· Reasons for studying human movement
Movement is a way in which we interact with our world
· The three “lenses” of studying movement
Mechanical- how to quantify movement
Coordination and control-measurements to understand how the brain controls movement
Learning-how do we enhance
· Fundamental units in mechanics
Mass (kg)
Length (m)
Time (s)
· Unit conversions
1ft=0.3048m 1mile=1610m. 1hr=3600s
· Vectors and scalars
Vectors: magnitude and direction ex: mass, distance, speed
Scalars: magnitude only ex: position, velocity, acceleration
· Vector addition rules
Two vectors in same direction add two vectors opposite subtract
Two vectors coming at angle require Pythagorean theorem
· Resolving a vector into components
· Average and instantaneous rates of change – interpreting the slope of a graph
Average rate: rate of change over time
Instantaneous rate: rate of change in specific given interval
· Projectiles – path taken by projectiles
Under the influence of gravity ex: long jump
· 3 Parameters determining projectile motion – speed, angle and height
Projection speed
Projection angle
Projection height
· Influence of each parameter on horizontal distance traveled by projectile
Speed increase: increase in distance most impact
Increased height: increase in distance
Angle: depends on all
· Why projection angle is not 45° in sporting contexts
Air resistance
· Angular kinematics – planes and axes of motion
Absolute: angle is fixed to plane or line, does not move relative to earth
Relative: able to move on plane or line, changes based on angles in body
· Motions in frontal, sagittal and transverse planes (major motions of arm and leg are important)
Sagittal: side view, flexion or extension ex: lifting leg and bending, bending knee
Frontal: abduction/adduction, moves front of body. Ex: lift arm sideways so elbow touches ear
Transverse: internal/external rotation, birds eye. Ex: “no” head nodding
· Relation between linear and angular velocity
Linear: change in position/change in time (v)
Angular: spins, change in angle/change in time (w)
· Steps in kinematic analysis
1: describe movement
2: analyzing movement
3: measuring movement
· Applications of projectile motion in the long jump
Athlete takes off from board, projectile in the air- body’s movement is governed by the horizontal velocity (constant) and vertical acceleration due to gravity. Allows maximization of horizontal distance traveled before landing.
· Newton’s 3 laws of motion and applications
1. Law of Inertia, “object in motion stays in motion, until acted upon by a force”
2. Law of acceleration, “amount of acceleration an object has when you apply force is proportionally to the force and inversely proportional to mass”
3. Law of action-reaction, “ to every action there is an opposite and equal reaction”
· Impulse momentum relationship
Impulse applied to object is equal to the change in its momentum
· Applications when increasing or decreasing momentum
Increasing: increase final speed, increase magnitude of force, increase time force is applied
Decrease: decrease final speed, increase time
· Application of Newton’s laws in the long jump
Weight and air resistance
· Applications of impulse-momentum in designing safety equipment
Max time of impact thereby reducing peak force experienced by body, Impulse=(Force)(time)
Ex: airbags, seatbelts, helmets, crash pads
· Concept of torque and moment arm
How much force applied, where said force is applied is the moment arm
· Moment of inertia and factors that affect Moment of inertia
Objects likelihood of spinning, low inertia= very likely to rotate, high inertia=less likely to rotate
Mass and mass distribution effect inertia
· Center of gravity and factors affecting center of gravity
Balance point, all mass is evenly distributed, belly button is normally CoG
Changes with body posture, potentially be outside of body
· Center of gravity and relation to stability
CoG has to be within Base of support,
· Application of moment of inertia in gymnastics
Changes in body position can control rotational speed during maneuvers like flips and rotations
· Center of gravity in jumping activities and why certain techniques are better
The lower and controlled CoG is during initial phase of jump allows for greater force generated and optimal launch trajectory
· Characteristics of skilled performance
Ability to bring results with max certainty and min outlay of energy of time and energy
-max goal achievement
-min physical and mental energy cost of performance and time used
Ex: training, practice, fitness label, self-advocacy
· Types of skills – Open v Closed, Discrete v Serial v Continuous
Open: variable and unpredictable skills
Closed: stable and predictable skills
Discrete: Easily defined beginning and end
Serial: discrete stills strung together to make up new complicated skill
Continuous: arbitrary beginning and end pt, behavior is flowing for min or hours
· Types of Errors used to measure skill – CE, AE, VE and RMSE
CE: average of all scores, overall tendency to under throw or overthrow
AE: absolute value of the error and take average of those error scores
VE: measure of subject’s inconsistency
RMSE: 2 types of behavior to bias tendency
· Information processing model for human performance
Input-processing-output. Input-human-output
Sensory info-black box nervous system-movement/behavior
· Stages of processing between input and output
Stim identification- decide if stim has been presented and if so what it is, Primary a sensory stage, Components of stimuli are thought to be assembled in this stage, Patterns of movement are detected
Response selection-stim stage, what response to make based on nature of situation and environment
Movement- organizing motor system to make desired movement, ready lower-level mechanisms in the brain stem and spinal cord for action and retrieve
· Definition of reaction time, movement time and response time
RT: performance measure for speed and effectiveness of decision making
MT: initiate release ex: from accelerator, depressed brake pedal starts when you do the action
Response time: both RT and MT, ex: see break lights from car Infront and you stopping your own car
· Understand impact of each of the three processing stages on reaction time
As possible S-R alternatives increase, there is an increase in the time required to respond to any one of them.
