Sensation and Perception

0.0(0)
studied byStudied by 2 people
0.0(0)
full-widthCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/97

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

98 Terms

1
New cards

Receptors

Specialized cells that convert physical energy in the environment to electrical energy that can be transmitted as nerve impulses to the brain

2
New cards

Transduction

Conversion of 1 form of energy to another (sensory receptors are biological transductors)

3
New cards

Sensory Adaptation

Repetitive/unchanged stimulation eventually disappears due to adaptation (ex.: perfume smell, cold water in a pool, food smells at a restaurant, noise of a projector, etc.)

4
New cards

Sensory Interaction

How senses influence one another (smell & taste have the most interaction between each other)

5
New cards

McGurk Effect

“Ba vs. Fa;” seeing mouth movements helps dictate what we hear (interaction between vision & hearing)

6
New cards

Synesthesia

Brain circuits of 2+ senses are jointly d& stimulation from 1 sense triggers an experience in another (ex.: auditory-tactile, Grapheme-color, sound-color, number-form); could be cause by genetics, faulty pruning, etc.

7
New cards

Light & the Visual Spectrum

  • The color something appears is the light that is reflected off of it

  • Light waves=energy from environment

<ul><li><p>The color something appears is the light that is reflected off of it</p></li><li><p>Light waves=energy from environment</p></li></ul><p></p>
8
New cards

Cornea

Part of eye; transparent, protective outer coating; works w/ lens to collect and focus light rays

<p>Part of eye; transparent, protective outer coating; works w/ lens to collect and focus light rays</p>
9
New cards

Pupil

Part of eye; opening in eye (lets light in)

<p>Part of eye; opening in eye (lets light in)</p>
10
New cards

Iris

Part of eye; controls amnt. light that enters eye (like a camera shutter)

<p>Part of eye; controls amnt. light that enters eye (like a camera shutter)</p>
11
New cards

Lens

Part of eye; focuses incoming light on retina (contacts/glasses assist the lens)

<p>Part of eye; focuses incoming light on retina (contacts/glasses assist the lens)</p>
12
New cards

Accommodation

Process of curving lens to project images on retina; muscles behind iris change lens shape (flattens to focus on distant objects; thickens to focus on closer objects)

13
New cards

Retina

Photoreceptive portion of eye

<p>Photoreceptive portion of eye</p>
14
New cards

Rods

Type of photoreceptor in retina; about 100 million/eye; VERY light sensitive; deals with night vision; deals with black & white info; concentrated at periphery of eye

15
New cards

Cones

Type of photoreceptor in retina; about 6.5 million/eye; good in bright light (NOT in dark); helps perceive color (150-200 diff. colors); good with discerning details; concentrated in fovea (center of eye)

16
New cards

Fovea

Center of macula (pt. of retina that provides sharp, central vision); only contain cones; sharpest pt. of vision in eye

17
New cards

Bipolar cells

Connect rods/cones to ganglion cells

18
New cards

Ganglion Cells

Neurons in retina that gather info from receptor cells; axons of ganglion cells make up optic nerve

19
New cards

Optic Nerve

Part of eye; nerve tat leads to thalamus & then brain’s occipital lobe (occipital lobe is located @ back of head & intérprete optic nerve impulses)

<p>Part of eye; nerve tat leads to thalamus &amp; then brain’s occipital lobe (occipital lobe is located @ back of head &amp; intérprete optic nerve impulses)</p>
20
New cards

Blindspot

Area on retina w/o receptors (place where optic nerve is in eye)

21
New cards

Feature Detectors

Cells in visual cortex that are sensitive to specific features (horizontal, vertical, angled lines); image that reaches brain is combination of lines/angles that somehow form a pattern that makes sense to brain

22
New cards

Normal Vision

Rays of light converge on retina of normal eye

23
New cards

Nearsightedness

Eyeball is longer than normal—>visual info focuses closer in front of retina—>faraway objects are blurry

24
New cards

Farsightedness

Eyeball is shorter than normal—>visual info focuses behind retina—>nearby objects are blurry

25
New cards

Trichromatic Theory

Color vision theory; all colors of light are made up of red, green, and blue; retina only has 3 cone types that correspond to these colors of light

