17 research outputs found

    Multitasking effects on individual performance : an experimental eye-tracking study

    Get PDF
    Purpose: The main objective of this research is to identify the impact of parallel performance of various tasks on the individual effectiveness. Moreover, a methodological goal was set for the research to explore the possibilities of using eye-tracking in the studies of multitasking. Design/Methodology/Approach: The study was conducted in the form of an experiment. All participants worked at the same computer station time was measured with Eye Tracker. Findings: It was confirmed that multitasking requires more time to accomplish tasks and deteriorates creativity, but not correctness of the answers in case of simple tasks. Interestingly, in case of multitasking under time pressure, the performance was worse. Practical Implications: Deeper understanding of the determinants and effects of multitasking on organizational and individual performance enables the adjustment of work organization and management style in order to achieve optimal results. Originality/Value: This paper brings new insights to the studies of multitasking not only in terms of the results of an experimental research, but also in terms of methodological concerns like eye-tracking as a new method of empirical diagnosis.peer-reviewe

    Implementasi Algoritma Penjadwalan Multilevel Feedback Queue pada Aplikasi Berbasis Flutter

    Get PDF
    Application development has experienced a shift towards a cross-platform approach, where developers can write code once for multiple platforms. Flutter, as a fast-growing cross-platform framework with a wide community is one of the most popular cross-platform frameworks today. However, along with that, there is an increase in application complexity which makes the concept of multitasking very important. This article proposes the implementation of the Multilevel Feedback Queue (MLQ) scheduling algorithm in Flutter applications, which can help manage tasks and improve application efficiency. This research aims to examine the changes in application efficiency after the implementation of MLQ, as well as examine whether the changes remain relevant on different operating systems, namely Windows and Android. The implemented MLQ algorithm is an algorithm with adjustments to the calculation of time quantum and integration with the Shortest Job First (SJF) algorithm based on previous research. Tests were conducted using the Flutter benchmarking feature to measure the application frame rate before and after MLQ implementation on Windows and Android. The results of this study found that the implementation of MLQ increased application efficiency by 269% on the Windows operating system and 155% on the Android operating system

    In-class Multitasking among College Students

    Get PDF
    The use of mobile devices in class has become a common scene on the college campus. The negative effects of in-class multitasking behaviors have been identified in many educational settings, including colleges. This study investigates the factors that drive college students to multitask and seeks to understand the relationship between learning engagement and multitasking behaviors in the classroom. This study also explores whether polychronic traits relate to multitasking behavior. A total of 282 survey samples were collected from college students in Taiwan. The results confirmed our hypotheses: (1) Students’ multitasking motivation, including social and emotional needs, positively relates to their in-class multitasking. (2) Polychronic traits positively relate to in-class multitasking. (3) Learning engagement negatively relates to in-class multitasking behavior. (4) Polychronic traits negatively relate to learning engagement. (5) Low course difficulty level relates to more frequent in-class multitasking behaviors. The implications of the study are also discussed

    Media Multitasking in University Students: Relatedness of Video to Learning Content

    Get PDF
    This study examines the impact of multitasking on memory. Specifically, how the relatedness of a medium affects learning. The media used for the purposes of the current study were documentaries. The study consisted of 36 students recruited from Brescia University College. Participants completed a set of questionnaires which included their demographics, academic information, computer/internet usage, and their perceived ability to multitask. They then completed a reading comprehension task while the documentary was played in the background. Although there was no significant effect, participants scored higher on the first part of the multiple-choice test which suggests that they understood the general idea of the passage. Contrary to the hypothesis, no significant effect was found on participant’s performance and video similarity while students media multitasked. Further research could examine the effect of multitasking across different cultures and ethnic backgrounds

    Don't Distract Me When I'm Media Multitasking: Toward a Theory for Raising Advertising Recall and Recognition

    Get PDF
    Media multitasking, such as using handheld devices like smartphones and tablets while watching TV, has become prevalent but its effect on the recall and recognition of advertising subject to limited academic research. We contend that the context in which multitasking takes place affects consumer memory for advertising delivered via the primary activity (e.g., watching television). Specifically, we identify the importance of the degree of (a) congruence between the primary and second screen activity and (b) social accountability of second screen activities. We test our typology empirically by examining the determinants of next day recall and recognition for billboard advertisers (perimeter board advertisements) of a televised football (soccer) match. In line with our theory, in most cases media multitasking leads to worse recall and recognition, however, in situations where there is congruence between primary and second screen activities and secondary activities have a higher level of social accountability attached to them, then advertising recall and recognition improves

