Week 5 Flashcards

(36 cards)

1
Q

Define: learning

A

to gain or acquire knowledge or skills

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2
Q

Define: storage/store

A

put something away for future use

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3
Q

Define: rehearsal

A

practice an action over again

- ex: repeating words

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4
Q

Define: retrieval

A

the process of getting something back from somewhere

- retrieval means getting stored information back so it can then be used

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5
Q

Define: memory

A

the processes which the mind stores and remembers information
- Implication: the mind retains information in order to be able to use retained information in the future

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6
Q

Define: system

A

regularly interacting or independent group of units that form a unified whole

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7
Q

Define: code

A

a system of signals (words, letters, symbols) that can be used to send messages

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8
Q

Define: encode

A

means to transform stimuli obtained directly from the environment in the environment into a signal that can be used by a mind

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9
Q

Define: visual code

A

a signal that has the characteristics of a picture or a display

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10
Q

Define: acoustic code

A

a signal that has the characteristics of sound

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11
Q

Define: semantic code

A

a signal that has meaning

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12
Q

Define: chunk

A

to group together so that several items can be stored or processed as a single item

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13
Q

Define: image

A

a visual representation of something

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14
Q

Define: mental image

A

a visual representation of something in the mind

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15
Q

3 systems for creating images

A
  • image structures
  • image processes
  • visual buffer
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16
Q

Define: image structures

A

arrangement of relations between the part or elements of something complex (images)

17
Q

Define: image processes

A

transformation of one representation to another visual representation

18
Q

Define: visual buffer

A

temporary memory area for retaining visual images

19
Q

Define: structure

A

arrangement of relations between the part or elements of something complex

20
Q

Define: deep representations

A

“Information in long-term memory that is used to generate the surface representation.”

  • Information is not apparent
  • Consists of two components (1. language-like statements about an objects parts
    2. spatial co-ordinates to describe position of parts in space)
21
Q

Define: deep

A

not apparent on a casual view, difficult to understand; possesses quality that are not obvious

22
Q

Define: surface

A

apparent on a casual view or consideration of someone or something

23
Q

Define: surface representations

A

“A quasi-pictorial representation that occurs in a spatial medium.” (p130)

  • The image is apparent
  • Usually visual
  • Occurs in a spatial medium
  • Created by drawing upon visual and spatial characteristics
24
Q

2 types of image structures

A
  • deep representations

- surface representations

25
Define: visual buffer
a temporary memory area for retaining visual images
26
Define: buffer
a temporary memory area in which data is stored while it is being processed or transferred
27
Differentiate between well- defined problems and ill-defined problems
Well-defined problems: - clearly defined goals - clearly defined rules - goal (solution) can be obtained by following rules ``` Ill-defined problems: - not clearly defined goals - not clearly defined rules goal (solution) -cannot be obtained by following rules ```
28
Define: problem solving
a process of searching through the problem space until a solution state is found
29
Define: state
the particular condition of a problem at a specific time
30
Define: problem space
a set of all possible “states” of the problem
31
Explain the tower of hanoi problem
- well defined - you may only move 1 disc at a time - disc may only be moved to 1 of the 3 columns - you may never place a larger disc on top of a smaller disc
32
3 types of problem states
1. initial stage 2. intermediate stage 3. goal state
33
Define: initial stage
starting position
34
Define: intermediate stage
problem states between the intial and goal states | - Intermediate: occurring between 2 things in terms of time, place, or order
35
Define: goal state
the desired ending position (see tower of hanoi example)
36
Define: operator
Any permissible cognitive action that is applied to transform one state into another state. - Operators are illustrated through links (i.e., arrows) - Operators are implemented in programs through “if_then” rules