Unit 2: Section 2.1/2.2 Vocab Flashcards

Practice for section 2.1 and 2.2

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1
Q

apparent movement

A

an illusion of motion or change in size of a visual stimulus.

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2
Q

Attention

A

The cognitive process of selectively focusing on a specific aspect of information while ignoring other perceivable information.

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3
Q

binocular cue

A

Depth cues that rely on information from both eyes to perceive depth and distance, such as retinal disparity and convergence.

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4
Q

Bottom-Up Processing

A

An approach to perception that starts with incoming stimuli and builds up to a final perception; involves analysis that begins with the sensory receptors and works up to the brain’s integration of sensory information.

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5
Q

Change Blindness

A

A phenomenon in visual perception where changes in a visual stimulus are not noticed by the observer.

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6
Q

closure

A

one of the Gestalt principles of organization. It states that people tend to perceive incomplete forms (e.g., images, sounds) as complete, synthesizing the missing units so as to perceive the image or sound as a whole—in effect closing the gap in the incomplete forms to create complete forms.

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7
Q

Cocktail Party Effect

A

The phenomenon of being able to focus one’s auditory attention on a particular stimulus while filtering out a range of other stimuli, like hearing your name in a noisy room.

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8
Q

convergence

A

A binocular depth cue where the eyes turn inward or converge to focus on nearby objects.

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9
Q

figure-ground

A

A gestalt principle of perception where we perceive objects as distinct from their background.

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10
Q

gestalt

A

A German word meaning “form” or “pattern,” referring to the perceptual tendency to organize sensory information into meaningful wholes.

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11
Q

inattentional blindness

A

The failure to notice unexpected objects or events when attention is focused elsewhere.

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12
Q

interposition

A

a monocular depth cue occurring when two objects are in the same line of vision and the closer object, which is fully in view, partly conceals the farther object.

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13
Q

linear perspective

A

one of the monocular depth cues, arising from the principle that the size of an object’s visual image is a function of its distance from the eye. Thus, two objects appear closer together as the distance from them increases, as seen in the tracks of a railroad that appear to converge on the horizon.

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14
Q

monocular cue

A

Depth cues that require only one eye to perceive depth and distance, such as relative size, interposition, and linear perspective.

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15
Q

perceptual set

A

A mental predisposition or expectation that influences perception, often based on prior experiences, motives, or context.

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16
Q

proximity

A

one of the gestalt principles of organization. It states that people tend to organize objects close to each other into a perceptual group and interpret them as a single entity.

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17
Q

relative clarity

A

Relative clarity: Objects that appear sharp, clear, and detailed are seen as closer than more hazy objects.

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18
Q

relative size

A

a perceptual clue which allows you to determine how close objects are to an object of known size.

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19
Q

retinal disparity

A

A binocular depth cue resulting from the slightly different images projected onto each retina, allowing for depth perception and stereoscopic vision.

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20
Q

schema

A

A cognitive framework or mental structure that organizes and interprets information about the world, guiding perception, memory, and problem-solving.

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21
Q

selective attention

A

The ability to focus awareness on a particular stimulus or aspect of the environment while ignoring others.

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22
Q

similarity

A

one of the gestalt principles of organization. It states that people tend to organize objects with similar qualities into a perceptual group and interpret them as a whole.

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23
Q

texture gradient

A

the progressive decline in the resolution of textures as the viewer moves away from them.

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24
Q

Top-Down Processing

A

An approach to perception that is guided by higher-level knowledge, experience, expectations, and motivations; involves the use of contextual information in pattern recognition.

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25
Q

autokinetic effect

A

A perceptual phenomenon where a stationary point of light appears to move in a dark environment due to small eye movements.

26
Q

cognition

A

The mental processes involved in acquiring, processing, storing, and retrieving information, including perception, thinking, memory, and problem-solving.

27
Q

color constancy

A

The perceptual phenomenon where the perceived color of an object remains relatively constant under different lighting conditions.

28
Q

depth perception

A

The ability to perceive the distance and three-dimensional spatial relationships of objects in the environment.

29
Q

Perception

A

The process of organizing and interpreting sensory information, enabling us to recognize meaningful objects and events.

