4 research outputs found

    Measuring cognitive load using in-game metrics of a serious simulation game

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    Serious games have become an important tool to train individuals in a range of different skills. Importantly, serious games or gamified scenarios allow for simulating realistic time-critical situations to train and also assess individual performance. In this context, determining the user’s cognitive load during (game-based) training seems crucial for predicting performance and potential adaptation of the training environment to improve training effectiveness. Therefore, it is important to identify in-game metrics sensitive to users’ cognitive load. According to Barrouillets’ time-based resource-sharing model, particularly relevant for measuring cognitive load in time-critical situations, cognitive load does not depend solely on the complexity of actions but also on temporal aspects of a given task. In this study, we applied this idea to the context of a serious game by proposing in-game metrics for workload prediction that reflect a relation between the time during which participants’ attention is captured and the total time available for the task at hand. We used an emergency simulation serious game requiring management of time-critical situations. Forty-seven participants completed the emergency simulation and rated their workload using the NASA-TLX questionnaire. Results indicated that the proposed in-game metrics yielded significant associations both with subjective workload measures as well as with gaming performance. Moreover, we observed that a prediction model based solely on data from the first minutes of the gameplay predicted overall gaming performance with a classification accuracy significantly above chance level and not significantly different from a model based on subjective workload ratings. These results imply that in-game metrics may qualify for a real-time adaptation of a game-based learning environment

    Theory-based approach for assessing cognitive load during time-critical resource-managing human–computer interactions: an eye-tracking study

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    Computerized systems are taking on increasingly complex tasks. Consequently, monitoring automated computerized systems is becoming increasingly demanding for human operators, which is particularly relevant in time-critical situations. A possible solution might be adapting human–computer interfaces (HCI) to the operators’ cognitive load. Here, we present a novel approach for theory-based measurement of cognitive load based on tracking eye movements of 42 participants while playing a serious game simulating time-critical situations that required resource management at different levels of difficulty. Gaze data was collected within narrow time periods, calculated based on log data interpreted in the light of the time-based resource-sharing model. Our results indicated that eye fixation frequency, saccadic rate, and pupil diameter significantly predicted task difficulty, while performance was best predicted by eye fixation frequency. Subjectively perceived cognitive load was significantly associated with the rate of microsaccades. Moreover our results indicated that more successful players tended to use breaks in gameplay to actively monitor the scene, while players who use these times to rest are more likely to fail the level. The presented approach seems promising for measuring cognitive load in realistic situations, considering adaptation of HCI

    Neural correlates of cognitive load while playing an emergency simulation game: a functional near-infrared spectroscopy (fNIRS) study

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    Functional near-infrared spectroscopy (fNIRS) provides reliable results for determining cognitive load based on averaged cortical blood flow during multiple repetitions of short cognitive tasks. At the same time, it remains unclear how to use this technique for assessing cognitive load during prolonged single-trial activity. In this study, we used a computer-based emergency simulation game for inducing different levels of cognitive load. We propose a novel approach to measure cognitive load using specific time slots, determined based on simulation log-data interpreted in light of Barrouillets time-based resource-sharing model. To validate this approach we compared cortical activity in DLPFC and left IFG regions measured at four specific time slots during a simulation. We found significant associations between cognitive load and neuronal activity within the DLPFC depending on the chosen time slot, whereas no such dependencies were found for the IFG. These results illustrate how knowledge of task structure could be used advantageously for the identification of cognitive load. Although requiring further investigation in terms of reliability and generalizability, the presented approach can be considered promising evidence that fNIRS might be suitable for more general reliable assessments of cognitive load during prolonged single-trial activities and for real-time adaptations in simulation-based learning environments

    Cross-task and cross-participant classification of cognitive load in an emergency simulation game

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    Assessment of cognitive load is a major step towards adaptive interfaces. However, non-invasive assessment is rather subjective as well as task specific and generalizes poorly, mainly due to methodological limitations. Additionally, it heavily relies on performance data like game scores or test results. In this study, we present an eye-tracking approach that circumvents these shortcomings and allows for effective generalizing across participants and tasks. First, we established classifiers for predicting cognitive load individually for a typical working memory task (n-back), which we then applied to an emergency simulation game by considering the similar ones and weighting their predictions. Standardization steps helped achieve high levels of cross-task and cross-participant classification accuracy between 63.78% and 67.25% for the distinction between easy and hard levels of the emergency simulation game. These very promising results could pave the way for novel adaptive computer-human interaction across domains and particularly for gaming and learning environments
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