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Overview Human Capabilities Perception Processing Action Memory Jrg Cassens Institut fr Mathematik und Angewandte Informatik Medieninformatik WS 2017/2018 WS 2017/2018 Jrg Cassens Human Capabilities 1 / 41 Pingo Overview


  1. Overview Human Capabilities Perception Processing Action Memory Jörg Cassens Institut für Mathematik und Angewandte Informatik Medieninformatik WS 2017/2018 WS 2017/2018 Jörg Cassens – Human Capabilities 1 / 41

  2. Pingo Overview Perception Processing Action Memory ☞ pingo.upb.de/799680 WS 2017/2018 Jörg Cassens – Human Capabilities 2 / 41

  3. Overview Perception Processing Action Memory Overview WS 2017/2018 Jörg Cassens – Human Capabilities 3 / 41

  4. Topics Overview Perception Processing Action Human Information Processing Memory Perception Motor control Processing Memory WS 2017/2018 Jörg Cassens – Human Capabilities 4 / 41

  5. Model Human Processor (MHP) Overview Perception Processing Action Memory Card, Newell & Moran (1983) WS 2017/2018 Jörg Cassens – Human Capabilities 5 / 41

  6. Human Information Processing (HIP) Overview Perception Processing Action Memory Robert Miller (2004) WS 2017/2018 Jörg Cassens – Human Capabilities 6 / 41

  7. Topology Overview Perception Processing Action Memory G. Mietzel http://www.supplement.de/supplement/gedaech/gedh.htm WS 2017/2018 Jörg Cassens – Human Capabilities 7 / 41

  8. Processors Processors have a cycle time Overview T p ~ 100ms [50-200 ms] Perception T c ~ 70ms [30-100 ms] Processing T m ~ 70ms [25-170 ms] Action Memory Fastman may be 10x faster than Slowman; Middleman is typical (named by Card, Newell, Moran) Variations not only between individuals, but also depending on conditions: slow reading in the dark, fast processing when playing WoW WS 2017/2018 Jörg Cassens – Human Capabilities 8 / 41

  9. Memory Overview Perception Processing Action Memory Encoding : type of things stored Size : number of things stored Decay time: how long memory lasts WS 2017/2018 Jörg Cassens – Human Capabilities 9 / 41

  10. Overview Perception Processing Action Memory Perception WS 2017/2018 Jörg Cassens – Human Capabilities 10 / 41

  11. Short-Term Sensory Store Overview Visual information store Perception encoded as physical image Processing (curves, edges, length – not as pixels) Action size ~ 17 [7-17] letters (convenient signals, not signs) Memory decay ~ 200 ms [70-1000 ms] Auditory information store encoded as physical sound size ~ 5 [4.4-6.2] letters decay ~ 1500 ms [900-3500 ms] Both are preattentional: they do not need the spotlight of attention to focus on them in order to be collected and stored Attention can be focused on the visual or auditory stimulus afer the fact: “What did you say? Oh yeah.” WS 2017/2018 Jörg Cassens – Human Capabilities 11 / 41

  12. Perceptual Fusion Overview Two stimuli within the same PP cycle (T p ~ 100ms) appear Perception fused Processing Every cycle, the perceptual processor grabs a frame Action Events occurring within a cycle are likely to end up in one Memory frame Similar events are perceived as one event with additional properties (a moving person) Consequences 1/T p frames/sec is enough to perceive a moving picture (10 fps OK, 20 fps “smooth”) Computer response < T p feels instantaneous Causality is strongly influenced by fusion – a letter occurring on screen afer a key is pressed seemed to be linked by causality when within the same cycle WS 2017/2018 Jörg Cassens – Human Capabilities 12 / 41

  13. Bottom-up vs. Top-Down Perception Overview Bottom-up uses features of stimulus Perception Identifying features Processing Top-down uses context of perception Action Memory temporal in auditory perception spatial in visual perception draws on long-term memory H and A are represented by the same shape, but can be distinguished because of their context WS 2017/2018 Jörg Cassens – Human Capabilities 13 / 41

  14. Chunking Overview “Chunk”: the unit of perception or memory Perception Chunking depends on presentation and what you already Processing know Action defined symbols or activated past experience Memory M W S A P A O L I B M F B I B WS 2017/2018 Jörg Cassens – Human Capabilities 14 / 41

