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Physiological investigation of cognitive load in real-life train travelers during information processing

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Abstract

Management of travelers' cognitive load is crucial for efficient information processing for optimal railway operations. We investigated variations in travelers' cognitive load with different expertise levels, in a field study. We aimed to assess the use of three eye metrics: pupil diameter, saccade amplitude and gaze of fixation duration for cognitive load analysis between expert and novice travelers in a Mass Transit train station: Saint-Michel Notre Dame. Physiological measures of emotional activity through skin conductance responses were also investigated, together with subjective measures of mental load using NASA-Task Load Index. Our results followed our expectations, where novice travelers expressed higher cognitive load than expert travelers, characterized by wider pupil diameter, larger amplitude of saccade and longer gaze duration, as well as higher electrodermal activity and NASA-TLX. Additional observations showed that experts used hierarchical and symmetrical scan paths, with more intense exposure on relevant information, characterized by brighter heat maps. This difference in behavior showed a clear difference in strategies for information retrieval at different expertise levels. Metrics of eye tracking device, together with electrodermal activity, proved to be potent in cognitive load analysis of train travelers, and helped to provide insights for real-life information processing.

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Cognitive studies of expertise that were reviewed in Chapter I indicated that prior knowledge is the most important 1earner characteristic that influences learning processes. Recently, it has been established that learning procedures and techniques that are beneficial for learners with low levels of prior knowledge may become relatively inefficient for more knowledgeable learners due to cognitive activities that consume additional working memory resources. This expertise reversal effect could be related to aptitude-treatment interactions (interactions between learning outcomes of different instructional treatments and student aptitudes) that were actively investigated in 1960-70s. The learner level of prior knowledge or level of expertise is the aptitude of interest in this case. The effect is explained by the cognitive overload that more knowledgeable learners may experience due to processing redundant for these learners instructional components (as compared to information without redundancy). As a consequence, instructional outcomes of different multimedia learning formats and procedures are always relative to levels of learner task-specific expertise. This chapter describes cognitive processes that cause expertise reversal effect and major instructional implications of this effect. The chapter provides a review of empirical evidence obtained in the original longitudinal studies of the effect, the expertise reversal for methods of enhancing essential cognitive load, and expertise reversal phenomena when learning from textual and hypertextual materials. The chapter also describes relations between the expertise reversal effect and studies of Aptitude-Treatment Interactions. Additional empirical evidence for the effect in other areas will be described in the following chapters in Section 2 of the book.
Article
We develop an approach to using microsaccade dynamics for the measurement of task difficulty/cognitive load imposed by a visual search task of a layered surface. Previous studies provide converging evidence that task difficulty/cognitive load can influence microsaccade activity. We corroborate this notion. Specifically, we explore this relationship during visual search for features embedded in a terrain-like surface, with the eyes allowed to move freely during the task. We make two relevant contributions. First, we validate an approach to distinguishing between the ambient and focal phases of visual search. We show that this spectrum of visual behavior can be quantified by a single previously reported estimator, known as Krejtz's $\mathcal {K}$ coefficient. Second, we use ambient/focal segments based on $\mathcal {K}$ as a moderating factor for microsaccade analysis in response to task difficulty. We find that during the focal phase of visual search (a) microsaccade magnitude increases significantly, and (b) microsaccade rate decreases significantly, with increased task difficulty. We conclude that the combined use of $\mathcal {K}$ and microsaccade analysis may be helpful in building effective tools that provide an indication of the level of cognitive activity within a task while the task is being performed.
Chapter
This paper researches the airport signage system design based on human cognition. Taking American airport of San Francisco, Los Angeles and Chinese airport of Hong Kong, Chong Qing as case studies to compare the difference of signage design in form, color matching, icon, intelligent map design, and the evaluate the visibility, legibility, readability cognition items in these four airports by passenger questionnaire and interview. Getting out the results that the Hong Kong airport signage cognition evaluation score is the highest and the lowest one Los Angeles airport signage. The reason is Hong Kong airport alternative horizontal and vertical signage design form of appropriating ergonomics size and color. The problem in Los Angeles airport signage is the weak visibility of narrow striped horizontal signage form. And in the future intelligent map will be applied more as its high efficiency of navigation information providing.
