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Moving, Touching, and Manually Manipulating ObjectsThis section focuses on the more narrow topic of the conceptual role of biomechanics and muscles synergies skill development, especially as related to neurorehabilitation. One of the reasons that the neurorehabilitation field cares about developmental stages is that it is well documented that after neural trauma (e.g., SCI, stroke, TBI), basic motor activity patterns normally associated with stages of motor development in young children, such as certain reflexes and synergy patterns, often become expressed. Gift of Touching - Coordinated Reaching and Contact
Dynamics of Movement
Neuromotor Dynamic Movement Patterns
Performance Assessment and "Performance Criteria"
Disability Challenges and Accommodations (Neurorehab Focus)
Gift of Touching - Coordinated Reaching and ContactGoal-directed skilled movement encompasses more than just transitions in posture, or use of various reflexes. We call this section "touching" in honor of those early first goal-directed neuromotor movement experiences performed by infants, exploratory activities that quickly evolve into two-way shared experiences between individuals and between an individual and their environment. An infant starts with a reach that is really a transition in posture and a grasp that is largely reflexive (and painful for fathers with beards). But soon a new level of function emerges: trajectory planning, multi-segmental coordination (e.g., between torso, arm, hand, head and eyes) that include fundamental "motor patterns" (e.g., proximal-distal movement sequencing) and use of muscle synergies or task templates, and finally the formation of skills or motor programs. While the basic stages of motor development in children have been well documented through careful observation, our scientific knowledge of internal mechanisms remains limited. This section focuses on the more narrow topic of the conceptual role of biomechanics and muscles synergies in skill development, especially as related to neurorehabilitation. There are several reasons why the neurorehabilitation field cares about developmental stages. One is that with neural trauma, it is well documented that motor activity normally associated with stages of motor development are often expressed: certain reflexes, for example. Dynamics of MovementWe've previously developed the basic principles behind postural mechanics, and mechanical stability. During activities such as brisk walking, throwing, or playing video games, limb segments are accelerating and decelerating at rates that cause inertial dynamics to be significant. Indeed, for periods of time, inertial terms can dominate. These terms depend on segmental accelerations (tangential component) and products of velocities (centripetal and coriolis components). Given the skill with which individuals often perform movements, the brain clearly does a good job of understanding inertial dynamics. Another issue is that the musculoskeletal system has several types of redundancy:
An example of the former is that for most of the workspace of the arm, the end point position of the hand (3 DOF in each of translation and rotation) can be achieved by a collection of arm configurations. Similarly, many different muscle patterns (e.g., cocontraction levels) can produce the same body kinematic trajectory. It has often been suggested that the neuromotor system takes advantage of this "complexity," though we really don't have a good understanding of such control system strategies. Still another issue is what happens to "motor programs" and skills once there is mechanical contact with the environment (e.g., bi-causal contact via the hand). The environment in contact can take many forms, from a stiff wall to a ball with inertia to a power drill to a sports racquet to a keyboard. The human is remarkably effective at using tools and manipulating objects. This hints at principles such as impedance control and theories of dynamic stability that are beyond the scope of this class. But notice that as you choose to lean on a wall while standing or rest your arms on a surface while sitting, you can feel dozens of muscles dramatically change their activation levels. There is much happening "beneath the surface" that can relates not just to posture but also to our movement strategies for reaching, touching and manipulating objects. Researchers have developed many theories on how the brain learns such mechanics. In essence, our knowledge is limited, and we commonly use the term "motor programs" to refer to coordinated movement patterns related to a skill. These "programs" can make use of building block muscle synergy patterns. This is the focus of the next section. Dynamic Movement PatternsIn the previous section we noted three challenges that go beyond that of postural stability: dealing with inertial dynamics, kinematic/actuator redundancy, and environmental contact. Indeed, there is also considerable sensorimotor redundancy within the CNS. This includes sensory redundancy, and structural redundancy in terms of brain structures that can work in parallel to influence movement. There are also a considerable synergy patterns within neurocircuitry that are coded mostly within the spinal cord. Here we briefly provide several classic examples for dynamic tasks:
We saw in a previous section that neuromotor impairment such as following trauma often affects mechanisms that are normally responsible for posture: We also saw that many movements can be considered as transitions in posture, including most ADLs and many IADLs. Yet with disability, neural dysfunction can also affect coordinated volitional movements, both novel movements and skilled movement. In the next section we briefly describe some of these influences on performance. Human Performance and Goal-Directed TasksWe are goal-directed creatures. Often there are clear assessment metrics that relate to performance (e.g., hitting a tennis shot where desired; successfully trading off speed versus accuracy). The process of learning skills is often viewed as an optimization process, and detailed discussion in beyond the scope of this class. Here we focus on one small aspect that is often of importance for dynamic movements, and helps us develop an appreciation for the remarkable capacity of the brain to learn, and perform many tasks well: scaling of movements. Goal-directed skilled movement often requires scaling of dynamic movements. For instance, a fast tracking movement can be made different distances. In such cases neuromotor pulse widths and/or heights must