20 research outputs found

    The sum of two models: how a composite model explains unexpected user behavior in a dual-task scenario

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    Maintaining cognitive control while pursuing several tasks at the same time is hard, especially when the current problem states of these tasks need to be represented in memory. We are investigating the mutual influence of a self-paced and a reactive task with regard to completion time and error rates. Against initial expectations, the interruptions from the reactive task did not lead to more errors in the self-paced task, but only prolonged the completion time. Our understanding of this result is guided by a combined version of two previously published cognitive models of the individual tasks. The combined model reproduces the empirical findings concerning error rates and task completion times, but not an unexpected change in the error pattern. These results feed back into our theoretical understanding of cognitive control during sequential action.DFG, MO 1038/18-1, Automatische Usability-Evaluierung modellbasierter Interaktionssysteme fĂĽr Ambient Assisted Livin

    The Impact of Situational Complexity and Familiarity on Takeover Quality in Uncritical Highly Automated Driving Scenarios

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    In the development of highly automated driving systems (L3 and 4), much research has been done on the subject of driver takeover. Strong focus has been placed on the takeover quality. Previous research has shown that one of the main influencing factors is the complexity of a traffic situation that has not been sufficiently addressed so far, as different approaches towards complexity exist. This paper differentiates between the objective complexity and the subjectively perceived complexity. In addition, the familiarity with a takeover situation is examined. Gold et al. show that repetition of takeover scenarios strongly influences the take-over performance. Yet, both complexity and familiarity have not been considered at the same time. Therefore, the aim of the present study is to examine the impact of objective complexity and familiarity on the subjectively perceived complexity and the resulting takeover quality. In a driving simulator study, participants are requested to take over vehicle control in an uncritical situation. Familiarity and objective complexity are varied by the number of surrounding vehicles and scenario repetitions. Subjective complexity is measured using the NASA-TLX; the takeover quality is gathered using the take-over controllability rating (TOC-Rating). The statistical evaluation results show that the parameters significantly influence the takeover quality. This is an important finding for the design of cognitive assistance systems for future highly automated and intelligent vehicles

    A hybrid computational approach to anticipate individuals in sequential problem solving

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    Human-awareness is an ever more important requirement for AI systems that are designed to assist humans with daily physical interactions and problem solving. This is especially true for patients that need support to stay as independent as possible. To be human-aware, an AI should be able to anticipate the intentions of the individual humans it interacts with, in order to understand the difficulties and limitations they are facing and to adapt accordingly. While data-driven AI approaches have recently gained a lot of attention, more research is needed on assistive AI systems that can develop models of their partners' goals to offer proactive support without needing a lot of training trials for new problems. We propose an integrated AI system that can anticipate actions of individual humans to contribute to the foundations of trustworthy human-robot interaction. We test this in Tangram, which is an exemplary sequential problem solving task that requires dynamic decision making. In this task the sequences of steps to the goal might be variable and not known by the system. These are aspects that are also recognized as real world challenges for robotic systems. A hybrid approach based on the cognitive architecture ACT-R is presented that is not purely data-driven but includes cognitive principles, meaning heuristics that guide human decisions. Core of this Cognitive Tangram Solver (CTS) framework is an ACT-R cognitive model that simulates human problem solving behavior in action, recognizes possible dead ends and identifies ways forward. Based on this model, the CTS anticipates and adapts its predictions about the next action to take in any given situation. We executed an empirical study and collected data from 40 participants. The predictions made by CTS were evaluated with the participants' behavior, including comparative statistics as well as prediction accuracy. The model's anticipations compared to the human test data provide support for justifying further steps built upon our conceptual approach

    A Cognitive Modeling Approach to Strategy Formation in Dynamic Decision Making

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    Decision-making is a high-level cognitive process based on cognitive processes like perception, attention, and memory. Real-life situations require series of decisions to be made, with each decision depending on previous feedback from a potentially changing environment. To gain a better understanding of the underlying processes of dynamic decision-making, we applied the method of cognitive modeling on a complex rule-based category learning task. Here, participants first needed to identify the conjunction of two rules that defined a target category and later adapt to a reversal of feedback contingencies. We developed an ACT-R model for the core aspects of this dynamic decision-making task. An important aim of our model was that it provides a general account of how such tasks are solved and, with minor changes, is applicable to other stimulus materials. The model was implemented as a mixture of an exemplar-based and a rule-based approach which incorporates perceptual-motor and metacognitive aspects as well. The model solves the categorization task by first trying out one-feature strategies and then, as a result of repeated negative feedback, switching to two-feature strategies. Overall, this model solves the task in a similar way as participants do, including generally successful initial learning as well as reversal learning after the change of feedback contingencies. Moreover, the fact that not all participants were successful in the two learning phases is also reflected in the modeling data. However, we found a larger variance and a lower overall performance of the modeling data as compared to the human data which may relate to perceptual preferences or additional knowledge and rules applied by the participants. In a next step, these aspects could be implemented in the model for a better overall fit. In view of the large interindividual differences in decision performance between participants, additional information about the underlying cognitive processes from behavioral, psychobiological and neurophysiological data may help to optimize future applications of this model such that it can be transferred to other domains of comparable dynamic decision tasks.DFG, 54371073, SFB/TRR 62: Eine Companion-Technologie fĂĽr kognitive technische System

