Week 5 Flashcards

1
Q

Define: learning

A

to gain or acquire knowledge or skills

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2
Q

Define: storage/store

A

put something away for future use

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3
Q

Define: rehearsal

A

practice an action over again

- ex: repeating words

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4
Q

Define: retrieval

A

the process of getting something back from somewhere

- retrieval means getting stored information back so it can then be used

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5
Q

Define: memory

A

the processes which the mind stores and remembers information
- Implication: the mind retains information in order to be able to use retained information in the future

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6
Q

Define: system

A

regularly interacting or independent group of units that form a unified whole

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7
Q

Define: code

A

a system of signals (words, letters, symbols) that can be used to send messages

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8
Q

Define: encode

A

means to transform stimuli obtained directly from the environment in the environment into a signal that can be used by a mind

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9
Q

Define: visual code

A

a signal that has the characteristics of a picture or a display

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10
Q

Define: acoustic code

A

a signal that has the characteristics of sound

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11
Q

Define: semantic code

A

a signal that has meaning

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12
Q

Define: chunk

A

to group together so that several items can be stored or processed as a single item

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13
Q

Define: image

A

a visual representation of something

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14
Q

Define: mental image

A

a visual representation of something in the mind

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15
Q

3 systems for creating images

A
  • image structures
  • image processes
  • visual buffer
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16
Q

Define: image structures

A

arrangement of relations between the part or elements of something complex (images)

17
Q

Define: image processes

A

transformation of one representation to another visual representation

18
Q

Define: visual buffer

A

temporary memory area for retaining visual images

19
Q

Define: structure

A

arrangement of relations between the part or elements of something complex

20
Q

Define: deep representations

A

“Information in long-term memory that is used to generate the surface representation.”

  • Information is not apparent
  • Consists of two components (1. language-like statements about an objects parts
    2. spatial co-ordinates to describe position of parts in space)
21
Q

Define: deep

A

not apparent on a casual view, difficult to understand; possesses quality that are not obvious

22
Q

Define: surface

A

apparent on a casual view or consideration of someone or something

23
Q

Define: surface representations

A

“A quasi-pictorial representation that occurs in a spatial medium.” (p130)

  • The image is apparent
  • Usually visual
  • Occurs in a spatial medium
  • Created by drawing upon visual and spatial characteristics
24
Q

2 types of image structures

A
  • deep representations

- surface representations

25
Q

Define: visual buffer

A

a temporary memory area for retaining visual images

26
Q

Define: buffer

A

a temporary memory area in which data is stored while it is being processed or transferred

27
Q

Differentiate between well- defined problems and ill-defined problems

A

Well-defined problems:

  • clearly defined goals
  • clearly defined rules
  • goal (solution) can be obtained by following rules
Ill-defined problems:
- not clearly defined goals
- not clearly defined rules
goal (solution) 
-cannot be obtained by following rules
28
Q

Define: problem solving

A

a process of searching through the problem space until a solution state is found

29
Q

Define: state

A

the particular condition of a problem at a specific time

30
Q

Define: problem space

A

a set of all possible “states” of the problem

31
Q

Explain the tower of hanoi problem

A
  • well defined
  • you may only move 1 disc at a time
  • disc may only be moved to 1 of the 3 columns
  • you may never place a larger disc on top of a smaller disc
32
Q

3 types of problem states

A
  1. initial stage
  2. intermediate stage
  3. goal state
33
Q

Define: initial stage

A

starting position

34
Q

Define: intermediate stage

A

problem states between the intial and goal states

- Intermediate: occurring between 2 things in terms of time, place, or order

35
Q

Define: goal state

A

the desired ending position (see tower of hanoi example)

36
Q

Define: operator

A

Any permissible cognitive action that is applied to transform one state into another state.

  • Operators are illustrated through links (i.e., arrows)
  • Operators are implemented in programs through “if_then” rules