scale. Similarly, there is scaling of a golf or tennis swing, a kick, etc. Thus a "motor program" associated with the skill cannot always be retrieved and implemented directly, without first being adjusted to current aims and circumstances. Typically the cerebellum and basal ganglia are involved in planning such movement scaling, and typically there are "success" criteria related to performance. In an optimization problem, such "performance criteria" are used by an algorithm (e.g., within the brain) to "sculpt" and scale a planned movement. As a concrete example, consider the classic neuromotor implementation of a simple point-to-point target tracking movement involving one joint, such as an elbow flexion-extension movement. From a neurocontrol perspective, moving quickly from one point to another is initiated by strongly activating the agonists (prime mover) while relaxing any drive to the antagonists. This causes a muscle-induced moment across the joint, which will cause a movement to be initiated toward the new, desired target position. The acceleration will depend on the inertia of the segment to be rotated (Newton's law) and the velocity will increase as this acceleration is integrated. After reaching roughly the half-way point, there is a need to start decelerating the limb segment, i.e. to start planning how to stop. One approach might be to simply turn off the agonist drive at just the right time and "coast" into the new position (taking advantage of some natural "viscosity" (velocity-dependent friction) within the muscle-joint apparatus. But in general, there is a need for active braking, or "clamping" of the movement through a temporary change in sign of the moment. This is accomplished by activating the antagonist muscles while lowering the neuromotor drive to the agonists. The movement rapidly slows toward zero. But since the new moment is not functioning as a frictional brake, there is often a need for an additional agonist clamping pulse. We've just described the classic "tri-phasic burst" pattern (agonist-antagonist-agonist) for very fast goal-directed tracking movements that has been observed across many joints (e.g., seen in EMG's for isolated movements of the elbow, shoulder, wrist, horizontal head, ankle). Typically the first (agonist) burst is large in both pulse magnitude and width (e.g., over half of the movement time), the second (antagonist) burst starts just before the first agonist burst ends and is nearly as high in magnitude but for less time, and the third (agonist second burst) overlaps some with the end of the second. Also, there is often a degree of coactivation around and shortly after the end of the movement (temporarily "stiffening" the joint) that gradually dies down. Finally, there needs to be a sustained "step" increase, typically small, in the agonist relative to the antagonist so as to maintain the new joint position and not drift back towards the old position. Clearly the experienced human without functional impairments relevant to this type of movement task can easily adjust movement speeds, if desired. Also, the human can adjust their strategy to targets of different magnitudes. Thus both time-scaling (or speed-scaling) and magnitude-scaling are possible. How does such scaling occur? Let's first consider time-scaling, starting from the fastest movement. While the details depend on biomechanical and neuromotor factors for the given system, in general as the desired movement time increases (speed lowers), the initial agonist burst will have a lower magnitude (for some systems making large movements it may first remain saturated at maximum and start by scaling its pulse width). The second (antagonist) burst will also scale down in magnitude and often change its on-off timing. The third burst will gradually disappear, and for moderate-to-fast speeds the neurocontrol becomes "bi-phasic." For moderate-speed movements, the agonist and antagonist bursts continue to scale down in magnitude, and the antagonist may even end before the movement is completed. With moderate-to-slow movements, at some stage the antagonist clamping burst is no longer mechanically needed and the entire movement (and its magnitude) becomes governed by a "pulse-step" strategy of the agonist. Thus the shape of the neurocontrol signals differs dramatically between a tracking movement performed quickly and performed at a moderate-to-slow pace; but the strategy is very much that which would be predicted based on analysis of Biomechanical factors. To some extent the brain "learns" mechanics. To scale movement magnitude during fast movements, say for a larger-magnitude movement, the pulse height (magnitude) of the initial agonist burst is adjusted scaled up (unless it is already saturated at maximum neuromotor drive), causing a higher acceleration and velocity during the early phase of movement. Often the pulse width is also increased. Researchers have also studied other scaling phenomena, such as with added inertia (e.g., balls of different sized in the hand). In all cases, the neuromotor solutions make biomechanical sense. Of note is that the above neuromotor scaling strategies assume that the neuromotor system has perfectly learned mechanics. This is typically close to the case. However, in reality the human does "many activities well" yet none perfectly - even NBA basketball players routinely miss free throws. The more challenging the task and the greater the mechanical sensitivity to internal neurocontrol "noise" or error in formulating these neurocontrol signals, the more likely that accuracy and performance will suffer. One form of this reality is the classic "speed-accuracy trade-off" that is captured under what is called "Fitt's Law" - faster-speed movements generally will exhibit greater target error. From a rehabilitation perspective, a key point is that there is a tremendous degree of neural-mechanical coupling in goal-directed performance. Thus your biomechanical background is very relevant to understanding and addressing the role of functional impairments in goal-directed performance and skill acquisition. DisabilityThis is a difficult section to write, as functional impairments and movement deficits take many forms, from the obvious to very subtle. The therapist learns some general principles of neurorehab for, in particular, skill acquisition and synergy patterns. The pathology that relates to the disability can include Parkinson's, stroke, SCI, TBI, various cerebellar pathology, and so on. But here are a few highlights that relate to touching and manual manipulation:
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