  15. Chunking Overview “Chunk”: the unit of perception or memory Perception Chunking depends on presentation and what you already Processing know Action defined symbols or activated past experience Memory M W S A P A O L I B M F B I B (15 chunks) WS 2017/2018 Jörg Cassens – Human Capabilities 14 / 41

  16. Chunking Overview “Chunk”: the unit of perception or memory Perception Chunking depends on presentation and what you already Processing know Action defined symbols or activated past experience Memory M W S A P A O L I B M F B I B (15 chunks) MWS APA OLI BMF BIB WS 2017/2018 Jörg Cassens – Human Capabilities 14 / 41

  17. Chunking Overview “Chunk”: the unit of perception or memory Perception Chunking depends on presentation and what you already Processing know Action defined symbols or activated past experience Memory M W S A P A O L I B M F B I B (15 chunks) MWS APA OLI BMF BIB (still 15 chunks to most people) WS 2017/2018 Jörg Cassens – Human Capabilities 14 / 41

  18. Chunking Overview “Chunk”: the unit of perception or memory Perception Chunking depends on presentation and what you already Processing know Action defined symbols or activated past experience Memory M W S A P A O L I B M F B I B (15 chunks) MWS APA OLI BMF BIB (still 15 chunks to most people) BMW SAP AOL IBM FBI WS 2017/2018 Jörg Cassens – Human Capabilities 14 / 41

  19. Chunking Overview “Chunk”: the unit of perception or memory Perception Chunking depends on presentation and what you already Processing know Action defined symbols or activated past experience Memory M W S A P A O L I B M F B I B (15 chunks) MWS APA OLI BMF BIB (still 15 chunks to most people) BMW SAP AOL IBM FBI (5 chunks to most) WS 2017/2018 Jörg Cassens – Human Capabilities 14 / 41

  20. Chess: Experts vs. Novices Overview Chess masters are better than novices at remembering real Perception game configurations, same performance on random boards Processing Action Memory Reproduction task by Chase und Simon (1973) (in Anderson 2001, S.301). WS 2017/2018 Jörg Cassens – Human Capabilities 15 / 41

  21. Attention and Perception Overview Spotlight metaphor: Perception You can focus your attention (and your perceptual Processing processor) on only one input channel in your environment Action at a time Memory Spotlight moves serially from one input channel to another a location in your visual field a location or voice in your auditory field Visual dominance: easier to attend to visual channels than auditory channels All stimuli within spotlighted channel are processed in parallel Whether you want to or not Problem: Interference WS 2017/2018 Jörg Cassens – Human Capabilities 16 / 41

  22. Interference I Overview Perception Say the colors of the words and time yourself (English lef, Processing German right) Action Memory WS 2017/2018 Jörg Cassens – Human Capabilities 17 / 41

  23. Interference I Overview Perception Say the colors of the words and time yourself (English lef, Processing German right) Action Memory Book Buch Pencil Stif Hat Hut Slide Rutsche Window Fenster Car Auto WS 2017/2018 Jörg Cassens – Human Capabilities 17 / 41

  24. Interference II Overview Perception Processing Say the colors of the words and time yourself Action Memory WS 2017/2018 Jörg Cassens – Human Capabilities 18 / 41

  25. Interference II Overview Perception Processing Say the colors of the words and time yourself Action Memory Brown Braun Red Rot Blue Blau Violet Lila Orange Orange Green Grün WS 2017/2018 Jörg Cassens – Human Capabilities 18 / 41

  26. Overview Perception Processing Action Memory Processing WS 2017/2018 Jörg Cassens – Human Capabilities 19 / 41

  27. Cognitive Processing Overview Perception Processing Action Cognitive processor Memory compares stimuli selects a response Types of decision making Skill-based Rule-based Knowledge-based WS 2017/2018 Jörg Cassens – Human Capabilities 20 / 41

  28. Rasmussen I Overview Perception Processing Action Memory Jens Rasmussen (1983). WS 2017/2018 Jörg Cassens – Human Capabilities 21 / 41

  29. Rasmussen II Overview Skill-Based Behaviour Perception Automatic reaction to sensory input Processing Breaking lights – breaking Action Memory Rule-Based Behaviour Based on sensory input, rules are fired Happens when there is no automatic respons Choice of rule based on signs recognized Regulating speed and direction when exiting a freeway Knowledge-Based Behaviour Conscious problem solving Happens when there are no rules Triggered by interpreted symbols Stuttering motor – continue or stop? WS 2017/2018 Jörg Cassens – Human Capabilities 22 / 41

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