Book
Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google.
Article
This study investigates the user experience to clarify what it is like to experience stories in VR (virtual reality) and how immersion influences story experiences in immersive storytelling. This study explores the immersive storytelling context, developing and testing a VR experience model that integrates presence, flow, empathy, and embodiment. The results imply that users’ personal traits correlates immersion in VR: user experience in VR depend on individual traits, which in turns influence how strongly users immerse in a VR. The way users view and accept VR stories derives from the way they envisage and intend to experience them. Rather than simply being influenced by technological features, users have intentional and purposeful control over VR stories. The findings of this study suggest that the cognitive processes by which users experience quality, presence, and flow determine how they will empathize with and embody VR stories.
Conference Paper
In this paper we use pupil diameter as an indicator for measuring cognitive load for six different tasks on common web maps. Two eye tracking data sets were collected for different basemaps (37 participants and 1,328 trials in total). We found significant differences in mean pupil diameter between tasks, indicating low cognitive load for free exploration, medium cognitive load for search, polygon comparison, line following, and high cognitive load for route planning and focused search. Pupil diameter also changed over time within trials which can be interpreted as an increase in cognitive load for search and focused search, and a decrease for line following. Such results can be used for the adaptation of maps and geovisualizations based on their users’ cognitive load.
Article
The smooth and fast evacuation of a pedestrian group is dependent on guidance services provided by signage systems. This paper investigates the location method of an evacuation signage system in a public space. We proposed a calculation method to determine the guidance efficiency of signage and further present a piece-wise probability function to explain interactions between pedestrians and signage. The interaction between one pedestrian and one signage was extended to the interaction between a pedestrian crowd and a signage system. A location model of the signage system was proposed to determine the minimum number of signs necessary to meet guidance demands. The location model was based on the Cooperative Location Set Cover Problem (CLSCP) and was correspondingly solved by a proposed exponential binary heuristic search algorithm (EBHS), i.e., a combined exponential binary search method and a heuristic search algorithm for solving the Cooperative Maximum Cover Location Problem (CMCLP). Finally, the proposed model was applied to determine the location of an evacuation signage system in a hall. The parameters used in the location model were calibrated based on experimental data. The model results showed that the proposed model can suggest the optimal number and best locations of signs. A sensitivity analysis showed that the guidance capacity of the signage system can be increased by improving the attractiveness of signage and pedestrian trust and familiarity with environment. The same number of signs is suggested for evacuation scenarios wherein crowd following behavior is present.
Chapter
This chapter focuses on the use of Galvanic Skin Response (GSR) for cognitive load measurement. GSR is a measure of conductivity of human skin, and provides an indication of changes within the human sympathetic nervous system.
Chapter
The redundancy principle (or redundancy effect) suggests that redundant material interferes with rather than facilitates learning. Redundancy occurs when the same information is presented concurrently in multiple forms or is unnecessarily elaborated. According to cognitive load theory, coordinating redundant information with essential information increases working memory load, which may interfere with learning. Eliminating such redundant information removes the requirement to coordinate multiple sources of information. Accordingly, instructional designs that eliminate redundant material can be superior to those that include redundancy. This chapter summarizes research and theory concerned with the effect of processing redundant information in multimedia learning, a history of research in instructional redundancy, the conditions of applicability of this principle, and its instructional implications.
Book
Electrodermal activity is one of the most frequently used psychophysiological evaluations in psychology research. Based on the 1992 edition of this work Electrodermal Activity covers advances in the field since the first publication in 1992. The current volume includes updated information on brain imaging techniques such as PET and fMRI, which provide further insight into the brain mechanisms underlying EDA. In addition, this volume is able to describe more reliably hypotheses that have been successfully tested since the first publication. © Springer Science+Business Media, LLC 2012. All rights reserved.
