Unit 2 COGNITIVE PSYCH Flashcards

1
Q

Stages of Percieving

A

1) Distal Stimulus
2) Proximal Stimulus
3) Sensation
4) Perception
5) Recognition

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2
Q

Distal Stimulus

A

Object in environment (distant from you)

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3
Q

Proximal Stimulus

A

Image of stimulus on sensory receptor

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4
Q

Sensation

A

Proximal transduced to neural signal

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5
Q

Perception

A

Internal representation

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6
Q

Recognition

A

Place object into category that gives it meaning

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7
Q

Naive realism

A

Believing what we perceive is accurate
-Memory is NOT accurate, you will change your memories to fit your interests

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8
Q

Direct perception

A

Directly perceive environment from information in the stimulus
-No need for memories or reasoning process

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9
Q

Movement Perception

A

-Optic Flow Patterns - Changes in retinal image caused by movement
-Gradient of Flow - Things close flow faster: further slower.
-NO FLOW = Destination

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10
Q

Construction Perception

A

Perceptions acquired through experience
-Construct perceptual “rules” when interpreting sensations

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11
Q

Unconscious Inference

A

By experience make perceptual rules: Rules are automatic, we make them unconsciously

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12
Q

Info Processing Approach

A

Perceptual experience is a combination of !sensory info! and !perceptual and cognitive processes!
-Sensory system extracts info of basic features:
Edges, color, lines, movement, spatial location

-Basic features used by Perceptual and Cognitive processes to create experience

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13
Q

Size perception

A

Visual angle
-Closer, wider retinal area
-Father, less retinal area

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14
Q

Size-Distance Scaling

A

Emmert’s Law: Size = Retinal size * perceived distance
-Black dot on paper then look at wall example

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15
Q

Size Constancy

A

Learned with experience
-Things farther seem to be larger than things closer

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16
Q

Depth Perception

A

Locating objects in space - Brain uses depth cues

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17
Q

Monocular Cues

A

Cues w/ one eye

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18
Q

Atmospheric Perspective

A

Close objects vivid, farther ones less distinguishable *have to calibrate for where you are
-Color

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19
Q

Linear (line) Convergence

A

Parallel lines converge as distance increases
-Occlusion - Close objects block/cover farther objects
-Number 1!

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20
Q

Horizon Cues

A

Objects closer to horizon are further away than objects further from the horizon

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21
Q

Size Cues

A

Closer objects look bigger in visual field than father ones

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22
Q

Binocular Cues

A

Perception with two eyes
-Convergence = Eyes come together for closer objects
-Divergence = Eyes aren’t close together for things farther

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23
Q

Retinal Disparity

A

Two eyes, two different images
-Difference between the two images = disparity
-Close objects, larger disparity

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24
Q

Motion Parallax

A

Objects closer seem to move faster than objects further away

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25
Q

Perceptual Organization

A

Gestalt principal of organization
Group If:
Proximity - Close together
Similarity - Look alike
Good Continuation - Smooth lines
Common Fate - Things that move together group together
Closure - Missing center of line

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26
Q

Brightness Constancy

A

Brightness remains same even under different lighting
-Color Constancy - Perceive colors as the same even under different lighting

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27
Q

Figure Ground

A

See distinct shape (figure) and the remainder (ground)
-Psychologically can reverse it (not stimulus driven)

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28
Q

Template Matching Approach

A

Template stored models of all categorizable pattern
-Recognition: When exact to a template occurs
-Problem: Enormous variability in objects

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29
Q

Feature Comparison Theory

A

Feature - Very simple pattern, a fragment or component
-Can be combined
-Recognize whole patterns by breaking them apart
-Must successfully match features in LTM for categorization

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30
Q

Feature Detection Model

A

Perceptual system detects the presence or absence of specific features
-Info is used for categorization
-Simple features

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31
Q

Advantages of Feature over Template

A

Requires less memory than template
-Small set of features
-Structural description - Info about the configuration, arrangement, and connectivity
-Can account for variability

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32
Q

Pandemonium Model (Selfridge, 1959)

A

We have mental demons (mechanisms, neurons)

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33
Q

Mental Demons

A

Mental mechanisms in processing a visual stimuli
-Each level of demon listens to the one below it
-Club example