· Hick’s law
As number of alternatives increase, reaction time increases
· Stimulus-Response compatibility and its effect on RT
Extent to which the stim and the response evokes are connected in natural way
S-R alternatives, increase S-R comp to decreases choice RT
· Anticipation as a means of decreasing RT
Cope with long RT delays
Event, spatial, and temporal
Incorrect anticipation can prove more costly than not anticipating at all
· Speed-accuracy tradeoff and Fitts’ law
As speed of a movement increases, accuracy diminishes
Accuracy increases the movement time also increases
Quantified using Fitt’s Law (how long it takes to move to a target based on size and distance)
· Reasons for speed-accuracy tradeoff
Signal-dependent noise-faster movements require more force
Online corrections- high accuracy is required movement cannot be accomplished in one shot
· Exceptions to speed-accuracy tradeoff – temporal accuracy
Movement time is goal, reduce the MT increases temporal accuracy
Faster you move the more temporally accurate you are
· Exceptions to speed-accuracy tradeoff – bimanual movements
Congruent: same target on each hand, MT increase as ID increases
Incongruent: different target on each hand, MT decrease and ID target was much slower than anticipated
· Using Fitts’ law in computer interface design
Optimize experience by making it easier for users to interact w/ elements on the screen
Decrease amplitude (distance between starting pt of movement and center of target)
Increase width (dimension of target)
· Fitts’ law as a measure of motor performance – importance of the slope and intercept parameters
Provide a good index of motor function
Intercept (a)-how fast the person can move in general
Slope (b)- time it takes to complete when the ID is increased by 1
· The challenge of coincident timing in tasks like baseball
Adjust-swing initiation faster the pitch—swing duration decreasing
· Characteristics of closed-loop control
A-control system which relies on feedback to achieve desire goal
Error is feedback to the system
· Components in closed-loop control
Executive-you
Effector-your friends
Error signal where your friend is relative to object
· Types of sensory feedback in humans
Visual, audition, touch, taste, smell, exteroception, proprioception
· Role of Vision – Two streams, Optic flow
Optic: information specific to control of movement
Two: control of movement also called dorsal stream
· Role of proprioception - reflexes
Provide info about the state of body itself
· Advantages and disadvantages of closed loop control
Ad: flexibility in movement control (adapt to changes in environment)
Dis: slow when its high in demand for processing time
· Characteristics of open-loop control
No feedback is open loop control
Actions are organized ahead of time in open loop control, sequence and timing
· Advantages and disadvantages of open loop control
Ad: simplicity and stability-simpler in layout and hence are economical and stable, construction-simple layout so are easier to construct
Dis: accuracy and reliability-don’t have feedback mechanism-very inaccurate, removal of disturbance-absence of feedback mechanism, unable to remove disturbance
· Motor programs and evidence for motor programs
Structed set of motor commands that defines and shapes movement
Evidence: reaction time-complexity of response increase reaction time
Startle reaction-prepared movement is initiated about 100ms earlier than usual
Deafferentation-movements disrupted but still possible
· Learning in open-loop control
Feedback is still required to make corrections
Make errors and fix them on next trial
· Need and evidence for Generalized Motor Programs
· Predictions as fast “feedback”
Feedback is required for flexibility but is slow
· Combining open- and closed-loop
By itself is not satisfactory to explain full range of motor behavior
Combine of both types of control is required
· Degrees of freedom definition
Influence the number of unique ways something can move
· The degrees of freedom “problem” in movement control
WE have to control-movements and body parts, body parts have several joints, each joint has 3 dimensions
· Context conditioned variability – anatomical, mechanical and physiological
Bernstein argued that motor program couldn’t be a feasible solution for the DoF problem
Anatomical: movement depends on the body anatomy, depends on context
Mechanical: brain alone does not control input in muscles, spinal cord, reflexes, interneurons
Physiological: brain alone does not control input in muscles, spinal cord, reflexes
· Solving degrees of freedom problem – freezing/freeing
Motor system must reduce amount of degree of freedom to control
Can be modified during learning
Freezing DOF in one way to reduce the number of DOF controlled
· Solving degrees of freedom problem – synergies
Expert shooters coordinate motion of shoulder and wrist so that aim is not affected
· Motor plan, motor command and feedback for postural, locomotion and hand-eye coordination
Motor plan: goal directed movements, object manipulation
Motor command: upper limbs, endpoint, trajectory control
Feedback: vision and receptors within muscles
· Dynamical systems view of coordination (contrast with motor program view)
Motor coordination is due to self-organization of several levels of behavior, some are stable while others are not
