information processing Flashcards

1
Q

information processing

A

taking account of the sporting environment and then making decisions prior to execution of skill

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2
Q

input stage

A

uses senses to pick up information from environment
includes; display, senses

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3
Q

display

A

the sporting environment
eg oppositions, court, crowd, ball

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4
Q

receptor systems

A

senses that pick up information from the display

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5
Q

senses list

A
  • sight
  • auditory sense
  • touch
  • balance
  • kinesthesis
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6
Q

sight

A

flight of the ball
external senses- from environment

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7
Q

auditory

A

hear call of teammate
sound of whistle
external senses- from environment

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8
Q

touch

A

grip on ball
- internal

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9
Q

balance

A

gymnast- floor routine
- internal

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10
Q

kinesthesis

A
  • inner sense that gives information about body position and muscular tension
  • swimmer- help them being aware of body composition during turn
  • internal
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11
Q

decision making

A
  • performer must make a decision based on the information collected by the senses
  • who is free, most likely to get ball, oppositions
  • involves selective attention and memory system
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12
Q

selective attention

A
  • filtering relevant information from irrelevant information
  • eg badminton player focuses on the position of the opponent, ignore crowd
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13
Q

developing selective attention

A
  • top class performer - automatic
  • stimulus made more intense - develop concentration
  • motivation - rewards - more alert to important information
  • mental practice
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14
Q

benefits of selective attention

A
  • improve reaction time (tennis player picks up flight of ball can begin movements quicker)
  • helps decision making - limiting amount of information
  • memory
  • concentration
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15
Q

perception

A
  • process of coding and interpreting sensory information
  • involves 3 aspects detection, comparison, recognition
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16
Q

DCR

A
  • detection
  • comparison
  • recognition
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17
Q

detection

A

performer has picked up relevant information and identified that information as important

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18
Q

comparison

A

trying to match the information identified as important to information already in the memory of performer

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19
Q

recognition

A

used the information from the memory to identify an appropriate response.
response then put into action

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20
Q

translatory mechanisms

A
  • helps you convert information so that decisions can be made
  • uses past experiences so information received can be linked with past experiences and be sent to the memory system
  • eg tennis return - info ab the flight of the ball and position of opponent compared to image of backhand
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21
Q

output

A
  • effector mechanism and the muscular muscular output
  • feedback
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22
Q

the effector mechanism and the muscular output

A
  • the network of nerves that is responsible for delivering decisions made during the perceptual process to the muscles so that muscles can perform the action
  • muscles will receive info in form of coded impulses then muscles will contract and response happen
23
Q

feedback

A
  • information used during or after the response to aid movement
24
Q

the whiting model

A
  • environment = contains the display
  • display= all sensory information
  • receptor sysems = senses
  • perceptual system = filters out irrelevant info, filters in important , selective attention
  • translatory mechanisms = decisions
  • effector mechanisms = sends code of impulses
  • muscles pick up impulse and begin to contract
  • feedback available in various forms to the player
25
role the working memory model
- forms integral part of decision making - contains series of memory stores and methods information is transferred and held in stores - all information being received by senses is stored in memory - knowing which muscles to use to perform movement requries the perfomer to draw upon information from last experiences
26
central executive
- control centre - uses 3 other systems to control information moving in/out
27
phonological loop
- auditory information from senses that produce the memory trace - initial mental idea of skill which can be sent to LTM where can trigger motor programme
28
visuospatial sketchpad
- temporary store - visual and spatial information - helps process information about the feel of movement - visual cache - form + colour - inner scribe - spatial information
29
episodic buffer
- coordinates sight, hearing, movement information from working memory into sequences to be sent to LTM time span (30 seconds) -limited capacity (5-9 items) must be rehearsed
30
working memory
- pick up relevant information from the sporting environment and once this information is received the memory goes to work - selective attention is used is used to filter out irrelevant information
31
features and functions of memory system
- initiates the action by sending the memory trace - limited capacity - only lasts 30 seconds - important info can be stored in LTM - LTM has large capacity can store for a lifetime
32
storing information
- rewards - extrinsic and intrinsic - association of actions - learn with emotions - mental practice - imagining sub-routine of skill in mind - chunking - breaking skill down into sub-routines - focus - selective attention ensure correct info goes into LTM - repetition - skills coded and stored as motor programmes in LTM until needed - chaining - linking movements together as a sequence
33
schema theory
- core principles can be taken from an existing motor programme then adapted using info from environment and senses - stored as LTM
34
parameters of a schema
- initial conditions - response specification - sensory consequences - response outcome
35
initial conditions
- first process - info from environment - must be recognised before schema can be used - where is goal, opposition, team?
36
response specification
- info from environment used to assess the available options open to the perfomrer - how fast, hard, where
37
sensory consequence
-use of senses to help guide movement - grip of ball on netball - internal feedback we recieve as we undertake the movement
38
response outcome
- knowledge of result of action - updates memory store for future reference
39
response time
- total time taken from onset of a simulus to the completion of a task = reaction time + movement time - faster response to info= more time player have to execute their skills
40
reaction time
- time taken from the onsetof the stimulus to the onset of the response - eg start of race- time taken from hearing gun to pushing off the block
41
movement time
- time taken to complete the task
42
simple reaction time
- one option to stimulus - athlete at start of race - produce a fast reaction - only has one thing to think about
43
choice reaction time
- more than one stimulus to choose from and maybe more than one response to make - hockey player- choices and respond
44
factors that influence response time
- hicks law - single channel hypothesis -psychological refractory period - anticipation
45
hicks law
- reaction time increases as number of choices increase - eg netball more players running out to receive pass, opponent not sure who its going to - not always linear relationship
46
single channel hypothesis
- stimuli can only be processes one at a time - second stimuli must wait until first has be processed - any following stimuli must also wait - delay in processing a second stimulus increases response time - more choices = slower response
47
psychological refractory period
- explains the delay that occurs because you can only process one stimulus at a time - the confusion caused by the arrival of a 2nd stimulus before we had processed the 1st - performer may freeze to sort out conflicting info
48
anticipation
- pre judging stimulus - information from environment, signals from opponent or cues - 2 aspects must be considered before stimulus can be stimuli can be judged - temporal anticipation - prejudging when stimulus going to happen - spatial anticipation- where and what the projected stimuli are going to be - correct anticipation improves response time
49
improving response time
- metal practice - train to specific stimuli - learn to focus and concentrate - improving fitness - use of anticipation
50
mental practice
- going over task in mind - action can be predicted so made quicker - works best on closed+ serial skill
51
learn to focus and concentrate
- stimulus picked up early - coach may make stimuli more intense
52
improving fitness
- improves reaction time - interval training + plyometrics may improve speed and power
53