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Dissertations / Theses on the topic 'Computer science. Cognitive psychology'

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1

Hu, Hongzhan. "Exploring the concept of feedback with perspectives from psychology and cognitive science." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107090.

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This study explores the concept of feedback from various perspectives in psychology and cognitive science. Specifically, the theories of ecological psychology, situated and Distributed Cognition, Cognitive Systems Engineering and Embodied cognition are investigated and compared. Cognitive Systems Engineering provides a model of feedback and related constructs, to understand human behavior in complex working environments. Earlier theories such as ecological psychology, considered feedback as direct perception. Situated cognition clearly inherits ideas from ecological psychology, whereas distributed cognition provides a deeper understanding of feedback through artifact use. Cognitive Systems Engineering provides a systematic view of feedback and control. This framework is a suitable perspective to understanding feedback in human-machine settings.
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Nafa, Fatema B. "DISCOVERING HIDDEN COGNITIVE SKILL DEPENDENCIES BETWEEN KNOWLEDGE UNITS USING MARKOV COGNITIVE KNOWLEDGE STATE NETWORK (MCKSN)." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1553688024482058.

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Dillon, Andrew, Marian Sweeney, Val Herring, Phil John, and Enda Fallon. "The Psychology of designer style." DTI/IED Publications, 1988. http://hdl.handle.net/10150/106073.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A., Sweeney, M., Herring, V., John, P. and Fallon, E. (1988) The psychology of designer style. The Alvey Conference 1988. DTI/IED Publications, 323-327. 1. INTRODUCTION: Underlying the notion of style is a basic premise that all designers are not the same and that the manner in which any designer tackles a problem and proposes a solution may be qualitatively different from other designers. If this is shown to be the case and the concept of designer style can be meaningfully discussed then any model of the process of design should allow for such variation at the level of the group or individual. This basically describes the starting point of the HUSAT team's investigation of the concept.
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Hoehl, Jeffery Arthur. "Exploring Web Simplification for People with Cognitive Disabilities." Thesis, University of Colorado at Boulder, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10108753.

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The web has become more than a supplementary information resource but a valuable and pervasive tool for nearly all aspects of daily life including social and community participation, health promotion, creative pursuits, education, and employment opportunity. However, the web is not yet easily accessible to all people, particularly those with cognitive disabilities who encounter many challenges with access and use of the web including limited accessibility of online content and difficulty with content comprehension. Furthermore, little is documented about how individuals with cognitive disabilities who currently use the web are overcoming or being inhibited by these challenges. Much of what is documented is anecdotal or generalized as broad technical guidance rather than providing methods to empower individual end users. This research explores which websites people with cognitive disabilities use and do not use and what challenges and successes they encounter with those websites. We developed the SimpleWebAnywhere tool to address the above research needs and serve as a technology probe to determine how content simplification affects web use by people with cognitive disabilities. We explored personalizable content transformation techniques, including advertisement removal, content extraction, and text to speech, to make webpages easier to use and comprehend. We found that many people with cognitive disabilities frequently access the web for long periods of time despite popular opinion to the contrary. Web access is preferred via mobile platforms, such as smartphones and tablet computers. Users had a strong preference for entertainment content largely comprised of images, videos, and games but did not necessarily have difficulty using or understanding long, complex textual content. An intercommunity approach of combining existing open source software to provide personalized content manipulations was found to be an effective method to improve web accessibility for people with cognitive disabilities.

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Tanviruzzaman, Mohammad. "Towards usable end-user authentication." Thesis, Marquette University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3623762.

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Authentication is the process of validating the identity of an entity, e.g., a person, a machine, etc.; the entity usually provides a proof of identity in order to be authenticated. When the entity — to be authenticated — is a human, the authentication process is called end-user authentication. Making an end-user authentication usable entails making it easy for a human to obtain, manage, and input the proof of identity in a secure manner. In machine-to-machine authentication, both ends have comparable memory and computational power to securely carry out the authentication process using cryptographic primitives and protocols. On the contrary, as a human has limited memory and computational power, in end-user authentication, cryptography is of little use. Although password based end-user authentication has many well-known security and usability problems, it is the de facto standard. Almost half a century of research effort has produced a multitude of end-user authentication methods more sophisticated than passwords; yet, none has come close to replacing passwords.

In this dissertation, taking advantage of the built-in sensing capability of smartphones, we propose an end-user authentication framework for smartphones — called ePet — which does not require any active participation from the user most of the times; thus the proposed framework is highly usable. Using data collected from subjects, we validate a part of the authentication framework for the Android platform. For web authentication, in this dissertation, we propose a novel password creation interface, which helps a user remember a newly created password with more confidence — by allowing her to perform various memory tasks built upon her new password. Declarative and motor memory help the user remember and efficiently input a password. From a within-subjects study we show that declarative memory is sufficient for passwords; motor memory mostly facilitate the input process and thus the memory tasks have been designed to help cement the declarative memory for a newly created password. This dissertation concludes with an evaluation of the increased usability of the proposed interface through a between-subjects study.

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Reichherzer, Thomas Ralf. "A concept map-based approach to document indexing and navigation." [Bloomington, Ind.] : Indiana University, 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3358941.

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Thesis (Ph.D.)--Indiana University, Dept. of Computer Science, 2009.
Title from PDF t.p. (viewed on Feb. 10, 2010). Source: Dissertation Abstracts International, Volume: 70-05, Section: B, page: 3009. Adviser: David B. Leake.
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Landy, David. "Formal notations as diagrams of abstract structure." [Bloomington, Ind.] : Indiana University, 2007. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3278244.

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Thesis (Ph.D.)--Indiana University, Computer Science and Cognitive Science, 2007.
Title from PDF t.p. (viewed Nov. 11, 2008). Source: Dissertation Abstracts International, Volume: 68-09, Section: B, page: 6350. Advisers: Robert L. Goldstone; Michael Gasser.
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Luo, Jun. "The dynamics of permanence." [Bloomington, Ind.] : Indiana University, 2004. http://wwwlib.umi.com/dissertations/fullcit/3162246.

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Thesis (Ph.D.)--Indiana University, Dept. of Computer Science and Cognitive Science, 2004.
Title from PDF t.p. (viewed Dec. 1, 2008). Source: Dissertation Abstracts International, Volume: 66-01, Section: B, page: 0369. Chairs: Michael E. Gasser; Linda B. Smith.
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Skau, Drew West. "Measuring the effects of chart embellishments to better understand our perception of charts." Thesis, The University of North Carolina at Charlotte, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10245402.

