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PSYC201 cognitive
space and sound
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Cards (17)
Vibration of air molecules causes
neighbouring
air molecules to vibrate (
ripple
effect)
Pure tones are described by 2 aspects of sound:
frequency
and amplitude
Frequency
The rate of air pressure
modulation
; number of
cycles
in a second; related to
pitch
: high or low
View source
Amplitude
Changes in sound
pressure
level; related to
loudness
View source
Transduction
1.
Air
pushes on
eardrum
(or tympanic membrane)
2. Connected to 3 little bones (
maleus
,
incus
,
stapes
), which act as
amplifier
, increasing pressure on
cochlea
3. Shake cochlea
View source
Cochlea
Fluid filled membrane with
hair
cells
inside
If
fluid
moves, certain
hair
cells
bash against
tectorial
membrane (solid cell layer in center of cochlea)
Bending
of hair cells causes
action
potential
View source
Frequency coding in cochlea
Different frequencies of air pressure hit different hair cells depending on their location
High frequencies hit at the beginning
Low
frequencies hit at the
end
or apex
View source
Organ of
Corti
Where
hair cells
are hit
View source
Cochlear
implant
Stimulates
auditory
nerve where the hair cell would have been (because hair cells don't
regenerate
)
View source
Audition wears out with
old age
because it's a
mechanical
system
View source
Many animals have much better
auditory systems
than humans
View source
Moles
Good hearing with
low
frequencies because that's the sound that travels underground
View source
Dolphins
Good for
high
frequencies because the sounds they make when they
communicate
View source
Auditory streams
Complex
sounds
made up of several different
frequencies
from several different
sources
(leading to auditory gestalts)
View source
Stream segregation
1.
Spectral
separation
2.
Temporal
separation
3.
Temporal
onsets and offsets
4.
Spatial
separation
5.
Temporal
modulations --> changes in loudness and pitch
View source
Stream groupingSimilarity: pitch
Similarity:
pitch
Proximity:
timing
--> frequencies that are
closer
together are grouped together (we presume they come from the same object)
Temporal proximity --> sounds closer in
time
typically come from same object
Good continuation --> when
loud
sound is played over
another sound
, we presume it goes on behind the
louder
one (filling
gaps
)
Common fate:
timbre
--> progression (
onset
and
offset
) of sound
View source
We can only attend to
one
stream at a time
View source
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