26
New cards

Opponent Process Theory

Color vision theory; as the visual image leaves receptor cells, we analyze it in terms of 3 sets of opposing colors (red-green, blue-yellow, black-white); visual systems treat pairs of colors as opposing/antagonistic; when fatigued, the opposite color fills in

27
New cards

Afterimage Effect

Burst of neuron firing is produced when a color is removed; opposite color fills in

28
New cards

Monochromatism vs. Dichromatism (Color Blindness)

  • Monichromatism=type of color blindness in which one can only see 1 color (instead of “trichromatic”)

  • Dichromatism=type of color blindness in which one can only see 2 colors (instead of “trichromatic”)

  • Color blindness is a recessive trait carried on X chromosome; b/c males only have 1 X (females have 2), color blindness is much more common in men

  • Most common color blindness is red-green color blindness

29
New cards

Prosopagnosia

“Face blindness;” inability to recognize any familiar face

<p>“Face blindness;” inability to recognize any familiar face</p>
30
New cards

Blindsight

Blind ppl. respond to items displayed in their blind area, where they can’t consciously see them; nerves send visual info to brain areas that don’t help with conscious vision, but may cause blindsight

31
New cards

Pitch

Measure of frequency of a sound wave (Hz or “vibrations/sec”)

<p>Measure of frequency of a sound wave (Hz or “vibrations/sec”)</p>
32
New cards

Loudness

Measure of amplitude of a sound wave

<p>Measure of amplitude of a sound wave</p>
33
New cards

Function of Outer Ear

Collects sound waves

34
New cards

Pinna

Part of outer ear; outer flap & cartilage that receives sound waves

<p>Part of outer ear; outer flap &amp; cartilage that receives sound waves</p>
35
New cards

Auditory Canal

Part of outer ear; canal directly inside ear

<p>Part of outer ear; canal directly inside ear</p>
36
New cards

Function of Middle Ear

Amplify sound waves

37
New cards

Tympanic Membrane (Eardrum)

Part of middle ear; piece of skin stretched over entrance to ear; vibrates to sound

<p>Part of middle ear; piece of skin stretched over entrance to ear; vibrates to sound</p>
38
New cards

Ossicles (Hammer (Malleus), Anvil (Incus), Stirrup (Stapes))

Part of middle ear; 3 bones that transfer sound waves to cochlea (also called ossicles)

<p>Part of middle ear; 3 bones that transfer sound waves to cochlea (also called ossicles)</p>
39
New cards

Eustachian Tubes

Part of middle ear; tube connecting throat & mouth to ear; helps maintain air pressure

40
New cards

Cochlea

Part of inner ear; filled w/ fluid & small hairs that vibrate to incoming sound

<p>Part of inner ear; filled w/ fluid &amp; small hairs that vibrate to incoming sound </p>
41
New cards

Basilar Membrane

Part of inner ear; runs through cochlea; hair cells are attached here

42
New cards

Semicircular Canals

Part of inner ear; help with balance

<p>Part of inner ear; help with balance</p>
43
New cards

Conduction Deafness

Happens if hammer, anvil, or stirrup are damaged/become more brittle; often happens w/ age; can be helped w/ hearing aid (amplifies sound)

44
New cards

Sensorineural Deafness

Happens w/ damage to hair cells/auditory nerve; can’t be helped w/ hearing aid; can be caused by loud sounds

45
New cards

Place Theory

Hearing theory; diff. frequencies cause larger vibrations @ diff. locations along basilar membrane; explains that higher pitch sounds are interpreted based on where hair cells are more active

46
New cards

Frequency Theory

Hearing theory; basilar membrane vibrates @ same frequency as the sound wave; explains low frequency/pitch sounds BUT doesn’t explain high-pitch sounds, due to limit in neuron firing speed

47
New cards

Volley Theory

Hearing theory; neurons alternate firing to process highest pitch sounds

48
New cards

Interaction Between Place Theory, Frequency Theory, & Volley Theory

  • Place Theory explains high pitched

  • Frequency Theory (w/ help from Volley Theory) explains low pitches

  • Place Theory & Frequency Theory together help w/ medium pitches

<ul><li><p>Place Theory explains high pitched</p></li><li><p>Frequency Theory (w/ help from Volley Theory) explains low pitches</p></li><li><p>Place Theory &amp; Frequency Theory together help w/ medium pitches</p></li></ul><p></p>
49
New cards

