85 research outputs found

    The effect of time constraint on anticipation, decision making, and option generation in complex and dynamic environments

    Get PDF
    Researchers interested in performance in complex and dynamic situations have focused on how individuals predict their opponent(s) potential courses of action (i.e., during assessment) and generate potential options about how to respond (i.e., during intervention). When generating predictive options, previous research supports the use of cognitive mechanisms that are consistent with long-term working memory (LTWM) theory (Ericsson and Kintsch in Phychol Rev 102(2):211–245, 1995; Ward et al. in J Cogn Eng Decis Mak 7:231–254, 2013). However, when generating options about how to respond, the extant research supports the use of the take-the-first (TTF) heuristic (Johnson and Raab in Organ Behav Hum Decis Process 91:215–229, 2003). While these models provide possible explanations about how options are generated in situ, often under time pressure, few researchers have tested the claims of these models experimentally by explicitly manipulating time pressure. The current research investigates the effect of time constraint on option-generation behavior during the assessment and intervention phases of decision making by employing a modified version of an established option-generation task in soccer. The results provide additional support for the use of LTWM mechanisms during assessment across both time conditions. During the intervention phase, option-generation behavior appeared consistent with TTF, but only in the non-time-constrained condition. Counter to our expectations, the implementation of time constraint resulted in a shift toward the use of LTWM-type mechanisms during the intervention phase. Modifications to the cognitive-process level descriptions of decision making during intervention are proposed, and implications for training during both phases of decision making are discussed

    Regulating drivers’ aggressiveness by Sonifying emotional data

    Get PDF
    There have been efforts within the area of cognitive and behavioral sciences to mitigate drivers’ emotion to decrease the associated traffic accidents, injuries, fatalities, and property damage. In this study, we targeted aggressive drivers and try to regulate their emotion through sonifying their emotional data. Results are discussed with an affect regulation model and future research

    Towards an in-vehicle sonically-enhanced gesture control interface: A pilot study

    Get PDF
    A pilot study was conducted to explore the potential of sonically-enhanced gestures as controls for future in-vehicle information systems (IVIS). Four concept menu systems were developed using a LEAP Motion and Pure Data: (1) 2x2 with auditory feedback, (2) 2x2 without auditory feedback, (3) 4x4 with auditory feedback, and (4) 4x4 without auditory feedback. Seven participants drove in a simulator while completing simple target-acquisition tasks using each of the four prototype systems. Driving performance and eye glance behavior were collected as well as subjective ratings of workload and system preference. Results from driving performance and eye tracking measures strongly indicate that the 2x2 grids yield better driving safety outcomes than 4x4 grids. Subjective ratings show similar patterns for driver workload and preferences. Auditory feedback led to similar improvements in driving performance and eye glance behavior as well as subjective ratings of workload and preference, compared to visual-only

    A survey on hardware and software solutions for multimodal wearable assistive devices targeting the visually impaired

    Get PDF
    The market penetration of user-centric assistive devices has rapidly increased in the past decades. Growth in computational power, accessibility, and cognitive device capabilities have been accompanied by significant reductions in weight, size, and price, as a result of which mobile and wearable equipment are becoming part of our everyday life. In this context, a key focus of development has been on rehabilitation engineering and on developing assistive technologies targeting people with various disabilities, including hearing loss, visual impairments and others. Applications range from simple health monitoring such as sport activity trackers, through medical applications including sensory (e.g. hearing) aids and real-time monitoring of life functions, to task-oriented tools such as navigational devices for the blind. This paper provides an overview of recent trends in software and hardware-based signal processing relevant to the development of wearable assistive solutions

    Robotic motion learning framework to promote social engagement

    Get PDF
    Abstract Imitation is a powerful component of communication between people, and it poses an important implication in improving the quality of interaction in the field of human–robot interaction (HRI). This paper discusses a novel framework designed to improve human–robot interaction through robotic imitation of a participant’s gestures. In our experiment, a humanoid robotic agent socializes with and plays games with a participant. For the experimental group, the robot additionally imitates one of the participant’s novel gestures during a play session. We hypothesize that the robot’s use of imitation will increase the participant’s openness towards engaging with the robot. Experimental results from a user study of 12 subjects show that post-imitation, experimental subjects displayed a more positive emotional state, had higher instances of mood contagion towards the robot, and interpreted the robot to have a higher level of autonomy than their control group counterparts did. These results point to an increased participant interest in engagement fueled by personalized imitation during interaction

    Robotic arts: Current practices, potentials, and implications

    Get PDF
    Given that the origin of the “robot” comes from efforts to create a worker to help people, there has been relatively little research on making a robot for non-work purposes. However, some researchers have explored robotic arts since Leonardo da Vinci. Many questions can be posed regarding the potentials of robotic arts: (1) Is there anything we can call machine-creativity? (2) Can robots improvise artworks on the fly? and (3) Can art robots pass the Turing test? To ponder these questions and see the current status quo of robotic arts, the present paper surveys the contributions of robotics in diverse forms of arts, including drawing, theater, music, and dance. The present paper describes selective projects in each genre, core procedure, possibilities and limitations within the aesthetic computing framework. Then, the paper discusses implications of these robotic arts in terms of both robot research and art research, followed by conclusions including answers to the questions posed at the outset

    Anger effects on driver situation awareness and driving performance

    Get PDF
    Research has suggested that emotional states have critical effects on various cognitive processes, which are important components of situation awareness (Endsley, 1995b). Evidence from driving studies has also emphasized the importance of driver situation awareness for performance and safety. However, to date, little research has investigated the relationship between emotional effects and driver situation awareness. In our experiment, 30 undergraduates drove in a simulator after induction of either anger or neutral affect. Results showed that an induced angry state can degrade driver situation awareness as well as driving performance as compared to a neutral state. However, the angry state did not have an impact on participants\u27 subjective judgment or perceived workload, which might imply that the effects of anger occurred below their level of conscious awareness. One of the reasons participants showed a lack of compensation for their deficits in performance might be that they were not aware of severe impacts of emotional effects on driving performance

    Linking self-efficacy and decision-making processes in developing soccer players

    Get PDF
    Objectives: In sports, adults with high self-efficacy have been shown to select their first option as the final choice more often in a dynamic decision-making test. Addressing the link between self-efficacy and decision making early in age could benefit the developmental potential of athletes. In this study, we examined the link between developing players’ decision self-efficacy and their decision-making processes comprising option generation and selection. Further, we explored the effect of time pressure on developing athletes’ decision making. Design: Developing athletes (N = 97) of two different age groups were asked to report their self-efficacy and to perform a dynamic decision-making task, in which time pressure was experimentally manipulated. Method: 48 younger (Mage = 8.76, SD = 1.15) and 49 older (Mage = 12.18, SD = 0.87) soccer players participated. Participants were randomly presented with video scenes of soccer match play. At the point of temporal occlusion, participants generated options about the next move. After generation, participants selected among the generated options their best option and indicated their decision and motor confidence. Results: The self-efficacy of developing players was neither related negatively to dynamic inconsistency nor positively to option or decision quality, but self-efficacy was positively related to motor confidence in the best option. Further, time pressure improved option and decision quality. Conclusion: Decision-making processes have been scrutinized by showing that developing players’ self-efficacy links to their motor skills rather than to their cognitive evaluation and by specifying the adaptation to time pressure. Thereby, results extend current theorizing on decision making
    • …
    corecore