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News organizations, non-profits, and even government agencies use information graphics to advertise and communicate their messages. Data visualizations are used heavily in these graphics, but they also often incorporate unusual design elements to help catch viewers’ eyes. In the struggle to rise to the top of the crowd, the data visualizations in infographics are often embellished with additions and modifications to the raw chart. The general consensus is that these embellishments can make charts less effective at communicating information, but most of them have never been tested to see if this is true. This work examines the factors in bar, pie, and donut charts that affect our perception of the charts.

I approach this in two different ways, both using a series of surveys on Mechanical Turk. The work on pie charts examines the individual contribution of arc-length, angle, and area variables so that embellishments may be evaluated based on their use of visual variables. The bar chart work examines some of the most common embellishments designers make to bar charts. This approach allows the isolated study of embellishments to determine which hinder or contribute the most to our perception of charts. I conclude with concrete recommendations based on the findings of the studies. My results show that conventional wisdom about how these charts are perceived is not always correct, and some types of embellishments are harmful while others have virtually no effect.

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Belavkin, Roman V. "On emotion, learning and uncertainty : a cognitive modelling approach." Thesis, University of Nottingham, 2003. http://eprints.nottingham.ac.uk/13768/.

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A problem of emotion and cognition is considered within a unified theory of cognition. There is a strong case for modern cognitive models to take arousal component of emotion into account because of its significant influence on performance (e.g. the inverted-U effect). Several hypotheses have been proposed to explain this effect, but they have not been integrated into cognitive architectures. Based on the analysis of the ACT-R (Anderson & Lebiere, 1998) cognitive architecture the mechanisms that can be used to model this effect are identified. Then a model of the classical Yerkes and Dodson experiment is introduced. The model matches the data by modifying several parameters, particularly noise and goal value in the conflict resolution strategy. Thus, the model supports the idea that the character of decision making changes for different arousal and motivational states. The effect of these changes on learning is analysed using information theory. In particular, randomness in behaviour due to a noise increase leads to a faster entropy reduction. Thus, noise can improve learning in the initial stage of problem exploration or upon changes in the environment. Furthermore, dynamic motivation can optimise the expenditure of effort. Therefore, emotion may play an important role in adaptation of cognitive processes. It is argued that the current conflict resolution mechanism in ACT-R does not explain the dynamics suggested by the model. A new theory and algorithm are proposed that use posterior estimation of expected costs. There are three main contributions of the thesis: 1) Ways of including the effects of emotion and motivation into cognitive models; 2) The analysis of the role of emotion in learning and intelligence; and 3) The introduction of a new machine learning algorithm suitable for applications not only in cognitive modelling, but in other areas of computer science.
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Hipp, Daniel. "Mind-craft| Exploring the relation between "digital" visual experience and orientation in visual contour perception." Thesis, State University of New York at Binghamton, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10003726.

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Visual perception depends fundamentally on statistical regularities in the environment to make sense of the world. One such regularity is the orientation anisotropy typical of natural scenes; most natural scenes contain slightly more horizontal and vertical information than oblique information. This property is likely a primary cause of the “oblique effect” in visual perception, in which subjects experience greater perceptual fluently with horizontally and vertically oriented content than oblique. However, recent changes in the visual environment, including the “carpentered” content in urban scenes and the framed, caricatured content in digital screen media presentations, may have altered the level of orientation anisotropy typical in natural scenes. Over a series of three experiments, the current work aims to evaluate whether “digital” visual experience, or visual experience with framed digital content, has the potential to alter the magnitude of the oblique effect in visual perception. Experiment 1 established a novel eye tracking method developed to index the visual oblique effect quickly and reliably using no overt responding other than eye movements. Results indicated that canonical (horizontal and vertical) contours embedded in visual noise were detected more accurately and quickly than oblique contours. For Experiment 2, the orientation anisotropy of natural, urban, and digital scenes was analyzed, in order to compare the magnitude of this anisotropic pattern across each image type. Results indicate that urban scenes contain exaggerated orientation anisotropy relative to natural scenes, and digital scenes possess this pattern to an even greater extent. Building off these two results, Experiment 3 adopts the eye tracking method of Experiment 1 as a pre- post-test measure of the oblique effect. Participants were eye tracked in the contour detection task several times before and after either a “training” session, in which they played Minecraft (Mojang, 2011) for four hours uninterrupted in a darkened room, or a “control” session, in which they simply did not interact with screens for four hours. It was predicted, based on the results of Experiment 2, that several hours of exposure to the caricatured orientation statistics of the digital stimulus would suffice to alter the magnitude of participants’ oblique effect, as indexed by the difference in the post-test relative to the pre-test. While no accuracy differences were observed in this primary manipulation, detection speed for canonical contours did alter significantly in the Minecraft subjects relative to controls. These results indicate that the oblique effect is quite robust at the level of visual contours and is measurable using eye tracking, that digital scenes contain caricatured orientation anisotropy relative to other types of scenes, and that exposure to naturalistic but caricatured scene statistics for only a few hours can alter certain aspects of visual perception.

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Wells, Andrew J. "The External Tape Hypothesis : a Turing machine based approach to cognitive computation." Thesis, London School of Economics and Political Science (University of London), 1994. http://etheses.lse.ac.uk/118/.

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The symbol processing or "classical cognitivist" approach to mental computation suggests that the cognitive architecture operates rather like a digital computer. The components of the architecture are input, output and central systems. The input and output systems communicate with both the internal and external environments of the cognizer and transmit codes to and from the rule governed, central processing system which operates on structured representational expressions in the internal environment. The connectionist approach, by contrast, suggests that the cognitive architecture should be thought of as a network of interconnected neuron-like processing elements (nodes) which operates rather like a brain. Connectionism distinguishes input, output and central or "hidden" layers of nodes. Connectionists claim that internal processing consists not of the rule governed manipulation of structured symbolic expressions, but of the excitation and inhibition of activity and the alteration of connection strengths via message passing within and between layers of nodes in the network. A central claim of the thesis is that neither symbol processing nor connectionism provides an adequate characterization of the role of the external environment in cognitive computation. An alternative approach, called the External Tape Hypothesis (ETH), is developed which claims, on the basis of Turing's analysis of routine computation, that the Turing machine model can be used as the basis for a theory which includes the environment as an essential part of the cognitive architecture. The environment is thought of as the tape, and the brain as the control of a Turing machine. Finite state automata, Turing machines, and universal Turing machines are described, including details of Turing's original universal machine construction. A short account of relevant aspects of the history of digital computation is followed by a critique of the symbol processing approach as it is construed by influential proponents such as Allen Newell and Zenon Pylyshyn among others. The External Tape Hypothesis is then developed as an alternative theoretical basis. In the final chapter, the ETH is combined with the notion of a self-describing Turing machine to provide the basis for an account of thinking and the development of internal representations.
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Goldberg, Joshua. "When, not where a dynamical field theory of infant gaze /." [Bloomington, Ind.] : Indiana University, 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3344622.

