whiting’s model (1969) input data from display the display is the sporting environment from which...
TRANSCRIPT
Whiting’s Model (1969)
Input data from display
The display is the sporting environment from which information is selected
A sporting example: e.g. Tennis match
- The crowd
- The ball / racket
- Other player / umpire, ball boys/girls
- net
- Weather (rain / wind / sun) etc
Whatever is going on in or around the vicinity of the game regardless of its
relevance or importance
Receptor systems
Sense organs, sensory systems and receptors take in the sensory information
from the display
Receptors can be categorised into 3 groups:
1. Exteroceptors
2. Proprioceptors
3. Introceptors
Receive extrinsic information from OUTSIDE of the body, therefore from the DISPLAY
Comes from the 5 senses:
1. Visual (sight)2. Audition (hearing)
3. Touch 4. Smell 5. Taste
Give an example for each from a sporting situation
These are the sensors inside the body, found in The muscles, joints and they provide
intrinsic information regarding the movement occurring
They help to provide a sense of balance – e.g.balance of feet when preparing to receive a serve
in tennis
The sense of kinaesthesis which is the inner feeling of tension within the muscles and jointse.g. kinaesthesis informs us the arm in raised
in the serve without the need to look
Information from the internal organs of the body, heart, lungs, digestive system etc.
The sensory nervous system passes the information to The central mechanism of the brain.
e.g. how fast the heart is beating – this allows the body to register fatigue.
Perceptual MechanismsPerception: make sense of the incoming
information / interpret sensor information
e.g. see that opponent is striking the tennis ball in serve
All the information from the display, picked up by the receptors is held for a fraction of a second in the short-term
sensory store
Before a decision can be made, all the information that has been taken in has to
be filtered or coded
Short-term Sensory Store (STSS)• this is a temporary and brief holding space
• Holds ALL the information from the DISPLAY
• Begins to filter and code the information using SELECTIVE ATTENTIONSelective Attention
• This separates the information into stimulus (important / relevant) and noise (irrelevant)
information
• The stimulus is passed onto the short-term memory
• Noise is disregarded
Translatory Mechanisms
Translation:
• To decide what is happening and what to do about it
• Recognise the input and make a decision on the action to be taken
• Decision making resulting from the short term and long term memory
interacting
Short Term Memory (STM)
The stimulus that has been selected (by selective attention) passes to the short term memory
Selective attention is important since the STM can only process around 7 pieces of information
So the STM has a very limited capacity – information held for about 30 seconds
The short term memory is also known as the ‘working memory’ as it links the short term
sensory store and the long term memory
Long Term Memory (LTM)•Important areas of information are
passed onto the LTM for retrieval and use at a later date
•The LTM is a large storage system (unlimited capacity)
•All the images and pictures of skills and practices have been filed away (like data
files in the computer)
•They are stored in a logical sequences called a ‘motor programmes’
•The STM compares / retrieves information from the LTM to help make
the decision
Effector Mechanisms
Effector Control: putting a motor programme into effect / doing the
movement
The decision for the appropriate action has been made
Impulses are sent via a network of nerves called the ‘effector
mechanisms’ to the working muscles.
Muscular System
On receiving an impulse, the muscles required to perform the movement begin to contract and a response, such as the tennis
return, can take place.Output Data
This is data that is in the display after the action that has taken place
Feedback
Feedback is information acquired during and after the response and is used to aid
movement correction.
Feedback either tells performers what they are
doing wrong or gives reinforcement for correct
actions so that they become habit.