Subdecks (1)

Cards (38)

  • Human-computer interaction (HCI)

    An information processing task where the user interacts with a technological device to accomplish goals and subgoals
  • Human information processing
    • Frameworks used (theory of signal detection, chronometric methods, speed and accuracy)
    • Real-life application of some of the frameworks
  • Human information processing stages (Sanders' taxonomy, 1998)
    • Sensory input
    • Perception
    • Cognition (thoughts and thinking)
    • Action (outcome)
  • Signal detection theory
    A statistical framework used to study human performance, including the detection and identification of stimuli in the presence of uncertainty and noise
  • Chronometric methods
    Use of time factors to study human information-processing, including reaction time and mental rotation
  • Speed-accuracy methods
    The trade-off between speed and accuracy in human performance
  • Psychophysiological and neuroimaging methods
    • Examining physiological activity, such as brain activity using electroencephalograms (EEGs) and magnetic resonance imaging (MRI)
    • Used to develop brain-computer interfaces and study neural bases of mental functions
  • Neuroergonomics
    The application of cognitive neurosciences in human-computer interaction, focusing on the neural dynamics underlying perception, attention, memory, emotion, cognitive control, and decision-making during interaction with technology
  • Types of neuroergonomics
    • Cognitive neuroergonomics
    • Physical neuroergonomics
    • Social neuroergonomics
    • Consumer neuroergonomics
    • Augmented & synthetic neuroergonomics
    • Clinical neuroergonomics
  • Memory in information processing
    Recollection of information in the absence of the original stimulus, including episodic, semantic, declarative, and procedural memory
  • Memory systems
    • Sensory stores
    • Short-term memory (working memory)
    • Long-term memory
  • Problem solving
    Involves a problem space with an initial state, goal state, operators for transforming the problem, and constraints for applying the operators
  • Decision making
    People rely on heuristics (representativeness, availability, anchoring) when the outcome associated with a choice is uncertain
  • Lumosity is an example of an applied human information processing tool, but the effectiveness and lasting effects of such cognitive enhancement programs are debated
  • Lumosity
    A subscription-based suite of online brain-training games, intended to improve cognitive skills
  • Due to an influx of products designed to train cognition through games such as Lumosity, it is important to determine their effectiveness for the sake of consumers and for the potential implications of any training effects for theories of transfer of cognitive skills
  • Training experiments using the Lumosity platform

    1. Participants divided into three groups:
    2. Attention group trained with five attention games
    3. Flexibility group trained with five flexibility games
    4. Inactive control group
  • Participant assessment
    1. Accuracy and response time for two cognitive tests of attention (useful field of view and change detection)
    2. Accuracy and response time for two cognitive tests of flexibility (Wisconsin card sort and Stroop)
    3. Assessed both before and after training period
  • Experiment 1 training period

    3 hours spread over four sessions
  • Experiment 2 training period
    15 to 20 hours spread over an average of 73 sessions
  • The trained groups did not show significantly greater pretest-to-posttest gains than the control group on any measures in either experiment, except in experiment 2 where the flexibility group significantly outperformed the other two groups on Stroop response time and UFOV reaction time
  • A practical implication concerns the lack of strong evidence for the effectiveness of brain-training games to improve cognitive skills
  • A theoretical implication concerns the domain
  • Ceiling effect
    A limit to the extent of improvement that can be achieved through brain-training games, especially in cognitively healthy populations
  • Brain-training games
    • May be more effective in cognitively impaired populations
    • May have limited effectiveness in cognitively healthy populations
  • Brain-training games show a plateau in improvement

    Suggests there is a peak level of performance
  • Brain-training games do not lead to greater improvement on isolated tasks
    Compared to control group
  • Future studies should explore if brain-training games are more effective in lower-performing populations
  • Future studies should explore if the capacity for improvement requires ever more challenging levels of play
  • Sanders’ taxonomy (1998)
    Sensory input
    The information received through the senses (e.g., sight, hearing, taste, smell)
    Perception
    The interpretation of sensory input. Perception is influenced by past experiences, expectations, and
    attention.
    Cognition (thoughts and thinking)
    The mental process involving thinking, learning, and problem-solving. Cognition includes processes
    such as attention, memory, reasoning, and decision-making.
    Action (outcome)
    The motor response based on the processed information (ranging from simple actions like picking
    up the phone to complex actions like driving).
  • stimuli identification: preprocessing-> featue extraction-> identification -> respence selection -> motor programing -> moor adjustement te two last are called respence execution
  • Signal detection theory
    A statistical framework
    Practical applications of signal detection theory
    Medical diagnosis - mammography (SDT can be used to investigate diagnostic
    accuracy and determine the threshold required to establish a diagnosis)
    Air traffic control - controllers make decisions based on identifying points on the
    radar screen
    Marketing research - analyzing consumer behavior
    Human performance - noise, discrimination between stimuli, and decision-making
    based on uncertain information
    Autonomous vehicles - smart obstacle detection systems
    General psychology - recognition memory.