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Thesis (Ph.D.)--Indiana University, Dept. of Computer Science and Cognitive Science, 2009.
Title from PDF t.p. (viewed on Oct. 8, 2009). Source: Dissertation Abstracts International, Volume: 70-02, Section: B, page: 1368. Advisers: Michael Gasser; Linda B. Smith.
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Braunschweig, Brandt Benedict. "Measuring shared understanding in software design teams." Thesis, University of Maryland, Baltimore County, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10118999.

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Background: Software engineering teams must have a shared understanding of the system design in order to work independently but successfully integrate their code. These issues of understanding are important to project success but difficult to investigate with current approaches. Current techniques for investigating shared understanding, such as interviews or questionnaires, are limited by the difficulty of team members to externalize knowledge relevant to shared understanding.

Aims: This research has two goals. The first goal is to identify and validate a measure of shared understanding that researchers can use to investigate issues of shared understanding in software design. The second goal is to evaluate the potential for this measure to be used by practitioners to improve the software design process.

Method: A measure of shared understanding was developed by adapting an approach from the Team Mental Models literature. Five student teams and two industrial teams were recruited to evaluate the measure empirically. The validity of the measure, the significance of the differences in understanding found, and the applicability for design process improvement were investigated using qualitative techniques, including group interviews, observation, and questionnaires.

Results: When ranked by the measure of shared understanding, high ranking design concepts were generally, but not consistently, found to be associated with greater similarity of understanding than low ranking concepts. This supports a finding that the measure is valid, but imprecise. Although no specific misunderstandings were identified within the team, some team members found the discussion, guided by the measured differences, valuable for improving shared understanding generally.

Conclusions: The results support the use of the measure as a tool to investigate shared understanding so long as consideration is given to its limitations. It is premature for practitioners to use the measure to improve the design process. The results are based on only two industrial teams without a history of failures related to shared understanding. Future research should re-evaluate the measurement in different contexts. Guidance is given for additional research to refine the measurement.

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Maguitman, Ana Gabriela. "Intelligent support for knowledge capture and construction." [Bloomington, Ind.] : Indiana University, 2004. http://wwwlib.umi.com/dissertations/fullcit/3162267.

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Thesis (Ph.D.)--Indiana University, Dept. of Computer Science, 2004.
Source: Dissertation Abstracts International, Volume: 66-01, Section: A, page: 0012. Chairman: David B. Leake. Title from dissertation home page (viewed Oct. 12, 2006).
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Ritter, Samuel. "Meta-reinforcement Learning with Episodic Recall| An Integrative Theory of Reward-Driven Learning." Thesis, Princeton University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13420812.

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Research on reward-driven learning has produced and substantiated theories of model-free and model-based reinforcement learning (RL), which respectively explain how humans and animals learn reflexive habits and build prospective plans. A highly developed line of work has unearthed the role of striatal dopamine in model-free learning, while the prefrontal cortex (PFC) appears to critically subserve model-based learning. The recent theory of meta-reinforcement learning (meta-RL) explained a wide array of findings by positing that the model-free dopaminergic reward prediction error trains the recurrent prefrontal network to execute arbitrary RL algorithms—including model-based RL—in its activations.

In parallel, a nascent understanding of a third reinforcement learning system is emerging: a non-parametric system that stores memory traces of individual experiences rather than aggregate statistics. Research on such episodic learning has revealed its unmistakeable traces in human behavior, developed theory to articulate algorithms underlying that behavior, and pursued the contention that the hippocampus is centrally involved. These developments lead to a set of open questions about (1) how the neural mechanisms of episodic learning relate to those underlying incremental model-free and model-based learning and (2) how the brain arbitrates among the contributions of this abundance of valuation strategies.

This thesis extends meta-RL to provide an account for episodic learning, incremental learning, and the coordination between them. In this theory of episodic meta-RL (EMRL), episodic memory reinstates activations in the prefrontal network based on contextual similarity, after passing them through a learned gating mechanism (Chapters 1 and 2). In simulation, EMRL can solve episodic contextual water maze navigation problems and episodic contextual bandit problems, including those with Omniglot class contexts and others with compositional structure (Chapter 3). Further, EMRL reproduces episodic model-based RL and its coordination with incremental model-based RL on the episodic two-step task (Vikbladh et al., 2017; Chapter 4). Chapter 5 discusses more biologically detailed extensions to EMRL, and Chapter 6 analyzes EMRL with respect to a set of recent empirical findings. Chapter 7 discusses EMRL in the context of various topics in neuroscience.

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Meylan, Stephan Charles. "Representing Linguistic Knowledge with Probabilistic Models." Thesis, University of California, Berkeley, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10931065.

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The use of language is one of the defining features of human cognition. Focusing here on two key features of language, productivity and robustness, I examine how basic questions regarding linguistic representation can be approached with the help of probabilistic generative language models, or PGLMs. These statistical models, which capture aspects of linguistic structure in terms of distributions over events, can serve as both the product of language learning and as prior knowledge in real-time language processing. In the first two chapters, I show how PGLMs can be used to make inferences about the nature of people's linguistic representations. In Chapter 1, I look at the representations of language learners, tracing the earliest evidence for a noun category in large developmental corpora. In Chapter 2, I evaluate broad-coverage language models reflecting contrasting assumptions about the information sources and abstractions used for in-context spoken word recognition in their ability to capture people's behavior in a large online game of “Telephone.” In Chapter 3, I show how these models can be used to examine the properties of lexicons. I use a measure derived from a probabilistic generative model of word structure to provide a novel interpretation of a longstanding linguistic universal, motivating it in terms of cognitive pressures that arise from communication. I conclude by considering the prospects for a unified, expectations-oriented account of language processing and first language learning.

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Halverson, Timothy E. 1971. "An "active vision" computational model of visual search for human-computer interaction." Thesis, University of Oregon, 2008. http://hdl.handle.net/1794/9174.

