COGNITION: MENTAL IMAGERY | CONCEPT AND PROTOTYPE Flashcards

1
Q

instinctual (System 1) and deliberate (System 2)

A

two types of thinking

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2
Q

involves making quick decisions and using cognitive shortcuts, is guided by our innate abilities and personal experiences

A

System 1

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3
Q

which is relatively slow, analytical, and rule-based, is dependent more on our formal educational experiences

A

System 2

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4
Q

from a Latin word meaning “to know”

A

Thinking, or cognition

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5
Q

can be defined as mental activity that goes on in the brain when a person is processing information, organizing it, understanding it, and communicating it to others

A

Thinking, or cognition

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6
Q

includes memory, but it is much more

A

Thinking

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7
Q

aware of the information in the brain but also are making decisions about it, comparing it to other
information, and using it to solve problems.

A

Thinking

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8
Q

also includes more than just a kind of verbal “stream of consciousness.”
When people think, they often have images as well as words in their minds

A

Thinking

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9
Q

are encoded in the form of sounds
and also as visual images, forming a mental picture of the world

A

short-term memories

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10
Q

representations that stand in for objects or events and have a picturelike quality

A

mental images

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11
Q

one of several tools used in the thought process

A

mental images

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12
Q

They have found that it does take _ to view a mental image that is larger or covers more distance than a smaller, more compact one

A

longer

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13
Q

participants were asked to push a button when they had imagined themselves moving from one place on the island to another. As the graph below the picture shows, participants took longer times to complete the task when the locations on the image were farther apart.

A

Kosslyn’s Fictional Island 1978

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14
Q

researchers have been able to see the overlap that occurs in brain areas activated during visual mental imagery tasks as compared to actual tasks involving visual perception

A

functional magnetic resonance imagery (fMRI)

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15
Q

frontal cortex

A

cognitive control

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16
Q

temporal lobes

A

memory

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17
Q

parietal lobes

A

attention and spatial memory

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18
Q

occipital lobes

A

visual processing

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19
Q

are only one form of mental representation

A

Mental images

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20
Q

Another aspect of thought
processes, ideas that represent a class or category of objects, events, or activities.

A

Concepts

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21
Q

use to think about objects or events without having to think about all the specific examples of the category.

A

Concepts

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22
Q

not only contain the important features of the objects or events people want to think about, but also they allow the identification of new objects and events that
may fit

A

Concepts

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23
Q

can have very strict definitions

A

Concepts

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24
Q

Concepts defined by specific rules or features are called _ and are quite rigid

A

formal concepts

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25
Q

concepts people form not as a result of a strict set of rules, but rather
as the result of experiences with these concepts in the real world

A

natural concepts,

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26
Q

Formal concepts are well defined, but _ concepts are
“fuzzy”

A

natural concepts

27
Q

are important in helping people understand their surroundings in a less structured manner than school-taught formal concepts, and they form the basis for interpreting those surroundings and the events that may occur in everyday life.

A

natural concepts

28
Q

a concept that closely matches the defining characteristics of the concept

A

prototype

29
Q

most basic examples of concepts

A

prototype

30
Q

develop according to the exposure a person has to objects in that category

A

prototypes

31
Q

also matters in the formation of prototypes

A

CULTURE

32
Q

1.concepts 2.prototypes 3.mental images

A

a combination to identify objects in our daily lives

33
Q

mental generalizations about objects, places, events, and people (for example, one’s _ for
“library” would no doubt include books and bookshelves),

A

schemas

34
Q

a kind of schema that involves a familiar sequence of activities (for example, “going to a movie” would include traveling there, getting the ticket, buying snacks, finding the right theater, etc.).

A

scripts

35
Q

_ not only help people think, but also they are an important tool in problem solving,

A

CONCEPTS

36
Q

a type of thinking that people engage in every day and in many different situations

A

PROBLEM SOLVING

37
Q

are mental tools that can be used to solve problems and make decisions.

A

images and concepts

38
Q

occurs when a goal must be reached by
thinking and behaving in certain ways.

A

Problem solving occurs

39
Q

one aspect of decision making, or identifying, evaluating, and choos-
ing among several alternatives.

A

Problem solving

40
Q

also known as a mechanical solution. Refers to trying one solution after another until finding one that works.

A

Trial and Error (Mechanical Solutions)

41
Q

_ solutions can also involve solving by rote

A

Mechanical solutions

42
Q

a learned set of rules, how word problems were solved in grade school,

A

rote

43
Q

One type of rote solution is to use an ?

A

algorithm

44
Q

are specific, step-by-step procedures for solving certain types of problems, always result in a correct solution, if there is a correct solution to be found, and you have enough time to find it.

A

Algorithms

45
Q

Mathematical formulas are what?

A

Algorithms

46
Q

a useful part of some computer programs.

A

systematic search algorithm

47
Q

humans aren’t as fast as computers and need some other way
to narrow down the possible solutions to only a few.

A

Heuristics

48
Q

“rule of thumb,”

A

Heuristics

49
Q

a simple rule that is intended to apply to many situations.

A

Heuristics or “rule of thumb,”

50
Q

very specific and will always lead to a solution,

A

algorithm

51
Q

educated guess based on prior experiences that helps narrow down the possible solutions
for a problem.

A

heuristic

52
Q

Using a _ is faster than using an algorithm in many cases, but unlike algorithms, it will not always lead to the correct solution.

A

heuristic

53
Q

What you gain in speed
is sometimes lost in accuracy.

A

heuristic

54
Q

used for categorizing objects and simply assumes that any object (or person) that shares characteristics with the members of a particular category is also a member of that category.

A

representativeness heuristic

55
Q

a handy tool when it comes to classifying plants but doesn’t work as well when applied
to people.

A

representativeness heuristic

56
Q

can cause errors due to ignoring base rates,
the actual probability of a given event.

A

representativeness heuristic

57
Q

can be used—or misused—to create and
sustain stereotypes

A

representativeness heuristic

58
Q

based on our estimation of the frequency or likelihood of an event based on how easy it is to recall relevant information from memory or how easy it is for us to think of related examples

A

availability heuristic,

59
Q

A useful heuristic that does work much of the time is to work backward from the goal.

A

Working Backward

60
Q

involves breaking down a goal into
subgoals.

A

One rule of thumb, or heuristic,

61
Q

Sometimes it’s better to break a goal down into _, so that as
each _ is achieved, the final solution is that much closer.

A

Subgoals

62
Q

When the solution to a problem seems to come suddenly to mind, it is called

A

Insight

63
Q

305

A

insight