Group ACS Applied Cognitive Science Lab at UIUC http://www.citeulike.org/groupfunc/4917 CiteULike.org en-gb Copyright © 2004-2007 Oversity Limited zorbamoon joined the group http://www.citeulike.org/profile/zorbamoon 2008-07-02T18:04:48+00:00 zorbamoon invited to join the group http://www.citeulike.org/profile/zorbamoon 2008-07-02T16:43:57+00:00 acslab posted How do people organize their desks?: Implications for the design of office information systems http://www.citeulike.org/group/4917/article/163212 <i>no abstract</i> 2008-07-02T16:02:05+00:00 acslab posted Data mountain: using spatial memory for document management http://www.citeulike.org/group/4917/article/622787 <i>no abstract</i> 2008-07-02T15:55:14+00:00 acslab posted The spatial metaphor for user interfaces: experimental tests of reference by location versus name http://www.citeulike.org/group/4917/article/363912 <i>no abstract</i> 2008-07-02T15:52:08+00:00 acslab posted What do people recall about their documents?: implications for desktop search tools http://www.citeulike.org/group/4917/article/1106150 <i>no abstract</i> 2008-07-02T15:44:41+00:00 acslab posted A comparison of symbolic and spatial filing http://www.citeulike.org/group/4917/article/2952411 <i>no abstract</i> 2008-07-02T15:37:14+00:00 acslab posted A comparison of spatial organization strategies in graphical and tangible user interfaces http://www.citeulike.org/group/4917/article/784319 <i>no abstract</i> 2008-07-02T15:32:15+00:00 acslab posted Investigating the Roles of Knowledge and Cognitive Abilities in Older Adult Information Seeking on the Web http://www.citeulike.org/group/4917/article/2775056 <i>no abstract</i> 2008-06-22T17:24:33+00:00 acslab posted Evidence accumulation in decision making: unifying the "take the best" and the "rational" models. http://www.citeulike.org/group/4917/article/2898885 An evidence accumulation model of forced-choice decision making is proposed to unify the fast and frugal take the best (TTB) model and the alternative rational (RAT) model with which it is usually contrasted. The basic idea is to treat the TTB model as a sequential-sampling process that terminates as soon as any evidence in favor of a decision is found and the rational approach as a sequential-sampling process that terminates only when all available information has been assessed. The unified TTB and RAT models were tested in an experiment in which participants learned to make correct judgments for a set of real-world stimuli on the basis of feedback, and were then asked to make additional judgments without feedback for cases in which the TTB and the rational models made different predictions. The results show that, in both experiments, there was strong intraparticipant consistency in the use of either the TTB or the rational model but large interparticipant differences in which model was used. The unified model is shown to be able to capture the differences in decision making across participants in an interpretable way and is preferred by the minimum description length model selection criterion. 2008-06-16T15:22:51+00:00 acslab posted Re-visions of rationality? http://www.citeulike.org/group/4917/article/546289 The appeal of simple algorithms that take account of both the constraints of human cognitive capacity and the structure of environments has been an enduring theme in cognitive science. A novel version of such a boundedly rational perspective views the mind as containing an 'adaptive toolbox' of specialized cognitive heuristics suited to different problems. Although intuitively appealing, when this version was proposed, empirical evidence for the use of such heuristics was scant. I argue that in the light of empirical studies carried out since then, it is time this 'vision of rationality' was revised. An alternative view based on integrative models rather than collections of heuristics is proposed. 2008-06-16T15:15:43+00:00 acslab posted Making Good Decisions with Minimal Information: Simultaneous and Sequential Choice http://www.citeulike.org/group/4917/article/2877809 Abstract&nbsp;&nbsp;The adaptive pressures facing humans and other animals to make decisions quickly can be met both by increasing internal information-processing speed and by minimizing the amount of information to be used. Here we focus on the latter effect and ask how, and how well, agents can make good decisions with a minimal amount of information, using two specific tasks as examples. When a choice must be made between simultaneously-available options, minimal information in the form of binary recognition (whether or not each item is recognized) can be used in the recognition heuristic to choose effectively. When options are encountered sequentially one at a time, minimal information as to whether or not each option is the best encountered so far is sufficient to guide agents using a simple search-cutoff rule to high performance along several choice criteria. Both of these examples have important economic as well as biological applications, and show the power of simple fast and frugal heuristics to produce good decisions with little information. 2008-06-09T18:05:50+00:00 acslab posted Recognizing the Maximum of a Sequence http://www.citeulike.org/group/4917/article/2877700 The classical dowry, secretary, or beauty contest problem is extended in several directions. In trying to find sequentially the maximum of a random sequence of fixed length, the chooser can have one or several choices (section 2), no information about the distribution of the values (section 2), or at the other extreme, full information about the distribution and the value of the observation itself (section 3). He can have an opponent who alters the properties of the sequence (section 4). The payoff function may be 0 or 1 (sections 2-4), or it may be the value of the observation itself as in certain investment problems (section 5). Both theoretical and numerical results are given for optimum and near optimum play. 2008-06-09T17:32:01+00:00 acslab posted How our hands help us learn http://www.citeulike.org/group/4917/article/2862577 When people talk they gesture, and those gestures often reflect thoughts not expressed in their words. In this sense, gesture and the speech it accompanies can mismatch. Gesture-speech [`]mismatches' are found when learners are on the verge of making progress on a task - when they are ready to learn. Moreover, mismatches provide insight into the mental processes that characterize learners when in this transitional state. Gesture is not just handwaving - it reflects how we think. However, evidence is mounting that gesture goes beyond reflecting our thoughts and can have a hand in changing those thoughts. We consider two ways in which gesture could change the course of learning: indirectly by influencing learning environments or directly by influencing learners themselves. 2008-06-04T20:13:45+00:00 acslab posted Strategic behavior in monkeys http://www.citeulike.org/group/4917/article/141649 In a recent paper, Lee et al. examined adaptive decision-making processes by training monkeys to play a competitive game against a computer programmed to play using various strategies. They found that the monkeys' responses were sensitive to the computer's strategies and consistent with reinforcement learning. Research such as this strongly complements current research in behavioral economics. We propose some potential future directions for this work, and put forward conjectures about what might be learned about decision-making in humans. 2008-06-04T20:09:59+00:00 acslab posted What makes interruptions disruptive? A study of length, similarity, and complexity http://www.citeulike.org/group/4917/article/2859600 Classic work on interruptions by Zeigarnik showed that tasks that were interrupted were more likely to be recalled after a delay than tasks that were not interrupted. Much of the literature on interruptions has been devoted to examining this effect, although more recently interruptions have been used to choose between competing designs for interfaces to complex devices. However, none of this work looks at what makes some interruptions disruptive and some not. This series of experiments uses a novel computer-based adventure-game methodology to investigate the effects of the length of the interruption, the similarity of the interruption to the main task, and the complexity of processing demanded by the interruption. It is concluded that subjects make use of some form of non-articulatory memory which is not affected by the length of the interruption. It is affected by processing similar material however, and by a complex mentalarithmetic task which makes large demands on working memory. 2008-06-03T17:19:46+00:00 acslab posted Social tagging roles: publishers, evangelists, leaders http://www.citeulike.org/group/4917/article/2854840 <i>no abstract</i> 2008-06-01T13:58:30+00:00