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Visual search
Process of directing visual attention to locate relevant environmental cues
Fixation
Focusing one’s visual attention on a specific object
Video stimulation technique
An experimental technique taking a video of some skill that measures temporal occlusion (stop the video at a certain point to see if a person can tell you what happens next) or event occlusion (ask subject to make judgements about the task); used to investigate visual search
Eye movement recording
Records where the eyes look to measure central vision; however, it does not measure peripheral vision, therefore it may underestimate visual attending
Feature integration theory
Theory where we automatically group stimuli according to unique features (maps), which become the basis for identifying more specific cues
Movement filter
Allows our visual attention to be directed at moving items
Somesthesia
Bodily sensation of touch, pain, temperature, and limb position
Mechanoreceptor
Sensory receptors that become active when they are mechanically deformed (i.e. bent, squeezed, etc)
Cutaneous receptor
Mechanoreceptors located at various places in the skin that signal pain, temperature, pressure, and touch by responding skin stretch and joint movement
Proprioceptor
Mechanoreceptors that provide knowledge about the general position of the body in space prior to and during movements
Muscle spindle
Proprioceptor located in the muscle that signals muscle stretch; most important proprioceptor for providing information about location and movement
Golgi tendon organ
Proprioceptor located in the tendon that signals muscle tension (contraction); possible protective mechanism against extreme tension
Joint receptors
Proprioceptors located in the joint capsule that signal changes in angle, velocity, and direction of movement; thought to be a protective mechanism against extreme joint angles
Feedforward control
Sending some signal ahead of the movement that 1) readies the system for the upcoming motor command and/or 2) readies the system for the receipt of some particular kind of feedback information
Coordination
The patterning of head, body and/or limb motions relative to each other or environmental objects/events
Discrete coordination tasks
Coordination movements that have a definite beginning and end
(e.g. eye-head coordination, reach to grasp, bimanual coordinative movements)
Continuous coordination tasks
Coordination movements that are repetitive in nature
(e.g. finger coordination/wiggling)
Vestibulo-ocular reflex (VOR)
Tight relationship between the head and eyes where the eyes rotate in the opposite direction to the head at the same velocity; motion of the eyes compensates for head motion and allows us to look for objects in the periphery
Prehension
Reach to grasp actions; identified by 3 components: transport, grasp, object manipulation
Transport component
Component of the reach-to-grasp movement which brings the arm from the start position to the location of the target
Grasp component
Component of the reach-to-grasp movement where the fingers open and then enclose the target
Object manipulation component
Component of the reach-to-grasp movement during which the object is transported, rotated, and used to achieve the functional goal of the task
Intrinsic object property
Property of the object itself such as its size, shape, and color
Extrinsic object property
Property of the object in the environment such as its location and origin
Symmetric bimanual coordination
Two hands move in the same way at the same time (e.g. rowing a boat, clapping)
Asymmetric bimanual coordination
The two hands move at the same time, but perform different actions (e.g. playing a guitar)
Temporal biasing
When performing an asymmetric bimanual task, the two hands are biased toward starting and ending the movement at the same time (e.g. bimanual Fitts’ task with different IDs; two movements start and end at the same time despite the differing distances)
Spatial biasing
When performing an asymmetric bimanual task, the two hands are biased toward being at the same location in space at the same time; or both limbs produce a novel task (e.g. drawing a line and circle at the same time causes you to draw ovals, which is the novel task)
Anti phase
Landmarks are 180 out of synchrony in a coordinated task (e.g. when walking, our right hand swings completely forward while our left swings completely backward)
In phase
Landmarks are synchronous in a coordinated task (e.g. when clapping, both hands come in and move out at the same time)
Attractors
Stable behavioral steady states of systems; energy efficient (e.g. at slower speeds of locomotion, walking is one of these while at faster speeds of locomotion, running is one of these)
Phase transition
Transitioning from one attractor to another; can occur spontaneously without conscious involvement (e.g. when making anti-phase pinching movements at faster and faster speed, you will eventually make in phase movements)
Degrees of freedom
The number of independent elements of components in a control system and the number of ways each component can act (e.g. 3 in the shoulder: flex/ext, add/abd, IR/ER versus 1 in the elbow: flex/ext)
Degrees of freedom problem
The number of independent elements of components in a control system and the number of ways each component can act; how do we pick one of many ways to move/accomplish a movement task?