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xx, 191 p. : ill. (some col.) A print copy of this thesis is available through the UO Libraries. Search the library catalog for the location and call number.
Visual search is an important part of human-computer interaction (HCI). The visual search processes that people use have a substantial effect on the time expended and likelihood of finding the information they seek. This dissertation investigates visual search through experiments and computational cognitive modeling. Computational cognitive modeling is a powerful methodology that uses computer simulation to capture, assert, record, and replay plausible sets of interactions among the many human processes at work during visual search. This dissertation aims to provide a cognitive model of visual search that can be utilized by predictive interface analysis tools and to do so in a manner consistent with a comprehensive theory of human visual processing, namely active vision. The model accounts for the four questions of active vision, the answers to which are important to both practitioners and researchers in HCI: What can be perceived in a fixation? When do the eyes move? Where do the eyes move? What information is integrated between eye movements? This dissertation presents a principled progression of the development of a computational model of active vision. Three experiments were conducted that investigate the effects of visual layout properties: density, color, and word meaning. The experimental results provide a better understanding of how these factors affect human- computer visual interaction. Three sets of data, two from the experiments reported here, were accurately modeled in the EPIC (Executive Process-Interactive Control) cognitive architecture. This work extends the practice of computational cognitive modeling by (a) informing the process of developing computational models through the use of eye movement data and (b) providing the first detailed instantiation of the theory of active vision in a computational framework. This instantiation allows us to better understand (a) the effects and interactions of visual search processes and (b) how these visual search processes can be used computationally to predict people's visual search behavior. This research ultimately benefits HCI by giving researchers and practitioners a better understanding of how users visually interact with computers and provides a foundation for tools to predict that interaction. This dissertation includes-both previously published and co-authored material.
Adviser: Anthony J. Hornof
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Vahie, Sankait 1968. "Dynamic neuronal ensembles: A new paradigm for learning." Diss., The University of Arizona, 1996. http://hdl.handle.net/10150/290699.

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This document presents a new paradigm for learning, based on an abstraction of the mechanisms found in biological neural networks. Biologically motivated neurons, referred to as Dynamic Neurons are connected together in a knowledge-bearing topology to create Dynamic Neuronal Ensembles. The neurons are developed by first identifying key mechanisms and analyzing their computational significance. These mechanisms are then incorporated into the implementation of the dynamic neurons that make up the dynamic neuronal ensemble. While almost all these mechanisms have been studied and incorporated into the development of models of biological neurons in isolation or as subgroups, a single model incorporating these mechanisms in their computationally abstract form has not been implemented and analyzed. The motivation for this research is two-fold. Firstly, to provide biologists with a modular, flexible tool, incorporating current state-of-the-art modeling and simulation capabilities for use in hypothesis testing, development and analysis. Conversely, to provide engineers with a new paradigm for the development of adaptable, evolutionary systems capable of learning in a dynamic environment. Preliminary results of an implementation of the DNE models in DEVS are presented. A biological model of the Snail Aplysia and an application of its behavioral functionality for engineering are also demonstrated.
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Licato, John. "Analogical Constructivism| The emergence of reasoning through analogy and action schemas." Thesis, Rensselaer Polytechnic Institute, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3705618.

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The ability to reason analogically is a central marker of human-level cognition. Analogy involves mapping, reorganizing, and creating structural knowledge, a particular type of cognitive construct commonly understood as residing purely within the domain of declarative knowledge. Yet existing computational models of analogy struggle to show human-level performance on any data sets not manually constructed for the purposes of demonstration, a problem referred to as the tailorability concern. Solving the tailorability concern may require more investigation into the nature of cognitive structures, defined as those elements in mental representation which are referred to whenever contemporary literature on analogy discusses "structured" knowledge.

I propose to develop the theory of Analogical Constructivism. This theory builds on Piaget's constructivist epistemology, first refining its concepts by clarifying the modifications Piaget himself made in his later, less-discussed works. I reconcile Piaget's assertion that meaning is, first and foremost, rooted in the action schemas that the agent is both born with and develops throughout life, with an account of cognitive structure, concluding that cognitive structure is inseparable from action-centered/procedural knowledge.

After a defense of the claim that cognitive structure cannot exist apart from actions (a claim which I refer to as "No-semantically-empty-structure"), I introduce PAGI World, a simulation environment rich enough in possible actions to foster the growth of artificial agents capable of producing their own cognitive structures. I conclude with a brief demonstration of an agent in PAGI World, and discuss future work.

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Asher, Derrik E. "Action Selection and Execution with Computational Neural Networks of Neuromodulation and Sensory Integration." Thesis, University of California, Irvine, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3626926.

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Neuromodulation is a neurophysiological process by which a single neuron can regulate the neural activity of a diverse population of neurons. Sensory integration is a neurobiological process by which the brain combines multiple sensory modality inputs (i.e., vision, proprioception, audition, tactile, olfactory, vestibular, interoception, and taste) into usable functional outputs. In biological systems, neuromodulation and sensory integration have been shown to have a strong influence over action selection (decision-making) and action execution (motor output) respectively. The experiments portrayed in Chapters 1-4 provide empirical and theoretical evidence for neuromodulatory influence over selected actions through predictions of expected costs and rewards. The simulation experiments described in Chapters 5-6 illustrate how sensory integration influences action execution across different neural architectures in visually and memory guided sensorimotor transformation tasks. The implications of these results and future endeavors are discussed in Chapter 7, along with a proposed computational model of both action selection and sensory integration to investigate the dynamics of decision-making influenced by the integration of multiple sensory inputs in order to execute an action.

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Roy, Arnab. "Evolving spike neural network based spatio-temporal pattern classifiers with an application to identifying the alcoholic brain." Thesis, State University of New York at Binghamton, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3630956.

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We introduce a novel approach to evolving spike neural network (SNN) based Spatio-temporal (ST) pattern classifiers that can detect occurrences of hidden structures in a ST data. We test this learning paradigm to find characteristic electrical patterns in visually evoked response potentials (VERPs) generated by an alcoholic brain.

We cast the alcoholic classification task as a multiple feature selection (FS) problem. The FS problems are grouped under 2 classes: the spatial task and the temporal task. The objective of the spatial FS task is to choose a correct subset of electroencephalogram (EEG) leads (the spatial-features) along with the lead-weighs (numeric attributes) using which a composite signal can be created. The temporal FS task involves detecting temporal patterns that occur more frequently in the alcoholic composite signals than in the control signals. To facilitate the evolution of such a classifier, we introduce design rules for SNN based temporal pattern detectors (TPDs) and novel crossover operators for the simultaneous FS task.

