Sensory Perception Flashcards

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1
Q

Binocular Cues

A

humans have two eyes which allow them to receive visual cues from their environment giving them a sense of DEPTH

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2
Q

Retinal Disparity

A

a binocular cue; eyes are about 2.5 inches apart, allowing humans to gain slightly different views of objects in the world

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3
Q

Convergence

A

a monocular cue; gives humans an idea of depth as well as how much their eyeballs have turned

  • muscles of the eyes are relaxed when things are far away
  • muscles of the eyes are contracted when things are close by
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4
Q

Monocular Cues

A

visual cues that can be received without the need for two eyes; give humans a sense of FORM

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5
Q

Relative Size

A

a monocular cue; the closer the object, the larger it is perceived

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6
Q

Interposition (Overlap)

A

a monocular cue; perception of an object in front of another; object that is in front is closer

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7
Q

Relative Height

A

a monocular cue; things higher are perceived to be farther away than things lower

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8
Q

Shading and Contour

A

a monocular cue; using light and shadows to perceive form

  • depth = crater
  • contour = mountain
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9
Q

Motion Parallax

A

a monocular cue; gives us a sense of MOTION; things further away move slower whereas things closer by move faster

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10
Q

Constancy

A

perception of object doesn’t change even if the image cast on the retina is different

  • size constancy = one may appear larger if its closer, but we still think of it being same size
  • shape constancy = changing shape maintains same shape perception
  • color constancy = despite changes in lighting which change the image color falling on your retina, we understand that the object is the same color
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11
Q

Sensory Adaptation

A

our senses are adaptable and they can change their sensitivity to stimuli

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12
Q

Hearing Adaptation

A

when there is a higher noise, the inner ear muscle contracts dampening vibrations in the inner ear and protecting the ear drum
-takes a few seconds to kick in and therefore, if there is a immediate gunshot, it does not work

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13
Q

Touch and Smell Adaptation

A
  • touch = temperature receptors desensitized over time

- smell = desensitized receptors in your nose to molecule sensory information over time

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14
Q

Proprioception Adaptation

A

sense of the position of body in space (“sense of balance /where you are in space”)
-Experiment - goggles that make everything upside down but eventually you would be able to accommodate and flip the view back over

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15
Q

Sight Adaptation

A

whereas other adaptations, sight has possibility for both down and up regulation

  • Down Regulation - when it is bright out, the pupil will constrict, restricting the amount of light that can hit the retina; the rods and cones are desensitized
  • Up Regulation - dark regulation; pupils dilate and the rods and cones start synthesizing light sensitive molecule
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16
Q

Just Noticeable Difference (JND)

A

threshold at which you are able to notice a change in any sensation (50% of the time); you can’t tell difference between 2 and 2.02 lb weight but can tell difference between 2 and 2.2 lb weight

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17
Q

Weber’s Law

A

∆I/I = k where ∆I is the JND, I is the initial intensity of stimulus, and k is a constant
-Linear relationship between ∆I (incremental threshold) and I (background intensity) = slope is k

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18
Q

Absolute Threshold of Stimulation

A

minimum intensity of stimulus needed to detect a particular stimulus 50% of the time

  • the 50% accounts for the fact that at low levels of stimulus, some subjects can detect and others can’t; there are also individual differences
  • not a fixed unchanging number
  • can be influenced by: expectations, experience, motivation and alertness
19
Q

Subliminal Stimuli

A

stimuli below the absolute threshold of sensation

20
Q

Somatosensations

A

different types of somatosensation which are dependent on Intensity, Timing, and Location

21
Q

Types of Somatosensations

A
  • Temperature = thermoception
  • Pressure = mechanoception
  • Pain = nociception
  • Position = proprioception
22
Q

Intensity

A

how quickly neurons fire for us to notice

  • Slow = low intensity
  • Fast = high intensity
23
Q

Timing

A

neuron encodes 3 ways for timing:

  • Non-Adapting = neuron consistently fires at a constant rate
  • Slow-Adapting = neuron fires in beginning and calms down as time passes
  • Fast-Adapting = neuron fires as soon as stimulus starts…then stops firing; fires again when stimulus ends
24
Q