30
Q

perceptual adaptation

A

The ability to adjust to changed sensory input, such as adapting to new eyeglasses or a reversed visual field.

31
Q

perceptual constancy

A

The perceptual phenomenon where an object is perceived as maintaining its size, shape, color, or brightness despite changes in the sensory input.

32
Q

phi phenomenon

A

The illusion of movement created by the sequential flashing of lights in adjacent locations.

33
Q

Sensation

A

The process by which our sensory receptors and nervous system receive and represent stimulus energies from our environment.

34
Q

stroboscopic movement

A

A perceptual phenomenon where a rapid series of slightly different images or frames create the illusion of continuous motion, as seen in motion pictures.

35
Q

visual cliff

A

An experimental apparatus used to test depth perception and visual-motor coordination in infants and animals, typically consisting of a glass-covered platform with a drop-off.

36
Q

accomodation

A

In Piaget’s theory of cognitive development, the process of modifying existing cognitive structures in response to new information or experiences.

37
Q

algorithm

A

A step-by-step procedure or formula for solving a problem, often involving repetitive operations.

38
Q

assimilation

A

In Piaget’s theory of cognitive development, the process of incorporating new information or experiences into existing cognitive structures or schemas.

39
Q

availability heuristic

A

A mental shortcut where people make judgments based on the ease with which examples come to mind, often leading to overestimating the likelihood of events based on their availability in memory.

40
Q

convergent thinking

A

A type of thinking characterized by narrowing down possible solutions to find a single correct answer, often associated with traditional problem-solving tasks.

41
Q

creativity

A

The ability to generate novel and valuable ideas, solutions, or products that are meaningful or useful in a particular context.

42
Q

Divergent Thinking

A

A thought process used to generate creative ideas by exploring many possible solutions.

43
Q

executive functions

A

Higher-level cognitive processes involved in goal setting, planning, problem-solving, decision-making, and self-regulation.

44
Q

framing

A

The way information is presented or framed can influence decision-making and judgment by highlighting certain aspects of the information while downplaying others.

45
Q

Functional Fixedness

A

A cognitive bias that limits a person to using an object only in the way it is traditionally used.

46
Q

Gambler’s Fallacy

A

The mistaken belief that if something happens more frequently than normal during a given period, it will happen less frequently in the future, or vice versa.

47
Q

heuristic

A

A mental shortcut or rule of thumb that simplifies problem-solving and decision-making, often leading to efficient but not always accurate judgments.

48
Q

mental set

A

A tendency to approach problems in a particular way, often based on past experiences or familiar strategies, which may impede problem-solving.

49
Q

priming

A

The activation of particular associations in memory, often unconsciously, which can influence subsequent behavior or cognition.

50
Q

prototype

A

A mental image or representation of the typical features or essential characteristics of a category or concept.

51
Q

representativeness heuristic

A

A mental shortcut where judgments or decisions are based on how well an individual or event matches a particular prototype or stereotype.

52
Q

Sunk Cost Fallacy

A

The fallacy of making decisions based on past investments (time, money, resources) rather than on current and future benefits and costs.

53
Q

belief perserverance

A

The tendency to maintain one’s beliefs even in the face of contradictory evidence.

54
Q

concept

A

A mental category or representation of objects, events, or ideas that share common features or characteristics.

55
Q

confirmation bias

A

The tendency to search for, interpret, and remember information that confirms one’s preexisting beliefs or hypotheses while ignoring or discounting contradictory evidence.

56
Q

fixation

A

In problem-solving, the inability to see a problem from a new perspective, often due to mental set or functional fixedness.

57
Q

grouping

A

The perceptual tendency to organize elements into meaningful groups or categories based on similarity, proximity, continuity, or closure.

58
Q

insight

A

The sudden realization or understanding of a problem’s solution that contrasts with more incremental problem-solving methods.

59
Q

intuition

A

The ability to understand or know something immediately without conscious reasoning or analysis.

60
Q

nudge

A

A subtle suggestion or reinforcement designed to influence people’s behavior or decisions without restricting their freedom of choice.

61
Q

overconfidence

A

The tendency to overestimate one’s abilities, knowledge, or judgment, often leading to errors in decision-making or problem-solving.