Chapter 2: Flashcards

1
Q

Stimulus Input

A

Signal to which an individual responds

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2
Q

What are the 3 stages of learning?

A
  1. Stimulus identification–– Decide what to pay attention to
  2. Response Selection–– Decide what to do
  3. Response programming–– Gearing up for action or “selecting the correct motor program”
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3
Q

Reaction Time

A

The amount of time from the presentation of a stimulus until the person begins to respond

encoupasses the 3 stages

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4
Q

What are the Factors that Influence Reaction Time?

A
  1. Number of possible stimuli
    —Simple reaction time:
    —One stimulus, one response
  2. Number of possible choices
    —Choice reaction Time
    —Takes longer to react btw options
  3. Practice
    — Reduces reaction Time even if Stimulus-response (SR) increases
    —Finding patterns based on stimuli
  4. Response compatibility
    —”Naturalness” of response to stimuli decreases reaction time
    —If it natural = less time
    —Unatrua l= More time
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5
Q

Hicks Law

A

A stable relationship between the number of stimulus-response (SR) options and choice reaction time

 —As Stimulus response increases, reaction time also Increases in a linear manner 

(More options and longer reaction time)

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6
Q

“Naturalness” of response to a stimulus decreases reaction time.

A

Response compatibility

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7
Q

Intetrval of time btw persentation of one of serveral stimuli and the beginng of one of several responses

A

Choice reaction time

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8
Q

One stimuli and one possible response

A

Simple reaction Time

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9
Q

The time it takes us through information processing

A

Processing delay

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10
Q

Organizing a response before it happens

A

Anticipation

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11
Q

Temporal Anticipation

A

the ability to predict the time course of an event

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12
Q

Spatial Anticipation

A

the ability to anticipate performance movement (where)

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13
Q

Arousal

A

General Nervous system activity
High—High alertness, agitation, etc.
Low —Sleep like

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14
Q

Anxiety

A

Personal interpretation of a situation (may not be threatening)

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15
Q

Inverted–U Principle

A

zone of optimal functioning

General levels of Arousal:
Low — Poor performance
Moderate level— Good performance
High—Poor performance

Upsidedown Graph inverted u (points down)

—General because people are different—

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16
Q

Factors to consider with the Inverted-U Principle

A
  1. Person——
    High Trait anxiety
  2. Nature of Task—
    range of arousal levels associated with an individual’s maximum
    performance
  3. The Situation —
    If we perceive that there is a problem … then there is a problem
    Fight or Flight triggered regardless
17
Q

Zone of Optimal Functioning

A

range of arousal levels associated with an individual’s maximum performance

18
Q

Perceptual Narrowing

A

Tunnel Vision

Advantages:
—Avoid irrelevant stimuli
— Heightened Focus

Disadvantages:
—Less attention to other stimuli
— Unexpected Stimuli is hard to handle

19
Q

Under Extreme Arousal

A

Attention shifts
–– Focus on internal process (heart beating)
—Paralysis by analysis (overthink everything)
—RT Slows

20
Q

Cue Utilization Hypothesis

A

Helps Explain:
Why a performance could be poor in situations of low or high arousal

Want a middle ground so you can focus on details but not miss your surroundings?

Low Arousal—Fous is too wide
High Arousal— attentional Focus narrow

21
Q

Production Unit / Motor Program

A

Serial steps are lumped into one step.

We can only effectively do one thing at a time, so our body “Chunks” it into one step.

Output chunking––Automaticity chunked together.

22
Q

Cocktail party effect

A

We can only pay attention to one thing, but we still hear everything.

23
Q

When do Information processing delays happen?

A

Between the response selection and response programming

24
Q

Parallel Processing

A

General Awareness at the same time

When two or more stimuli enter the system and are processes together without interference

25
Q

Controlled Processing
vs
Automatic Processing

A

Controlled
–Slow
–serial
–Attention demanding
–Early stages of learning
—All ridged individual movements

Automatic
—Quick
—Parallel (at the same time)
—Mindless/second nature
—PRACTICE

26
Q

How do we contend with an opponent’s automaticity?

A

Fake outs. Double–Stimulation Paradigm

causes a processing delay Use the automatic processing against them

27
Q

What’s the point of a fake?

A

RESPONSE SELECTION to trigger an automatic response and delay them

The regional action must be executed or aborted before the second action begins.

28
Q

What is the actual name for the fake out?

A

Double-stimulation paradigm

29
Q

Interstimulus interval (ISI):

A

the time between two stimuli
60–100ms

30
Q

Psychological refractory period (PRP)

A

Processing delay that occurs in response to a fake

        RESULT: takes 2x longer to respond
31
Q

What is the bottleneck?

A

This causes the opponent to react to the fake ad. They can’t take the time to restart and go through the bottleneck again.

32
Q

RECAP FAKE OUTS

A

Burts or Chuncks of activity
We need production units because we can only focus on one thing at a time.
With lots of practice, we can have fluidity of movement.

33
Q

Output Chunking——Timing Structure

A

different rhythms
Pairing two tasks if they’re at the same time.

Writing name with both hands

34
Q
A