Exam 3 Flashcards

0
Q

pattern recognition bottom down processing

A

Feature detection/analysis

Pandemonium theory

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1
Q

Input-processing-

A

Output

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2
Q

Feature detection

A

Inefficient for machines

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3
Q

Pandemonium theory

A

Four levels of demons

  1. Vision demons
  2. Feature demons
  3. Cognitive demons
  4. Decision demons
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4
Q

Feature demons

A

Looking for combinations of features

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5
Q

Decision demon

A

Grandmother cell

Listen to all of the other demons and determine the image

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6
Q

Pattern recognition top down processing

A

Context
Gestalt grouping principles
Proximity, similarity, continuation, closure
Conserve brain power, enough information to conserve brain power

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7
Q

Gestalt grouping principles

A

Put object together assumed are related

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8
Q

Selective attention

A

Select what you pay attention to

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9
Q

Divided attention

A

We suck at it, Pat attention to multiple sources

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10
Q

Yerkes-Dodson model

A

Optimum level to perform well, not at the right level leads to not performing well

We need to be active and engaged

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11
Q

Articulatory loop

A

1.5 loop

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12
Q

Visuospatial sketch pad

A

Etcha sketch

Picture

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13
Q

Central executive

A

Attention getting

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14
Q

What can help with remembering?

A

Duration and rehearsal

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15
Q

Chunking increases

A

Capacity

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16
Q

Visual echo

A

Provide a way to see

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17
Q

Chunking

A

3-4 characters per chunk
Meaningful if possible
Letters better than numbers
Separate letters and numbers

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18
Q

Designing for the working memory

A
Minimize load on memory
Provide visual echo
Exploit chunking
Minimize confusability 
Exploit different working memory dimensions (codes)
Careful ordering of instructions
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19
Q

Long term memory

A

Does not decay (technically)

Unlimited

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20
Q

Lexical memory

A

Word bank

Chompkee

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21
Q

Prospective memory

A

Planning

22
Q

Episodic memory

A

Visual
Children are more Likely to have this memory
Age 9 issue we become more Semantic

23
Q

Self produced organization

A

Make it work for you

24
Q

Encoding specificity

A

When you encode, you are encoding in a specie context (external cues, internal cues,)

25
Q

Massed coding

A

All at once

26
Q

Distributed coding

A

Spread out especially for studying

27
Q

Scripts

A

Procedural

28
Q

Schemas

A

Pattern of thinking

29
Q

Designing for long term memory

A
Consistency
Encourage regular use of information (reinforce it) 
Use memory AIDS
Careful information design
Encourage active (overt) repetition
Match existing mental models/expecttions
Design to support mental models
30
Q

Mental models

A

Advance organizers

Conceptual framework

31
Q

Bartlett

A

War of the ghosts
Schemas
Assimilation vs accommodation
@

32
Q

E. loftus

A
Attack eye witness testimony 
Misinformation (suggestions)
Memory implant (cannot recall)
Overwriting (replace)
Misinformation acceptance
33
Q

Decision making

A

Always probabilistic

34
Q

Heuristics

A

Inputs
Hypothesis generation
Hypothesis evaluation
Action selection

35
Q

Hypothesis generation

A

Limited hypotheses
Availability
Representativeness
Overconfidence

36
Q

Inputs

A

Limited attention
Cue primacy
Cue salience
Unreliable cues

37
Q

Hypothesis evaluation

A

Cognitive fixation

Confirmation bias

38
Q

Action selection

A

Limited retrieval, availability

Hindsight bias

39
Q

Function fix

A

Ue something the same

40
Q

Cognitive fixation

A

Use something over and over even if it is less efficent

41
Q

Stroop

A

Dont cause an automatic response when it counteracts what you want them to do

42
Q

Perceptual principles (memory specific)

A

Keep information available in the world
Predictive aiding
Consistency

43
Q

Keep knowledge available in this world

A

Do not rely on memory
Hold information in displays
Checklists

44
Q

Predictive aiding

A

Let the machine think ahead and communicate plan

45
Q

Consistency

A

Awareness of automatic processing
Work with it not against it
Want to maximize positive transfer

46
Q

Visual displays

A

Static display
Dynamic display
Display organization

47
Q

Static displays

A
Characteristics for good static displays 
Visibility 
Discriminability
Meaningfulness 
Location
48
Q

Dynamic displays

A

Analog
Digital
Goods and bads

49
Q

Display organization

A

Gestalt grouping principles
Frequency of use
Sequence of use
Link analysis

50
Q

Head Up Displays

A

Collimated light

optical infinity vs. Resting focal length

51
Q

Helmeted mounted displays

A
Binocular or monocular 
Binocular rivalry (fusion vs suppression)
Augmented reality 
Head tracking 
Heat, weight, etc
52
Q

Anthropometry

A

The measurement of the size and proportions of the human body