2 Information Processing Flashcards

(41 cards)

1
Q

Information Processing

A

The methods by which data from the environment are collected and utilised

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2
Q

Input stage

A

Information picked up by the senses

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3
Q

Display

A

The sporting environment (ie oppo, crowd, officials)

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4
Q

Receptor Systems

A

The 5 senses that pick up information from the display

Sight, auditory sense, touch, balance and kinaesthesis

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5
Q

Proprioceptors

A

The senses that provide internal information

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6
Q

Kinaesthesis

A

The inner sense that gives information about body position and muscular tension

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7
Q

Selective attention

A

Filtering relevant information from irrelevant information

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8
Q

Stimuli

A

The relevant items of information from the display

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9
Q

Benefits of selective attention

A

Selective attention can improve reaction time significantly

Focusing on the relevant information improves the chance of making a correct decision

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10
Q

Perception

A

The process of coding and interpreting sensory information

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11
Q

Translatory Mechanisms

A

Adapting and comparing coded information to memory so that decisions can be made

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12
Q

Effector Mechanism

A

The network of nerves that sends coded impulses to the muscles

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13
Q

Working memory

A

So named since it performs a number of functions

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14
Q

Central Executive

A

The control centre of the working memory, it uses three other ‘systems’ to control all the information moving in and out of the memory system

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15
Q

Phonological loop

A

Deals with auditory information from the senses and helps produce the memory trace

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16
Q

Visuospatial sketchpad

A

Used to temporarily store visual and spatial information

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17
Q

Episodic buffer

A

Co-ordinates the information from the working memory into sequences to be sent to the LTM

18
Q

3 Aspects of memory

A

Short term sensory store
Short term memory
Long term memory

19
Q

Short term sensory store

A

Stores information for one second and is forgotten if its not considered important

20
Q

Short Term Memory

A

Lasts 20-30 seconds and stores 5-9 items

21
Q

Long Term Memory

A

Receives information from the working memory and has an unlimited capacity for the storage of motor programmes

22
Q

Schema Theory

A

We store generalised series of movement patterns and adapt them to the current environment

23
Q

Schema

A

Set of rules to help us make decisions about movement patterns

24
Q

Schemas are initiated and evaluated by 2 processes which are?

A

Recall Schema and Recognition Schema

25
Recall Schema
Initiates movement, comes before the action
26
Recognition Schema
Controls movement, happens during the action
27
4 Parameters of Schema | IRSR
Initial Conditions Response Specifications Sensory Consequences Response Outcome
28
Initial Conditions
Info from the environment
29
Response Specifications
Information about what to do
30
Sensory Consequences
Information about the feel of the movement
31
Response Outcome
Feedback about the result
32
Reaction Time
The time taken from the onset of a stimulus to the onset of a response
33
Movement Time
The time taken to complete the task
34
Response Time
The time taken from the onset of a stimulus to the completion of a task. Response time = Reaction time + Movement time
35
Hicks Law
Reaction time increases as the number of choices increases
36
Single channel Hypothesis
One stimulus can be processed at a time and a second stimulus must wait until the fist one is processed.
37
Psychological Refraction Period
A delay when a second stimulus is presented before the first has been processed
38
Anticipation
Pre-judging a stimulus
39
Temporal Anticipation
When its going to happen
40
Spatial Anticipation
Where and what is going to happen
41
Whitings model