Chapter
An overview is given of the problems of defining, quantifying, and measuring mental workload during interactive human/machine tasks, based on the author's work in the areas of: aircraft handling qualities; human operator modelling, measurement, and prediction; multi-display scanning; and psychophysiological correlates of mental workload. The frustrating cycle of promises-then-problems with psychophysiological measures of mental effort is assessed, and the importance of workload rating techniques is emphasized. The lack of a unifying theoretical approach is identified as the main impediment to progress, and an approach is suggested that can handle both continuous and discrete task loads. A review is given of some "new" (c 1980) workload measurement concepts such as: multi-dimensional ratings, the "imbedded surrogate" auxiliary task method, and the measurement of "workload margin" via the Cross-Coupled-Instability Task (CCIT).
Article
Signage represents more than directions or policies; it is informational, promotional, and sets the tone of the environment. To be effective, signage must be consistent, concise, and free of jargon and punitive language. An efficient assessment of signage should include a complete inventory of existing signage, including an analysis of the types of signs, its location, language, and its design. This article outlines the steps involved in a comprehensive signage audit, which along with a literature review, provides the foundation for creating a signage policy, best practices guidelines, and a branding strategy for future signage.
Article
Because of the centrality of working memory load to cognitive load theory, measuring this load has been a high priority for researchers. While it is possible to demonstrate support for the validity of the theory by predicting experimental outcomes, it is useful to additionally provide independent measures of cognitive load. In this chapter we describe the various methods used to measure cognitive load and how they have developed over the last 30 years.
Article
The modality effect occurs when audio/visual instructions are superior to visual only instructions. The effect was explored in two experiments conducted within a cognitive load theory framework. In Experiment 1, two groups of primary school students (N = 24) were presented with either audio/visual or visual only instructions on how to read a temperature graph. The group presented with visual text and a diagram rather than audio text and a diagram was superior, reversing most previous data on the modality effect. It was hypothesized that the reason for the reversal was that the transitory auditory text component was too long to be processed easily in working memory compared to more permanent written information. Experiment 2 (N = 64) replicated the experiment with the variation of a reduced length of both auditory and visual text instructions. Results indicated a reinstatement of the modality effect with audio/visual instructions proving superior to visual only instructions. Copyright © 2011 John Wiley & Sons, Ltd.
Article
This article discusses ggplot2, an open source R package, based on a grammatical theory of graphics. The underlying theory has been discussed in depth elsewhere so this article illustrates some of the consequences of the theory for creating new graphics, the importance of programmable graphics, and the rich ecosystem that has grown up around ggplot2. WIREs Comp Stat 2011 3 180–185 DOI: 10.1002/wics.147 This article is categorized under: Software for Computational Statistics > Software/Statistical Software Statistical and Graphical Methods of Data Analysis > Statistical Graphics and Visualization
Chapter
Anxiety was defined by Freud as “something felt,” an emotional state that included feelings of apprehension, tension, nervousness, and worry accompanied by physiological arousal. Consistent with Darwin's evolutionary perspective, Freud observed that anxiety was adaptive in motivating behavior that helped individuals cope with threatening situations and that intense anxiety was prevalent in most psychiatric disorders. In measuring anxiety, Cattell (1966) emphasized the importance of distinguishing between anxiety as an emotional state and individual differences in anxiety as a personality trait. Keywords: anxiety; STAI; emotion; personality; state anxiety; trait anxiety
Article
In cognitive load theory, element interactivity has been used as the basic, defining mechanism of intrinsic cognitive load for many years. In this article, it is suggested that element interactivity underlies extraneous cognitive load as well. By defining extraneous cognitive load in terms of element interactivity, a distinct relation between intrinsic and extraneous cognitive load can be established based on whether element interactivity is essential to the task at hand or whether it is a function of instructional procedures. Furthermore, germane cognitive load can be defined in terms of intrinsic cognitive load, thus also associating germane cognitive load with element interactivity. An analysis of the consequences of explaining the various cognitive load effects in terms of element interactivity is carried out. KeywordsCognitive load theory-Element interactivity-Extraneous cognitive load-Intrinsic cognitive load-Germane cognitive load
