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Cognition in the virtual world

Cognition in the virtual world. Which is easiest to read?. What is the time?. What is the time?. What is the time?. What is the time?. What is the time?. Human performance and input devices. An input device is a kind of transducer - it converts one kind of signal into another.

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Cognition in the virtual world

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  1. Cognition in the virtual world

  2. Which is easiest to read? What is the time? What is the time? What is the time? What is the time? What is the time?

  3. Human performance and input devices An input device is a kind of transducer - it converts one kind of signal into another. Device independence - when a program is written in such a way that you can switch input devices without changing the program

  4. Input devices - spatial input • switches • keyboards • speech recognizers • mouse, trackball, joystick • light pen, tablet, touch screen • data glove and other body trackers • eye trackers • etc.

  5. Spatial input (positioning) devices • specify spatial location (ex: mouse) • mappings can be absolute or relative • full touchscreen, most knobs are absolute • mouse, trackball, joystick, touch pad are relative • some devices can be both (e.g., stylus) • can be spatially coincident or not • (touchscreen vs. most others) • many programs are device independent

  6. Speed vs. accuracy: A tradeoff This tradeoff affects many human actions! People can choose to favor speed over accuracy, or vice versa. Input devices are sometimes biased toward either speed or accuracy, depending on the task.

  7. Positioning devices (Albert, 1982) DeviceSpeedAccuracy Touch screen 1(fastest) 6.5 Light pen 2 6.5 Digitizing tablet 3 2 Trackball 4 1(best) Force joystick 5 3 Position joystick 6 4 Keyboard 7(slowest) 5 (from Sanders & McCormick)

  8. Which input device is “best”? It depends on the context of use! (Bill Buxton) (our categories for input devices are not necessarily good ones) Input devices chunk things differently. Interfaces typically deal with only serial input, not parallel input.

  9. Speed vs. accuracy: A tradeoff This tradeoff affects many human actions! Human factors example: moving a mouse to a target: What are the relevant factors?

  10. Fitt’s Law Moving a mouse to a target: What can vary?

  11. Fitt’s Law Moving a mouse to a target: What can vary? • how long it takes • how far you have to move • how big the target is

  12. Fitt’s Law Moving a mouse to a target: What can vary? • how long it takes = T • how far you have to move = D • how big the target is = S How are these variables related? T = ??

  13. Fitt’s Law Moving a mouse to a target: What can vary? • how long it takes = T • how far you have to move = D • how big the target is = S T = D*S? T = S/D?? T = D/S??

  14. Fitt’s Law Moving a mouse to a target: What can vary? • how long it takes = T • how far you have to move = D • how big the target is = S T = D/S

  15. Fitt’s Law moving a computer mouse to a target: • how long it takes = T • how far you have to move = D • how big the target is = S • how long it takes you to get started ~.5 s T = (D/S + .5 s)

  16. Fitt’s Law moving a computer mouse to a target: • how long it takes = T • how far you have to move = D • how big the target is = S • how long it takes you to get started ~.5 s • how fast you are, as an individual = k T = k log (D/S + .5 s)

  17. Fitt’s Law moving a computer mouse to a target: • T = total time • D = distance • S = size of target • k = a constant (individual differences) • plus, some time to get started

  18. Fitt’s Law moving a computer mouse to a target: • T = total time • D = distance • S = size of target • k = a constant (individual differences) • plus, some time to get started T = k log (D/S + .5 sec)

  19. Fitt’s Law A quiz designed to give you fitts! (Bruce Tognazzini)

  20. Text input • Keyboards • Handwriting recognition • Speech recognition

  21. Text input • Keyboards • Alphabetic • QWERTY • Dvorak • Chord

  22. Text input • Keyboards Potentially: • QWERTY Slowest • Alphabetic • Dvorak • Chord Fastest

  23. Text input • Keyboards • Handwriting recognition • Speech recognition

  24. Text input • Keyboards • Handwriting recognition • PRO: better than small keys, integrated with sketching, preferred by some users • CON: may need training, recognition errors; slower than typing for some • Speech recognition

  25. Text input • Keyboards • Handwriting recognition • Speech recognition (to be continued)

  26. Input devices (some conclusions) • Different controls or input devices chunk things differently • Why shouldn’t we use more than just our hands? • Choosing input and output devices involves making tradeoffs Remember: The best input device for the job depends on the context of use.

