PE MURPHY information processing
- Created by: hopeviolet
- Created on: 14-04-14 11:37
info processing 3 main components
1. STIMULUS IDENTIFICATION
a) PERCEPTION - detection (of outside stimulus), comparison (to stored memories), recognition (of stimuli)
b) proprioception - information about the movement of our body in space, its balance, positions, limbs etc...
3 components = touch (tactic sense detect pressure), equilibrium(balance, twisting, agility...), kinaesthesis (movement of muscles, limbs, body awareness)
2. RESPONSE SELECTION STAGE (TRANSLATION STAGE)
deciding how to respond to the given environment
quicker decision making = better performer
things that effect speed of decision making: 1)detection of cues 2)practice 3)overload 4)knowledge of cues 5)reaction time 6)anticipation
3. RESPONSE PROGRAMMING STAGE
choosing a motor programme and selecting a response - where we put an action to the decision made
selective attention
- filtering out relevent information from irrelevnt information that is taken in from the display
- performer knows what is relevent by comparing to stored memories & recognition
CAN BE IMPROVED BY:
1. changing intensity of the stimulus
2. motivationg the performer
3. transfering previous experiences and skills
4. highlighting cues
5. identifying cues
6. lots of relevant prectice
7. learn to ignore irrelevant stimuli
>> happens between short term sensory store (STSS) and short term memory (STM)
memory stores
1) SHORT TERM SENSORY STORE
FUNCTIONS: collects all information entering the body via the display and sensory system selective attention happens here
CHARACTERISTICS: all info held breifly - 0.25-1 second unlimited capacity
2) SHORT TERM MEMORY
FUNCTIONS: motor programmes ran here info encoded and passed to LTM
CHARACTERISTICS: 5-9 pieces of info only relevent stimuli enter held up to 30 secs improved by rehearsal / practice
3) LONG TERM MEMORY
FUNCTIONS: permanent retention through repetition stores experiences as motor programmes info used to compare against new experiances
CHARACTERISTICS: permanent storage unlimited capacity
reaction, movement & response time
REACTION TIME + MOVEMENT TIME = RESPONSE TIME
- REACTION TIME: time between the onset of the stimulus and intiation of response
- MOVEMENT TIME: time it takes to complete the movement
- RESPONSE TIME: time from onset of stimulus to completion of movement
2 TYPES OF REACTION TIME:
- SIMPLE: 1 stimulus and 1 reponse (quicker) (eg. 100m sprint starting gun)
- CHOICE: several stimuli and several responses (longer) (eg. passing within a netball game)
IMPROVING REACTION TIME
1)practice 2)anticipate cues 3)mental rehersal 4)heightened arousal
IMPROVING RESPONSE TIME
1)improve selective attention 2)practice 3)improving fittness 4)anticipation 5)correct arousal levels 6)mental rehersal 7)increase stimulus identity / kmowledge of cues
>>improving reaction time will improve response time
hicks law, single channel hypothesis, psychologica
HICKS LAW: reaction time increases as the amount of information to process increases
SINGLE CHANNEL HYPOTHESIS: can only process 1 piece of info at 1 time
PSYCOLOGICAL REFRACTORY PERIOD: the first stimulus has to be cleared before the second can be processed
anticipation & motor programmes
2 TPYES OF ANTICIPATION:
1) SPATIAL: guessing what movement will happen
2) TEMPORAL: guessing when the action will happen
MOTOR PROGRAMMES
Pre determined set of neutral commands / sequence of rub-routines that are put together to make up the skill/motor programme
>>developed through practice >>retrieved from LTM >>run in STM
MOTOR PROGRAMME CHARACTERISTICS:
1)made up of sub-routines 2)stored in LTM 3)perfect imagine is stored 4)formed by practice 5)1 stmuli can trigger the whole programme
SUB-ROUTINES: separate movements that make up a whole skill; 'complex' skills are easier to break down and learn/teach each component separartley
open & closed loop theory
OPEN LOOP THEORY:
- without feedback
- movements can not be modified
- not every action goes through STM as mass overload would happen
- programmes are hierarchical
- movements quick & discrete
CLOSED LOOP THEORY:
- with feeback
- can be modified as constantly being evaluated
- movements generally with a longer time period, continuous skills
MEMORY TRACE:used for selecting and initiating movement (not controllling it) PERCEPTUAL TRACE:used as point of reference/comparision during movement
open & closed loop theory
OPEN LOOP THEORY:
- without feedback
- movements can not be modified
- not every action goes through STM as mass overload would happen
- programmes are hierarchical
- movements quick & discrete
CLOSED LOOP THEORY:
- with feeback
- can be modified as constantly being evaluated
- movements generally with a longer time period, continuous skills
MEMORY TRACE:used for selecting and initiating movement (not controllling it) PERCEPTUAL TRACE:used as point of reference/comparision during movement
why do skills break down?
7 REASONS:
1) information overload
2) cannot identify the correct stimulus
3) limited responses to deal with situation
4) unable to concentrate on the response
5) unable to decide on response
6) cannot adjust their response to suit the demand of the situation
7) insufficent processing capacity to process or complete the whole skill
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