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This research is supported by Dr. Mike Letsky Grant #66001-00-1-8967. Shared Information and Virtual Surfaces Stephen C. Hayne Cap Smith Leo Vijayasarathy. Colorado State University Computer Information Systems. Collaboration and Cognition. Info Sharing (Stasser). DCOG (Hutchins).
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This research is supported by Dr. Mike Letsky Grant #66001-00-1-8967 Shared Information and Virtual SurfacesStephen C. HayneCap SmithLeo Vijayasarathy Colorado State UniversityComputer Information Systems
Collaboration and Cognition Info Sharing (Stasser) DCOG (Hutchins) Templates(Gobet & Simon) Stimulating Structures(Grasse) RPD (Klein) Shared Mental Models(Cannon-Bowers) EBR (Pennington & Hastie) Transactive Memory (Wegner) Awareness (Dourish)
Situation Pattern Communication Response Execution Assessment Selection Stimulating Structure (Cognitive Chunk or Template) Collaboration and Cognition Team Recognition Primed Decision Making • Knowledge is not action. • Knowledge is situational. • Action is in the situation. (Peter Keen)
The Model Human Processor (from Card, Moran, and Newell)
Memory Chunks (Simon, etc.)
Template Theory • Recent refinement of memory chunks (Gobet and Simon, 1996, 1998, 2000) • Experienced people create complex structures called “templates” • Templates have a core,slots and linkages to other templates which facilitate fast access to long term memory • Templates can store at least 10 items and are often labeled
Template Creation • Goal Oriented: a deliberate, conscious process (explicit) • Perceptual: a continuous, automatic process (implicit) • Perceptual dominates in many areas, i.e. verbal learning, chess expertise and problem solving. (Gobet et al., 2001)
Collaboration and Cognition Situation Pattern Communication Response Execution Assessment Selection CORE SLOT Team Recognition Primed Decision Making
Experimental Design Tool Training
Hypotheses • H1: In a pattern-recognition task, the outcome quality of teams supported with a chunk-sharing tool will be greater than the outcome quality of teams supported with a discrete-item tool. • H2: In a pattern-recognition task, the outcome quality of the teams with implicit training will be greater than the outcome quality of the teams with explicit training.
Decision Game • Cooperative 3-Player Game • Each player has 7 Tokens (numbered 1-7) • Opponent has asymmetric resources • Patterns: Definitive, Equivocal, Uncertain • Team places tokens so total >= opponent • Incentive • Points in each trial ($.50/point/person) • Time of play (countdown $1/person starting @ 1 minute) • Play is interactive
Dependent Measure • Outcome Quality: the overall measure of team performance. It was assessed by computing the number of regions won by a team in a trial.
Revealed Information Template Label Indication with Confidence
Patterns 20 20 20 1 1 1 14 1 1 1 14 1 9 10 19 1 19 19 1 1 14 Template Labels 9 10 14
Our Patterns as Templates 20 20 20 1 1 1 14 1 1 1 14 1 9 10 19 1 19 19 1 1 14 Template Labels 9 10 14 Core Slot
Data Collected • Demographics: • 73.7% Male (sophomores and seniors) • Average Age: 23 • Subjects were paid ~ $2000…
Summary • Our Stimulating Structure (chunk), mapped to cognitive templates/chunks was an effective pattern sharing tool. • Perceptual/Implicit training is better than Goal-Oriented/Explicit training for pattern recognition. • Cognitive fit between training and tool is important.
Summary • Our Stimulating Structure (chunk), mapped to cognitive templates/chunks was an effective pattern sharing tool. • In the pattern-recognition task domain, we recommend creating tools for sharing “labeled” patterns to facilitate shared cognition.