Title: I2RP/OPTIMA
1I2RP/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- (Fum Stocco, unpublished)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.
- 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)