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Reaction Time
Interval between the presentation of a stimulus & the initiation of response
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Simple Reaction Time
- 1 Stimulus - 1 response
- eg. start of a race
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Choice Reaction Time
- Many Stimuli - Many Responses
- eg. ball may go up, down, left, right
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3 Ways to Prevent Anticipation
- Catch Trials (warning but no stimulus)
- Vary Foreperiod
- Minimum Reaction Time - 100 ms
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*Why is choice reaction time longer?*
- CRT = Identify stimulus and response selection
- SRT = focus of attention is narrower
- SRT = pre-programming is possible
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Reaction Time vs Number of Options
- Reaction time increases as number of choices increases
- Attacking - wants to increase number of choices
- Defending - wants to narrow choices
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*How many choices are there for a given number of stimulus responses?*
- Everytime the # of stimulus response pair is doubled, the # of choices goes up by 1.
- eg. 1SR pair = 0 choices
- 2 SR pairs = 1 choice
- 4 SR pairs = 2 chioces
- 8 SR pairs = 3 choices
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*Valid precues lead to a faster RT because...*
- attention on location
- response preferation
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*Invalid precues lead to a slower RT becuase...*
- reallocating attention
- response supression
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Define: Time Pressure Situation
- CRT situation where you don't know the exact stimulus and have to react as quickly as possible
- -Seek Advance Information
- -Contextual Cues & Body Language Cues
- -Expectancy Developed
- -Anticipate or Selectively Prepare
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Contextual Cues
- Information about the particular situation
- -Player Preferences
- -Prior Knowledge
- -Location of players on the field
- -Team Strategies
- -Playing Conditions
- -Score in the game
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(TPS) Anticipate
- You have moved BEFORE the event has occured
- -Correct Anticipation:
- --Eliminate RT, Reduce MT
- -Incorrect Anticipation
- --Increase RT, Increase MT
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(TPS) Selectively Prepare
- You get ready, but wait for event to occur before you react
- -Correctly Selectively Prepare:
- --Reduce RT
- -Incorrectly Selectively Prepare:
- --Increase RT
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*Relationship between contextual information and a fake*
- If fake is expected based on contextual information:
- ---Fast RT - mobolize opponent
- If fake is NOT expected based on contextual info:
- ---Slow RT - freeze opponent
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*The Ability to Inhibit Irrelevant Information*
As the Interstimulus Interval (ISI) gets longer, the probability of stopping the reaction decreases
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Simon Effect
- Relevant Info : Direction
- Irrelevant Info : Location
- *We process Location information very quickly
- ---so we need to supress/inhibit irrelevant information (location)
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Theory of Attention : Capacity Sharing Theory
- People possess a pool of resources for information processing
- Processing on 2 tasks can occur at the same time
- Performance will suffer when the amount of required resources exceeds the amount of available resources
- The allocation of resources can be flexible
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Theory of Attention : Single Channel "Bottleneck" Theory
- People possess a single mechanism or neural structure for information processing
- Only 1 source of information can be processed at a time
- Processing of other sources of information must be delayed until the 'bottleneck' becomes available
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Psychological Refraction Period (PRP) Paradigm
*If two stimuli are very close together in time, the reaction time to the second task slows down*
eg. 2 punches in boxing; the second punch will have a slower reaction time
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Difference between deception & PRP
- PRP - has 2 responses
- Deception - must inhibit fake move and only react to the 1 final move
*Deception is NOT an example of the PRP effect
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Response Complexity and Reaction Time
- *RT increases as tasks get more complicated
- -there are more things to process
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Henry and Rogers (1960)
- How the complexity of a movement affects RT:
- -*RT increases as response complexity increases*
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'Motor Drum' Theory
The more complex the response, the more complicated the memory drum program
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One Target Advantage (OTA)
Faster movement time to target 1 when you only have to perform one movement
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Movement Constraint Hypothesis
- Error increases as movement increases (if not adjusted)
- In order to hit the 2nd target accurately, need to be more accurate (constrained) at the first target
- Increase in MT2
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Movement Integration Hypothesis
- Construct movement to both targets prior to response initiation
- Store in short-term memory
- Movement commands to 2nd target are implemented during movement to first target
- Interference at executive level
- Dual-task interference
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2 exceptions when OTA does not occur
- Small Targets - time will increase (so small, you have to do one then the other)
- Reversal In Direction
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*Factors for Whether we use feedback*
- Practice
- Movement Time
- Accuracy
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Woodworth (1899) - How long does it take to process visual feedback?
*about 100 milliseconds*
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Proteau (1987) - Aiming Movement
*People become more dependent on the feedback that is available during practice*
*Practice with visual feedback is MORE important*
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Generalised Motor Program
- Area under the force = velocity
- ---To make it 2x as fast, you need 2x as much area
- Invariant Features (remains the same)
- 1) Relative Timing
- 2) Relative Force
- Parameters (change)
- 1) Overall Time
- 2) Overall Force
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4 Advantages of Generalised Motor Programs
- 1) enhances learning
- 2) enhances motor selection
- 3) enchances deception
- 4) decreases reaction time
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Where do we store coordination/generalised motor program?
