Cog Psy Exam #1 (1/24/24) Flashcards

1
Q

anomalous suspense

A
  • suspense in the absence of uncertainty
  • things you know in your head combined with stuff in the world
  • when do you discount the things you know in your head ex. movie analogy
  • watching movies about famous people/events already knowing what happens but still feeling suspense
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2
Q

Neisser - cognition def

A

cognition = all process by which sensory input is transformed, elaborated, stored, recovered and used

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3
Q

Neisser - cognitive processes + sensory input

A
  • cognitive processes = attention, memory, problem solving etc that allow us to function
  • sensory input = 5 senses
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4
Q

Reed - cognitive psych def

A

study of the mental operations that support people’s acquisition and use of knowledge

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5
Q

Reed - mental operations

A

mental operations = cognitive processes learning things and then being able to use that knowledge

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6
Q

process

A
  • black box problem - can’t see what is happening in the brain
  • stimulus → ◾→ response
  • but we can observe behavior and physiology
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7
Q

introspection

A
  • asking people to say what they are thinking in relation to something like an object or picture
  • reporting of inner thoughts and perceived mental activity
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8
Q

problems with introspection

A
  • not all cognitive processes are consciously perceived
  • influenced by bias and interpretation
  • lacks consistency within and across individuals
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9
Q

behaviorism

A

“Behaviorist Manifesto” - it doesn’t matter what actually happens in the brain, just focus on stimulus and response
- stimulus = some event that triggers or instantiates behavior
- response = reaction to a stimulus

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10
Q

cognitivism - argued issues with behaviorism

A
  • mental “stuff” crept into accounts of behaviorism -
  • human behavior is incredibly diverse
  • observability is not necessary to be “scientific”
  • behaviorism was not entirely effective to applied issues during WWII
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11
Q

cognitivism -Tolman

A
  • observed animal behavior by putting rats through mazes
  • said that they learned the maze through cognitive mapping
  • argued that we can infer what is going on inside the box
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12
Q

cognitivism - development of computers

A
  • information processing approach = stimulations of thought and thinking
  • to create machines that work the way humans work or to create the computer’s own “mind” in order to help humans
  • hard drive = mind/mental representations
  • processor speed/apps = how much can it hold and how fast can it process things
  • program output = mental and behavioral products
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13
Q

cognitivism - metatheory

A

the mind is like a computer and the analogies underlying it can change overtime with new understandings

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14
Q

assumptions in cog psy

A
  • claims and hypotheses about cognitive processes are evaluated on empirical grounds
  • typical cognitive processes can be isolated
  • cognitive processes may generalize
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15
Q

measuring cognitive - reaction time (rt)

A

rt = time elapsed between some stimuls and a person’s response to that stimulus
- ex. press spacebar when an X appears on the screen

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16
Q

rt - constant vs random timing

A
  • all participants have faster RT when timing is constant
  • memory and expertise can reduce RT
  • potential applications in real world = trianing people to perform a task
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17
Q

process vs product

A
  • process = work
  • product = what remains after the process is completed
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18
Q

cog psy def

A
  • describe = what people do as they experience things
  • explain = why these cognitive processes exist
  • influence = implement knowledge in places like schools, workplaces etc
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19
Q

brain composition - cerebral cortex

A

layer of cells that covers the outside of the brain
- wrinkles = tissue
- wrinkled appearance but when stretched it covers 2.5 sq ft
- human brains are far more wrinkled than animal brains and are much bigger

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20
Q

brain composition - lobes

A
  • frontal lobe = higher order thinking
  • parietal lobe = sensory input
  • temporal lobe = sound
  • occipital lobe = vision
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21
Q

mind vs brain

A
  • mind = process going on, what does the stimulus lead to
  • brain = neuroanatomical architecture
  • mind-brain problem: is the mind just what the brain does
  • debated to this day
  • Homunculus = creepy sensory man-doll
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22
Q

understanding the mind

A
  • intelligent behavior might be valuable explained by understand the components
  • easier to understand each part rather than the interactions among them
  • after identifying parts, interactions might be better hypothesized and understood
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23
Q

Fodor

A

thesis: to understand the mind you must break it into parts
- mind consists of modules
- modules operate only on specified input and provides specified output upon completion

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24
Q

Fodor - syntax module ex

A

processing language comprehension - modules are found through rational analysis, experiments and modeling

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25
Q

modules in neuroscience

A
  • functionally segregated regions of cortical tissues
  • “localization of function”
  • structural = how brain is organized
  • functional = what it does
  • inspirational = if there’s a part of the brain that does something, maybe there is a part of the mind that does it too
  • “what” vs “where” processing pathways
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26
Q

neural development

A
  • during infant development neurons increase in number but some connections develop more and others are “pruned”
  • pruning links depends on experience and behavior
  • start with little connections, then more at 6 yrs, and then less at 14 yrs
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27
Q

localization of function

A
  • if evidence for a cognitive process is supported by behavioral studies then that process should be represented in the brain
  • utilize methods that look at brain damage and activation
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28
Q

brain activation

A
  • if a brain area X supports cognitive process Y, then brain area X will be activated during process Y
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29
Q

studying brain activation - single-cell electrode recordings

A

presenting stimuli while connecting electrodes to the brain to identify brain activity

