255 research outputs found
The psychological interaction of spam email features
This study explored distinct perceptual and decisional contributions to spam email mental construal. Participants classified spam emails according to pairings of three stimulus features – presence or absence of awkward prose, abnormal message structure, and implausible premise. We examined dimensional interactions within general recognition theory (GRT; a multidimensional extension of signal detection theory). Classification accuracy was highest for categories containing either two non-normal dimension levels (e.g. awkward prose and implausible premise) or two normal dimension levels (e.g. normal prose and plausible premise). Modelling indicated both perceptual and decisional contributions to classification responding. In most cases, perceptual discriminability was higher along one dimension when stimuli contained a non-normal level of the paired dimension (e.g. prose discriminability was higher with abnormal structure). Similarly, decision criteria along one dimension were biased in favour of the non-normal response when stimuli contained a non-normal level of the paired dimension. Potential applications for training are discussed
Blur detection is unaffected by cognitive load
Blur detection is affected by retinal eccentricity, but is it also affected by attentional resources? Research showing effects of selective attention on acuity and contrast sensitivity suggests that allocating attention should increase blur detection. However, research showing that blur affects selection of saccade targets suggests that blur detection may be pre-attentive. To investigate this question, we carried out experiments in which viewers detected blur in real-world scenes under varying levels of cognitive load manipulated by the N-back task. We used adaptive threshold estimation to measure blur detection thresholds at 0°, 3°, 6°, and 9° eccentricity. Participants carried out blur detection as a single task, a single task with to-be-ignored letters, or an N-back task with four levels of cognitive load (0, 1, 2, or 3-back). In Experiment 1, blur was presented gaze-contingently for occasional single eye fixations while participants viewed scenes in preparation for an easy picture recognition memory task, and the N-back stimuli were presented auditorily. The results for three participants showed a large effect of retinal eccentricity on blur thresholds, significant effects of N-back level on N-back performance, scene recognition memory, and gaze dispersion, but no effect of N-back level on blur thresholds. In Experiment 2, we replicated Experiment 1 but presented the images tachistoscopically for 200 ms (half with, half without blur), to determine whether gaze-contingent blur presentation in Experiment 1 had produced attentional capture by blur onset during a fixation, thus eliminating any effect of cognitive load on blur detection. The results with three new participants replicated those of Experiment 1, indicating that the use of gaze-contingent blur presentation could not explain the lack of effect of cognitive load on blur detection. Thus, apparently blur detection in real-world scene images is unaffected by attentional resources, as manipulated by the cognitive load produced by the N-back task
Visual search in ecological and non-ecological displays: Evidence for a non-monotonic effect of complexity on performance
Copyright @ 2013 PLoSThis article has been made available through the Brunel Open Access Publishing Fund.Considerable research has been carried out on visual search, with single or multiple targets. However, most studies have used artificial stimuli with low ecological validity. In addition, little is known about the effects of target complexity and expertise in visual search. Here, we investigate visual search in three conditions of complexity (detecting a king, detecting a check, and detecting a checkmate) with chess players of two levels of expertise (novices and club players). Results show that the influence of target complexity depends on level of structure of the visual display. Different functional relationships were found between artificial (random chess positions) and ecologically valid (game positions) stimuli: With artificial, but not with ecologically valid stimuli, a “pop out” effect was present when a target was visually more complex than distractors but could be captured by a memory chunk. This suggests that caution should be exercised when generalising from experiments using artificial stimuli with low ecological validity to real-life stimuli.This study is funded by Brunel University and the article is made available through the Brunel Open Access Publishing Fund
Sparse Positional Strategies for Safety Games
We consider the problem of obtaining sparse positional strategies for safety
games. Such games are a commonly used model in many formal methods, as they
make the interaction of a system with its environment explicit. Often, a
winning strategy for one of the players is used as a certificate or as an
artefact for further processing in the application. Small such certificates,
i.e., strategies that can be written down very compactly, are typically
preferred. For safety games, we only need to consider positional strategies.
These map game positions of a player onto a move that is to be taken by the
player whenever the play enters that position. For representing positional
strategies compactly, a common goal is to minimize the number of positions for
which a winning player's move needs to be defined such that the game is still
won by the same player, without visiting a position with an undefined next
move. We call winning strategies in which the next move is defined for few of
the player's positions sparse.
