Hoofdstuk 4 Flashcards

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1
Q

Proposition

A

the most basic unit of meaning in a representation. It is the smallest statement that can be judged either true or false

Example: “The woman is elderly” or “The woman stands on the corner”

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2
Q

Associative

A

relationship between 2 concepts

perceives two items as belonging together because they fit prior expectations (e.g., bacon–eggs).

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3
Q

retrieval routes

A

proceed along node–link pathways; more links to a given node create more alternative paths.

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4
Q

long-term memory

A

the vast store of information one can potentially bring to mind

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5
Q

Short-term memory (working memory)

A

comprises information being considered at any given moment, contents of attention; in many memory models, the activated portion of long-term memory represents short-term memory or consciousness. The contents of short-term memory can be consolidated for storage in long-term memory.

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6
Q

intermediate memory

A

Memory that is more about recent events opposed to long-term memory that is about remote events. Some models falls temporally between short-term and long-term
memory.

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7
Q

PM-1 (Person Memory One)

A

an associative network model of social memory

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8
Q

inconsistency advantage

A

describes superior memory for expectancy-incongruent information because of extra attention, its being surprising; this produces extra associative linkages for those items, increasing their alternative retrieval paths and probability of recall.

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9
Q

anchoring and adjustment

A

describes basing a judgment on an arbitrary starting point and failing to move far enough away from it.

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10
Q

online impressions

A

Impression from online information

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11
Q

memory-based impression

A

constructs a coherent representation of another person, based on retrieval of previously received information

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12
Q

person memory model

A

an associative network model of social memory.

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13
Q

primacy effect

A

a cognitive bias and refers to an individual’s tendency to better remember the first piece of information they encounter than the information they receive later on.

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14
Q

twofold retrieval by associative pathways (TRAP) model

A

a person memory model positing separate heuristic and exhaustive retrieval strategies, consistent with other dual-process models.

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15
Q

associated systems theory (AST)

A

a person memory model positing that representations of other people develop through the use of four primary mental systems: (a) the visual system, (b) the verbal/semantic system, (c) the affective system, and (d) the action system.

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16
Q

declarative memory

A

an associative long-term store of network concepts, the “what” of memory; it includes both semantic memory and episodic memory.

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17
Q

semantic memory

A

represents facts, word meaning, and encyclopedic knowledge as part of declarative long-term memory.

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18
Q

productions

A

procedural knowledge represented as condition–action pairs, or if–then statements.

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19
Q

procedural memory

A

a type of long-term memory involving how to perform different actions and skills

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20
Q

implicit memory

A

the influence of past judgmental processes on current judgments and reactions.

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21
Q

serial process

A

proceed sequentially, for example, in the overall processes of encoding, memory retrieval, and response generally viewed as ordered steps.

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22
Q

parallel distributed processing (PDP) model

A

models the structure of cognition wherein each basic unit participates in representing many different concepts, which are retrieved when the appropriate pattern of activation occurs across the basic units; developed as an alternative to serial models of mental structure.

23
Q

constraints

A

what units activate depending on the entire pattern of links

24
Q

connection strengths

A

the type and magnitude of association among features

25
Q

Connectionist models

A

parallel distributed processing ideas to focus on simultaneous activation of knowledge systems that depend on dynamic links more than rigid nodes. Only the strengths of connections are stored, so that the pattern can be re-created by activating parts of it and waiting for the connections to reverberate throughout the system until the entire pattern is activated.

26
Q

parallel constraint satisfaction theory

A

a single-mode alternative to dual-mode models, in which perceivers interpret and integrate a variety of incoming information simultaneously with accessing the relevant knowledge base, balancing mutual and immediate influence of both concrete and abstract inputs.

assumes that social stereotypes and individuating information such as traits or behaviors constrain each other’s meaning and jointly influence impressions of individuals. (google)

27
Q

connectionist model of impression formation

A

a parallel distributed model of both social perception and social learning.

28
Q

consolidation

A

a connectionist model describes adjusting long-term linkages in memory.

29
Q

set-size effect

A

the sheer result of acquiring more confirming information over less of it.

30
Q

competition

A

among cognitive links favors the successful (frequent) links strengthened at the expense of the less successful (less frequent) ones.

31
Q

primacy & recency

A

early information most influencing an evaluation or being most memorable & effect describes later information most influencing an evaluation or being most memorable

32
Q

tensor-product model

A

a connectionist group memory approach using Hebbian learning.

33
Q

Hebbian learning approach

A

describes associative learning by changing the strength of links between nerve cells; simultaneous activation strengthens the links, but does not provide for inhibition of unactivated links.

34
Q

dynamical perspective

A

describes social cognition in a connectionist model following Gestalt principles where for example concepts or people are adjacent nodes linked by mutual influence.

35
Q

Perceptual symbols

A

a neurophysiological re-enactment of a collection of perceptual representations

36
Q

Proprioception

A

the sense of one’s own bodily position from internal feedback

37
Q

Embodied

A

an effect where the body, its sensorimotor state, its morphology, or its mental representation play an instrumental role in information processing

38
Q

Imagery

A

conscious and specific about the sensory motor representation, as when you close your eyes and visualize your childhood home

39
Q

Conception

A

entails knowing about it without consciously retrieving visual (or other sensory motor) details

40
Q

Simulator

A

in perceptual symbol systems (PSS), first registers and later re-creates a perceptual experience, the pattern of brain activation created by selective attention at the perceptual stage. The simulator contains two kinds of structures: the underlying frame that integrates across categories of experience, and the simulation that creates the experience of a particular example on a particular occasion.

41
Q

frame

A

within the perceptual symbol systems (PSS) simulator, integrates across experiences within a category, to create the simulations of the experience of a particular example on a particular occasion.

42
Q

bottom-up

A

include sensory motor perceptions or any relatively concrete starting
point, stimulus-driven, or data-driven.

43
Q

top-down

A

processes include conception and imagery or any other relatively abstract, generalized starting point, conceptually-driven or theory-driven processes, heavily influenced by organized prior knowledge.

44
Q

situated action

A

depends entirely on the ecological context

45
Q

hard interface

A

is an early term anticipating embodied representations

46
Q

online cognition

A

occurs in the presence of the stimulus, rather than being a memory-based impression (also in contrast to offline cognition).

47
Q

offline cognition

A

is a term related to embodied cognition, when recreating perception without the original targets being present; it operates in the absence of the considered social object, in contrast to online cognition during interaction. Person memory research refers to this as a memory-based impression, but the hypothesized mechanisms differ.

48
Q

Gestalt representation

A

emphasizes perception of configurations in context

49
Q

fuzzy sets

A

reflect the idea that natural categories do not have necessary and
sufficient attributes.

groups whose components can have vague and varying degrees of membership (google)

50
Q

prototype

A

is the central tendency or average (mean or mode) of category
members.

51
Q

family resemblance

A

describes any given pair of category members sharing some features
with each other and other features with other category members.

52
Q

False alarms

A

mistakenly identify distracter items on the test as being part of the original set.

53
Q

norm theory

A

focuses on post hoc interpretation based on an encounter with a particular stimulus in a particular context, with the aim of judging whether the stimulus was normal or surprising; category and schema theories describe reasoning forward, norm theory describes reasoning backward.