Unit 2 COGNITIVE PSYCH Flashcards

1
Q

Stages of Percieving

A

1) Distal Stimulus
2) Proximal Stimulus
3) Sensation
4) Perception
5) Recognition

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2
Q

Distal Stimulus

A

Object in environment (distant from you)

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3
Q

Proximal Stimulus

A

Image of stimulus on sensory receptor

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4
Q

Sensation

A

Proximal transduced to neural signal

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5
Q

Perception

A

Internal representation

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6
Q

Recognition

A

Place object into category that gives it meaning

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7
Q

Naive realism

A

Believing what we perceive is accurate
-Memory is NOT accurate, you will change your memories to fit your interests

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8
Q

Direct perception

A

Directly perceive environment from information in the stimulus
-No need for memories or reasoning process

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9
Q

Movement Perception

A

-Optic Flow Patterns - Changes in retinal image caused by movement
-Gradient of Flow - Things close flow faster: further slower.
-NO FLOW = Destination

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10
Q

Construction Perception

A

Perceptions acquired through experience
-Construct perceptual “rules” when interpreting sensations

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11
Q

Unconscious Inference

A

By experience make perceptual rules: Rules are automatic, we make them unconsciously

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12
Q

Info Processing Approach

A

Perceptual experience is a combination of !sensory info! and !perceptual and cognitive processes!
-Sensory system extracts info of basic features:
Edges, color, lines, movement, spatial location

-Basic features used by Perceptual and Cognitive processes to create experience

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13
Q

Size perception

A

Visual angle
-Closer, wider retinal area
-Father, less retinal area

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14
Q

Size-Distance Scaling

A

Emmert’s Law: Size = Retinal size * perceived distance
-Black dot on paper then look at wall example

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15
Q

Size Constancy

A

Learned with experience
-Things farther seem to be larger than things closer

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16
Q

Depth Perception

A

Locating objects in space - Brain uses depth cues

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17
Q

Monocular Cues

A

Cues w/ one eye

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18
Q

Atmospheric Perspective

A

Close objects vivid, farther ones less distinguishable *have to calibrate for where you are
-Color

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19
Q

Linear (line) Convergence

A

Parallel lines converge as distance increases
-Occlusion - Close objects block/cover farther objects
-Number 1!

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20
Q

Horizon Cues

A

Objects closer to horizon are further away than objects further from the horizon

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21
Q

Size Cues

A

Closer objects look bigger in visual field than father ones

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22
Q

Binocular Cues

A

Perception with two eyes
-Convergence = Eyes come together for closer objects
-Divergence = Eyes aren’t close together for things farther

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23
Q

Retinal Disparity

A

Two eyes, two different images
-Difference between the two images = disparity
-Close objects, larger disparity