Article
This paper is concerned with some of the factors that determine the difficulty of material that needs to be learned. It is suggested that when considering intellectual activities, schema acquisition and automation are the primary mechanisms of learning. The consequences of cognitive load theory for the structuring of information in order to reduce difficulty by focusing cognitive activity on schema acquisition is briefly summarized. It is pointed out that cognitive load theory deals with learning and problem solving difficulty that is artificial in that it can be manipulated by instructional design. Intrinsic cognitive load in contrast, is constant for a given area because it is a basic component of the material. Intrinsic cognitive load is characterized in terms of element interactivity. The elements of most schemas must be learned simultaneously because they interact and it is the interaction that is critical. If, as in some areas, interactions between many elements must be learned, then intrinsic cognitive load will be high. In contrast, in different areas, if elements can be learned successively rather than simultaneously because they do not interact, intrinsic cognitive load will be low. It is suggested that extraneous cognitive load that interferes with learning only is a problem under conditions of high cognitive load caused by high element interactivity. Under conditions of low element interactivity, re-designing instruction to reduce extraneous cognitive load may have no appreciable consequences. In addition, the concept of element interactivity can be used to explain not only why some material is difficult to learn but also, why it can be difficult to understand. Understanding becomes relevant when high element interactivity material with a naturally high cognitive load must be learned.
Article
We present a fast, robust, and low cost pupil detection technique that uses two near-infrared time multiplexed light sources synchronized with the camera frame rate. The two light sources generate bright and dark pupil images, which are used for pupil segmentation. To reduce artifacts caused mostly by head motion, a larger temporal support is used. This method can be applied to detect and track several pupils (or several people). Experimental results from a real-time implementation of the system show that this technique is very robust, and able to detect pupils using wide field of view low cost cameras under different illumination conditions, even for people with glasses, from considerable long distances.
Article
Despite rapid growth in the number of web sites, there is still a significant number of ergonomic problems which hinder web users. Many studies focus on analysing cognitive processes and difficulties experienced by web users, but very few are interested in web designers’ difficulties or in comparing their respective activities. Towards this end, the two experimental studies presented in this article compare the strategies developed both by professional web designers and (novice vs. experienced) web users while searching for information on web sites of varying ergonomic quality. More precisely, we investigated whether web designers can effectively use their own strategies as web users when designing web sites. We presented a comparison of novice web users, experienced web users and professional web designers searching behavior and cognitive load when using ergonomic and non-ergonomic web sites. In addition, we asked web designers to predict the strategy used by novice web users. Based on the results obtained in the two experiments, we conclude that web designers are not able to predict strategies of novice users and do not behave like novice users. Consequently, ways for supporting web designers in developing a user-centered activity are necessary, and certain ways are suggested at the end of this article.
Article
This special issue comprises a set of six papers, in which studies are presented that use eye tracking to analyse multimedia learning processes in detail. Most of the papers focus on the effects on visual attention of animations with different design features such as spoken vs. written text, different kinds of cues, or different presentation speeds. Two contributions concern effects of learner characteristics (prior knowledge) on visual attention when learning with video and complex graphics. In addition, in some papers eye tracking is not only used as a process measure in itself, but also as input for verbal reports (i.e., cued retrospective reporting). In the two commentaries, the contributions are discussed from a multimedia learning perspective and an eye tracking perspective, by prominent researchers in those fields. Together, the contributions to this issue give an overview of the various possibilities eye tracking opens up for research on multimedia learning and instruction.
