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1.
PLoS One ; 16(12): e0259517, 2021.
Article in English | MEDLINE | ID: mdl-34914743

ABSTRACT

Feedback is essential for many kinds of learning, but the cognitive processes involved in learning from feedback are unclear. Models of category learning incorporate selective attention to stimulus features while generating a response, but during the feedback phase of an experiment, it is assumed that participants receive complete information about stimulus features as well as the correct category. The present work looks at eye tracking data from six category learning datasets covering a variety of category complexities and types. We find that selective attention to task-relevant information is pervasive throughout feedback processing, suggesting a role for selective attention in memory encoding of category exemplars. We also find that error trials elicit additional stimulus processing during the feedback phase. Finally, our data reveal that participants increasingly skip the processing of feedback altogether. At the broadest level, these three findings reveal that selective attention is ubiquitous throughout the entire category learning task, functioning to emphasize the importance of certain stimulus features, the helpfulness of extra stimulus encoding during times of uncertainty, and the superfluousness of feedback once one has learned the task. We discuss the implications of our findings for modelling efforts in category learning from the perspective of researchers trying to capture the full dynamic interaction of selective attention and learning, as well as for researchers focused on other issues, such as category representation, whose work only requires simplifications that do a reasonable job of capturing learning.


Subject(s)
Attention , Eye-Tracking Technology , Feedback , Female , Humans , Learning , Male , Photic Stimulation , Young Adult
2.
Atten Percept Psychophys ; 82(5): 2434-2447, 2020 Jul.
Article in English | MEDLINE | ID: mdl-32333371

ABSTRACT

Active sensing theory is founded upon the dynamic relationship between information sampling and an observer's evolving goals. Oculomotor activity is a well studied method of sampling; a mouse or a keyboard can also be used to access information past the current screen. We examine information access patterns of StarCraft 2 players at multiple skill levels. The first measures are analogous to existing eye-movement studies: fixation frequency, fixation targets, and fixation duration all change as a function of skill, and are commensurate with known properties of eye movements in learning. Actions that require visual attention at moderate skill levels are eventually performed with little visual attention at all. This (a) confirms the generalizability of laboratory studies of attention and learning using eye movements to digital interface use, and (b) suggests that a wide variety of information access behaviors may be considered as a unified set of phenomena.


Subject(s)
Eye Movements , Learning , Video Games , Attention , Fixation, Ocular , Humans , Saccades , Visual Perception
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