Publications by authors named "Mark R Blair"

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.

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Virtual reality (VR) has seen increasing application in cognitive psychology in recent years. There is some debate about the impact of VR on both learning outcomes and on patterns of information access behaviors. In this study we compare performance on a category learning task between three groups: one presented with three-dimensional (3D) stimuli while immersed in the HTC Vive VR system (n = 26), another presented with the same 3D stimuli while using a flat-screen desktop computer (n = 26), and a third presented with a two-dimensional projection of the stimuli on a desktop computer while their eye movements were tracked (n = 8).

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It is clear that learning and attention interact, but it is an ongoing challenge to integrate their psychological and neurophysiological descriptions. Here we introduce LAG-1, a dynamic neural field model of learning, attention and gaze, that we fit to human learning and eye-movement data from two category learning experiments. LAG-1 comprises three control systems: one for visuospatial attention, one for saccadic timing and control, and one for category learning.

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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.

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In tasks that demand rapid performance, actions must be executed as efficiently as possible. Theories of expert motor performance such as the motor chunking framework suggest that efficiency is supported by automatization, where many serial actions are automatized into smaller chunks, or groups of commonly co-occuring actions. We use the fast-paced, professional eSport StarCraft 2 as a test case of the explanatory power of the motor chunking framework and assess the importance of chunks in explaining expert performance.

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Many theories of complex cognitive-motor skill learning are built on the notion that basic cognitive processes group actions into easy-to-perform sequences. The present work examines predictions derived from laboratory-based studies of motor chunking and motor preparation using data collected from the real-time strategy video game StarCraft 2. We examined 996,163 action sequences in the telemetry data of 3,317 players across seven levels of skill.

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Typically studies of the effects of aging on cognitive-motor performance emphasize changes in elderly populations. Although some research is directly concerned with when age-related decline actually begins, studies are often based on relatively simple reaction time tasks, making it impossible to gauge the impact of experience in compensating for this decline in a real world task. The present study investigates age-related changes in cognitive motor performance through adolescence and adulthood in a complex real world task, the real-time strategy video game StarCraft 2.

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Learning how to allocate attention properly is essential for success at many categorization tasks. Advances in our understanding of learned attention are stymied by a chicken-and-egg problem: there are no theoretical accounts of learned attention that predict patterns of eye movements, making data collection difficult to justify, and there are not enough datasets to support the development of a rich theory of learned attention. The present work addresses this by reporting five measures relating to the overt allocation of attention across 10 category learning experiments: accuracy, probability of fixating irrelevant information, number of fixations to category features, the amount of change in the allocation of attention (using a new measure called Time Proportion Shift - TIPS), and a measure of the relationship between attention change and erroneous responses.

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Cognitive science has long shown interest in expertise, in part because prediction and control of expert development would have immense practical value. Most studies in this area investigate expertise by comparing experts with novices. The reliance on contrastive samples in studies of human expertise only yields deep insight into development where differences are important throughout skill acquisition.

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Many theories of category learning incorporate mechanisms for selective attention, typically implemented as attention weights that change on a trial-by-trial basis. This is because there is relatively little data on within-trial changes in attention. We used eye tracking and mouse tracking as fine-grained measures of attention in three complex visual categorization tasks to investigate temporal patterns in overt attentional behavior within individual categorization decisions.

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The current study investigates the relative extent to which information utility and planning efficiency guide information-sampling strategies in a classification task. Prior research has pointed to the importance of probability gain, the degree to which sampling a feature reduces the chance of error, in contexts where participants are restricted to one sample. We monitored participants as they sampled information in an unrestricted context and recorded whether they began their search with a high gain feature or an efficient feature that ultimately allowed for fewer samples per trial.

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Researchers have long suspected that grapheme-color synaesthesia is useful, but research on its utility has so far focused primarily on episodic memory and perceptual discrimination. Here we ask whether it can be harnessed during rule-based Category learning. Participants learned through trial and error to classify grapheme pairs that were organized into categories on the basis of their associated synaesthetic colors.

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Many current computational models of object categorization either include no explicit provisions for dealing with incomplete stimulus information (e.g. Kruschke, Psychological Review 99:22-44, 1992) or take approaches that are at odds with evidence from other fields (e.

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Humans have an extremely flexible ability to categorize regularities in their environment, in part because of attentional systems that allow them to focus on important perceptual information. In formal theories of categorization, attention is typically modeled with weights that selectively bias the processing of stimulus features. These theories make differing predictions about the degree of flexibility with which attention can be deployed in response to stimulus properties.

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Learning to identify objects as members of categories is an essential cognitive skill and learning to deploy attention effectively is a core component of that process. The present study investigated an assumption imbedded in formal models of categorization: error is necessary for attentional learning. Eye-trackers were used to record participants' allocation of attention to task relevant and irrelevant features while learning a complex categorization task.

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