Taste/Gustation Overview

  • Taste is a chemical sense

  • Taste exists for our pleasure

  • Bumps on the tongue=fungiform papille

  • Fungiform papille have taste buds that have taste receptors

  • Taste receptors reproduce in 1-2 weeks

  • We recognize 5 basic tastes: sweet, sour, salty, bitter, umami, oleogustus

  • Taste cells respond to all tastes, but certain taste cells are somewhat specialized

50
New cards

Survival Function of Sweet Taste

Energy source

51
New cards

Survival Function of Salty Taste

Sodium; essential to physiological processes

52
New cards

Survival Function of Bitter Taste

Potential poisons

53
New cards

Survival Function of Sour Taste

Potential toxic acid

54
New cards

Survival Function of Umami Taste

Proteins to grow/repair tissue

55
New cards

Survival Function of Oleogustus Taste

Fats for energy, insulation, cell growth

56
New cards

Gustatiry Pathway

  • Gustation keeps poisons out of digestive system

  • Stimuli from taste are dissolved in saliva

  • Short hair-like structures (microvilli) come into direct contact w/ saliva & send electrical signal to brain stem—>thalamus—>gustatory cortex (in the insular cortex, which separates temporal lobe from frontal & parietal)

57
New cards

Testers (Non, Super, Medium)

  • Non-tasters=lessened sense of taste

  • Super tasters=have more taste buds & can taste more than the average person

  • Medium tasters=normal tasters

58
New cards

Smell/Olfaction

  • Most direct route to brain (bypasses thalamus)

  • Receptor cells (called olfactory cells) are stimulated by gassed dissolved in fluid of membrane

  • Olfactory cells regenerate every 30-60 days

  • For something to smell, it must be dissolvable in water

  • Odors trigger combos of receptors—>patterns interpreted by olfactory cortex

  • Nerve impulses—>sent to olfactory bulb (just below frontal lobe; by passes thalamus)—>impulse transfers to area in temporal lobe—>impulse transferred to limbic system

  • Large connection between certain smells, emotions, memories

59
New cards

Pressure

  • Pacinian corpuscle receptors help us perceive pressure

  • If pressure is constant, adaptation takes place & there’s a reduction/halt in signal

60
New cards

Temperature

  • ONLY have receptors for warm/cold

  • Feeling something cold←hot or cold stimulus

  • Feeling something warm←warm stimulus

  • Feeling something hot←warm/cold spots simultaneously stimulated

61
New cards

Pain Overview

  • Free nerve endings throughout body (called nociceptors) detect hurtful temp., pressure, chemicals, etc. (found in muscles, skin, membranes, around bones, joints, organs, etc.)

  • A-delta pain fibers=deal with sharp/immediate pain; myelinated, fast-conducting neurons; activated by strong physical pressure/temp. extremes; conducts info from spinal cord→thalamus→sensory cortex

  • C pain fibers=deal with chronic, steady, dull pain; un-myelinated, slow-conducting neurons; activated by chemical changes in tissue when skin is damaged; conducts info from spinal cord→thalamus→many brain areas (including frontal lobe)

62
New cards

Influences on Pain

  • Substance P=pain neurotransmitter

  • Endorphins can inhibit substance P

  • Psychological factors (distraction, expectation, learning, emotions (anxiety, fear, etc. can increase pain/signal gates to open))

  • Sociocultural (presence of others, empathy, cultural expectations, etc.)

63
New cards

Gate Control Theory

Pain perception theory; pain is controlled by “gates” in spinal cord (open=pain; closed=no pain)

64
New cards

Phantom Limb Syndrome

When normal sensory input is absent brain may misinterpret & amplify random nervous system stimulation (pain, movement experiences, sensation experiences, etc.); phantoms can impact other senses too

65
New cards

Kinesthetic Sense

  • Deals w/ location & position

  • Proprioceptors help w/ kinesthetic sense (located in muscles/joints)

66
New cards

Vestibular Sense

  • Deals w/ balance/equilibrium

  • Vestibular sense responds to changes in gravity, motion, body pos.