- In Phase: the same muscles on each side (homologous muscles) contract simultaneously
- Out Of Phase: homologous muscles contract alternatively
- *In Phase is more stable
- *If you are contracting an arm and a leg, spacial coding is more dominant
- ---2 arms = muscles dominate
- ---1 arm + 1 leg = spacial info dominate
coordination for locomotion is stored in muscles and spinal cord
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Stages of Learning: Cognitive Stage
- Idea of the movement
- Get skill in ballpark
- Large errors
- Varied errors
- Attention demanding
- Dual-task interference
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Stages of Learning: Associative Stage
- Refine the skill
- -error detecting (from feel of the movement)
- -error correct
- Smaller errors
- More consistent errors
- Attention demanding
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Stages of Learning: Autonomous Stage (automatic)
- Fast
- Not attention demanding
- No dual-task interference
- Rule based - to - memory retrieval
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Name 3 factors that characterize Automatic Processing and 3 factors that characterize Non-automatic Processing
????????
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Schema Theory *Four Items*
- 1) Initial Conditions (eg. slope of the green)
- 2) Movement Commands (eg. force, direction)
- 3) Movement Outcome (eg. long, short, left, right)
- 4) Sensory Consequences (eg. how it felt)
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*Recall Schema*
Relationship between movement commands and the outcome
Purpose: to adapt to new situations
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*Recognition Schema*
- Purpose: enables you to detect your own errors
- --How? : Subjective Reinforcement: Comparison between expected sensory consequences and the actual feedback
Most critical in Associative stage of learning
Expected Sensory Consequences: feeling associated with the correct action (what it should feel like)
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Constant Vs. Variable Practice
Constant: only rehearse 1 variation of a task/skill during a session
Variable: a number or many skills are rehearsed during a session
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*What happens to constant vs variable practice over time?*
- Variable practice allows subject to learn a task more effectively in the long run
- - allowed better transfer to a novel task
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*Why variable practice is better than constant*
Variable practice produces a better schema than constant practice
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Blocked vs. Random Practice
- Blocked: repeatedly rehearse the same task (then move on to another task)
- - you know what you are going to do in the next practice
- Random: perform a number of different tasks in no particular order
- -don't know what's going to happen, so you can't prepare for it
- Early in practice: block is better than random
- Retention: where they don't know what's going to happen
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*Contextual Interference Effect (CI effect)*
happens in blocked vs random studies
better practice in blocked groups, then better retention in random groups
Random practice leads to better learning
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Reconstruction Hypothesis
Forgetting leads to reconstruction, which in turn leads to better learning (long term)
- In random practice:
- - person switches from task A to task B
- - forget what they did on task A to concentrate on task B
- - when they have to do A again, they have to generate the plan for the task again
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Blocked Vs Random Practice and Stages of Learning
- Attention demand in cognitive stage (beginners) is HIGH
- Attention demand in random practice is also HIGH
- Random practice during cognitive stage = attention overload and interference between movements
- Blocked practice is better in early stages of learning. Once skills are stabilised they can switch to random practice
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Serial Practice
- Skill changes from trial to trail, the the ordering of the skill doesn't change
- Leads to better learning cuz you don't always know what's coming next
- Behaves like Random
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Best form of progression when learning
Blocked to Serial to Random
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*2 factors to determine if a skill is broken down:*
- 1) Task complexity (number of components)
- 2) Task organisation (dependency between parts
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Reasons for breaking motor skills into parts
- To eliminate burden of repeating the simpler parts of the entire task
- Task is too difficult to grasp as a whole
- Task is potentially dangerous
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Progressive-Part Practice
If a skill has 3 parts (A, B, C) it may be better to practice the skill progressively
- Example:
- -Practice A
- -Practice B
- -Practice A,B
- -Practice C
- -Practice A,B,C
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Inherent Feedback
sensory info that normally occurs as a result of individuals producing a movement
can occur outside (exteroception) or from within (proprioception) the body
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Augmented Feedback
- Sensory info from outside source
- supplied in addition to intrinsic info
- 2 categories of augmented feedback:
- 1) knowledge of results
- 2) knowledge of preformance
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Knowledge of Results (KR)
- extrinsic info that tells learners something about the the success of their actions
- provided after the action is completed
- example: Penalty Kick in football
- Did the ball go in? Yes/No
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Knowledge of Performance (KP)
- extrinsic feedback that provides the performers with info about the pattern of the movement
- sometimes referred to as kinematic feedback
example: "that punch was really slow" "you did not lift your knees high enough"
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Differences & Similarities between KR and KP
- KR:
- info about outcome in terms of environmental goal
- often redundant with intrinsic feedback
- KP:
- info about movement production/patterning (kinematic)
- usually distinct from intrinsic feedback
- Same:
- Verbal
- extrinsic
- post-response
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Amount of feedback (100% vs 50%)
100% feedback produces less error during practice, but more during retention
50% feedback produced less error at retention because they learn to process their own proprioceptive feedback
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Guidance hypothesis
- If learner receives augmented feedback after every trial (100%) then it will 'guide the learner to perform the move correctly
- but, as soon as the feedback is taken away, there is poor success because they depended on augmented feedback all the time
- By receiving augmented feedback less frequently during practice, it encourages the learner to engage in more beneficial learning strategies
- -learner doesn't become dependent on augmented feedback
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How much feedback to give during each stage of learning:
- Cognitive stage: High frequency of feedback
- Associative Stage: reduced amount, so they can develop their intrinsic feedback and to enhance the recognition schema
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Summary Feedback
Feedback given after a series of performance attempts that provides learner with info about each of the attempts together
- Summary of 5 is better than 1 due to the guidance hypothesis
- Summary of 5 is better than 10/15 dut to too much info and too long of an interval
- The more complex a skill, the shorter the summary interval should be (more feedback)
- also early in learning should have shorter summary interval
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