Motor Development, Spatial Navigation, and Cognitive Science

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Vocabulary practice cards reviewing concepts in motor skill development, biological and artificial navigation, spatial representations, and cognitive decision-making systems.

47 Terms

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Perception–Action Loop

The cyclical process of motor control: body and world → sensory input → controller → motor command → changes to body/world → new sensory input.

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Fixed Movement

A movement pattern that repeats the exact same command-to-movement mapping without adjusting for context.

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Skilled Action

A movement pattern that flexibly adapts to the current state of the body and the surrounding environment.

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Stuttering into Existence

The developmental phenomenon where a motor skill appears one day and is not reliably present the next, illustrating that motor development is gradual rather than an on/off switch.

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Variability (in Toddler Walking)

Movement variations that provide practice across varied postures, environments, and movements, functioning as the actual practice itself rather than merely error.

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Fluency

The ability to execute the same movement better, smoother, or more efficiently.

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Flexibility (Motor Control)

The ability to modify and adjust movement patterns to meet novel situations or environmental demands.

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Days of Walking Experience

The metric of accumulated locomotor practice that predicts toddler gait changes significantly better than chronological age.

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Falls (Motor Learning Function)

Locomotor errors that provide essential sensory and physical feedback about a mismatch between the body and the world to inform the subsequent attempt.

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Embodied Motor Development

The principle that an organism must learn to control its specific, individual physical body, which continuously changes with growth, clothing, load, posture, and fatigue.

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Longer-Leg Experiment

An experimental demonstration showing that motor control cannot be separated from body morphology and that practice allows rapid behavioral compensation for physical bodily changes.

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Embedded Motor Development

The principle that an organism must learn the specific physical features, properties, and constraints of the world and environment in which it acts.

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Affordances

The action possibilities available for a specific body within a specific physical environment.

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Crawling-to-Walking Transition

A developmental shift during which expert crawlers become novice walkers and temporarily misjudge environmental hazards because the body–environment relationships change.

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Path Integration

The process of continuously updating an internal representation of the distance and direction of home based on one's own self-movement, without relying on external cues.

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Desert Ant Home Vector

An internal spatial representation of direction and distance that enables desert ants to run straight toward their nest after a winding outward foraging path.

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Sun Compass (Desert Ants)

The celestial directional cue utilized by desert ants, which is continuously corrected for the sun's movement using the time of day.

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Stilts and Stumps Experiment

A landmark study where lengthening ant legs with stilts caused overshooting and shortening legs to stumps caused undershooting of home, supporting a pedometer-like step-counting mechanism.

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Optic Flow (Bee Navigation)

The visual motion cue of ground texture streaming beneath flying bees used to gauge distance, unaffected by wind speed.

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Recurrent Network Location Tracking (Banino et al., 2018)

A study demonstrating that a recurrent neural network provided only velocity and direction inputs can learn to track location, spontaneously giving rise to grid-like representations and shortcut navigation without an explicit map.

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Map-Like Spatial Representation

An enduring spatial representation that encodes viewpoint-independent geometric relationships among places.

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Photograph-Like Spatial Representation

An enduring spatial representation based on view-dependent snapshots tied to specific perceptual viewpoints.

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Navigational Wormhole Experiments

Experiments in virtual environments demonstrating that participants learned wormhole mazes as quickly as Euclidean mazes, took wormhole shortcuts, and failed to notice non-Euclidean anomalies, indicating the absence of a Euclidean cognitive map.

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Place Cells

Neurons located in the hippocampus that fire when an organism is in a specific, localized area of an environment.

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Head-Direction Cells

Neurons located in the subiculum that fire in response to the specific directional heading of the animal's head.

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Grid Cells

Neurons located in the entorhinal cortex that fire at periodic, regular triangular intervals, providing a spatial coordinate grid.

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Parahippocampal Place Area (PPA)

A ventral visual cortex area that responds strongly to scenes, including bare empty rooms, but not to arrays of isolated objects, displaying view-specific adaptation.

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Reorientation

The behavioral process of regaining one's directional bearings and sense of location following disorientation.

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Domain-Specific Reorientation

A property of reorientation wherein the navigation system specifically extracts the geometry of extended surface layouts, ignoring surface patterns or isolated objects.

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Task-Specific Reorientation

A property of spatial cognition where geometric layout cues are dedicated specifically to reorientation, while other tasks can utilize feature landmarks.

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Encapsulated Reorientation

A cognitive property whereby non-geometric features (such as a colored wall) can be perceived and remembered, yet remain inaccessible to the geometric reorientation system.

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Bee-Inspired Drone

An autonomous drone that used path integration as an internal teaching signal to learn a mapping from panoramic views to home vectors, consistently returning within 0.5 m0.5\text{ m} of home across 48 test flights.

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Verbal Shadowing

A dual-task manipulation in which continuous speech repetition selectively impairs adults' ability to combine landmarks with geometry during reorientation, whereas rhythm shadowing causes no impairment.

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Dual Representation

The cognitive requirement to understand a symbolic entity both as an independent concrete physical object and as a representation of another real-world entity.

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Shrinking-Room Experiment

An experimental paradigm proving that young children's difficulty with scale models is conceptual regarding symbolic function (dual representation) rather than limitations in perceptual capacity, memory, or attention.

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Basic Coordination Rules (Collective Movement)

The three universal behavioral rules underlying collective animal movement: move away from very nearby neighbors, avoid becoming isolated, and align travel direction with nearby individuals.

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Social Cognition as an Inverse Problem

The challenge of inferring unobservable, hidden mental states (such as goals, visual attention, and knowledge) solely from observable bodily behavior.

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Rational Imitation

The tendency of observers, such as infants, to imitate an actor's specific behavioral means only when evaluated in light of the actor's physical constraints (e.g., copying a forehead action when the actor's hands are free, but using hands if the actor's hands are occupied).

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Reasoning

The cognitive process of inferring hidden, unobserved, future, or hypothetical information from available data.

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Decision Making

The cognitive process of using gathered information and computed inferences to evaluate and select an overt course of action.

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Heuristics

Fast, computationally cheap decision shortcuts utilized because time, memory, accessible information, and processing power are fundamentally limited.

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Model-Free Control

A reinforcement learning control policy that simply repeats previously rewarded actions without building or consulting an internal representation of environment structure.

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Model-Based Control

A decision control architecture that predicts the consequences of actions and plans forward steps by utilizing an internal model of environmental structure.

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Centaur

A computational model fine-tuned on human behavioral choice data that accurately predicts held-out behavior and generalizes across novel narratives, tasks, and task domains.

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Fear (Adaptive Function)

An emotional state that primes the physical body for immediate defensive action by redirecting energetic resources to skeletal muscles and focusing visual attention on escape routes.

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Somatic Marker Hypothesis

The hypothesis proposing that emotional and physiological associations from past outcomes become reactivated as bodily signals that automatically bias future decisions.

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Emotion Vectors (Anthropic Study)

Representations of emotion identified in artificial intelligence models that generalize across varied contexts and causally steer model text outputs when manipulated, without confirming subjective emotional experience.