  • Fluid-filled semicircular canals & vestibular sacs in inner rear respond to changes

  • Vestibular sense works w/ eyes; problems arise when info between eyes conflict

67
New cards

Absolute Threshold

Minimum threshold of stimulus needed for the change to be detected (50% of the time)

68
New cards

Difference Threshold/Just Noticable Difference (JND)

Smallest possible difference between 2 stimuli that can be detected ½ the time

69
New cards

Weber’s Law

Size of JND varies depending on its relation to strength of original stimulus; size of JND is proportionate to original stimulus (bigger stimulus needs big change to be noticed; smaller stimulus needs small change to be noticed)

70
New cards

Selective Attention

Focusing of attention on selected aspects of environment & blocking out of others

71
New cards

Cocktail Party Phenomenon

In noisy places, auditory cortex boosts some sounds into help brain prioritize what’s important

72
New cards

Inattentional Blindness

Failing to see visible objects when attention is directed elsewhere

73
New cards

Change Effect/Change Blindness

Failing to notice changes in environment

74
New cards

Priming

Activation (often unconsciously) of certain associations, thus predisposing one’s perception, memory, response

75
New cards

Top Down Processing

Info @ high lvls. of processing can influence lower, earlier levels (expectations guide perception); related to perceptual set, culture, motivations emotions, prior knowledge, etc.

76
New cards

Bottom Up Processing

Lower to higher processing lvls.; NOT influenced by expectations/experiences

77
New cards

Motion Aftereffects

Look @ moving objects for a while→look @ something stationary→illusion of new scene moving in opp. dir. (waterfall effect, etc.)

78
New cards

Motion Parallax

Near objects seem to move more quickly in opp. dir. of our mvmnt., while far away objects seem to move more slowly

79
New cards

Induced Movement

Ex.: if you’re in a parked car & another car next to you moves, you feel like you’re moving (frame of reference is tricked)

80
New cards

Stroboscopic Movement

Movies, etc. that have one rapidly view a series of slightly varied still images

81
New cards

Phi Phenomenon

Illusion of mvmnt. that occurs when 2+ adjacent objects blink on/off in quick succession

82
New cards

Perceptual Constancy

Ppl. correctly perceive objects as constant in shape, size, color, lightness despite raw sensory data that could mislead; brain must compute ratios (size, shape, color, lightness despite raw/brightness, etc.)

83
New cards

Binocular Depth Cues

Depth cues involving both eyes

84
New cards

Binocular Disparity/Retinal Disparity

Type of binocular depth cue; brain has 2 diff., but overlapping retinal images; disparity is used to compute distances of nearby objects (ex.: camera 1/camera 2; looking at object while switching which eye you look through makes it appear to change location; etc.)

85
New cards

Convergence

Type of binocular depth cue; retinal images are combined by brain (ex.: floating sausage finger perception when putting fingers together & looking over top of them)

86
New cards

Monocular Depth Cues

Depth cues involving 1 eye (pictorial depth cues, etc.); often used by artists (da Vinci, etc.)

87
New cards

Interposition/Occlusion

Type of monocular depth cue; near objects block far objects

88
New cards

Relative Size

Type of monocular depth cue; far off objects are smaller than closer ones on retina

89
New cards

Relative Clarity

Type of monocular depth cue; more light passes through object that are farther away→objects are viewed as hazy, blurry, unclear; nearby objects are sharp/clear

90
New cards

Linear Persoective

Type of monocular depth cue; parallel lines appear to converge @ a distance

91
New cards

Texture Gradient

Type of monocular depth cue; there’s a continuous change in uniformly textured structures (as surface recedes, texture becomes denser/viewed almost as smooth)

92
New cards

Gestalt

“Organized whole”

93
New cards

Proximity

Gestalt; when elements are placed close together, they tend to be perceived as a group

94
New cards

Similarity

Gestalt; objects that look similar are perceived as group/pattern (“one of these things is not like the other”)

95
New cards

Continuity

Gestalt; eye is compelled to move through 1 object & continue to another

96
New cards

Closure

Gestalt; when an object is incomplete, we perceive the whole by filling the gaps

97
New cards

Figure/Ground

Gestalt; when identifying a figure, we assign the rest of the scene to background

98
New cards

Ames Boxes/Ames Rooms

Albert Ames created rooms that played w/ linear perspective & other distance cues; a diagonally cut room could appear rectangular due to crooked windows/floor tiles; room creates illusion that 2 objects placed on either side are equidistant from viewer & 1 object looks much bigger than the other

Explore top flashcards