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Episodic may refer to:
An episode is a coherent narrative unit within a larger dramatic work, such as a radio or television series. The word derives from the Greek term (epeisodion), meaning the material contained between two songs or odes in a Greek tragedy.
Episodic memory is the memory of autobiographical events that can be explicitly stated or conjured. It is the collection of past personal experiences that occurred at a particular time and place. For example, if one remembers the party on their 6th birthday, this is an episodic memory. They allow an individual to figuratively travel back in time to remember the event that took place at that particular time and place.
Geology is an earth science concerned with the solid Earth, the rocks of which it is composed, and the processes by which they change over time. Geology can also include the study of the solid features of any terrestrial planet or natural satellite such as Mars or the Moon. Modern geology significantly overlaps all other earth sciences, including hydrology and the atmospheric sciences, and so is treated as one major aspect of integrated earth system science and planetary science.
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Long-term memory (LTM) is the stage of the Atkinson–Shiffrin memory model where informative knowledge is held indefinitely. It is defined in contrast to short-term and working memory, which persist for only about 18 to 30 seconds. Long-term memory is commonly labelled as explicit memory (declarative), as well as episodic memory, semantic memory, autobiographical memory, and implicit memory.
Information processing is the change (processing) of information in any manner detectable by an observer. As such, it is a process that describes everything that happens (changes) in the universe, from the falling of a rock to the printing of a text file from a digital computer system. In the latter case, an information processor is changing the form of presentation of that text file. Information processing may more specifically be defined in terms used by, Claude E. Shannon as the conversion of latent information into manifest information. Latent and manifest information is defined through the terms of equivocation, dissipation, and transformation.
Silent Hill is a survival horror video game series created by Keiichiro Toyama, developed and published by Konami, and published by its subsidiary Konami Digital Entertainment. The first four video games in the series, Silent Hill, 2, 3 and 4: The Room, were developed by an internal group called Team Silent, a development staff within former Konami subsidiary Konami Computer Entertainment Tokyo. The later six games, Origins, Homecoming, Shattered Memories, Downpour, Book of Memories and P.T. , were developed by other unrelated groups. The Silent Hill franchise has expanded to include various print pieces, two feature films, and spin-off video games.
Henry Gustav Molaison, known widely as H.M., was an American memory disorder patient who had a bilateral medial temporal lobectomy to surgically resect the anterior two thirds of his hippocampi, parahippocampal cortices, entorhinal cortices, piriform cortices, and amygdalae in an attempt to cure his epilepsy. Although the surgery was partially successful in controlling his epilepsy, a severe side effect was that he became unable to form new memories.
Anterograde amnesia is a loss of the ability to create new memories after the event that caused amnesia, leading to a partial or complete inability to recall the recent past, while long-term memories from before the event remain intact. This is in contrast to retrograde amnesia, where memories created prior to the event are lost while new memories can still be created. Both can occur together in the same patient. To a large degree, anterograde amnesia remains a mysterious ailment because the precise mechanism of storing memories is not yet well understood, although it is known that the regions involved are certain sites in the temporal cortex, especially in the hippocampus and nearby subcortical regions.
Semantic memory is one of the two types of declarative or explicit memory. Semantic memory refers to general world knowledge that we have accumulated throughout our lives. This general knowledge is intertwined in experience and dependent on culture. Semantic memory is distinct from episodic memory, which is our memory of experiences and specific events that occur during our lives, from which we can recreate at any given point. For instance, semantic memory might contain information about what a cat is, whereas episodic memory might contain a specific memory of petting a particular cat. We can learn about new concepts by applying our knowledge learned from things in the past. The counterpart to declarative or explicit memory is nondeclarative memory or implicit memory.
Alan Baddeley and Graham Hitch proposed a model of working memory in 1974, in an attempt to present a more accurate model of primary memory. Working memory splits primary memory into multiple components, rather than considering it to be a single, unified construct.
A saved game is a piece of digitally stored information about the progress of a player in a video game.
Walking Dead may refer to:
Explicit memory is one of the two main types of long-term human memory. It is the conscious, intentional recollection of factual information, previous experiences, and concepts. Explicit memory can be divided into two categories: episodic memory, which stores specific personal experiences, and semantic memory, which stores factual information.
Telltale Incorporated, doing business as Telltale Games, was an American video game developer based in San Rafael, California. The company was founded in October 2004 by former LucasArts developers Kevin Bruner, Dan Connors and Troy Molander, following LucasArts' decision to leave the adventure game genre. Telltale established itself to focus on adventure games using a novel episodic release schedule over digital distribution, creating its own game engine, Telltale Tool, to support this.
An episodic video game is a video game of a shorter length that is commercially released as an installment to a continuous and larger series. Episodic games differ from conventional video games in that they often contain less content but are developed on a more frequent basis.
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 the perceived item of use or interest to be converted into a construct that can be stored within the brain and recalled later from short-term or 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.
Heroes Chronicles is a series of turn-based strategy video games developed by Jon Van Caneghem through New World Computing and published by the 3DO Company. The series was intended to introduce a new audience, such as casual gamers, to the Heroes of Might and Magic series. As part of that strategy, each installment of Chronicles was released as a low-cost episode containing a relatively short single-player campaign, and the difficulty level of each game was kept low. All Chronicles games are based on a limited version of the Heroes of Might and Magic III game engine, although the ability to play scenario maps and multiplayer games is not included in any Chronicles title.
Memory is the process of storing and recalling information that was previously acquired. Memory occurs through three fundamental stages: encoding, storage, and retrieval. Storing refers to the process of placing newly acquired information into memory, which is modified in the brain for easier storage. Encoding this information makes the process of retrieval easier for the brain where it can be recalled and brought into conscious thinking. Modern memory psychology differentiates between the two distinct types of memory storage: short-term memory and long-term memory. Several models of memory have been proposed over the past century, some of them suggesting different relationships between short- and long-term memory to account for different ways of storing memory.
Retrospective memory is the memory of people, words, and events encountered or experienced in the past. It includes all other types of memory including episodic, semantic and procedural. It can be either implicit or explicit. In contrast, prospective memory involves remembering something or remembering to do something after a delay, such as buying groceries on the way home from work. However, it is very closely linked to retrospective memory, since certain aspects of retrospective memory are required for prospective memory.
Memory is the faculty of the brain by which information is encoded, stored, and retrieved when needed.
Reconstructive memory is a theory of memory recall, in which the act of remembering is influenced by various other cognitive processes including perception, imagination, semantic memory and beliefs, amongst others. People view their memories as being a coherent and truthful account of episodic memory and believe that their perspective is free from error during recall. However the reconstructive process of memory recall is subject to distortion by other intervening cognitive functions such as individual perceptions, social influences, and world knowledge, all of which can lead to errors during reconstruction.
Semantic amnesia is a type of amnesia that affects semantic memory and is primarily manifested through difficulties with language use and acquisition, recall of facts and general knowledge. A patient with semantic amnesia would have damage to the temporal lobe.