Lecture 2 Flashcards

(20 cards)

1
Q

locomotion

A

the controlled act of moving the body from one place to another

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2
Q

Multi-body movement

A

how connected things move together.

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3
Q

stance phase

A

The part of walking when your foot is on the ground and supports your weight.

It starts when your heel touches the ground and ends when your toes lift off

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4
Q

swing phase

A

The part of walking when your foot is off the ground and moving forward to take the next step.

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5
Q

stride

A

One full cycle of walking with the same foot, from when it touches the ground to when it touches again.

It includes both the stance and swing phases.

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6
Q

Central Pattern Generator (CPG)

A

a neural network that creates rhythmic signals without needing constant input from the brain.

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7
Q

gait cycle

A

One full step by one leg

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8
Q

flight phase

A

the part of a movement, like running or jumping, when both feet are off the ground

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9
Q

point of application

A

the exact location on an object where a force is applied

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10
Q

inverted pendular walking

A

a walking pattern where the leg on the ground acts like a stiff rod, and the body swings over it, helping to save energy

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11
Q

proactive gait adaptability

A

when you change how you walk ahead of time to safely deal with obstacles or changes in terrain

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12
Q

gait robustness

A

your walk stays steady and safe, even if something unexpected happens.

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13
Q

reactive gait recovery

A

how you regain balance quickly after an unexpected loss of stability during walking.

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14
Q

fall-resisting skills

A

-proactive gait adaptability
-gait robustness
-reactive gait recovery

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15
Q

feedback control

A

a system that adjusts its actions based on the results of those actions.

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16
Q

feedforward control

A

when the body plans and adjusts movements in advance, based on predicted conditions

17
Q

central pattern generator

A

a network of neurons in the spinal cord that can generate rhythmic movements like walking or breathing without needing conscious control or input from the brain

18
Q

half-centre model

A

two groups of neurons that take turns inhibiting each other, creating a back-and-forth rhythm

19
Q

pacemaker neurons

A

special nerve cells that can generate rhythmic electrical signals on their own without needing input from other neurons.

20
Q

mesencephalic locomotor regions

A

an area in the brainstem that helps initiate and control walking and running by activating the spinal locomotor networks (like CPGs).