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Attention & Performance
Attention & Performance
Memory
Persistence of information over time, the capacity to learn from our experiences.
processes that are used to acquire, store, retain & later retrieve information
Classifications
1. Procedural memories
2. Declarative memories
Episodic memories
Semantic memories
Declarative memory
A memory system specialized for holding & operating on information concerning objective
facts & events.
Processing of names, dates, places, facts, events & so forth
Conscious recollection of experiences, events & information used in everyday living.
A person can verbalize or declare
Semantic memory
• A memory system specialized for holding & operating on information of a generalized factual
nature.
• Semantic memory allows us to make sense of the world; it provides the knowledge necessary
to organize, interpret & give meaning to ongoing events.
Episodic memory
• A memory system specialized for holding & operating on information of a personal nature &
specifying the time & place that events occurred.
• It tells us when & where events occurred & provides the basis for organizing events into a
meaningful time frame
Procedural Memory System
• A memory system specialized for holding & operating on information pertaining to the
execution of skilled behaviors & functioning at a non-conscious level. [memory of how to do
certain things]
• Riding a bike, tying your shoes & cooking an omelette are all examples of procedural
memories.
Short-Term Sensory Store
• It is responsible for storing vast amounts of sensory information only long enough for some of
it to be abstracted & further processed.
Short-Term Memory
• It is a temporary holding place for information (e.g., a phone number given to you verbally).
• Unless we repeat the item, we know that this phone number will be lost from memory in a
short time.
• Rehearsal is the process by which we keep from losing information from STM.
Long-Term Memory
• It contains very well-learned information that has been collected over a lifetime.
• A vast amount of information can be stored in LTM by processing in STM (requires effort).
• To say that someone has learned something means that information was processed in some
way from STM to LTM.
Part 2
Attention is a resource (or pool of slightly different resources) that is available & that can
be used for various purposes.
The ways in which attentional resources are allocated define how we use attention.
A way to think of attention is related to the limitations in doing two things at the same time.
Stimulus Identification Stage - Parallel Processing is sometimes possible but not in all cases
• Considering the processes occurring in the stimulus identification stage, some sensory
information can be processed in parallel & without much interference— (without attention)
• e.g., muscle & joint information processed in parallel by motor system without any attention,
stroop effect, “cocktail party” effect
Developing Automaticity
• Automaticity is developed through lots of practice especially under a consistent mapping
condition.
• Although very fast processing is effective when the environment is stable and predictable, it
can lead to terrible errors when the environment changes the action at the last moment.
• It is most effective in closed skills.
• If the experimenter presents the second stimulus during the time the system is processing the
first stimulus and its response, the onset of the second response can be delayed considerably.
• The inverted-U principle represents a view of the relationship between arousal and
performance.
• Increasing the arousal level generally enhances performance, but only to a point.
Inverted-U principle
Perceptual Narrowing
• It is the tendency for the perceptual field to shrink under stress with high arousal.
• This is an important mechanism because it allows the person to devote more attention to
those sources of stimuli that are immediately most likely & relevant.
Choking Under Pressure
• Occurs when performers change their normal routine or fail to adapt to a changing situation,
resulting in failed performance