Module 2 Flashcards

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1
Q

Perception

A

How the external, physical world gets represented in the brain

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2
Q

Agnosia

A

Inability to recognize objects visually; not a language deficit; does not affect prior memory about objects. Existence of different agnosias suggests that different visual processing uses different brain areas.

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3
Q

Apperceptive Agnosia

A

Inability to name, match, or discriminate visual objects. Cannot combine basic bits of info into complete images (cannot read)

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4
Q

Associative agnosia

A

Inability to associate visual patterns with meaning. Can describe, copy, and use items but cannot name the object.

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5
Q

Experience Error

A

FALSE assumption that what you see is all that exists in the world (ex: illusions)

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6
Q

Steps of Perception

A

Sensation/input of stimulus, assembling basic visual components, associating meaning

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7
Q

Fixation-saccade cycle

A

Example of experience error; we use lots of quick jerky eye movements to scan a scene when not tracking an object with smooth pursuit, but we perceive it as continuous.

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8
Q

Bottom-up processing

A

Data driven; see patterns by building up from basic perceptual input

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9
Q

Top-down processing

A

Conceptually driven; input is influenced by prior knowledge and experience from memory; allows faster processing. Based on expectations about the world and context of surrounding stimuli

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10
Q

Computational Approach to Perception

A

Bottom-up theories; perceiving items based purely on sensational input

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11
Q

Template matching theory

A

We match input with stored templates of items in memory in order to recognize them.
Pros: works to program computer vision, but only if you can control the input.
Cons: Too many templates would need to exist for human perception to function

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12
Q

Feature matching theory

A

We analyze and match each distinct feature of a visual item to distinguish a whole item, supported by the existence of feature detection neurons

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13
Q

Pandemonium model (1959)

A

Layers of little ‘demons’ report each feature of an image. Image demon (receives input) -> feature/signal demon (detect and report features) -> cognitive demons (combine features and ‘yell’ if they share many features) -> decision demon (picks the loudest cognitive demon as the perceived image/item)
Pros: Breaking apart and recombining features, serial processing, does not rely on exact matches, parallel processing among ‘demons’
Cons: no explanation on how the features are recombined

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14
Q

Recognition by Components theory (Biederman)

A

Expansion of matching theory to 3D objects. All objects are made of up 3D shapes called geons. Made to program computer vision for 3D shapes and viewpoint invariance (recognition from any angle of an object)

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15
Q

Non-canonical viewpoints

A

Viewpoints that are unusual where geons are not perceptible. Makes it difficult or impossible to define an object

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16
Q

View-based recognition

A

Humans are faster at identifying objects from canonical viewpoints (viewpoint centered). We have neurons specified to certain viewpoints

17
Q

Cons of Bottom-up Processing

A

Take too long to process some tasks, can’t explain category discrimination, only covers machine vision

18
Q

Gestalt Approach to Perception

A

“The whole is different than the sum of its parts”; how we combine features into objects or events. Heavily observation based, mostly bottom-up

19
Q

Gestalt grouping principles

A

Proximity (grouped by distance)
Similarity (grouped by shared features)
Common region (grouped by shared space)
Experience (prior knowledge can affect grouping of certain images forever)

20
Q

Perception/action approach to Perception ( adapted from Gibson)

A

Embodied approach, opposes computational approach (argues computers are too far removed from the real world). Argues goal of perception is determining action in the world, not items, and all you need to figure out the world is motion perception. All info comes from the ambient optic array, and objects are recognized by their affordances

21
Q

Ambient optic array

A

Structure the world gives to light before it hits the eye (reflections off of objects). We can perceive motion by comparing changes over time in the ambient optic array.

22
Q

Optic flow

A

Changes in the ambient optic array (motion)

23
Q

Distal Stimuli

A

Anything physically located in the real world

24
Q

Proximal Stimuli

A

Mental representations of physical objects

25
Q

Affordance

A

What we can do with an object. Affordances vary based on the perceiver of the object

26
Q

Modern Adaptation of Perception/Action Approach

A

Both action and representations are needed for perception; action influences how we perceive the world. Perception is embodied, but we don’t know how.

27
Q

Gibson’s Direct Perception Approach

A

Affordances of objects directly connect action and perception without need of cognitive processes; representations and memory do not play a role

28
Q

Ventral Pathway (What)

A

Object recognition; temporal lobe. Contains specific processing areas (FFA, PPA, etc.)

29
Q

Fusiform Face Area

A

Cortical area specified for human faces; right hemisphere

30
Q

Parahippocampal Place Area

A

Cortical area specified for recognizing places

31
Q

Dorsal Pathway (Where/how/action)

A

Knowing procedural knowledge for objects

32
Q

Ideomotor Apracia

A

Deficit in action towards objects/demonstrating how to use objects (can still recognize the object visually)

33
Q

Blindsight

A

Lack of conscious vision caused by cortical damage, not eye damage. Can still perform actions towards objects despite not ‘seeing’ them.

34
Q

Face Processing

A

We process configurally (as a whole rather than as features), unlike object perception. Facial recognition performance on mutated faces will always be poorer than on an unchanged face. Unknown cause.

35
Q

Face Inversion effect

A

We are faster at recognizing upright faces than upside down faces.

36
Q

Innate view of face perception

A

We are born with a special face perception system

37
Q

Experience view of face perception

A

We have become experts at recognizing faces because we do it so often and have since birth

38
Q

Diamond and Carey Expert Experiment (1986)

A

Had dog experts identify upright and upside down images of dog species. Testing if expertise acts the same as face processing. Found that experts did show an inversion effect like face processing. Shoddy replication.

39
Q

Gauthier and Tarr FFA theory

A

FFA is evolved to discriminate between highly similar stimuli. Tested with the Greeble experiments (made up shape ‘people’ and testing discrimination of features). Concluded that FFA is for ‘expertise’