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  2. Visual capture - Wikipedia

    en.wikipedia.org/wiki/Visual_capture

    This occurs because the individual attributes the sound of oncoming traffic to the first car because they were unaware of the other, closer car. This therefore is an example of visual capture reassigning the audio cue to the incorrect visual cue, resulting in a mistake that could be far more costly than expected. [citation needed]

  3. Nonverbal communication - Wikipedia

    en.wikipedia.org/wiki/Nonverbal_communication

    On the other hand, nonverbal communication has no formal structure when it comes to communicating. Nonverbal communication occurs without even thinking about it. The same behavior can mean different things, such as crying of sadness or of joy. Therefore, these cues need to be interpreted carefully to get their correct meaning. [98]: 7–8

  4. Social cue - Wikipedia

    en.wikipedia.org/wiki/Social_cue

    Two aspects of the EXIT model learning phenomena have been focused on by Collins et al. The first is blocking which happens when a new cue is introduced with a cue that already has meaning. The second is highlighting which happens when an individual pays close attention to a cue that will change the meaning of a cue that they already know.

  5. Contextual cueing effect - Wikipedia

    en.wikipedia.org/wiki/Contextual_cueing_effect

    In psychology, contextual cueing refers to a form of visual search facilitation which describe targets appearing in repeated configurations are detected more quickly. The contextual cueing effect is a learning phenomenon where repeated exposure to a specific arrangement of target and distractor items leads to progressively more efficient search.

  6. Sensory cue - Wikipedia

    en.wikipedia.org/wiki/Sensory_cue

    A cue is some organization of the data present in the signal which allows for meaningful extrapolation. For example, sensory cues include visual cues, auditory cues, haptic cues, olfactory cues and environmental cues. Sensory cues are a fundamental part of theories of perception, especially theories of appearance (how things look).

  7. Metamemory - Wikipedia

    en.wikipedia.org/wiki/Metamemory

    The cue familiarity hypothesis was proposed by Reder and Ritter after completing a pair of experiments which indicated that individuals can evaluate their ability to answer a question before trying to answer it. [10] This finding suggests that the question (cue) and not the actual memory (target) is crucial for making metamemory judgments. [10]

  8. Tangible symbol systems - Wikipedia

    en.wikipedia.org/wiki/Tangible_symbol_systems

    The term tangible symbols was first developed by Charity Rowland and Philip Schweigert, [2] [3] and refers to two-dimensional pictures or three-dimensional objects used as symbols to convey meaning. The items are termed "tangible" because they are concrete items that can be manipulated by the user and communication partner.

  9. Haptic communication - Wikipedia

    en.wikipedia.org/wiki/Haptic_communication

    Intention to touch: A nonverbal communication haptic code or cue is the intention behind it. Reaching your hand across the table to a somewhat unknown person is used as a way to show readiness to touch. Kissing: Moving in concert by turning heads to allow for the lips to touch is the final part of the fourth stage of courtship, the kiss.