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30
Q

studying brain activation - ERP

A

event-related potentials
- measures electrical activity beginning at stimulus onset
- good for “when” info but poor for “where” info

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31
Q

studying brain activation - structural MRI

A

static snapshot of brain

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32
Q

studying brain activation - functional MRI

A

video of brain to show where blood is flowing = more active parts
- good “where” but mediocre “when”
- ex. right hemisphere has heightened activation when looking at faces - Fusiform face area

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33
Q

brain damage

A

if brain area X supports cognitive process Y, damage to area X will affect process Y

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34
Q

studying brain damage - dissociations

A
  • does this process show cognitive process that work or don’t work
  • disruption in one cognitive process but no impairment of another
  • simple dissociation, one area of the brain
  • double dissociation, multiple areas
35
Q

hemispheric specialization

A
  • different brain functions tend to rely more heavily on one hemisphere or the other
  • Contralaterality = information processed on the right side of the brain controls the left side of the body and vice versa
36
Q

split brain

A

doesn’t process info in both hemispheres equally
- divided visual field task
- so the person is unable to turn their head
- left hemisphere = speech, able to name what they see
- right hemisphere = visuospatial properties, pick out the object in a lineup but might not be able to name it

37
Q

sensation and perception def

A
  • sensation = reception of energy from the environment and its initial encoding into the nervous system (no cognition needed)
  • perception = the process of interpreting and understanding sensory information (cognition)
38
Q

perception thematic problem 1 - likelihood principle

A
  • in vision the stimulus on the receptors is impoverished and different from reality
  • Likelihood principle: we guess what some things are
39
Q

perception thematic problem 2 - visual system

A
  • visual system process an object’s surface features (color, light source, shadow, reflectance)
  • there is actual and perceived variance in surface features
40
Q

perception thematic problem 3 - size estimation

A

We infer depth from converging lines - but sometimes this is wrong

41
Q

perception thematic problem 4 - consistency

A
  • maintaining consistency of objects
  • even if objects change slightly we still know its the same object
42
Q

top-down and bottom-up processing

A
  • top-down: knowledge system, meaning-driven
  • bottom-up: sensory, data-driven
43
Q

top-down and bottom-up processing: perception

A
  • incoming stimuli + knowledge = perception
  • ex. pattern of light entering the eye (bottom-up) + expectations and existing knowledge (top-down) = perception of object
44
Q

template theories of pattern recognition - def

A
  • we have templates of objects stored in our head
  • compare info in environment w template in memory
  • means we look for an exact or very close match btw sensory and representation
45
Q

template theories of pattern recognition - computer metaphor: bar code readers/QR code

A
  • looking for a match between the thing scanned and the item it has stored in its system
46
Q

template theories of pattern recognition - limiations

A
  • if the thing in the environment is not exactly like the stored item then it doesn’t work
  • can’t recognize degraded/ambiguous figures
  • excessive storage in the brain = computational overload
  • relies on holistic processing = whole item to whole stored item
47
Q

feature theories of pattern recognition - def

A
  • rather than having the whole thing stored, we have features of objects like color, size, shape etc
  • analysis precedes synthesis
  • analyze the parts then synthesize it together
  • piecemeal processing
  • identifying distinguishing features
48
Q

feature theories of pattern recognition - limitations

A
  • how do you determine appropriate set of features
  • doesn’t take into account the relationships btw features
49
Q

structure theories - def

A
  • builds on feature theories but focuses on the relationships btw the features
  • patterns are represented in memory by their parts and relations to parts
  • holistic processing but not limited
  • Geons = building blocks of 3D objects
50
Q

structure theories - limitations

A
  • how are relations btw features actually stored
  • difficult to account for facial recognition
  • size?
  • context?
51
Q

prototype theories -def

A
  • a really good example is stored in the head and if the thing in the world is close enough we recognize it
  • perceptions are compared with prototype in memory
  • minor variations are allowed
  • generally holistic
  • “good enough” representations
52
Q

attention as a process def

A

process - means by which you do something the mental process of concentrating effort on specific (external) stimuli or (internal) mental events also effort in ignoring other things

53
Q

attention as a resource def

A

only some much attention can be used at one given time fixed amount of energy that powers the mental system

54
Q

attention monitoring

A

concentrating on whats important while monitoring the environment

55
Q

study of attention - dual-task procedure

A

present people with 2 or more stimuli at the same time and observe how they deal with them (in lab or real world)

56
Q

study of attention - dichotic listening task

A
  • present info in different channels
  • ask people to respond to only one input (attended input)
  • see if people still process the ignored input and if they can they detect a change in the unattended channel
  • people notice when: becomes a pure tone or changes pitch/stereotyped gender, volume
  • people don’t notice when: language changes
57
Q

filter models of attention - Broadbent’s dichotic listening task

A
  • subjects hear a sequence of numbers in both ears
  • Control group: same numbers in both ears
  • Experimental group: two different sets of numbers
  • People alternate between the channels
  • “Flap” blocking one channel as the person listens to the other
  • Channels are independent and can only be attended one at a time
  • Pair-by-pair reporting requires switching attention from one channel to another
58
Q

filter models of attention - Moray, name example

A

found that participants in dichotic tasks often reported hearing their name in an unattended channel

