Sensory Information Processing
Sensory Information Processing

Sensory Information Processing

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  • Pages: 5 (1343 words)
  • Published: July 14, 2017
  • Type: Case Study
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The diagram above depicts how sensory information is gathered and stored before being evaluated for relevance. The Short-term sensory store temporarily holds information until it is determined to be pertinent, at which point it is transferred to the short term memory. This type of memory has a capacity of 7-10 pieces of information. To make decisions, the current situation in the short-term memory is compared to similar past experiences stored in long-term memory.

The physical action of motor output follows, with the performance being stored in long-term memory and repeated through the model. My goal is to examine the significance of each stage in team, racket, and individual sports while determining which stage has the most impact on particular activities. The efficacy of the model is influenced by the intensity of the input, which can manifest in

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various ways, such as through audition. For instance, large crowds in team games like basketball spectate and sit close to the performers, creating a loud environment.

In team sports like basketball, the environment can become too noisy for elite players to hear their teammates' calls due to increased volume. This is because useful stimuli get drowned out by the overall noise. In contrast, in racket sports like tennis, the crowd is seated further away from the performers and is required to maintain silence during points, allowing elite players to hear relevant stimuli better. The performance of an elite shot putter mostly relies on well-practiced actions, rendering auditory stimuli largely irrelevant, as there is no starting signal. Visual distractions may be a significant factor for elite basketball players, as the crowd sits close to the court during

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Wearing replica shirts by spectators may weaken stimuli and create confusion for performers, especially in sports with closer proximity to the crowd. However, in racket games where performers are further away from spectators, replica kits are less of a hindrance. Visual stimuli can affect performance in individual sports such as swimming or shot put, but to varying degrees. In team sports like rugby or football, uneven playing surfaces and varying pitch conditions can impact the efficiency of tactile senses in the hands and feet, ultimately reducing the effectiveness of the IP Model.

Racket sports have a consistent playing surface and rely on tactile sensation for determining racket position. On the other hand, individual sports do not depend on tactile sense, except in rare cases such as a swimmer's equilibrium being affected by another swimmer's waves. Regardless of sport type, the short term sensory store is a temporary storage for incoming sensory information.

"To make a correct decision, it is important to focus on relevant information and avoid distractions," according to Galligan et al. (2000). During the perception stage, the short term sensory store processes incoming information by separating what is relevant from what is not. Team games, which have more stimuli, will take longer to process, slowing down the IP Model and increasing the likelihood of making incorrect decisions. When there is a lot of irrelevant information present, it can drown out the relevant information and make it harder to detect, further hindering the perception stage and slowing down the IP Model."

Moreover, if decision making is slow, it would impede the time allotted for executing the required skill, leading to reduced chances of success. During

the perception stage, the short-term memory (working memory) retains the necessary information. It has a channel capacity of about 7 to 10 pieces, and they last for about a minute. The learner's level of expertise is vital during this stage of the IP Model.

Chunking similar information is a technique that allows experts to store a larger amount of information compared to novices. In team games, there may be over 10 relevant pieces of information that the performer needs to keep track of. This can result in relevant information being discarded, which can negatively impact performance. Experienced athletes have an advantage in team games as they can prioritize the most relevant information. Racket games and individual activities have less information to consider.

Long term memory holds vast amounts of past experiences and is capable of limitless storage. Team sports offer more diverse situations than racket or individual sports. In team games, identical situations are unlikely to occur due to the open nature of the activity. Racket sports are comparatively more fixed than team sports, while individual sports are the most limited of all.

If a performer cannot find an exact match for the current situation, they must rely on a similar past experience, though the decision made may not be optimal. In team games, a larger number of past experiences can prolong the time needed to match current situations to the past, slowing the IP Model and decreasing available time for motor output. The decision process involves comparing present situations (short-term memory) with past experiences (long-term memory). Team games, as very open activities with many possible responses for any situation, follow Hick's Law and the choice-reaction-time model.

The more

closed the activity, the fewer outcomes are possible and the quicker the reaction time due to the limited choices. For instance, in individual sports like the 100m race, there is only one option for the athlete - to sprint at the sound of the gun. Therefore, it is categorized as a simple-reaction-time, occurring much faster. Conversely, racket sports fall in between team and individual sports with regards to the degree of choice available to the player. With more alternatives, it becomes more difficult to decide correctly, and if reaction time is slow, there is a higher chance of mistakes occurring.

The motor output is determined by the decision process, which selects the action to be performed based on the movement pattern stored in long-term memory. The outcome of the performance, positive or negative, is also stored in long-term memory. In team games, movements are more challenging and take longer to execute, with experience being a key factor in determining the motor output. Additionally, other factors such as time available, anticipation, level of fitness, and psychological state may also impact the IP Model.

Anticipation is a key factor in increasing the chances of success for a performer in sports. If the player has ample time to consider responses and outcomes, they are more likely to choose correctly. Likewise, if the performer is anticipating a movement, they can begin processing a response before it occurs, further increasing success rates. In closed sports, anticipation plays an even greater role in success. Level of fitness also influences performance as it affects the motor output stage of the IP Model. A performer with higher fitness levels can execute necessary movements with greater

ease and efficiency. Additionally, psychological readiness is crucial: performers at their peak are likely to perform more quickly and accurately, while under-prepared performers tend to be slower and more careless.

When individuals are experiencing stress, they tend to make hasty decisions that can lead to unfavorable outcomes. Overall, the IP Model is notably intricate when put into practice in team sports due to their external pacing and open environments. Team players face the toughest challenge in making the right decision as they need to take numerous factors into account. The available stimuli in these games are weaker which makes relevant information less apparent. Moreover, team games present the greatest number of pertinent stimuli, making it more difficult for players to process and make a decision.

The simplicity of the IP Model in individual sports is due to the limited number of possible responses, typically only one such as the start of a 100m race. In these types of sports, the stimuli are stronger which leads to easier decision-making. Anticipation of outcomes is more likely in individual and racket sports where there are fewer possibilities, and a player's experience can enhance this skill. The ease of applying the IP Model in a sport primarily depends on its position on the Open - Closed continuum. The more closed the activity, the simpler the model is likely to be.

When there are fewer variations, the number of outcomes to consider decreases.

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