11,216 research outputs found

    Modelling dynamic decision making with the ACT-R cognitive architecture

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    This paper describes a model of dynamic decision making in the Dynamic Stocks and Flows (DSF) task, developed using the ACT-R cognitive architecture. This task is a simple simulation of a water tank in which the water level must be kept constant whilst the inflow and outflow changes at varying rates. The basic functions of the model are based around three steps. Firstly, the model predicts the water level in the next cycle by adding the current water level to the predicted net inflow of water. Secondly, based on this projection, the net outflow of the water is adjusted to bring the water level back to the target. Thirdly, the predicted net inflow of water is adjusted to improve its accuracy in the future. If the prediction has overestimated net inflow then it is reduced, if it has underestimated net inflow it is increased. The model was entered into a model comparison competition-the Dynamic Stocks and Flows Challenge-to model human performance on four conditions of the DSF task and then subject the model to testing on five unseen transfer conditions. The model reproduced the main features of the development data reasonably well but did not reproduce human performance well under the transfer conditions. This suggests that the principles underlying human performance across the different conditions differ considerably despite their apparent similarity. Further lessons for the future development of our model and model comparison challenges are considered

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    Software Design of an Experimental Management Suite for Evaluating Time-Delayed Teleoperative Simulations

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    A means of assessing human performance as it relates to telesurgery is critical in an age where computer-assisted surgery is becoming more commonplace in operating rooms around the world. This is particularly true when a human is controlling the robotic instruments over a considerable geographic distance; unpredictable delays in data transmission over a network can degrade the human-computer system performance. As the delay is increased, so too will the overall time to complete a given task along with its associated error rate. However, objective measures on the effect on performance are needed. The methodology developed here is based on Fitts’ paradigm; a framework that can be used to quantify human performance under simulated latency conditions. Data gathered from the software developed in this thesis shows a strong, positive, linear correlation between a subject’s performance and the imposed task latency. This coincides with similar studies performed using the same paradigm, demonstrating the usefulness of such a methodology with respect to systems for telesurgery and training

    Effects of Local Latency on Games

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    Video games are a major type of entertainment for millions of people, and feature a wide variety genres. Many genres of video games require quick reactions, and in these games it is critical for player performance and player experience that the game is responsive. One of the major contributing factors that can make games less responsive is local latency — the total delay between input and a resulting change to the screen. Local latency is produced by a combination of delays from input devices, software processing, and displays. Due to latency, game companies spend considerable time and money play-testing their games to ensure the game is both responsive and that the in-game difficulty is reasonable. Past studies have made it clear that local latency negatively affects both player performance and experience, but there is still little knowledge about local latency’s exact effects on games. In this thesis, we address this problem by providing game designers with more knowledge about local latency’s effects. First, we performed a study to examine latency’s effects on performance and experience for popular pointing input devices used with games. Our results show significant differences between devices based on the task and the amount of latency. We then provide design guidelines based on our findings. Second, we performed a study to understand latency’s effects on ‘atoms’ of interaction in games. The study varied both latency and game speed, and found game speed to affect a task’s sensitivity to latency. Third, we used our findings to build a model to help designers quickly identify latency-sensitive game atoms, thus saving time during play-testing. We built and validated a model that predicts errors rates in a game atom based on latency and game speed. Our work helps game designers by providing new insight into latency’s varied effects and by modelling and predicting those effect
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