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1.
PLoS One ; 18(12): e0295037, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-38060533

RESUMO

Research on the transfer of skill from the circumstances in which it was learned to partially or completely novel tasks or situations is a foundational topic in the study of learning, memory, education, and expertise. A long history of transfer research has led to the conclusion that skill learning is generally domain specific. One important transfer problem occurs when a domain of expertise undergoes a fundamental shift, as when experts must adapt to changes in technology, rules, or professional practice. Here we examine skill maintenance in StarCraft 2, a video game of skills which undergoes frequent changes due to updates and includes a variety of gameplay options. Of particular interest are two competing predictions about how transfer will interact with expertise in this domain. The first approach emphasizes perceived similarity of the domains and predicts that skilled individuals will exhibit more favourable transfer than novices as these people will know enough to avoid processes, methods, and strategies which no longer apply after a domain change. The second emphasizes maximal adaptation to task constraints and predicts that experts will suffer the most during a domain change because of the loss of exploitable affordances. Neither approach did a good job explaining behaviour after the major game update called 'StarCraft 2: Heart of the Swarm,' perhaps because transfer was generally strong across all players. However, when examining transfer in the context of larger changes to gameplay, transfer seemed slightly better in more experienced players. The theoretical implications of this apparent interaction effect, and of the apparent resilience of more experienced StarCraft 2 players to transfer costs, are discussed.


Assuntos
Aprendizagem , Jogos de Vídeo , Humanos
2.
Atten Percept Psychophys ; 82(5): 2434-2447, 2020 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-32333371

RESUMO

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.


Assuntos
Movimentos Oculares , Aprendizagem , Jogos de Vídeo , Atenção , Fixação Ocular , Humanos , Movimentos Sacádicos , Percepção Visual
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