· Kelso’s “finger wiggling” experiment to demonstrate self-organization
Wiggle 2 fingers independently at slightly different speeds, people’s movement naturally synchronize into a coordinated pattern without conscious effort, even if they try to resist it
· Temporal coordination rules
Move two limbs in a particular time, move to a particular beat
-need to coordinate interdependent activities in time
· Spatial coordination rules
Movement with different amp or directions are harder to coordinate, same direction of movement easier to coordinate
· Bimanual Fitts
Motor control where a person is required to simultaneously move both hands to target locations
· Overcoming temporal and spatial constraints through task conceptualization
Difficulty in coordination arises due to difficulty in planning
Ex: draw a circle with 2 hands
· Learning “part” vs. “whole” in bimanual coordination
Part learning is practicing individual components of a movement with each hand separately
· Definition of motor learning – three important criteria
Practice or experience leading to permanent gains in the capability for skilled performance
· 3 stages of motor learning
Cognitive (beginner or novice), understand movement, frequent errors
Associative (Intermediate or practice), technique, understands errors
Autonomous (Advanced or fine-tuned), movement is automatic, don’t think
· Performance curves – the law of practice
Plots of individual or average performance against practice trials
-improvements show steep curve first, followed by more gradual curve later
· Limitations of performance curves
-they are not learning curves
-between subject effects are masked
-within-subject variability is masked
· Use of transfer designs (transfer/retention tests) to distinguish learning from performance
To identify type of performance change
Transfer test: change of test conditions
Retention test: test done after an empty period without practice
· Transfer of learning – Positive and negative transfer
Facilitate performance capability of task under different situations
Positive: learning in one context facilitates performance or learning in another
Negative: pervious learning inhibits learning or performance in new context
· Intrinsic and augmented feedback
Intrinsic: natural consequence of making an action
Augmented: external agent that is not naturally or easily available
· Types of augmented feedback – KR, KP and concurrent feedback
Knowledge of result (KR): info about outcome or success of an action with respect to goal
Knowledge of performance (KP): info about the movement pattern
· Functions of feedback
Provide motivation, info to modify future, direct learner’s attention, creates dependence
· The “Guidance hypothesis” – avoiding dependence on feedback
Learning cannot always be determined by performance
· Influence of amount of feedback
More is not better-too much info can overload
· Influence of precision of feedback
Can vary in precision, depends on learners’ skill level
· Influence of Frequency of feedback
Absolute: total number of feedback presentation given to a learner across a set of trials in practice
Relative: percentage of trials receiving feedback
· Strategies to reduce dependence on feedback – faded, bandwidth, summary feedback
Faded: relative frequency is high in early practice and reduced in later practice -lots of feedback at the start but slowly removed
Bandwidth: feedback only when errors fall outside a certain zone or bandwidth
Summary: effectiveness of performance on a series of trial is presented only AFTER the series is finished
· Learner-determined feedback schedules
Feedback is a schedule in which learner request feedback, they request less frequently
· Reducing negative effects of frequent feedback through subjective estimations
Concurrent feedback: during movement (physical guidance)
Terminal feedback: after movement
· Distinguishing Performance and learning (review with graphs)
Learning: relatively permanent change for responding, from practice or experience
Performance: momentary/ temporary ability to execute a skill
· Frequent feedback in children
This kind of feedback for kids is beneficial and helps with their understanding
· Effectively using robots to facilitate learning
Used for physical guidance for motor learning (concurrent feedback), assist with certain and restricts other movements
· Effects of Massed and Distributed Practice on performance and learning o Why is distributed practice more effective
Massed: Rest period is less than trial time
Distributed: rest period is longer than trial time
· Variable vs. Constant Practice
Why is variable practice better at generalization
Variable: same skill is repeated in different situations
Constant: same skill repeated in same situation over again
Variable is better because it exposes learners to wider range of conditions and identify patterns
· Blocked vs. Random Practice (Low vs. High Contextual Interference)
Why is random practice more effective
Blocked: repeat same skills in same order until certain level of competence
Random: practice by switching between different skills at random
Random is better because it makes the learn actively retrieve between different skills or concepts
· Concept of “Desirable Difficulties”
Learn task that are challenging but beneficial and can improve long term performance
Ex: testing effect (space out study sessions, vary practice conditions)