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Memory Games
Memory is the faculty of the mind by which data or information is encoded, stored, and retrieved when needed. It is the retention of information over time for the purpose of influencing future action. If past events could not be remembered, it would be impossible for language, relationships, or personal identity to develop. Memory loss is usually described as forgetfulness or amnesia. Memory is often understood as an informational processing system with explicit and implicit functioning that is made up of a sensory processor, short-term (or working) memory, and long-term memory. This can be related to the neuron. The sensory processor allows information from the outside world to be sensed in the form of chemical and physical stimuli and attended to various levels of focus and intent. Working memory serves as an encoding and retrieval processor. Information in the form of stimuli is encoded in accordance with explicit or implicit functions by the working memory processor. Th ...
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Memory
Memory is the faculty of the mind by which data or information is encoded, stored, and retrieved when needed. It is the retention of information over time for the purpose of influencing future action. If past events could not be remembered, it would be impossible for language, relationships, or personal identity to develop. Memory loss is usually described as forgetfulness or amnesia. Memory is often understood as an informational processing system with explicit and implicit functioning that is made up of a sensory processor, short-term (or working) memory, and long-term memory. This can be related to the neuron. The sensory processor allows information from the outside world to be sensed in the form of chemical and physical stimuli and attended to various levels of focus and intent. Working memory serves as an encoding and retrieval processor. Information in the form of stimuli is encoded in accordance with explicit or implicit functions by the working memory processor. ...
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Episodic Memory
Episodic memory is the memory of everyday events (such as times, location geography, associated emotions, and other contextual information) that can be explicitly stated or conjured. It is the collection of past personal experiences that occurred at particular times and places; for example, the party on one's 7th birthday. Along with semantic memory, it comprises the category of explicit memory, one of the two major divisions of long-term memory (the other being implicit memory). The term "episodic memory" was coined by Endel Tulving in 1972, referring to the distinction between knowing and remembering: ''knowing'' is factual recollection (semantic) whereas ''remembering'' is a feeling that is located in the past (episodic). One of the main components of episodic memory is the process of recollection, which elicits the retrieval of contextual information pertaining to a specific event or experience that has occurred. Tulving seminally defined three key properties of episodic memo ...
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Telephone Number
A telephone number is a sequence of digits assigned to a landline telephone subscriber station connected to a telephone line or to a wireless electronic telephony device, such as a radio telephone or a mobile telephone, or to other devices for data transmission via the public switched telephone network (PSTN) or other public and private networks. A telephone number serves as an address for switching telephone calls using a system of destination code routing. Telephone numbers are entered or dialed by a calling party on the originating telephone set, which transmits the sequence of digits in the process of signaling to a telephone exchange. The exchange completes the call either to another locally connected subscriber or via the PSTN to the called party. Telephone numbers are assigned within the framework of a national or regional telephone numbering plan to subscribers by telephone service operators, which may be commercial entities, state-controlled administrations, or oth ...
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Chunking (psychology)
In cognitive psychology, chunking is a process by which individual pieces of an information set are bound together into a meaningful whole. The chunks, by which the information is grouped, are meant to improve short-term retention of the material, thus bypassing the limited capacity of working memory and allowing the working memory to be more efficient. A chunk is a collection of basic units that have been grouped together and stored in a person's memory. These chunks can be retrieved easily due to their coherent grouping. It is believed that individuals create higher-order cognitive representations of the items within the chunk. The items are more easily remembered as a group than as the individual items themselves. These chunks can be highly subjective because they rely on an individual's perceptions and past experiences, which are linked to the information set. The size of the chunks generally ranges from two to six items but often differs based on language and culture. Accordi ...
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The Magical Number Seven, Plus Or Minus Two
"The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information" is one of the most highly cited papers in psychology. It was written by the cognitive psychologist George A. Miller of Harvard University's Department of Psychology and published in 1956 in ''Psychological Review''. It is often interpreted to argue that the number of objects an average human can hold in short-term memory is 7 ± 2. This has occasionally been referred to as '' Miller's law''. Miller's article In his article, Miller discussed a coincidence between the limits of one-dimensional absolute judgment and the limits of short-term memory. In a one-dimensional absolute-judgment task, a person is presented with a number of stimuli that vary on one dimension (e.g., 10 different tones varying only in pitch) and responds to each stimulus with a corresponding response (learned before). Performance is nearly perfect up to five or six different stimuli but declines as the numbe ...
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Bell Labs
Nokia Bell Labs, originally named Bell Telephone Laboratories (1925–1984), then AT&T Bell Laboratories (1984–1996) and Bell Labs Innovations (1996–2007), is an American industrial research and scientific development company owned by multinational company Nokia. With headquarters located in Murray Hill, New Jersey, the company operates several laboratories in the United States and around the world. Researchers working at Bell Laboratories are credited with the development of radio astronomy, the transistor, the laser, the photovoltaic cell, the charge-coupled device (CCD), information theory, the Unix operating system, and the programming languages B, C, C++, S, SNOBOL, AWK, AMPL, and others. Nine Nobel Prizes have been awarded for work completed at Bell Laboratories. Bell Labs had its origin in the complex corporate organization of the Bell System telephone conglomerate. In the late 19th century, the laboratory began as the Western Electric Engineering Department, l ...
