information processing Flashcards
information processing
taking account of the sporting environment and then making decisions prior to execution of skill
input stage
uses senses to pick up information from environment
includes; display, senses
display
the sporting environment
eg oppositions, court, crowd, ball
receptor systems
senses that pick up information from the display
senses list
- sight
- auditory sense
- touch
- balance
- kinesthesis
sight
flight of the ball
external senses- from environment
auditory
hear call of teammate
sound of whistle
external senses- from environment
touch
grip on ball
- internal
balance
gymnast- floor routine
- internal
kinesthesis
- inner sense that gives information about body position and muscular tension
- swimmer- help them being aware of body composition during turn
- internal
decision making
- 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
selective attention
- filtering relevant information from irrelevant information
- eg badminton player focuses on the position of the opponent, ignore crowd
developing selective attention
- top class performer - automatic
- stimulus made more intense - develop concentration
- motivation - rewards - more alert to important information
- mental practice
benefits of selective attention
- improve reaction time (tennis player picks up flight of ball can begin movements quicker)
- helps decision making - limiting amount of information
- memory
- concentration
perception
- process of coding and interpreting sensory information
- involves 3 aspects detection, comparison, recognition
DCR
- detection
- comparison
- recognition
detection
performer has picked up relevant information and identified that information as important
comparison
trying to match the information identified as important to information already in the memory of performer
recognition
used the information from the memory to identify an appropriate response.
response then put into action
translatory mechanisms
- 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
output
- effector mechanism and the muscular muscular output
- feedback
the effector mechanism and the muscular output
- 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
feedback
- information used during or after the response to aid movement
the whiting model
- 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
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
central executive
- control centre
- uses 3 other systems to control information moving in/out
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
visuospatial sketchpad
- temporary store
- visual and spatial information
- helps process information about the feel of movement
- visual cache - form + colour
- inner scribe - spatial information
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
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
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
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
schema theory
- core principles can be taken from an existing motor programme then adapted using info from environment and senses
- stored as LTM
parameters of a schema
- initial conditions
- response specification
- sensory consequences
- response outcome
initial conditions
- first process
- info from environment
- must be recognised before schema can be used
- where is goal, opposition, team?
response specification
- info from environment used to assess the available options open to the perfomrer
- how fast, hard, where
sensory consequence
-use of senses to help guide movement
- grip of ball on netball
- internal feedback we recieve as we undertake the movement
response outcome
- knowledge of result of action
- updates memory store for future reference
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
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
movement time
- time taken to complete the task
simple reaction time
- one option to stimulus
- athlete at start of race
- produce a fast reaction - only has one thing to think about
choice reaction time
- more than one stimulus to choose from and maybe more than one response to make
- hockey player- choices and respond
factors that influence response time
- hicks law
- single channel hypothesis
-psychological refractory period - anticipation
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
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
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
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
improving response time
- metal practice
- train to specific stimuli
- learn to focus and concentrate
- improving fitness
- use of anticipation
mental practice
- going over task in mind
- action can be predicted so made quicker
- works best on closed+ serial skill
learn to focus and concentrate
- stimulus picked up early
- coach may make stimuli more intense
improving fitness
- improves reaction time
- interval training + plyometrics may improve speed and power