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1.
Cogn Psychol ; 109: 1-25, 2019 03.
Artigo em Inglês | MEDLINE | ID: mdl-30543908

RESUMO

Tetris is a complex task notable for the increasingly substantial demands it makes on perception, decision-making, and action as the game is played. To investigate these issues, we collected data on 39 features of Tetris play for each Tetris zoid (piece), for up to 16 levels of difficulty, as each of 240 players played an hour of Tetris under laboratory conditions. Using only early (level 1) data, we conducted a Principle Component Analysis which found intriguing differences among its three, statistically significant, principle components. Each of these components captures different combinations of perception, decision-making, and action which suggests differing higher level skills, tactics, and strategies. Each component is presented and discussed, and then used in a series of principle component regression analyses on subsets of these data (a) from different Tetris levels, as well as (b) from players of different levels of expertise. We validate these models with data collected at a locally held Tetris tournament. These components represent elements of expertise; namely, correlations among perceptual, decision-making, and motor features that represent processing stages and hierarchical control and which distinguish expert from novice Tetris players. These components provide evidence for an integrated complex of processes - the Mind's Hand and the Mind's Eye - that are the essence of expertise in the real-time, sequential-decision-making task of Tetris.


Assuntos
Tomada de Decisões , Desempenho Psicomotor , Tempo de Reação , Jogos de Vídeo , Adulto , Feminino , Humanos , Masculino , Percepção
2.
Cogn Sci ; 41(7): 1838-1870, 2017 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-27766673

RESUMO

The framework of plateaus, dips, and leaps shines light on periods when individuals may be inventing new methods of skilled performance. We begin with a review of the role performance plateaus have played in (a) experimental psychology, (b) human-computer interaction, and (c) cognitive science. We then reanalyze two classic studies of individual performance to show plateaus and dips which resulted in performance leaps. For a third study, we show how the statistical methods of Changepoint Analysis plus a few simple heuristics may direct our focus to periods of performance change for individuals. For the researcher, dips become the marker of exploration where performance suffers as new methods are invented and tested. Leaps mark the implementation of a successful new method and an incremental jump above the path plotted by smooth and steady log-log performance increments. The methods developed during these dips and leaps are the key to surpassing one's teachers and acquiring extreme expertise.


Assuntos
Aptidão/fisiologia , Aprendizagem/fisiologia , Prática Psicológica , Interface Usuário-Computador , Humanos , Invenções
3.
Top Cogn Sci ; 9(2): 374-394, 2017 04.
Artigo em Inglês | MEDLINE | ID: mdl-27797151

RESUMO

Tetris provides a difficult, dynamic task environment within which some people are novices and others, after years of work and practice, become extreme experts. Here we study two core skills; namely, (a) choosing the goal or objective function that will maximize performance and (b)a feature-based analysis of the current game board to determine where to place the currently falling zoid (i.e., Tetris piece) so as to maximize the goal. In Study 1, we build cross-entropy reinforcement learning (CERL) models (Szita & Lorincz, 2006) to determine whether different goals result in different feature weights. Two of these optimization strategies quickly rise to performance plateaus, whereas two others continue toward higher but more jagged (i.e., variable) heights. In Study 2, we compare the zoid placement decisions made by our best CERL models with those made by 67 human players. Across 370,131 human game episodes, two CERL models picked the same zoid placements as our lowest scoring human for 43% of the placements and as our three best scoring experts for 65% of the placements. Our findings suggest that people focus on maximizing points, not number of lines cleared or number of levels reached. They also show that goal choice influences the choice of zoid placements for CERLs and suggest that the same is true of humans. Tetris has a repetitive task structure that makes Tetris more tractable and more like a traditional experimental psychology paradigm than many more complex games or tasks. Hence, although complex, Tetris is not overwhelmingly complex and presents a right-sized challenge to cognitive theories, especially those of integrated cognitive systems.


Assuntos
Tomada de Decisões , Reforço Psicológico , Humanos , Aprendizagem , Resolução de Problemas
4.
Behav Res Methods ; 47(4): 945-965, 2015 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-25761389

RESUMO

Studies of human performance in complex tasks using video games are an attractive prospect, but many existing games lack a comprehensive way to modify the game and track performance beyond basic levels of analysis. Meta-T provides experimenters a tool to study behavior in a dynamic task environment with time-stressed decision-making and strong perceptual-motor elements, offering a host of experimental manipulations with a robust and detailed logging system for all user events, system events, and screen objects. Its experimenter-friendly interface provides control over detailed parameters of the task environment without need for programming expertise. Support for eye-tracking and computational cognitive modeling extend the paradigm's scope.


Assuntos
Pesquisa Comportamental/métodos , Cognição/fisiologia , Jogos Experimentais , Testes Neuropsicológicos , Jogos de Vídeo/psicologia , Humanos , Projetos de Pesquisa
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