The conventional techniques for characterizing the alcoholic VERPs use the information in the gamma-band (30 to 50 Hz) to develop a set of feature vectors and then train a classifier using these feature vectors. Using the SNN based evolutionary learning paradigm we were able to solve this problem in 1 step; the SNN performed both temporal feature extraction and classification. Unlike the conventional techniques we did not make any specific assumptions regarding the spectral characteristics of the data; we did not implement a gamma-band filter. Also, we located regions on the skull of an alcoholic subject that produced abnormal electrical activity compared to the controls. These regions are consistent with prior findings in the literature. The classification accuracy was measured as the area under the receiver operator characteristic curve (ROC). The area under the ROC curve for the training set varied from 90.32% to 98.83% and for the testing set it varied from 87.17% to 95.9%.

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Heider, Paul M. "The Semantics of Optionality." Thesis, State University of New York at Buffalo, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3683040.

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For every participant role filler in an utterance, speakers must choose to leave it bare (e.g., "the interviewer") or to modify it (e.g., "the interviewer on Fresh Air"). Their decision is the end result of a combination of complex factors ranging from the original message to how distracted the speaker is. When we use corpora to create language models, part of our job is understanding the observable properties in and around an event description that allow us to predict these decisions. A considerable body of work on language production and discourse pragmatics concentrates on measuring noun phrase predictability and other forms of shared knowledge that help determine the balance point between over- and under-specification of a participant role filler. Although the importance of predictability as measured by long-term probabilities has long been recognized, I present a novel quantitative analysis of participant role filler predictability, the structure of the mental lexicon, and how the interaction of these two inform a speaker's internal perception of informativity. Standard Gricean assumptions tend to be efficiency oriented. Speakers will be informative enough but not wastefully so. Using these to model corpus distributions predict that noun phrase modification rates are directly proportional to predictability in order to satisfy the speaker's obligation to always be informative. In contrast, standard Firthian models (built around the idea that "you know a word by the company it keeps") assume spreading activation—and not efficiency—is the dominant predictor of usage. Sensitivity to activation's effect predicts that noun phrase modification rates are inversely proportional to predictability. Strongly connected participant role fillers could be easily activated for production while weakly connected participant role fillers would either be mentioned less often or themselves trigger strongly connected features (not normally associated with the head verb) to be primed for production.

To distinguish between these competing assumptions, I analyze participant role filler modification rates in event descriptions with respect to three indicators: the syntactic and semantic optionality of the role filler, the general predictability of the verb's role fillers, and the predictability of individual pairs of verb/participant role fillers. First, I use insights from linguistic theory to classify verbs and their participant roles into classes of syntactic optionality and semantic optionality. Second, I quantify over a large corpus the general predictability of a verb's participant roles and the specific predictability of each pair of verb/participant role filler. Finally, I model the relationship between the three indicators and modification in order to ascertain whether speakers have a stronger tendency to modify the more predictable participant role fillers, as Grice's Maxim of Relevancy predicts, or a tendency to modify the less predictable participant role fillers, as a Firthian activation-based model predicts.

I present descriptive statistical models to chart the relationship between predictability, syntactic optionality of a participant role, and semantic optionality of a participant role. In general, verb classes with stronger mental lexicon connections to their participant role fillers according to theory also have more predictable participant role fillers in the British National Corpus. Specifically, syntactically optional direct object verbs and semantically obligatory instrument verbs have more predictable participant role fillers than the opposite, comparable verb class. I also present several linear mixed-effect models to determine how predictive of modification the independent variables of syntactic verb class, semantic verb class, and verb/participant role filler predictability are. According to these models, speakers are significantly more likely to modify the less predicted participant role fillers even when taking into account individual verb and verb class differences. I conclude that mental lexicon accessibility modulates noun phrase realization according to a Firthian activation-based model. For each factor, I discuss possible explanations for the correlations between modification, predictability, and optionality and how these correlations make sense within a larger production model.

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Shayan, Shakila. "Emergence of roles in English canonical transitive construction." [Bloomington, Ind.] : Indiana University, 2008. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3324519.

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Thesis (Ph.D.)--Indiana University, Dept. of Computer Science and the Dept. of Cognitive Science, 2008.
Title from PDF t.p. (viewed on May 13, 2009). Source: Dissertation Abstracts International, Volume: 69-08, Section: B, page: 5071. Advisers: Mike Gasser; Lisa Gershkoff-Stowe.
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25

Tirres, Lizet. "Survey design, sampling, and analysis with applications." Thesis, California State University, Long Beach, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10131680.

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Survey theory developed as a means to overcome problems with design and analysis is inherent in early research. Survey sampling methodology improves the quality of information collected, ensures the accuracy of data analysis, and reduces the cost of research. Technology drives the evolution of data collection and analysis that is required in survey sampling. In turn, this influences survey sampling techniques. I investigate the history of survey sampling, current survey sampling theory, and current theory applied to two examples: 1) a stratified market research survey, and 2) a psychological survey for health science research.

The market research survey was an original design using a specific methodology: conduct pre-interviews on a small sample, develop survey questions based on the qualitative research, stratify the target sample during data collection, and perform data analysis on the resulting cross-sectional data. The second survey utilizes well-developed and tested health measurement instruments that have already been developed and tested. The resulting longitudinal data are then scored and analyzed.

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Mitra, Paromita. "Human Systems Integration of an Extravehicular Activity Space Suit Augmented Reality Display System." Thesis, Mississippi State University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10843754.

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During an extravehicular activity (EVA), the role of an astronaut involves a multitude of complex tasks. Whether that task is a science experiment aboard the International Space Station, or traversing extraterrestrial terrain – attention, communication, and instruction are essential. As an aid, augmented reality (AR) can portray suit informatics and procedures within line-of-sight while minimizing attentional loss. Currently, there exists little research highlighting the human systems considerations to qualify AR systems for space suit applications. This study quantifies user interface (UI) and human performance measures for an AR prototype on the Mark III space suit. For user testing, 21 military pilots and personnel (11 men, 10 women) evaluated UI search tasks and completed a series of AR-instructed EVA dexterity tasks in an elevated luminosity, background clutter, and workload scenario. UI results suggest correlations for readability and usability; whereas, human performance results provide situational awareness, workload, and task performance data.

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Kandaswamy, Balasubramanian. "Comparison Driven Representational Change." Thesis, Northwestern University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10240810.

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How mental representations are constructed and how they evolve are central problems for cognitive science. Representation decisions help determine what computations are hard or easy. Structured, relational representations are a hallmark of human cognition. Developmental studies show that children do not perform as well as adults in tasks that require noticing relational similarity. What drives this development? Gentner and her colleagues have argued that comparison and language are two forces driving this change. This thesis explores these ideas further by presenting a computational model of forced choice tasks to illuminate the roles of comparison and language in driving representational change.