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George Armitage Miller
George Armitage Miller (February 3, 1920 – July 22, 2012) was an American psychologist who was one of the founders of cognitive psychology, and more broadly, of cognitive science. He also contributed to the birth of psycholinguistics. Miller wrote several books and directed the development of WordNet, an online word-linkage database usable by computer programs. He authored the paper, "The Magical Number Seven, Plus or Minus Two," in which he observed that many different experimental findings considered together reveal the presence of an average limit of seven for human short-term memory capacity. This paper is frequently cited by psychologists and in the wider culture. Miller won numerous awards, including the National Medal of Science. Miller began his career when the reigning theory in psychology was behaviorism, which eschewed the study of mental processes and focused on observable behavior. Rejecting this approach, Miller devised experimental techniques and mathematical ...
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Haptic Memory
Haptic memory is the form of sensory memory specific to touch stimuli. Haptic memory is used regularly when assessing the necessary forces for gripping and interacting with familiar objects. It may also influence one's interactions with novel objects of an apparently similar size and density. Similar to visual iconic memory, traces of haptically acquired information are short lived and prone to decay after approximately two seconds. Haptic memory is best for stimuli applied to areas of the skin that are more sensitive to touch. Haptics involves at least two subsystems; cutaneous, or everything skin related, and kinesthetic, or joint angle and the relative location of body. Haptics generally involves active, manual examination and is quite capable of processing physical traits of objects and surfaces. Overview Perhaps the first experiment conducted to study the phenomenon of haptic memory was that of Bliss, Crane, Mansfield, and Townsend who investigated the characteristics of immedi ...
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Echoic Memory
Echoic memory is the sensory memory that registers specific to auditory information (sounds). Once an auditory stimulus is heard, it is stored in memory so that it can be processed and understood. Unlike most visual memory, where a person can choose how long to view the stimulus and can reassess it repeatedly, auditory stimuli are usually transient and cannot be reassessed. Since echoic memories are heard once, they are stored for slightly longer periods of time than iconic memories (visual memories). Auditory stimuli are received by the ear one at a time before they can be processed and understood. It can be said that the echoic memory is conceptually like a "holding tank", where a sound is unprocessed (or held back) until the following sound is heard, and only then can it be made meaningful. This particular sensory store is capable of storing large amounts of auditory information that is only retained for a short period of time (3–4 seconds). This echoic sound resonates in th ...
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Iconic Memory
Iconic memory is the visual sensory memory register pertaining to the visual domain and a fast-decaying store of visual information. It is a component of the visual memory system which also includes visual short-term memory (VSTM) and long-term memory (LTM). Iconic memory is described as a very brief (<1 second), pre-categorical, high capacity memory store. It contributes to VSTM by providing a coherent representation of our entire visual for a very brief period of time. Iconic memory assists in accounting for phenomena such as and continuity of experience during

George Sperling
George Sperling (born 1934) is an American cognitive psychologist, researcher, and educator. Sperling documented the existence of iconic memory (one of the sensory memory subtypes). Through several experiments, he showed support for his hypothesis that human beings store a perfect image of the visual world for a brief moment, before it is discarded from memory. He was in the forefront in wanting to help the deaf population in terms of speech recognition. He argued that the telephone was created originally for the hearing impaired but it became popularized by the hearing community. He suggested with a sevenfold reduction in the bandwidth for video transmission, it can be useful for the improvement in American Sign Language communication. Sperling used a method of partial report to measure the time course of visual persistence (sensory memory). He is a Distinguished Professor of both Cognitive Science and Neurobiology & Behavior at the University of California, Irvine. Education I ...
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Subliminal Stimuli
Subliminal stimuli (; the prefix ' literally means "below" or "less than") are any sensory stimuli below an individual's threshold for conscious perception, in contrast to stimuli (above threshold). A 2012 review of functional magnetic resonance imaging (fMRI) studies showed that subliminal stimuli activate specific regions of the brain despite participants' unawareness. Visual stimuli may be quickly flashed before an individual can process them, or flashed and then masked to interrupt processing. Audio stimuli may be played below audible volumes or masked by other stimuli. Effectiveness Applications of subliminal stimuli are often based on the persuasiveness of a message. Research on action priming has shown that subliminal stimuli can only trigger actions a receiver of the message plans to perform anyway. However, consensus of subliminal messaging remains unsubstantiated by other research. Most actions can be triggered subliminally only if the person is already prepared to per ...
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