    The dynamics and neural correlates of audio-visual integration capacity as determined by temporal unpredictability, proactive interference, and SOA

    Get PDF
    Over 5 experiments, we challenge the idea that the capacity of audio-visual integration need be fixed at 1 item. We observe that the conditions under which audio-visual integration is most likely to exceed 1 occur when stimulus change operates at a slow rather than fast rate of presentation and when the task is of intermediate difficulty such as when low levels of proactive interference (3 rather than 8 interfering visual presentations) are combined with the temporal unpredictability of the critical frame (Experiment 2), or, high levels of proactive interference are combined with the temporal predictability of the critical frame (Experiment 4). Neural data suggest that capacity might also be determined by the quality of perceptual information entering working memory. Experiment 5 supported the proposition that audio-visual integration was at play during the previous experiments. The data are consistent with the dynamic nature usually associated with cross-modal binding, and while audio-visual integration capacity likely cannot exceed uni-modal capacity estimates, performance may be better than being able to associate only one visual stimulus with one auditory stimulus

    Employees\u27 cognitive load and performance during multitasking use of Information Technology

    Get PDF
    Multitasking-based use of Information Technology, a term that we label MUIT, to accomplish work-related tasks has become a common behavior for employees in organizations. Despite this reality, most research to date has focused on studying either the use of one IT at a time or multi-tasking behaviors in experimental laboratory settings. As a result, this study aims to fill these gaps. Building upon cognitive load theory and multiple resource theory, this paper theorizes that MUIT positively influences cognitive load, which in turn, has a curvilinear (concave, in-verted U) relation with performance. In order to test our hypotheses, we employed the Experi-ence Sampling Method (ESM), a special form of diary study, to gather data on employees at multiple occasions for two weeks. The collected data are hierarchical (multiple observations within individuals), and thus, we employed multi-level regression to test the hypotheses. Results show, as hypothesized, a positive relation between MUIT and cognitive load, and an inverted U relation between cognitive load and performance. Therefore, this study demonstrates that in work settings although MUIT increases cognitive load, cognitive load is not always detrimental: some cognitive load has positive effects on performance until it reaches a tipping point where performance starts to suffer

    When Spheres Collide: A Refocused Research Framework for Personal Use of Technology at Work

    Get PDF
    Continued advancements in technology and more flexible work arrangements have caused employees’ personal and work spheres to collide, increasing the prevalence of the personal use of technology at work. This collision of often competing priorities presents dilemmas for employees in determining how best to manage tasks throughout the day. Prior conceptualizations of “cyberloafing”, “cyberslacking”, “personal web use,” etc. from prior research classify the behavior as unnecessarily negative and often include non-essential constraints. In this paper, we offer an updated definition and refocused research framework that uses novel insights drawn from the multitasking literature to guide researchers in addressing a central question: how can employees most effectively manage their personal use of technology at work? We address various topics and offer research questions to properly align research and practice while re-initiating further investigations into this interesting phenomenon

    J Musculoskelet Res

    Get PDF
    BackgroundWith cell phone use and ownership on the rise, daily circumstances often require individuals to divide attentional resources between walking and a cell phone-related task. This division of attention has been found to detrimentally effect task performance, making pedestrian cell phone usage an increasing safety concern. However, most studies have investigated the impact of dual-tasks on situational awareness and few have focused on tasks other than texting. Therefore, this study aimed to investigate the effect of various cell phone-related tasks on lower limb kinematics during walking.MethodsFourteen healthy, college-aged subjects completed gait analysis trials in five walking conditions, one single-task walking condition and four dual task conditions: Walk+Converse, Walk+Read (Simple), Walk+Read (Difficult), and Walk+Text. Subjects\u2019 movements were recorded with a motion capture system and peak sagittal plane lower extremity joint angles, gait velocity, and stride length were calculated.ResultsOf the eight kinematic outcome measures analyzed, all but one revealed some significant (p < 0.05) differences between dual-task walking conditions. Gait velocity and stride length both decreased due to the addition of the dual tasking, with the magnitude of the reduction becoming more apparent with the increased difficulty of the cell phone-based task.ConclusionThis study supports a fundamental change to gait kinematics in response to cell phone use while walking, with the magnitude of impact being directly related to the complexity of the secondary task. The significant changes to gait kinematics in complex dual-task situations could present a threat to balance.20202021-09-21T00:00:00ZCC999999/ImCDC/Intramural CDC HHSUnited States/34552303PMC84551491144
    corecore