The model simulates the following roles of comparison. First, comparison can be used to make selections in forced-choice tasks. Second, comparisons from recent positive experiences are assimilated as interim generalizations which are retrieved for subsequent tasks and influence encoding by highlighting relevant structure. Third, comparisons suggest opportunities for re-representation. Finally, verifying candidate inferences resulting from a comparison provides a way to augment encodings with background knowledge, thus enriching representations. The model simulates the role of language in facilitating the creation and enrichment of generalizations as follows. When two objects are given the same label, the model compares them. This leads to an interim generalization associated with that label, enriched with commonalities from background knowledge.

We tested these hypotheses by extending the Companion cognitive architecture and simulating three developmental studies. To reduce tailorability, the visual stimuli were provided as sketches and the objects were labeled using simplified English. The model was evaluated by comparing its behavior and learning trajectory to that of children in the developmental studies. The performance of the model in the simulations provide evidence for the claims of this thesis.

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28

Dillon, Andrew. "Knowledge acquisition and conceptual models: A Cognitive analysis of the interface." Cambridge: Cambridge University Press, 1987. http://hdl.handle.net/10150/106468.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (1987) Knowledge acquisition and conceptual models: a cognitive analysis of the interface. In: D. Diaper and R.Winder (eds.) People and Computers III. Cambridge: Cambridge University Press, 371-379. Abstract: Understanding how users process the information available to them through the computer interface can greatly enhance our abilities to design usable systems. This paper details the results of a longitudinal psychological experiment investigating the effect of interface style on user performance, knowledge acquisition and conceptual model development. Through the use of standard performance measures, interactive error scoring and protocol analysis techniques it becomes possible to identify crucial psychological factors in successful human computer use. Results indicate that a distinction between "deep" and "shallow" knowledge of system functioning can be drawn where both types of user appear to interact identically with the machine although significant differences in their respective knowledge exists. The effect of these differences on user ability to perform under stress and transfer to similar systems is noted. Implications for the design of usable systems are discussed.
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Atahary, Tanvir. "Acceleration of Cognitive Domain Ontologies." University of Dayton / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1460734067.

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Dillon, Andrew, Marian Sweeney, and Martin Maguire. "A Survey of usability evaluation practices and requirements in the European IT industry." Cambridge: Cambridge University Press, 1993. http://hdl.handle.net/10150/105886.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A., Sweeney, M. and Maguire, M. (1993) A survey of usability evaluation practices and requirements in the European IT industry. In. J. Alty, S. Guest and D. Diaper (eds.) HCI'93. People and Computers VII. Cambridge: Cambridge University Press. Abstract: The present paper reports on a survey of current practices in usability engineering and requirements for support within European I.T. organisations. Responses were obtained from 84 individuals working in nine European countries. The data were analysed in terms of four themes: respondents' background, their interpretation and appreciation of the concept of usability, current practice with regard to usability evaluation, problems and requirements for support in conducting usability evaluation. Results suggest widespread awareness but only superficial application of Human Factors methods in Industry.
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Dillon, Andrew, John Richardson, and Cliff McKnight. "Navigation in hypertext: A Critical review of the concept." Amsterdam: North Holland, 1990. http://hdl.handle.net/10150/106184.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A., Richardson, J. and McKnight, C. (1990) Navigation in Hypertext: a critical review of the concept. In D.Diaper, D.Gilmore, G.Cockton and B.Shackel (eds.) Human-Computer Interaction-INTERACT'90. North Holland: Amsterdam, 587-592. Abstract: With the advent of hypertext it has become widely accepted that the departure from the so-called "linear" structure of paper increases the likelihood of readers or users becoming lost. In this paper we will discuss this aspect of hypertext in terms of its validity, the lessons to be learned from the psychology of navigation and the applicability of the navigation metaphor to the hypertext domain.
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McKnight, Cliff, Andrew Dillon, and John Richardson. "User centered design of hypertext and hypermedia for education." New York: Macmillan, 1996. http://hdl.handle.net/10150/106501.

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Winner of the 1997 Brown Publication Award from ECT. This item is not the definitive copy. Please use the following citation when referencing this material: McKnight, C., Dillon, A., and Richardson, J. (1996) User Centered Design of Hypertext and Hypermedia for Education. In: D. Jonassen (ed) Handbook of Research on Educational Communications and Technology. New York: Macmillan, 622-633 Abstract The chapter begins by describing the fundamental concepts of hypertext and gives a brief overview of the different philosophical perspectives manifest in the key figures of the field. It then considers the role of hypertext in learning, concluding from a review of empirical evaluations that many of the claims for hypertext have failed to be substantiated. It is argued that for a variety of conceptual and methodological reasons, it is extremely difficult to evaluate hypertext experimentally in an educational context. However, rather than simply abandon either hypertext or empirical evaluation, the chapter concludes by arguing for an empirically grounded, user centred approach to the design of hypertext based on a knowledge of the users, their tasks, the information space and the context in which the three interact.
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Marks, Tim K. "Facing uncertainty 3D face tracking and learning with generative models /." Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 2006. http://wwwlib.umi.com/cr/ucsd/fullcit?p3196545.

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Thesis (Ph. D.)--University of California, San Diego, 2006.
Title from first page of PDF file (viewed February 27, 2006). Available via ProQuest Digital Dissertations. Vita. Includes bibliographical references (p. 143-148).
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Husain, Ahraz. "Understanding How Developers Work on Change Tasks Using Interaction History and Eye Gaze Data." Youngstown State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1452160567.

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35

Fasel, Ian Robert. "Learning real-time object detectors probabilistic generative approaches /." Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 2006. http://wwwlib.umi.com/cr/ucsd/fullcit?p3216357.

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Thesis (Ph. D.)--University of California, San Diego, 2006.
Title from first page of PDF file (viewed July 24, 2006). Available via ProQuest Digital Dissertations. Vita. Includes bibliographical references (p. 87-91).
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Mosora, Daniel J. "Towards a Quantitative Evaluation of Layout Using Graphic Design Principles." Kent State University Honors College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1335904244.

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37

Graham, James T. "Development of Functional Requirements for Cognitive Motivated Machines." Ohio University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1455711952.

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38

Nápravníková, Hana. "Human-Computer Interaction - spolupráce člověka a počítače." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-359070.

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The work is devoted to Human-computer interaction and its main goal is to get closer to the field. The first part describes two main areas, namely Cognitive Science and Cogni-tive Psychology, from which HCI is based on. The second part deals specifically with Human-computer interaction, the history of the origins, aspects of human factor, ele-ments of interaction and modeling of interaction together with examples from everyday life.
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Shen, Dandan. "Categorization of Line Drawings of Natural Scenes Using Non-Accidental Properties Matches Human Behavior." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1337539407.