Article
This paper presents a review of eye gaze tracking technology and focuses on recent advancements that might facilitate its use in general computer applications. Early eye gaze tracking devices were appropriate for scientific exploration in controlled environments. Although it has been thought for long that they have the potential to become important computer input devices as well, the technology still lacks important usability requirements that hinders its applicability. We present a detailed description of the pupil–corneal reflection technique due to its claimed usability advantages, and show that this method is still not quite appropriate for general interactive applications. Finally, we present several recent techniques for remote eye gaze tracking with improved usability. These new solutions simplify or eliminate the calibration procedure and allow free head motion.
Article
This study examined the effects of cognitive load on driving performance for interactions with an in-vehicle information system (IVIS) that varied in duration from 1 to 4 min. Twelve participants drove in a simulator while intermittently performing the IVIS task. There were three IVIS conditions: interacting with the IVIS, non-IVIS periods between IVIS interactions, and baseline driving without the IVIS task. Contrary to our hypothesis, driver response to lead vehicle braking was surprisingly uniform across IVIS conditions. IVIS interaction did undermine driver ability to detect the bicyclist along the side of the road, and some of these performance decrements persisted after the IVIS interaction had ended. Reaction time for bicyclist detection increased from the first to the subsequent minutes of the interaction. Eye movements were influenced by the IVIS conditions but not by task duration. Both ANOVA and factor analyses revealed that some of the changes in eye movements were concurrent with IVIS interaction while others persisted after the driver completed the IVIS interaction. Overall, the findings suggest that two mechanisms might account for the distraction-related performance decrements in this study: competition for processing resources and interference due to activation of competing goals.
Article
Dixon (1991) and Goldman (1991) have provided thoughtful commentaries on Chandler and Sweller (1991). The general issue they raise concerns the scientific procedures we should use when conducting research in cognition and instruction. It is an issue of great importance, and we welcome the opportunity provided by their criticisms to discuss the techniques we use. To clarify the findings based on cognitive load theory, we begin by indicating the essential characteristics of a theory concerned with cognition and instruction, followed by a brief history of cognitive load theory to make clear that it has these characteristics. These statements will then be used to address specific comments made by Goldman and Dixon.
Article
. Cognitive load theory suggests that many conventional instructional formats are ineffective as they involve extraneous cognitive activities, which interfere with learning. The split-attention effect provides one example of the consequences of inappropriate cognitive activities caused by poor instructional design. Learners are often forced to split their attention between and mentally integrate disparate sources of information (e.g., text and diagrams) before the instructional material can be rendered intelligible. This preliminary process of mental integration, while an essential precursor to learning, is likely to impose a heavy extraneous cognitive load. Physical integration (e.g., combining text and diagrams) may reduce cognitive load and so facilitate learning. This study reports findings from two experiments investigating the split-attention effect. Using an engineering programming language (Numerical Control programming), the first experiment investigated the possible advantage of physically integrating text and diagrams. In a normal training environment, the integrated instructions group outperformed the conventional group. Experiment 2 was designed to see if the split-attention effect would generalise to an area where mutually referring segments of text are conventionally separated, namely, empirical reports in psychology and education. In a laboratory study, Experiment 2 showed that students in an integrated group spent less time processing instructions yet still outperformed students in a conventional group on test questions. The consequences of these results for cognitive load theory and for instruction design are discussed.
Article
Degree of pupil dilation has been shown to be a valid and reliable measure of cognitive load, but the effect of aural versus visual task presentation on pupil dilation is unknown. To evaluate effects of presentation mode, pupil dilation was measured in three tasks spanning a range of cognitive activities: mental multiplication, digit sequence recall, and vigilance. Stimuli were presented both aurally and visually, controlling for all known visual influences on pupil diameter. The patterns of dilation were similar for both aural and visual presentation for all three tasks, but the magnitudes of pupil response were greater for aural presentation. Accuracy was higher for visual presentation for mental arithmetic and digit recall. The findings can be accounted for in terms of dual codes in working memory and suggest that cognitive load is lower for visual than for aural presentation.