34
Q

Image Demon

A

Encodes the visual object (pattern) on the retina

35
Q

Feature Demon

A

The feature analyzers
-Matches a single feature in a pattern
-Shouts if match

36
Q

Cognitive (letter) Demon

A

Each represents a different letter from the alphabet
-Listen for a particular combination of Feature Demons
-Loudest shouter is the one with the closest match

37
Q

Decision Demon

A

Final say in recognition and categorization pattern

38
Q

Selective Adaptation

A

Whole Features disappear with extensive exposure

39
Q

Parallel Processing

A

Brain accomplishes 2 tasks at same time

40
Q

What is the missing link to the Pandemonium model?

A

Uses top-down processing
-When looking for a letter, if the distractors are similar to the target, its harder to find
-Targets more unique pop out and shut off feature demons

41
Q

Recognition By Components Theory (RbCT)

A

Objects have an alphabet of sub objects, put them together

42
Q

RbCT stages

A

1) Object segmented into basic sub-objects
2) Classify category of each sub-object
-Created by lines and edges
-Is distinct regardless of POV
-Geons
3) Object recognition - IDing their geons & relations among them
-Geons match w/ LTM rep.

43
Q

Geons

A

Geometric ions - Alphabet for objects - 36 of them!
-Non-accidental properties
-Color and texture not necessary

44
Q

Partial Objects

A

When it is Not necessary to ID all geons

45
Q

Complex Objects

A

Objects named faster - Because they’re unique
Configural superiority effect

46
Q

Degraded Objects

A

Can’t see them perfectly
-Need the geon connectors (corners or intersections)
-Joints/intersections available can recover geon
-Joints/intersections deleted, less likely to recover

47
Q

Word Superiority Effect

A

We have better letter recognition when presented within words as compared to those alone or in a string
-Discriminate one letter in context of work than alone
-10% chance you’re more accurate

48
Q

Interactive Activation Model (IAM)

A

Connection between 2 units is excitatory (inhibitory) when they are consistent (inconsistent)
Links within a level are all inhibitory.
-Units of stimulus are represented by NODES. Each node has a certain level of activation
-Three levels
-2 Connector Types

49
Q

IAM Levels

A

Word Level
Letter Level
Feature Level

50
Q

IAM Connector Types

A

Excitation - INC Node’s activation
Inhibition - DEC activation

51
Q

Attention

A

A person’s capabilities and limitations to select and process sensory info from the environment

52
Q

Selective Attention

A

Attending to only 1 of several available streams of info
-Paying attention to ONE thing

53
Q

Cocktail Party Phenomena

A

Hearing only 1 person when surrounded by several others
-We can still pick up relevant info from unattended conversation

54
Q

Dichotic Listening

A

1 ear hears something different than the other

55
Q

Shadowing Task

A

Doing/Repeating something someone does as they do it
-Easier to do when attended & unattended ears are different voices at the same time
EX: Shirtless man repeats what is heard from the attended and doesn’t hear whats in the unattended
-Attended (Jill went up the hill with Jack to fetch some…
-Unattended (this guy needs to put a shirt on!)

56
Q

Diotic Listening

A

Both ears hear the same

57
Q

Attended Ear and Unattended Ear

A

Attended Ear:
-Requires a lot of attention to repeat

Unattended Ear:
-Detect it as speech
-Detect gender change of speaker
-Could NOT detect specific words/phrases weren’t able to be comprehended
-Aware of physical characteristics, not semantics (those w/ meaning)

58
Q

Filter Model

A

Everything is sensed: attend to only a portion (sensory stores: echoic & iconic)
-Filter selects 1 stream in sensory store

59
Q

Filter Model Characteristics

A

-Physical characteristics (location, gender, intensity, ect)
-Selected channel for processing NOT RANDOM. It is CHOSEN, “Can I have your attention please!”
-Physical intensity, time of process, conscious control
-Message from unattended channel is BLOCKED (tube ears!)
-We process one side at a time. Cannot do the pairs happening at the same time.