Unfortunately, even roughly approximating the density of the sparsest
strategy for a safety game has been shown to be NP-hard. Thus, to obtain sparse
strategies in practice, one either has to apply some heuristics, or use some
exhaustive search technique, like ILP (integer linear programming) solving. In
this paper, we perform a comparative study of currently available methods to
obtain sparse winning strategies for the safety player in safety games. We
consider techniques from common knowledge, such as using ILP or SAT
(satisfiability) solving, and a novel technique based on iterative linear
programming. The results of this paper tell us if current techniques are
already scalable enough for practical use.Comment: In Proceedings SYNT 2012, arXiv:1207.055
A Change in the Dark Room: The Effects of Human Factors and Cognitive Loading Issues for NextGen TRACON Air Traffic Controllers
By 2020 all aircraft in United States airspace must use ADS-B (Automatic Dependent Surveillance-Broadcast) Out. This is a key component of the Next Generation (NextGen) Air Transportation System, which marks the first time all aircraft will be tracked continuously using satellites instead of ground-based radar. Standard Terminal Automation Replacement System (STARS) in the Terminal Radar Approach Control (TRACON) is a primary NextGen upgrade where digitized automation/information surrounds STARS controllers while controlling aircraft. Applying the SHELL model, the authors analyze human factors changes affecting TRACON controllers from pre-STARS technology through NextGen technologies on performance. Results of an informal survey of STARS controllers assessed cognitive processing issues and indicates the greatest concern is with movements to view other displays and added time to re-engage STARS
Striatal Volume Predicts Level of Video Game Skill Acquisition
Video game skills transfer to other tasks, but individual differences in performance and in learning and transfer rates make it difficult to identify the source of transfer benefits. We asked whether variability in initial acquisition and of improvement in performance on a demanding video game, the Space Fortress game, could be predicted by variations in the pretraining volume of either of 2 key brain regions implicated in learning and memory: the striatum, implicated in procedural learning and cognitive flexibility, and the hippocampus, implicated in declarative memory. We found that hippocampal volumes did not predict learning improvement but that striatal volumes did. Moreover, for the striatum, the volumes of the dorsal striatum predicted improvement in performance but the volumes of the ventral striatum did not. Both ventral and dorsal striatal volumes predicted early acquisition rates. Furthermore, this early-stage correlation between striatal volumes and learning held regardless of the cognitive flexibility demands of the game versions, whereas the predictive power of the dorsal striatal volumes held selectively for performance improvements in a game version emphasizing cognitive flexibility. These findings suggest a neuroanatomical basis for the superiority of training strategies that promote cognitive flexibility and transfer to untrained tasks.United States. Office of Naval Research (grant number N00014-07-1-0903
Virtual Reality for Nondestructive Evaluation Applications
Gas transmission pipelines are often inspected and monitored using the magnetic flux leakage method [1]. An inspection vehicle known as a “pig” is launched into the pipeline and conveyed along the pipe by the pressure of natural gas. The pig contains a magnetizer, an array of sensors and a microprocessor-based data acquisition system for logging data. The data is subsequently retrieved and analyzed offline. The pipeline inspection results in the generation of a vast amount of data — in excess of 4 GB, even in compressed form. It is important that these data are presented in a suitable manner for evaluation by trained operator. Virtual reality (VR) display techniques represent an attractive mechanism for presenting this huge amount of data effectively. The application of VR techniques enables the operator to explore the virtual environment generated by the computer. This technique can serve as an important bridge between human operator and the computer. In this paper, we present some preliminary efforts in achieving this interface
Learning Invariants using Decision Trees and Implication Counterexamples
Inductive invariants can be robustly synthesized using a learning model where the teacher is a program verifier who instructs the learner through concrete program configurations, classified as positive, negative, and implications. We propose the first learning algorithms in this model with implication counter-examples that are based on scalable machine learning techniques. In particular, we extend decision tree learning algorithms, building new scalable and heuristic ways to construct small decision trees using statistical measures that account for implication counterexamples. We implement the learners and an appropriate teacher, and show that they are scalable, efficient and convergent in synthesizing adequate inductive invariants in a suite of more than 50 programs.Ope
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