Chunking (psychology)
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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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Cognitive Psychology
Cognitive psychology is the scientific study of mental processes such as attention, language use, memory, perception, problem solving, creativity, and reasoning. Cognitive psychology originated in the 1960s in a break from behaviorism, which held from the 1920s to 1950s that unobservable mental processes were outside the realm of empirical science. This break came as researchers in linguistics and cybernetics, as well as applied psychology, used models of mental processing to explain human behavior. Work derived from cognitive psychology was integrated into other branches of psychology and various other modern disciplines like cognitive science, linguistics, and economics. The domain of cognitive psychology overlaps with that of cognitive science, which takes a more interdisciplinary approach and includes studies of non-human subjects and artificial intelligence. History Philosophically, ruminations on the human mind and its processes have been around since the times of the a ...
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Motor Learning
Motor learning refers broadly to changes in an organism's movements that reflect changes in the structure and function of the nervous system. Motor learning occurs over varying timescales and degrees of complexity: humans learn to walk or talk over the course of years, but continue to adjust to changes in height, weight, strength etc. over their lifetimes. Motor learning enables animals to gain new skills, and improves the smoothness and accuracy of movements, in some cases by calibrating simple movements like reflexes. Motor learning research often considers variables that contribute to motor program formation (i.e., underlying skilled motor behaviour), sensitivity of error-detection processes, and strength of movement schemas (see motor program). Motor learning is "relatively permanent", as the capability to respond appropriately is acquired and retained. Temporary gains in performance during practice or in response to some perturbation are often termed motor adaptation, a transi ...
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Encoding (memory)
Memory has the ability to encode, store and recall information. Memories give an organism the capability to learn and adapt from previous experiences as well as build relationships. Encoding allows a perceived item of use or interest to be converted into a construct that can be stored within the brain and recalled later from long-term memory. Working memory stores information for immediate use or manipulation which is aided through hooking onto previously archived items already present in the long-term memory of an individual. History Encoding is still relatively new and unexplored but origins of encoding date back to age old philosophers such as Aristotle and Plato. A major figure in the history of encoding is Hermann Ebbinghaus (1850–1909). Ebbinghaus was a pioneer in the field of memory research. Using himself as a subject he studied how we learn and forget information by repeating a list of nonsense syllables to the rhythm of a metronome until they were committed to his m ...
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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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Knowledge Representation And Reasoning
Knowledge representation and reasoning (KRR, KR&R, KR²) is the field of artificial intelligence (AI) dedicated to representing information about the world in a form that a computer system can use to solve complex tasks such as Computer-aided diagnosis, diagnosing a medical condition or natural language user interface, having a dialog in a natural language. Knowledge representation incorporates findings from psychology about how humans solve problems and represent knowledge in order to design Formalism (mathematics), formalisms that will make complex systems easier to design and build. Knowledge representation and reasoning also incorporates findings from logic to automate various kinds of ''reasoning'', such as the application of rules or the relations of Set theory, sets and subsets. Examples of knowledge representation formalisms include Semantic network, semantic nets, systems architecture, Frame (artificial intelligence), frames, rules, and Ontology (information science), ont ...
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Generalization (learning)
Generalization is the concept that humans and other animals use past learning in present situations of learning if the conditions in the situations are regarded as similar. The learner uses generalized patterns, principles, and other similarities between past experiences and novel experiences to more efficiently navigate the world.Banich, M. T., Dukes, P., & Caccamise, D. (2010). Generalization of knowledge: Multidisciplinary perspectives. Psychology Press. For example, if a person has learned in the past that every time they eat an apple, their throat becomes itchy and swollen, they might assume they are allergic to all fruit. When this person is offered a banana to eat, they reject it upon assuming they are also allergic to it through generalizing that all fruits cause the same reaction. Although this generalization about being allergic to all fruit based on experiences with one fruit could be correct in some cases, it may not be correct in all. Both positive and negative effects h ...
