Vocabulary #3 | 2 Flashcards

(41 cards)

1
Q

2.1 Perception

A

The process of organizing and interpreting sensory information, enabling us to recognize meaningful objects and events.

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2
Q

2.1 Top-Down Processing

A

Perceiving things based on your prior experiences and knowledge.

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3
Q

2.1 Bottom-Up Processing

A

When the brain processes sensory information and uses clues to understand stimuli.

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4
Q

2.1 Schema

A

The cognitive framework that allows a person to interpret a new situation based on their experience in similar, prior experiences.

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5
Q

2.1 Perceptual Set

A

A predisposition to perceive or notice some aspects of the available sensory data and ignore others.

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6
Q

2.1 Gesalt Psychology

A

A school of thought that emphasizes how the brain perceives the “whole” of a stimulus as more important than its individual parts.

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7
Q

2.1 Closure

A

A Gestalt principle where the brain automatically fills in missing information to perceive an incomplete figure as complete.

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8
Q

2.1 Figure-Ground

A

The ability of our brain to distinguish an object or FIGURE from its backGROUND.

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9
Q

2.1 Proximity

A

Objects that are close together are more likely to be perceived as. belonging in the same group.

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10
Q

2.1 Similarity

A

A Gestalt principle where individuals tend to perceive objects that share similar characteristics (like color, shape, or size) as being grouped together.

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11
Q

2.1 Selective Attention

A

Our ability to focus on one particular task or stimulus among many competing stimuli.

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12
Q

2.1 Change Blindness

A

A phenomenon in which a person fails to recognize CHANGES to their environment or visual stimuli, despite their being very obvious.

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13
Q

2.1 Cocktail Party Effect

A

The ability to focus one’s auditory attention on a particular stimulus while filtering out a range of other stimuli.

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14
Q

2.1 Inattention / Inattentional Blindness

A

The failure of a person to realize something in their visual eye or line of sight because they were so intently focused on something else.

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15
Q

2.1 BInocular Depth Cues

A

The images taken in by both eyes to give depth perception, or stereopsis.

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16
Q

2.1 Retinal Disparity

A

The slight difference in the images received by each eye when viewing an object, which the brain then uses to perceive depth and distance.

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17
Q

2.1 Convergence

A

A binocular cue for depth perception, where the eyes rotate INWARDS to focus on a nearby object, signaling to the brain that the object is close by.

18
Q

2.1 MONOcular Depth Cues

A

Depth cues that can be perceived by one eye alone.

19
Q

2.1 Relative Clarity

A

Objects that appear sharp, clear, and detailed are seen as closer than more hazy objects.

20
Q

2.1 Relative Size

A

The depth cue in which we perceive distance based on the comparison of sizes between objects.

21
Q

2.1 Texture Gradient

A

The gradual change in the visual texture of an object or surface as it recedes in depth from the observer.

22
Q

2.1 Linear Perspective

A

A visual cue that occurs when two parallel lines appear to meet in the distance.

23
Q

2.1 Interposition

A

A monocular cue in psychology that helps people perceive depth and distance by judging how one object overlaps another.

24
Q

2.1 Perceptual Constancy

A

The ability to perceive objects as having a standard shape, size, color, or location, even when the viewing conditions change. (EX. When you see a moving train, you know that it’s not getting bigger, it’s just moving closer.)

25
2.2 Concepts
An abstract idea that helps us group and understand information by identifying common characteristics across different experiences, allowing us to categorize and make sense of the world around us.
26
2.2 Prototypes
A mental representation of the idealized form of an object or concept.
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2.2 Assimilation
The process of incorporating new information, experiences, or ideas into your existing cognitive structure or belief system. (A = ADDING)
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2.2 Accomendation
What occurs when new information or experiences cause you to MODIFY YOUR EXISTING SCHEMAS.
29
2.2 Algorithm
A set of step-by-step instructions that can be used to solve a problem or make a decision. (LIKE CODING)
30
2.2 Heuristics
A mental shortcut or rule of thumb that people use to make decisions quickly.
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2.2 Heuristics Representativeness
A heuristic where decisions are based on COMPARISONS TO MENTAL REPRESENTATIONS of stereotypes, prototypes, or preconceived outcomes.
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2.2 Availability Heuristics
Judging how likely a certain event is to happen based on how easily information regarding this topic is AVAILABLE.
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2.2 Primming
A technique in which the introduction of one stimulus influences how people respond to a subsequent stimulus.
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2.2 Framming
The way info is presented.
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2.2 Gambler's Fallacy
Belief that odds of a chance event increase if the event hasn't occurred recently.
36
2.2 Sunk-Cost Fallacy
A cognitive bias that makes you feel as if you should continue pouring money, time, or effort into a situation since you've already “sunk” so much into it already.
37
2.2 Executive Functions
The set of neurocognitive skills involved in goal-directed problem solving, including working memory, inhibitory control, and set shifting/flexibility.
38
2.2 Creativity
The ability to produce or develop original work, theories, techniques, or thoughts
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2.2 Divergent Thinking
Utilizing the mind in inventive, free-flowing ways to solve a given problem and find multiple creative solutions.
40
2.2 Convergent Thinking
The process of finding a single best solution to a problem that you are trying to solve.
41
2.2 Functional Fixedness
The perceived inability of someone to use an object for something other than its original intended purpose.