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40

Dillon, Andrew, John Richardson, and Cliff McKnight. "Space - the final chapter or why physical representations are not semantic intentions." Chichester: Ellis Horwood, 1993. http://hdl.handle.net/10150/105187.

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The term â hypertextâ evokes many images (e.g., nodes and links, semantic webs, non-linear access and so forth) but perhaps one of the most common is that of users struggling to find their way around a complex information space. As a result, navigation has become a subject of great interest to many researchers in the field. In this chapter we will discuss navigation through hypertext in terms of its relevance as a concept as much as its presence as an issue and try to draw lessons for design and research from the psychological work that has been carried out on navigation in physical space. We will attempt to show that while relevant to hypertext, discussion of navigation is prone to difficulty when researchers and designers misapply arguments and evidence from the physical domain to the semantic domain.
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41

Dillon, Andrew, John Richardson, and Cliff McKnight. "Hypertext/Hypermedia." New York: Marcel Dekker, 1992. http://hdl.handle.net/10150/105403.

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This item is not the definitive copy. Please use the following citation when referencing this material: McKnight, C., Dillon, A. and Richardson, J. (1992) Hypermedia. In A. Kent (Ed.) Encyclopedia of Library and Information Science, Vol. 50, New York: Marcel Dekker, 226-255. Overview: The field of hypertext/hypermedia has mushroomed so much in the last five years that an article such as this cannot hope to be all-embracing. Rather, what we will do is provide a perspective on hypertext/hypermedia while offering guidance to the published literature. The perspective we give is essentially user-centred since we believe that ultimately it is user issues which will determine the success or failure of any technology. We begin with a brief introduction and history then draw together some of the relevant research which has a bearing on hypertext/hypermedia usability. Some of this research has been conducted specifically in the field of hypertext but some general human-computer interaction research also needs to be considered. We look briefly at some of the issues involved in creating hypertexts and also at some of the claims made for hypertext. Finally, we attempt to see what the future holds for hypertext and offer a list of further reading.
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McKnight, Cliff, Andrew Dillon, and John Richardson. "A Comparison of linear and hypertext formats in information retrieval." Oxford: Intellect, 1990. http://hdl.handle.net/10150/105893.

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This item is not the definitive copy. Please use the following citation when referencing this material: McKnight, C., Dillon, A., and Richardson, J. (1990) A comparison of linear and hypertext formats in information retrieval. In R. McAleese and C. Green, Hypertext: state of the art, Oxford: Intellect, 10-19. Abstract An exploratory study is described in which the same text was presented to subjects in one of four formats, of which two were hypertext (TIES and Hypercard) and two were linear (Word Processor and paper). Subjects were required to use the text to answer 12 questions. Measurement was made of their time and accuracy and their movement through the document was recorded, in addition to a variety of subjective data being collected. Although there was no significant difference between conditions for task completion time, subjects performed more accurately with linear formats. The implications of these findings and the other data collected are discussed.
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43

Floyd, Beatrice K. "Vision-Based Techniques for Cognitive and Motor Skill Assessments." Case Western Reserve University School of Graduate Studies / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=case1338824242.

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44

Wendelholt, Erica. "Evolutionary Psychology - Sex Differences in Spatial Abilities." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1409.

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Sex differences in spatial ability, especially mental rotation, navigation and object-location memory are described in this essay. Biological differences in brain morphology, hormones and genes between men and women are presented as explanations for the sex differences. Another level of explanations offered are evolutionary, hence the most influential evolutionary psychological theories are summarized and evaluated. These theories are Gaulin’s and Fitzgerald’s male range theory, Silverman’s and Eals’s hunter-gatherer theory, and Ecuyer-Dab’s and Robert’s twofold selection theory. The hunter-gatherer theory at present seems to be of the most importance, though the twofold selection theory may in the future challenge it. Regardless, united biological and evolutionary explanations would create the best comprehensive theory.

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Hansson, Andreas. "Sequence Processing from A Connectionist View." Thesis, University of Skövde, Department of Computer Science, 2000. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-481.

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In this work we explore how close the artificial intelligence community has come to model the human mind regarding representation and processing of sequences. We analyse results produced by cognitive psychologists, who explore real minds, for features exhibited by human short- and long-term memory when representing and processing sequences. We compare these features with theories and models from the AI community divided into two types of theories: intrinsic and extrinsic theories. We conclude that the intrinsic theories have managed to explain most of the features, whereas the extrinsic theories still have a lot to do before exhibiting all features. We also present several suggestions for continued research to the AI community within the area of sequence representation and processing in the human mind.

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46

Wang, Hsiu-Chung. "Toward a Heuristic Model for Evaluating the Complexity of Computer Security Visualization Interface." Digital Archive @ GSU, 2006. http://digitalarchive.gsu.edu/cs_theses/35.

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Computer security visualization has gained much attention in the research community in the past few years. However, the advancement in security visualization research has been hampered by the lack of standardization in visualization design, centralized datasets, and evaluation methods. We propose a new heuristic model for evaluating the complexity of computer security visualizations. This complexity evaluation method is designed to evaluate the efficiency of performing visual search in security visualizations in terms of measuring critical memory capacity load needed to perform such tasks. Our method is based on research in cognitive psychology along with characteristics found in a majority of the security visualizations. The main goal for developing this complexity evaluation method is to guide computer security visualization design and compare different visualization designs. Finally, we compare several well known computer security visualization systems. The proposed method has the potential to be extended to other areas of information visualization.
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Henning, Rhonda R. "Security Policies That Make Sense for Complex Systems: Comprehensible Formalism for the System Consumer." NSUWorks, 2014. http://nsuworks.nova.edu/gscis_etd/9.