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Forgetting Curve
The forgetting curve hypothesizes the decline of memory retention in time. This curve shows how information is lost over time when there is no attempt to retain it. A related concept is the strength of memory that refers to the durability that memory traces in the brain. The stronger the memory, the longer period of time that a person is able to recall it. A typical graph of the forgetting curve purports to show that humans tend to halve their memory of newly learned knowledge in a matter of days or weeks unless they consciously review the learned material. The forgetting curve supports one of the seven kinds of memory failures: transience, which is the process of forgetting that occurs with the passage of time. History From 1880 to 1885, Hermann Ebbinghaus ran a limited, incomplete study on himself and published his hypothesis in 1885 as ' (later translated into English as ''Memory: A Contribution to Experimental Psychology''). Ebbinghaus studied the memorisation of nonsense ...
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Flow (psychology)
In positive psychology, a flow state, also known colloquially as being in the zone, is the mental state in which a person performing some activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does, and a resulting transformation in one's sense of time. Flow is the melting together of action and consciousness; the state of finding a balance between a skill and how challenging that task is. It requires a high level of concentration, however, it should be effortless. Flow is used as a coping skill for stress and anxiety when productively pursuing a form of leisure that matches one's skill set. Named by the psychologist Mihály Csíkszentmihályi in 1975, the concept has been widely referred to across a variety of fields (and is particularly well recognized in occupational therapy), though the concept has been claimed to have existed for thou ...
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Conceptual Graph
A conceptual graph (CG) is a formalism for knowledge representation. In the first published paper on CGs, John F. Sowa used them to represent the conceptual schemas used in database systems. The first book on CGs applied them to a wide range of topics in artificial intelligence, computer science, and cognitive science. Research branches Since 1984, the model has been developed along three main directions: a graphical interface for first-order logic, a diagrammatic calculus of logics, and a graph-based knowledge representation and reasoning model. Graphical interface for first-order logic In this approach, a formula in first-order logic (predicate calculus) is represented by a labeled graph. A linear notation, called the Conceptual Graph Interchange Format (CGIF), has been standardized in the ISO standard for common logic. The diagram above is an example of the ''display form'' for a conceptual graph. Each box is called a ''concept node'', and each oval is called a ''re ...
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Language Acquisition
Language acquisition is the process by which humans acquire the capacity to perceive and comprehend language (in other words, gain the ability to be aware of language and to understand it), as well as to produce and use words and sentences to communicate. Language acquisition involves structures, rules and representation. The capacity to use language successfully requires one to acquire a range of tools including phonology, morphology, syntax, semantics, and an extensive vocabulary. Language can be vocalized as in speech, or manual as in sign. Human language capacity is represented in the brain. Even though human language capacity is finite, one can say and understand an infinite number of sentences, which is based on a syntactic principle called recursion. Evidence suggests that every individual has three recursive mechanisms that allow sentences to go indeterminately. These three mechanisms are: ''relativization'', ''complementation'' and ''coordination''. There are two ma ...
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CHREST (cognitive Architecture)
CHREST (Chunk Hierarchy and REtrieval STructures) is a symbolic cognitive architecture based on the concepts of limited attention, limited short-term memories, and chunking. The architecture takes into low-level aspects of cognition such as reference perception, long and short term memory stores, and methodology of problem-solving and high-level aspects such as the use of strategies. Learning, which is essential in the architecture, is modelled as the development of a network of nodes ( chunks) which are connected in various ways. This can be contrasted with Soar and ACT-R, two other cognitive architectures, which use productions for representing knowledge. CHREST has often been used to model learning using large corpora of stimuli representative of the domain, such as chess games for the simulation of chess expertise or child-directed speech for the simulation of children's development of language. In this respect, the simulations carried out with CHREST have a flavour closer to t ...
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EPAM
EPAM Systems, Inc. ("Effective Programming for America") is an American company that specializes in service development, digital platform engineering, and digital product design, operating out of Newtown, Pennsylvania. History Early years In 1993, Arkadiy Dobkin and Leo Lozner founded EPAM, a global software engineering services company, in New Jersey, USA and Minsk, Belarus. In 2002, EPAM was ranked publicly for the first time as a fast-growing company by Deloitte & Touche. In 2012, EPAM was listed on New York Stock Exchange under the moniker EPAM, becoming the first company from Belarus on NYSE. Timeline In 2004, EPAM acquired Fathom Technology, a software development services company based in Budapest, Hungary, expanding its offshore services beyond North America. In 2006, EPAM secured an equity investment from Siguler Guff to fund its competitive growth plans. In 2006, EPAM acquired VDI, a software development services company with delivery centers in Russia, which e ...
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