Motor equivalence
Capability of the motor control system that enables a person to achieve an action goal in a variety of situations and conditions (e.g. writing our name with our dominant and non-dominant hand)
Dynamic pattern theory
Our system will self-organize, such that when certain environmental and physical conditions are met, a stable pattern of behavior will emerge; meaning that there isn’t necessarily a high control that sends commands to move into new behavior patterns, rather the switch occurs because of self organization (e.g. in the pinching example, you transition to an inphase state due to being told to speed up, and self organizing)
Non linear behavior
Abrupt change in behavior in response to systematic linear increases in the value of a specific variable (e.g. as we slowly increased speed in the anti phase pinching tasks, we abruptly changed from anti phase to in phase movements
Order parameters
Variables that define the behavior of the system (e.g. relative phase (anti phase or in phase) defines what the behavior looks like)
Control parameters
Variables that influence the stability of the order parameter (e.g. speed defines how stable the phase relationship is)
Coordinative structure
Functionally specific collectives of joints and muscles that act cooperatively to produce an action. This helps us to solve the DOF problem because instead of having to control each muscle and joint separately, we can simply control the coordinative structure (e.g. the muscles/joints in our hips, knees, and ankles are organized to produce locomotion)
Motor program (Keele’s definition)
Set of muscle commands that are structured before a movement sequence begins, and that allows the entire sequence to be carried out uninfluenced by peripheral feedback
Storage problem
If we have a specific motor program for every single movement that we make, how can we store all of these individual programs in memory?
Novelty problem
How do we produce new movements that we have never tried before if we don’t already have a motor program stored for them? Where do new motor programs come from?
Generalized motor program
A motor program that represents a class of movement patterns rather than individual movement patterns (e.g. overhand throwing, kicking)
Invariant features
Features that are structured within the generalized motor program that stay the same from movement to movement; common to each movement within a class (e.g. order of events, phasing (relative time), relative force
Superficial features
Parameters that are set within the generalized motor program that allow you to customize it for a specific movement situation (e.g. overall duration, overall force, muscle selection)
Order of events
Describes the invariant order of elements (e.g. walking = heel strike, ball of foot, lift other leg)
Phasing (relative time)
Temporal structure of the components of task (e.g. heel strike taking up approximately 15% of the time it takes you to make a walking stride, no matter how fast you are walking)
Relative force
Force produced by any two muscles remains in constant proportion from movement to movement (e.g. gastrocnemius producing the same percentage of force no matter how much total force the leg is producing)
Overall duration
How slowly or rapidly the movement occurs
Overall force
The amount of force produced in a movement
Muscle selection
Muscles involved in the completion of the movement
Encoding
Registering information from the environment and putting it into the memory system
Storage
Capacity to retain encoded information
Retrieval
Ability to locate and recall stored information
Active memory
Short term and working memory
Declarative memory
System containing our memories concerning facts and events; knowledge that we are consciously aware about
Semantic memory
Generalized knowledge about the world (e.g. what the concept of a dog is, Madison is the capital of WI)
Episodic memory
Stores information concerning specific events; telling us when and where they occurred (e.g. remembering your prom and flashing back to that experience)
Procedural memory
Stored information for skills, details “how to” perform skills rather than just knowing about them; non-conscious and automatic (e.g. riding a bike)
Choking under pressure
Results when experts attempt to harness declarative memories in the execution of a skill that has long since been encoded in procedural form
Sensory memory
Stage of memory that takes in virtually everything registered by the body’s sensory receptors and holds it for a brief period where it is filtered and registered
Short term memory
Can only hold a limited amount of information and holds it temporarily, includes working memory that couples with sensory and long term memory and usually involves 5-9 items
Long term memory
Memory responsible for learning; permanent storage system providing basis for learning and memory of past experiences
Consolidation
The process of encoding information from active, working memory (STM) to permanent LTM
Explicit memory tests
Tests declarative memory via recall (e.g. short answer questions) and recognition (e.g. multiple choice)
Implicit memory tests
Tests procedural knowledge needed to perform the skill