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Information Systems today rarely are contained within a single user workstation, server, or networked environment. Data can be transparently accessed from any location, and maintained across various network infrastructures. Cloud computing paradigms commoditize the hardware and software environments and allow an enterprise to lease computing resources by the hour, minute, or number of instances required to complete a processing task. An access control policy mediates access requests between authorized users of an information system and the system's resources. Access control policies are defined at any given level of abstraction, such as the file, directory, system, or network, and can be instantiated in layers of increasing (or decreasing) abstraction. For the system end-user, the functional allocation of security policy to discrete system components, or subsystems, may be too complex for comprehension. In this dissertation, the concept of a metapolicy, or policy that governs execution of subordinate security policies, is introduced. From the user's perspective, the metapolicy provides the rules for system governance that are functionally applied across the system's components for policy enforcement. The metapolicy provides a method to communicate updated higher-level policy information to all components of a system; it minimizes the overhead associated with access control decisions by making access decisions at the highest level possible in the policy hierarchy. Formal definitions of policy often involve mathematical proof, formal logic, or set theoretic notation. Such policy definitions may be beyond the capability of a system user who simply wants to control information sharing. For thousands of years, mankind has used narrative and storytelling as a way to convey knowledge. This dissertation discusses how the concepts of storytelling can be embodied in computational narrative and used as a top-level requirements specification. The definition of metapolicy is further discussed, as is the relationship between the metapolicy and various access control mechanisms. The use of storytelling to derive the metapolicy and its applicability to formal requirements definition is discussed. The author's hypothesis on the use of narrative to explain security policy to the system user is validated through the use of a series of survey instruments. The survey instrument applies either a traditional requirements specification language or a brief narrative to describe a security policy and asks the subject to interpret the statements. The results of this research are promising and reflect a synthesis of the disciplines of neuroscience, security, and formal methods to present a potentially more comprehensible knowledge representation of security policy.
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48

Mahboub, Karim. "Modélisation des processus émotionnel dans la prise de décision." Phd thesis, Université du Havre, 2011. http://tel.archives-ouvertes.fr/tel-00696675.

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L'émotion est indissociable des processus cognitifs et joue par conséquent un rôle majeur dans la prise de décision. De ce fait, elle occupe une place de plus en plus importante dans la recherche scientifique actuelle. L'objectif de cette thèse est de révéler l'intérêt que peut présenter une approche émotionnelle, et de prouver que des modèles informatiques dotés d'émotions artificielles peuvent dans certains cas s'avérer plus performants que leurs équivalents purement cognitifs. Partant de ce constat, deux modèles de l'émotion ont été réalisés sous différentes perspectives d'étude. Ils soulignent l'impact de l'ajout d'une dimension émotionnelle dans l'élaboration d'une décision rapide, efficace et adaptée. Le premier modèle développé utilise un graphe de représentation de stratégies afin de résoudre un exercice de mathématiques proposé à des élèves de CM2, intitulé "problème des Cascades". L'émotion y est représentée en tant que valuation des arêtes au sein du graphe, la dynamique de ce dernier étant assurée par un algorithme fourmi. Les tests effectués sur deux versions, l'une émotionnelle et l'autre purement cognitive, montrent que l'utilisation d'un modèle émotionnel permet une résolution plus efficace et adaptative. Par ailleurs, un second modèle, nommé GAEA vise à simuler un robot équipé de capteurs et effecteurs, et plongé dans un environnement proie-prédateurs au sein duquel il doit survivre. Son comportement est déterminé par son programme interne, évoluant grâce à un algorithme de programmation génétique linéaire manipulant une population d'individus-programmes. Les résultats sont prometteurs et indiquent une évolution de la population vers des individus au comportement de plus en plus adapté, et dont l'activité interne est analogue à l'émergence de réactions émotionnelles pertinentes.
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Landragin, Frédéric. "Dialogue homme-machine multimodal : de la pragmatique linguistique à la conception de systèmes." Habilitation à diriger des recherches, Université Paris Sud - Paris XI, 2013. http://tel.archives-ouvertes.fr/tel-00848533.

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Un des objectifs fondamentaux du dialogue homme-machine est de se rapprocher du dialogue naturel en langage naturel, c'est-à-dire de permettre une interaction entre la machine et son utilisateur humain dans la langue de celui-ci (langage naturel), avec une structure d'échanges similaire à un dialogue humain (dialogue naturel). Les recherches impliquées se nourrissent de travaux linguistiques qui analysent la langue et de travaux pragmatiques qui analysent l'usage du langage en contexte. Deux facettes importantes de la pragmatique linguistique portent ainsi sur les phénomènes de référence, par exemple les désignations des objets accessibles dans le contexte situationnel, et sur les actes de langage, ou actes de dialogue, c'est-à-dire les actions communicatives effectuées par les énoncés constituant les tours de parole. Nous présentons nos travaux de modélisation et de formalisation de ces deux facettes, avec leur application au dialogue avec support visuel et au dialogue associant parole et gestes co-verbaux (dialogue multimodal). Un autre objectif du dialogue homme-machine est de mettre en oeuvre des méthodologies et des moyens, par exemple des architectures logicielles réutilisables, pour faciliter le développement de systèmes. Nous présentons nos réflexions et nos réalisations dans ce sens, à travers notamment notre participation à un ensemble de projets européens. Nous proposons enfin des perspectives de recherche qui visent à mieux intégrer au dialogue homme-machine des phénomènes linguistiques et pragmatiques telles que la saillance et l'ambiguïté.
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McKnight, Cliff, Andrew Dillon, and Brian Shackel. "The Electronic journal and its implications for the digital library." New York: SUNY Press (SUNY Series in Computer-Mediated Communication), 1996. http://hdl.handle.net/10150/105169.

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This item is not the definitive copy. Please use the following citation when referencing this material: McKnight, C., Dillon, A. and Shackel, B. (1996) The electronic journal and its implications for the digital library. In T. Harrison and T. Stephens (eds.) Computer Networking and Scholarly Communication in the 21st Century. NY: SUNY Press, 351-368. 1. INTRODUCTION: It is now over ten years since the first electronic journal experiments (e.g., EIES, BLEND) and the intervening years have not seen researchers being idle in this field. Indeed, while experiments have continued apace in an attempt to answer various questions such as the appropriateness of particular interfaces, electronic journals have continued to appear. The third edition of the ARL list (Okerson, 1993) contains 45 electronic journals while the first edition, only two years earlier (Okerson, 1991), listed only 27. This might suggest reasonably rapid growth but in actual fact represents a high rate of turnover also -- 16 of the original 27 do not appear in the latest list. We therefore start this chapter from the assumption that electronic journals will continue to be a feature of the scholarly communication process, although not all will survive. Our second assumption arises from our experiences in the design, implementation and evaluation of information technology based systems in general, not just electronic journals. That is, we assume that in order to be acceptable, any system attempting to replace an existing technology must enable users to perform their necessary tasks in a way which is at least as easy as the existing system. The new system must offer at least as much (and preferably more) than the existing system, otherwise motivation to move from the old to the new is not high. In the present context, this means that the successful electronic journals will be those which not only support the scholarly communication process and all the other user requirements satisfied by paper based journals, but also support additional, enhanced facilities such as tailorable presentation formats, integrated interactive discussion about articles, flexible indexing and retrieval, hypertext linking and so forth.
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