confused, thinking a lot, need coaching & guidance

    • Figuring out what to look at the environment 

    • Movements are rough and uncoordinated

    • Cannot determine one’s errors 

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Fixation (associative)

(cognitive problems are solved)

  • Errors are fewer, movements smoother

  • Focus is shifted to organizing more effective movement patterns 

  • Closed skills become routine (stereotypic); open skills become adaptable

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Autonomous

(expert performance & high perceptual anticipation)

  • Skill is automatic

  • You can make higher-level decisions (strategy, emotion, multitasking) with less thinking (less cognitive)

  • Muscle memory 

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Bernstein’s 3 stages of learning

Stages of learning from a combined motor control and biomechanical perspective

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Reduce degrees of freedom

  • Too many joint/muscle options — you reduce what you move to gain control

    1. Fewer motion of body for conscious control 

    2. Attention is devoted to few degrees of freedom 

    3. Provides maximum control of significant aspects of action

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release degrees of freedom

  • Release DOF that are not necessary to achieve success in the action 

You start using more body parts efficiently (for power, speed, and faster & greater accumulation of forces)

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exploit passive dynamics

  • You master using momentum, gravity, and muscle elasticity (help of physics hehe)

Efficient & Effective = Skilled

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Bernstein’s 3 stages of learning

  • reduce degrees of freedom

  • release degrees of freedom

  • exploit passive dynamics

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