Location

A

location-specific stimuli by nerves are sent to the brain; relies on dermatomes

25
Q

Vestibular System

A

a type of sensation focused on balance and spatial orientation; comes from both the inner ear and limbs

26
Q

Inner Ear

A

semicircular canals with components posterior, anterior, and lateral which are orthogonal to each other

27
Q

Endolymph

A

fluid that fills the semicircular canal; when we rotate, the fluid shifts which allows us to detect which direction our head is moving in, and because we can detect how quickly the endolymph is moving, we can determine the strength of the rotation

28
Q

Otolithic Organs (utricle and saccule)

A

filled with calcium carbonate crystals which aid in detection of linear acceleration and head positioning; when we move someway, the crystals pull on hair cells triggering an action potential; would not work very well without gravity or with buoyancy
-dizziness or vertigo may result from endolymph still spinning when you’re not

29
Q

Signal Detection Theory

A

looks at how we can make decisions under conditions of uncertainty–discerning between important stimuli and unimportant “noise”; at what point can we detect a signal

30
Q

Hit/Miss/False Alarm/Correct Rejection

A
  • hit = subject responded affirmative when signal was present
  • miss = a negative response to a present signal
  • false alarm = subject perceived a signal when there was none present
  • correct rejection = a correct negative answer for no signal
31
Q

Strength and Strategy

A

d’ = Strength
-hit > miss (strong signal)
-hit < miss (weak signal)
c = Strategy
-Conservative - always say no unless 100% sure that signal is present; bad thing is might get some misses
-Liberal - always say yes; get some false alarms

32
Q

Signal Distribution

A
  • x-axis = intensity
  • difference between means of noise distribution and signal distribution is d’, where larger value = strong signal
  • Strategy C can be expressed as what threshold the individual deems necessary for them to say yes
  • -> B = pick an intensity and something above is yes and anything below is no
  • -> D = d’ - B
  • -> C = conservative; B - (d’/2); C = 0 ideal (C < 0 liberal; C > 0 conservative)
  • -> Beta = value of threshold is ratio of height of signal to height of noise distribution (ln beta = d’ * C)
33
Q

Bottom Up Processing

A

begins with stimulus; stimulus influences our perception

  • no preconceived cognitive constructs of the stimulus (never seen it before)
  • data driven; stimulus drives cognitive awareness of what you’re looking at
  • inductive reasoning; always correct
34
Q

Top Down Processing

A

uses background knowledge to influence perception (example is looking for Waldo)

  • theory driven; perception influenced by our expectation
  • deductive reasoning
  • not always correct
35
Q

Gestalt Principles

A

tries to explain why we perceive things the way we do

36
Q

Similarity

A

items similar to one another are grouped together by the brain
-ex = brain automatically organizes squares and circles in columns and not rows

37
Q

Pragnanz

A

reality organized in the simplest form
-ex = when looking at the Olympic rings, the brain looks at them as 5 circles instead of thinking of them as complex shapes

38
Q

Proximity

A

objects that are close together, we naturally group the closer things together than those that are far apart

39
Q

Continuity

A

lines are seen as following the smoothest path

40
Q

Closure

A

objects grouped together are seen as a whole; mind fills in the missing information
-ex = you fill in triangle even when there is none

41
Q

Symmetry

A

the mind perceives objects as being symmetrical and forming around a center point

42
Q

Law of Common Fate

A

if there are an array of dots and half of them were moving up and the other half were moving downward, we would perceive the upward moving dots and downward moving dots as two distinct units

43
Q

Law of Past Experiences

A

under some circumstances, visual stimuli are categorized according to past experiences
-ex = if an individual reads an English word they’ve never seen before, they use the law of past experiences to interpret the letters “L” and “I” as two letters beside each other rather than interpreting them as a “U” using the law of closure

44
Q

Contextual Effects

A

the context in which stimuli are presented and the processes of perceptual organization contribute to how people perceive those stimuli (and the context may also establish the way stimuli are organized)