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
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