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24
Q

Motion Parallax

A

Objects closer seem to move faster than objects further away

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25
Perceptual Organization
Gestalt principal of organization Group If: Proximity - Close together Similarity - Look alike Good Continuation - Smooth lines Common Fate - Things that move together group together Closure - Missing center of line
26
Brightness Constancy
Brightness remains same even under different lighting -Color Constancy - Perceive colors as the same even under different lighting
27
Figure Ground
See distinct shape (figure) and the remainder (ground) -Psychologically can reverse it (not stimulus driven)
28
Template Matching Approach
Template stored models of all categorizable pattern -Recognition: When exact to a template occurs -Problem: Enormous variability in objects
29
Feature Comparison Theory
Feature - Very simple pattern, a fragment or component -Can be combined -Recognize whole patterns by breaking them apart -Must successfully match features in LTM for categorization
30
Feature Detection Model
Perceptual system detects the presence or absence of specific features -Info is used for categorization -Simple features
31
Advantages of Feature over Template
Requires less memory than template -Small set of features -Structural description - Info about the configuration, arrangement, and connectivity -Can account for variability
32
Pandemonium Model (Selfridge, 1959)
We have mental demons (mechanisms, neurons)
33
Mental Demons
Mental mechanisms in processing a visual stimuli -Each level of demon listens to the one below it -Club example
34
Image Demon
Encodes the visual object (pattern) on the retina
35
Feature Demon
The feature analyzers -Matches a single feature in a pattern -Shouts if match
36
Cognitive (letter) Demon
Each represents a different letter from the alphabet -Listen for a particular combination of Feature Demons -Loudest shouter is the one with the closest match
37
Decision Demon
Final say in recognition and categorization pattern
38
Selective Adaptation
Whole Features disappear with extensive exposure
39
Parallel Processing
Brain accomplishes 2 tasks at same time
40
What is the missing link to the Pandemonium model?
Uses top-down processing -When looking for a letter, if the distractors are similar to the target, its harder to find -Targets more unique pop out and shut off feature demons
41
Recognition By Components Theory (RbCT)
Objects have an alphabet of sub objects, put them together
42
RbCT stages
1) Object segmented into basic sub-objects 2) Classify category of each sub-object -Created by lines and edges -Is distinct regardless of POV -Geons 3) Object recognition - IDing their geons & relations among them -Geons match w/ LTM rep.
43
Geons
Geometric ions - Alphabet for objects - 36 of them! -Non-accidental properties -Color and texture not necessary
44
Partial Objects
When it is Not necessary to ID all geons
45
Complex Objects
Objects named faster - Because they’re unique Configural superiority effect
46
Degraded Objects
Can’t see them perfectly -Need the geon connectors (corners or intersections) -Joints/intersections available can recover geon -Joints/intersections deleted, less likely to recover
47
Word Superiority Effect
We have better letter recognition when presented within words as compared to those alone or in a string -Discriminate one letter in context of work than alone -10% chance you’re more accurate
48
Interactive Activation Model (IAM)
Connection between 2 units is excitatory (inhibitory) when they are consistent (inconsistent) Links within a level are all inhibitory. -Units of stimulus are represented by NODES. Each node has a certain level of activation -Three levels -2 Connector Types
49
IAM Levels
Word Level Letter Level Feature Level
50
IAM Connector Types
Excitation - INC Node’s activation Inhibition - DEC activation
51
Attention
A person's capabilities and limitations to select and process sensory info from the environment
52
Selective Attention
Attending to only 1 of several available streams of info -Paying attention to ONE thing
53
Cocktail Party Phenomena
Hearing only 1 person when surrounded by several others -We can still pick up relevant info from unattended conversation
54
Dichotic Listening
1 ear hears something different than the other
55
Shadowing Task
Doing/Repeating something someone does as they do it -Easier to do when attended & unattended ears are different voices at the same time EX: Shirtless man repeats what is heard from the attended and doesn't hear whats in the unattended -Attended (Jill went up the hill with Jack to fetch some… -Unattended (this guy needs to put a shirt on!)
56
Diotic Listening
Both ears hear the same
57
Attended Ear and Unattended Ear
Attended Ear: -Requires a lot of attention to repeat Unattended Ear: -Detect it as speech -Detect gender change of speaker -Could NOT detect specific words/phrases weren’t able to be comprehended -Aware of physical characteristics, not semantics (those w/ meaning)
58
Filter Model
Everything is sensed: attend to only a portion (sensory stores: echoic & iconic) -Filter selects 1 stream in sensory store
59
Filter Model Characteristics
-Physical characteristics (location, gender, intensity, ect) -Selected channel for processing NOT RANDOM. It is CHOSEN, “Can I have your attention please!” -Physical intensity, time of process, conscious control -Message from unattended channel is BLOCKED (tube ears!) -We process one side at a time. Cannot do the pairs happening at the same time. EXCEPTION FOR: -Hear own name in unattended (⅓) -Hear something like 18 times (Mum, mum, mum, mum...)
60
Dear Aunt Jane Study
Shadowing follows nature of stimuli -Dear Aunt Jane (every other word in the other ear) and 976 -Told as Dear, 9, aunt, 7, Jane, 6 -Recalled as "Dear aunt Jane" "976"
61
Attenuation Model
Midway switched message between ears -Attenuation - Volume button, amplifiers - To lower -Meaning in attended, Nonsense in unattended -Other channels are attenuated (turned down) and NOT BLOCKED Ex: Wood & Cowan (1955) 2 novels spoken in separate ears Unattended: Normal english switched to backwards English -Shadowing suffer after 15-19s. Do not switch!
62
Late Selction
We process everything to a meaningful level, then choose what to pay attention to -Getting engaged years later -Has physical and meaning -Pertinence occurs before selection -Process all inputs to meaningful level and then select what is pertinent at the moment
63
Priming Effect
Primer affects target processing -Pushing squishy thing on lawn mower makes (primes) it easier to start -What you aren’t paying attention to is being processed ex: -Attended ear: “They were standing near the bank” -Unattended ear: “Money or river”
64
Single Capacity Model
5 Assumptions: -Cognitive processes are fueled by attentional resources -We have limited amount of resources (Fuel) -Processes compete for resources (Fuel) -Variable Capacity Model -Allocation Policy -Any two tasks can interfere IF resources exceeded
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Variable Capacity Model
Depending on our level of arousal, resource pool can INC and DEC
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Allocation Policy
Distributes capacity to tasks that require it -Controlled by person intentions and evaluating demands -Allocate and Performance
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Allocation and Performance
Allocate: Differently to separate tasks -Arousal level and task difficulty Performance: Will suffer if -Tasks performed at the same time -Task depletes/exceeds pool
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Influence Performance
Resource-Limited - Improved by exerting more effort Data-Limited - Performance is independent of resources -Reaching a ceiling - Requires too much attention
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Dual Task Paradigm
Primary Task - Task designated for maximal performance Secondary Task - The other task -Extra resources available will fuel secondary task -The secondary task is an indirect measure of resources needed for primary task
70
Spatial VS Verbal Tasks
Can be performed at the same time but can’t perform two of one at the same time -Walking and talking EX: Saying yes no thinking about the connectors of a letter (H or I) Results: -Did poor if info held in memory (STM) and response were the same -Verbal info in STM, better to point -Nonverbal info in STM, better to verbalize
71
Multiple Resources Models (MRM)
We have separate pools of perceptual and cognitive resources -We have different types of fuel -These pools can be applied to different processes -Performance will suffer if it exceeds resources and use the same process *Tired of eating the same food (ex spaghetti) and then suddenly hungry again when new food introduced (dessert, gimme cheese cake!) *Use different resources no interference
72
Resource Composition
The specific resources required to complete the task
73
Assumptions of Selective Attention
-Requires resources -Early selection requires less capacity (fuel) -Late selection requires more capacity (fuel) -It is easier if input is perceptually different; hard if it is the same topic
74
Automaticity
A variety of perceptual and cognitive processes can happen automatically
75
Automatic thoughts
-Without intention -No conscious awareness -Little or no resources -Very FAST <1s
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Controlled thoughts
-ONLY with intention -Awareness & introspection -NEEDS resources -Slow, more than a second
77
Consistent Mapping
Always a target; always a distractor -Very hard to break -Faster search times -Developed into automatic process
78
Varied Mapping
Targets and distractors are randomly mixed from trial to trial -No automatic development -Greater search time
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Reverse Consistent
Switch target and distractor Forced to revert to controlled search
80
Instance Theory
Each encounter with stimulus is stored in memory as an “instance” Consistent: More instances of target, stronger memory