EXCEPTION FOR:
-Hear own name in unattended (⅓)
-Hear something like 18 times (Mum, mum, mum, mum…)

60
Q

Dear Aunt Jane Study

A

Shadowing follows nature of stimuli
-Dear Aunt Jane (every other word in the other ear) and 976
-Told as Dear, 9, aunt, 7, Jane, 6
-Recalled as “Dear aunt Jane” “976”

61
Q

Attenuation Model

A

Midway switched message between ears
-Attenuation - Volume button, amplifiers - To lower
-Meaning in attended, Nonsense in unattended
-Other channels are attenuated (turned down) and NOT BLOCKED

Ex:
Wood & Cowan (1955)
2 novels spoken in separate ears
Unattended: Normal english switched to backwards English
-Shadowing suffer after 15-19s. Do not switch!

62
Q

Late Selction

A

We process everything to a meaningful level, then choose what to pay attention to
-Getting engaged years later
-Has physical and meaning
-Pertinence occurs before selection
-Process all inputs to meaningful level and then select what is pertinent at the moment

63
Q

Priming Effect

A

Primer affects target processing
-Pushing squishy thing on lawn mower makes (primes) it easier to start
-What you aren’t paying attention to is being processed

ex:
-Attended ear: “They were standing near the bank”
-Unattended ear: “Money or river”

64
Q

Single Capacity Model

A

5 Assumptions:
-Cognitive processes are fueled by attentional resources
-We have limited amount of resources (Fuel)
-Processes compete for resources (Fuel)
-Variable Capacity Model
-Allocation Policy

-Any two tasks can interfere IF resources exceeded

65
Q

Variable Capacity Model

A

Depending on our level of arousal, resource pool can INC and DEC

66
Q

Allocation Policy

A

Distributes capacity to tasks that require it
-Controlled by person intentions and evaluating demands
-Allocate and Performance

67
Q

Allocation and Performance

A

Allocate: Differently to separate tasks
-Arousal level and task difficulty
Performance: Will suffer if
-Tasks performed at the same time
-Task depletes/exceeds pool

68
Q

Influence Performance

A

Resource-Limited - Improved by exerting more effort

Data-Limited - Performance is independent of resources
-Reaching a ceiling - Requires too much attention

69
Q

Dual Task Paradigm

A

Primary Task - Task designated for maximal performance

Secondary Task - The other task

-Extra resources available will fuel secondary task
-The secondary task is an indirect measure of resources needed for primary task

70
Q

Spatial VS Verbal Tasks

A

Can be performed at the same time but can’t perform two of one at the same time
-Walking and talking

EX: Saying yes no thinking about the connectors of a letter (H or I)
Results:
-Did poor if info held in memory (STM) and response were the same
-Verbal info in STM, better to point
-Nonverbal info in STM, better to verbalize

71
Q

Multiple Resources Models (MRM)

A

We have separate pools of perceptual and cognitive resources
-We have different types of fuel
-These pools can be applied to different processes
-Performance will suffer if it exceeds resources and use the same process
*Tired of eating the same food (ex spaghetti) and then suddenly hungry again when new food introduced (dessert, gimme cheese cake!)
*Use different resources no interference

72
Q

Resource Composition

A

The specific resources required to complete the task

73
Q

Assumptions of Selective Attention

A

-Requires resources
-Early selection requires less capacity (fuel)
-Late selection requires more capacity (fuel)
-It is easier if input is perceptually different; hard if it is the same topic

74
Q

Automaticity

A

A variety of perceptual and cognitive processes can happen automatically

75
Q

Automatic thoughts

A

-Without intention
-No conscious awareness
-Little or no resources
-Very FAST <1s

76
Q

Controlled thoughts

A

-ONLY with intention
-Awareness & introspection
-NEEDS resources
-Slow, more than a second

77
Q

Consistent Mapping

A

Always a target; always a distractor
-Very hard to break
-Faster search times
-Developed into automatic process

78
Q

Varied Mapping

A

Targets and distractors are randomly mixed from trial to trial
-No automatic development
-Greater search time

79
Q

Reverse Consistent

A

Switch target and distractor
Forced to revert to controlled search

80
Q

Instance Theory

A

Each encounter with stimulus is stored in memory as an “instance”
Consistent: More instances of target, stronger memory