    Familiarity and Complexity during a Takeover in Highly Automated Driving

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    This paper shows, how objective complexity and familiarity impact the subjective complexity and the time to make an action decision during the takeover task in a highly automated driving scenario. In the next generation of highly automated driving the driver remains as fallback and has to take over the driving task whenever the system reaches a limit. It is thus highly important to develop an assistance system that supports the individual driver based on information about the drivers’ current cognitive state. The impact of familiarity and complexity (objective and subjective) on the time to make an action decision during a takeover is investigated. To produce replicable driving scenarios and manipulate the independent variables situation familiarity and objective complexity, a driving simulator is used. Results show that the familiarity with a traffic situation as well as the objective complexity of the environment significantly influence the subjective complexity and the time to make an action decision. Furthermore, it is shown that the subjective complexity is a mediator variable between objective complexity/familiarity and the time to make an action decision. Complexity and familiarity are thus important parameters that have to be considered in the development of highly automated driving systems. Based on the presented mediation effect, the opportunity of gathering the drivers’ subjective complexity and adapting cognitive assistance systems accordingly is opened up. The results of this study provide a solid basis that enables an individualization of the takeover by implementing useful cognitive modeling to individualize cognitive assistance systems for highly automated driving.TU Berlin, Open-Access-Mittel – 202

    Take-over expectation and criticality in Level 3 automated driving: a test track study on take-over behavior in semi-trucks

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    With the introduction of advanced driving assistance systems managing longitudinal and lateral control, conditional automated driving is seemingly in near future of series vehicles. While take-over behavior in the passenger car context has been investigated intensively in recent years, publications on semi-trucks with professional drivers are sparse. The effects influencing expert drivers during take-overs in this context lack thorough investigation and are required to design systems that facilitate safe take-overs. While multiple findings seem to cohere in passenger cars and semi-trucks, these findings rely on simulated studies without taking environments as found in the real world into account. A test track study was conducted, simulating highway driving with 27 professional non-affiliated truck drivers. The participants drove an automated Level 3 semi-truck while a non-driving-related task was available. Multiple time critical take-over situations were initiated during the drives to investigate four main objectives regarding driver behavior. (1) With these results, comparison of reaction times and behavior can be drawn to previous simulator studies. The effect of situation criticality (2) and training (3) of take-over situations is investigated. (4) The influence of warning expectation on driver behavior is explored. Results obtained displayed very quick time to hands on steering and time to first reaction all under 2.4 s. Highly critical situations generate very quick reaction times M = 0.81 s, while the manipulation of expectancy yielded no significant variation in reaction times. These reaction times serve as a reference of what can be expected from drivers under optimal take-over conditions, with quick reactions at high speed in critical situations

    Tracing Pilots’ Situation Assessment by Neuroadaptive Cognitive Modeling

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    This study presents the integration of a passive brain-computer interface (pBCI) and cognitive modeling as a method to trace pilots’ perception and processing of auditory alerts and messages during operations. Missing alerts on the flight deck can result in out-of-the-loop problems that can lead to accidents. By tracing pilots’ perception and responses to alerts, cognitive assistance can be provided based on individual needs to ensure they maintain adequate situation awareness. Data from 24 participating aircrew in a simulated flight study that included multiple alerts and air traffic control messages in single pilot setup are presented. A classifier was trained to identify pilots’ neurophysiological reactions to alerts and messages from participants’ electroencephalogram (EEG). A neuroadaptive ACT-R model using EEG data was compared to a conventional normative model regarding accuracy in representing individual pilots. Results show that passive BCI can distinguish between alerts that are processed by the pilot as task-relevant or irrelevant in the cockpit based on the recorded EEG. The neuroadaptive model’s integration of this data resulted in significantly higher performance of 87% overall accuracy in representing individual pilots’ responses to alerts and messages compared to 72% accuracy of a normative model that did not consider EEG data. We conclude that neuroadaptive technology allows for implicit measurement and tracing of pilots’ perception and processing of alerts on the flight deck. Careful handling of uncertainties inherent to passive BCI and cognitive modeling shows how the representation of pilot cognitive states can be improved iteratively for providing assistance.TU Berlin, Open-Access-Mittel – 202

    Towards a General Model of Repeated App Usage

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    The main challenge of implementing cognitive models for usability testing lies in reducing the modeling effort, while including all relevant cognitive mechanisms, such as learning and relearning, in the model. In this paper we introduce a general cognitive modeling approach with ACT-R for hierarchical, list-based smartphone apps. These apps support the task of selecting a target, via navigating through subtargets positioned on different layers. Mean target selection time for repeated app interaction, learning and relearning behavior was collected in four studies conducted with either a shopping app or a real-estate app. The predictions of the general modeling approach match the empirical data very well, both in terms of trends and absolute values. We also explain how such a general modeling approach can be followed. The presented general model approach requires little modeling effort to be used for predicting overall efficiency of other apps. It supports more complex interface, as well

    Comparing Models of Visual Search in Heterogeneous Search Fields

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    Contains the "Cluster Model" and the "Extended Cluster Model" for the Paper "Comparing Models of Visual Search in Heterogeneous Search Fields". Paper Abstract: The paper investigates visual search in heterogeneous search fields with the aim of capturing search times with cognitive models. An icon search experiment was conducted in which target-distractor similarity (low vs. high) and distractordistractor similarity (low vs. high) of icons, target presence (present vs. absent) and the set size (6x4, 8x4 or 8x6 icons) were varied. At the same time a total of6 ACT-R models - each implementing a different search strategy hypothesis - were created (4 cluster search models, 1 row model and 1 basic model) and their fit with the experimental reaction times assessed. All cluster models were able to fit the general pattern of reaction times fairly well, but varied in fit among different conditions. A cluster model assuming search along 2-by-2-icon clusters achieved the best overall fit

    ACT-Droid

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    ACT-Droid is a tool for directly connecting ACT-R with Android applications on smartphones or tablets. The advantage of this tool is that no prototyping of the application is needed. This tool is especially useful to evaluate applications according to usability by using general modeling approaches
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