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I2RP/OPTIMA Optimal Personal Interface by Man-Imitating Agents Artificial intelligence & Cognitive Engineering Institute, University of Groningen, Grote Kruisstraat 2 ... – PowerPoint PPT presentation

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Title: I2RP/OPTIMA


1
I2RP/OPTIMA Optimal Personal Interface by
Man-Imitating Agents
Artificial intelligence Cognitive Engineering
Institute, University of Groningen, Grote
Kruisstraat 2/1, 9712 TS Groningen, the
Netherlands, http//www.ai.rug.nl drs. Judith
D.M. Grob (PhD student) dr. Niels A. Taatgen
(supervisor) dr. Lambert Schomaker (promotor)
? Project Objective

? Current Work
? Future Plans
  • Problem
  • With software becoming more and more complex,
    software design geared towards the average user
    is insufficient, as different users have
    different needs.
  • Users differ in goals, experience, interests,
    knowledge.
  • Possible Solution Let the system maintain a
    cognitive model of the user, which performs the
    role of an intelligent agent that can inform the
    interface on user-relevant adaptations.

Sugar Factory Experiment (Berry Broadbent,
1984)
Task Keep during two phases of 40 trials, the
production P of a simulated sugar factory at a
target value T, by allocating the right number
of workers W to the job.
System Dynamics Pt 2 Wt - Pt-1 Random
Factor (-1/0/1)
  • Findings
  • Participants are better at reaching 3 than 9
  • Implicit learning participants improve but
    cannot verbalise knowledge
  • Transfer change of target doesnt effect
    learning

Two Computational Models (in ACT-R)
  • Instance Model
  • (Taatgen Wallach, 2002)
  • Model stores instances of experiences with
    trials. It retrieves these as examples to solve
    new trials.
  • Pro Simple model
  • Con Cannot explain transfer
  • Competing Strategies
  • (Fum Stocco, unpublished)
  • Model has 6 competing strategies. The successful
    ones are used more frequent over time.
  • Pro Models all effects
  • Con Task-dependent strategies

Gain a better understanding of what happens when
people get more skilled at operating a complex
system, such as a software program.
Objective To come to a methodology for the
development of adaptive user interfaces, using
the Cognitive Architecture ACT-R (Anderson, 2002)
as a modeling tool
References
Our Analogy Model (in ACT-R)
  • Contains simple, task independent analogy rules,
    which search for
  • common patterns e.g. repetition of values.
  • Model applies analogy rules to instances
    retrieved from memory and
  • thus forms task-specific strategies to solve
    the task.
  • Anderson, J. R. (2002). Spanning seven orders of
    magnitude A challenge for cognitive modeling.
    Cognitive Science, 26.
  • Berry, D.C., Broadbent, D.E. (1984). On the
    relationship between task performance and
    associated verbalizable knowledge. The Quarterly
    Journal of Experimental Psychology, 36, 209-231
  • Fum, D. Stocco, A. (unpublished). Instance vs.
    rule based learning in controlling a dynamic
    system. Submitted to ICCM 2003.
  • Taatgen, N.A., Wallach, D. (2002). Whether
    skill acquisition is rule or instance based is
    determined by the structure of the task.
    Cognitive Science Quarterly, 2, 163-204.
  • Three research phases
  • Findings
  • Learning
  • Difference between targets
  • But
  • No transfer
  • Values are too high
  • Possible areas of adaptation
  • help function
  • display of menus
  • Next
  • Why doesnt the model apply newly formed rules
    more often?
  • Let model forget through decaying activation in
    memory
  • Experiment with relative representations

634.000.002 (I2RP)
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