  27. General principles of human information processing • Reaction time • Power Law of Practice • Fitt's Law • Principle of uncertainty • GOMS - an approach to task analysis

  28. The Model Human Processor • Perceptual system (sensors) • Cognitive system (processors) • Motor system (effectors) (Card, Moran, & Newell, 1983)

  29. Important parameters • Memory capacity • Decay • Representation • Processing cycle time

  30. Sample times Eye-movement = 230 [70~700] ms Typical time = 230 ms “Fastman” = 70 ms “Slowman” = 700 ms Perceptual processor: 100 [50~200] Cognitive processor: 70 [25~170] Motor processor: 70 [30~100]

  31. Model of simple RT problem: Task: Press button when symbol appears.

  32. Model of simple RT problem: Task: Press button when symbol appears. 1. Perceptual processor captures it in the visual image store & represents it in working memory. 100 [50~200]

  33. Model of simple RT problem: Task: Press button when symbol appears. 2. Cognitive processor recognizes the presence of a symbol. 70 [25~170]

  34. Model of simple RT problem: Task: Press button when symbol appears. 3. Motor processor pushes the button 70 [30~100]

  35. Model of simple RT problem: Task: Press button when symbol appears. 1. The perceptual processor captures it in the visual image store and represents it in working memory. 100 [50~200] 2. The cognitive processor recognizes the presence of a symbol. 70 [25~170] 3. The motor processor pushes the button 70 [30~100] Total time?

  36. Each of these action primitives takes some small amount of time (in msec.). The Model Human Processor provides a range of parameters you can use to predict precisely how long something will take, or to compare the time needed for alternative actions

  37. More complex RT example Task: you see one symbol, then another. Push yes if they match, no if they don’t. Same first step as in simple RT problem: 1. The perceptual processor captures symbol #1 in the visual image store and represents it in working memory 100 [50~200]

  38. Complex RT example, cont. 2. Ditto for symbol #2 100 [50~200] 3. If symbol #1 is still in the visual store, the cognitive processor can compare the two symbols 70 [25~170] 4. If they match, the cognitive processor decides to hit “yes” 70 [25~170] 5. The motor processor hits “yes” 70 [30~100] How long from step #2 until the end?

  39. Something to think about: • If you’re driving down the highway at 60 mph, how quickly can you react to an emergency? Mean RT in simplest situation is 240 sec. You travel 5280 * 60 = 316,800 ft./hr. 1 hour = 60 * 60 = 3600 sec. So you travel 88 ft./sec., or over 21 ft. in 240 sec.

  40. What about Fastman & Slowman? • If you’re driving down the highway at 60 mph, how quickly can you react to an emergency? Mean RT in simplest situation is 240 sec. You travel 5280 * 60 = 316,800 ft./hr. 1 hour = 60 * 60 = 3600 sec. So you travel 88 ft./sec., or over 21 ft. in 240 sec. [~11~41 ft.]

  41. General principles of human information processing • Reaction time • Power Law of Practice • Fitt's Law • GOMS - an approach to task analysis • Principle of uncertainty

  42. Power Law of Practice When something is done again and again, performance follows a power law (You keep improving with practice, but as you become an expert, you improve less and less.)

  43. Power Law of Practice

  44. Note: The power law of practice describes quantitative changes in skilled behavior (both cognitive and motor), but not qualitative changes (changes in strategies).

  45. GOMS(Card, Moran, & Newell) • Goal - what the user wants to achieve • Operator - elementary perceptual, motor, or cognitive act • Method - a series of operators that forms a procedure for doing something • Selection rule - how the user decides between methods (if...then...). Skill is particularly important here. • See PRS, Ch 14, 448-455

  46. GOMS(continued) Examples: • Goal - editing a paper (high level) cutting and pasting text (low level) • Operator - typing a keystroke • Method - set of operators for cutting • Selection rule - how the user chooses a method

  47. Advantages of GOMS • very general purpose • allows for individual differences • much predictive power about timing • good at predicting "ideal" performance

  48. Disdvantages of GOMS • not so good at predicting errors • takes a long time to conduct analysis • whole may not be the sum of the parts • ignores the nature of internal symbolic representations - focus is very low-level

  49. Skill acquisition and transfer • Transfer (positive transfer) • Interference (negative transfer)

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