59
Q

filter models of attention - Treisman’s experiment

A
  • used both words and numbers
  • ocasionally the things people were meant to ignore would get through, especially when it was relevant to the attended channel’s info
60
Q

filter models of attention - Treisman’s filter attenuation model

A

2 parts: Filter & dictionary
- filter: attenuates the unattended message
- relies on physical characteristics
- dictionary: mental info about what matters to you and what doesn’t (name, things you like, family, recent events)
- semi-permeable unlike Broadbent’s filter/flap

61
Q

filter models of attention - Deutsch & Deutsch, late selection

A

late selection - everything gets into the system and is avaliable to use but once you start using it it goes away

62
Q

filter models of attention - Mackay, priming word

A
  • priming people with a word in the ignored input that correlates with the attended input
  • causes them to associate the attended input sentence with primed word ex. bank - could be river or money
63
Q

capacity accounts of attention - Kahneman

A
  • attention capacity is limited
  • people can control and allocate their attention
  • when demand exceeds supply, performance suffers
  • capacity varies with arousal
64
Q

capacity accounts of attention - Johnston & Heinz, 2 task experiment

A
  • first task: lists spoken by male and female voices naming things from different categories
  • shadow only the man’s voice = physical
  • or shadow words naming occupations = semantic
  • second task: press button when light appears on screen people’s reaction times to the button pressing got slower the more tasks they were doing at the same time
65
Q

capacity accounts of attention - Strayer & Johnston, driving

A
  • driving simulator with cell phone or without
  • people missed over half the red lights with cell phone
66
Q

capacity accounts of attention: allocating attention and multitasking

A
  • task requires extensive attention = controlled task
    - effortful
    - time consuming
    - should be easy to modify
  • task requires little attention = automatic
    - little feeling of effort
    - unconscious
    - does not interfere with other tasks
  • practice can make controlled processing automatic
67
Q

processing the visual world

A
  • sometimes attention is pulled and sometimes you are searching for something using attention
68
Q

processing the visual world: limitation

A

we don’t have enough capacity to process everything
solution:
- ignore some input
- process info selectively

69
Q

attention as a spotlight

A
  • moving eyes around to focus attention means things in the spotlight are processed faster and more deeply than those outside
  • allows us to encode info
  • spotlight disruption = processing decrements
70
Q

overt orienting of visual attention

A

eyes move to center the retina on an object, looking at things we are attending to

71
Q

covert orienting

A

can “attend” to an object without eye movements, like sound

72
Q

spatial cuing: arrow, square task

A
  • overt attention on cross and then show an arrow pointing in a direction
  • if the arrow points left and the white square shows up on the right: how fast are they able to say where it is
  • people are faster when the arrow points to where the square is going to be than when it’s on the other side: overt
  • when the arrow points both ways they are still faster than when it’s invalid (opposite side):covert
73
Q

feature integration theory: serial processing vs parallel processing

A

serial processing = one at a time
parallel processing = multiple things at one time

74
Q

feature integration theory: Treisman’s visual search

A

feature search = pop-out effect
- find a color
- parallel search
- set size does not affect RT
- automatic

conjunction search
- find a color and letter
- serial search
- RT increases as set size increases

75
Q

feature integration theory: Triesman’s visual search - confirmatory experimental findings

A
  • pop-out search has consistently faster RT
  • conjunction search has longer RT as set size increases
76
Q

feature integration theory: processing

A

initial processing
- features of stimulus are encoded (color, size, orientation)
- create a “map” for each feature
- fast and parallel

focused attention
- combine info in individual feature maps into ‘objects’ - binding
- slow and serial

77
Q

multiple object tracking demo (MOT) - video games

A
  • MOT with 1 to 7 circles
  • video game players vs non-video game players
  • both groups were great at 1 circle
  • in the middle btw 3-5 objects, video game players were better
  • both groups were bad after 6 circles
78
Q

multiple object tracking demo (MOT) - video games: correlation or cause

A

can you test whether video game experiences = the cause of increased visual attention skill:
- action group = 30 hours of ‘training’ in shooting game
- control group = 30 hours of ‘training’ for a more simple game
- action video game training appears to enhance visual attention skill - in the middle

79
Q

agnosia

A
  • when a person loses a sense
  • auditory: can’t recognize meow of a cat
  • visual: difficulty identifying objects
80
Q

inattentional blindness

A

failure to see something because you weren’t expecting it

81
Q

change blindness

A

inability to detect change in something you are looking at

82
Q

cog psy vs cog sci vs cog neuroscience

A

cog psych - not about the anatomy, but function

cog science - combo

cognitive neuroscience - physical features about the brain

83
Q

PET scan

A
  • damages in the brain
  • good for “where” but not “when”
84
Q

context effects

A

12, B, 14 - looks like 13 and not a B because of the context of the numbers