Information processing (p1)

input

responce time

schema systems

the memory system

Simple structure

input

decision

output

feedback

display

taking in all the info from the sporting environemnt - filtering what is relevant and irrelevant

the senses

sensory info is collected from the display using our sense organs

internal

touch

kinaesthetic

balance

external

vision

hearing

internal seses are know as proprioceptors

equilibrium - feeling from inner ear

info about body position and muscle tension - does an action feel correct

auditory

peripheral

decision making

output

use of info from your decision

contraction of muscles

effector mechanism

network of nerves that sends coded impulses to the muscles

translatory mechanism

adapting and comparing info to memory to make decisions

Perception mechanism

recognition - identifying the correct responce

comparison - comparing to info already in your memory system

detection - getting relevant info using SA

the DCR process processing info from the display using your senses

selective attention (SA)

benefit to performance

speeds up decision making

prevent info overload

discards irrelevant info

quicker reaction time

improving it

use bright colours

relevant past experiences

mental rehersal

practice with distractions

motivate the performer

replicate stimuli

play crowd noises in training

single channel hypothesis - too much info in the display, it must be filtered

used to speed up decision making, only taking into account relevant stimuli

performers make a decision based on info from the display

feedback

negative

intrinisic

positive

knowledge of performance

knowledge of reuslts

extrinsic

Whiting's model of info processing

image

baddeley and hitch working memory model

central executive

episodic buffer

visuospatial sketchpad

phonological loop

long term memeory

functions

C E

overall control of all info entering and leaving WM

decides which info goes where

P L

hearing

memory trace - create an initial mental idea of a skill

VS SP

send to LTM

triggers images that are similar to this skill

visual cache: hold info on colour and form

inner scribe: spatial + movement

visual and spatial (kinesthesis)

E B

put info into episodes

produce sequences of sound, sight and movement

send episodes to LTM

working memory (WM)

pick up relevant info from display

pass relevant info to LTM

long term memory (LTM)

Send back info to WM so correct decision can be made

selective attention

memory trace - compare snapshot of the skill to info in LTM

strategies

rewards

association with rewards (inc praise)

mental practice

breaking down the skill

focus

repetition

chaining

Features

limited capacity

limited time scale

important info stored in the LTM to form a motor program

items max

can disregard important info

info overload possible

30 secs for info to be used or lost

acronym

males and females can run charity race

before Schmidt's theory

though that 100s of differnt programs for 100s of differnt movements

making it difficult to recall specific one from LTM in a split second

Schmidt's theory

one motor program that is adapted to suit our needs

states we have transferable skills

movement and positioning within many skills is similar

4 stages:

recall stage - before the movement

initial conditions

where am i ?
what do i feel?

responce specifications

what do i need to do?
how am i going to respond?

click to edit

movement / action

recognition schema - after movement, did it work?

sensory consequences

response outcome

how did it look and feel, kinaesthetic / intrinsic

KoR, did it work?, successful schema? do adjustments need to be made?

how coaches can ensure success of schema

positive reinforcement and feedback

use realistic environment - develop schema for in game situations

practice multiple scenarios in training

rewards

point out transferable skills

responce time = reaction time + movement time

reaction time

= onset of stimulus + onset of responce

start of race e.g.,

stim of gun until about to push off the blocks

does not include actual movement

movement time = time taken to complete task after the info has been processed

start of race until hitting tape at the end

Types of RT

simple

choice

hicks law - RT will increase as number of choices increase

number of responses for a number of stimuli

one stim and one specific responce

starting a race - only a gun

what to do with ball, where to pass, which direction

not always the case - player predict or get used to shot

response time can plateau

single channel

PRP

you can only process one stimulus at a time

psychological refractory period

the delay when a second stim is presented before the first has been processed

action your first responce before going onto your altered responce

anticipation

improving responce time

pre-judging a stimulus

e.g., cues from your opponents body language and positioning

temporal

spatial

predicting when you think the stimulus will happen

predicting where and what the stimulus will be

mental practice

train to a stimulus

focus and concentrate

improve fitness and reaction time

anticipation