Cross-Task and Cross-Participant Classification of Cognitive Load in an Emergency Simulation Game

被引:11
|
作者
Appel, Tobias [1 ]
Gerjets, Peter [2 ]
Hoffmann, Stefan [3 ]
Moeller, Korbinian [4 ]
Ninaus, Manuel [5 ]
Scharinger, Christian
Sevcenko, Natalia [2 ,6 ]
Wortha, Franz [7 ]
Kasneci, Enkelejda [8 ]
机构
[1] Hector Res Inst Educ Sci & Psychol, D-72072 Tubingen, Germany
[2] Leibniz Inst Wissensmedien, D-72076 Tubingen, Germany
[3] Promot Software GmbH, D-72072 Tubingen, Germany
[4] Univ Loughborough, Ctr Math Cognit, Loughborough LE11 3TU, England
[5] Univ Innsbruck, A-6020 Innsbruck, Austria
[6] Daimler AG, D-70546 Stuttgart, Germany
[7] Univ Greifswald, D-17489 Greifswald, Germany
[8] Univ Tubingen, Dept Human Comp Interact, D-72074 Tubingen, Germany
关键词
Task analysis; Real-time systems; Particle measurements; Atmospheric measurements; Adaptation models; Games; Load modeling; Eye tracking; physiology; intelligent systems; cognitive model; physiological measures; psychology; adaptive and intelligent educational systems; EYE-MOVEMENTS; WORKLOAD; PERFORMANCE; BLINK; PUPIL; EEG;
D O I
10.1109/TAFFC.2021.3098237
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Assessment of cognitive load is a major step towards adaptive interfaces. However, non-invasive assessment is rather subjective as well as task specific and generalizes poorly, mainly due to methodological limitations. Additionally, it heavily relies on performance data like game scores or test results. In this study, we present an eye-tracking approach that circumvents these shortcomings and allows for effective generalizing across participants and tasks. First, we established classifiers for predicting cognitive load individually for a typical working memory task (n-back), which we then applied to an emergency simulation game by considering the similar ones and weighting their predictions. Standardization steps helped achieve high levels of cross-task and cross-participant classification accuracy between 63.78 and 67.25 percent for the distinction between easy and hard levels of the emergency simulation game. These very promising results could pave the way for novel adaptive computer-human interaction across domains and particularly for gaming and learning environments.
引用
收藏
页码:1558 / 1571
页数:14
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