![]() Ansarinia, Morteza ![]() ![]() E-print/Working paper (2022) Traditionally, theory and practice of Cognitive Control are linked via literature reviews by human domain experts. This approach, however, is inadequate to track the ever-growing literature. It may also ... [more ▼] Traditionally, theory and practice of Cognitive Control are linked via literature reviews by human domain experts. This approach, however, is inadequate to track the ever-growing literature. It may also be biased, and yield redundancies and confusion. Here we present an alternative approach. We performed automated text analyses on a large body of scientific texts to create a joint representation of tasks and constructs. More specifically, 385,705 scientific abstracts were first mapped into an embedding space using a transformers-based language model. Document embeddings were then used to identify a task-construct graph embedding that grounds constructs on tasks and supports nuanced meaning of the constructs by taking advantage of constrained random walks in the graph. This joint task-construct graph embedding, can be queried to generate task batteries targeting specific constructs, may reveal knowledge gaps in the literature, and inspire new tasks and novel hypotheses. [less ▲] Detailed reference viewed: 42 (1 UL)![]() ; Cardoso-Leite, Pedro ![]() E-print/Working paper (2021) What role do generative models play in generalization of learning in humans? Our novel multi-task prediction paradigm—where participants complete four sequence learning tasks, each being a different ... [more ▼] What role do generative models play in generalization of learning in humans? Our novel multi-task prediction paradigm—where participants complete four sequence learning tasks, each being a different instance of a common generative family—allows the separate study of within-task learning (i.e., finding the solution to each of the tasks), and across-task learning (i.e., learning a task differently because of past experiences). The very first responses participants make in each task are not yet affected by within-task learning and thus reflect their priors. Our results show that these priors change across successive tasks, increasingly resembling the underlying generative family. We conceptualize multi-task learning as arising from a mixture-of-generative-models learning strategy, whereby participants simultaneously entertain multiple candidate models which compete against each other to explain the experienced sequences. This framework predicts specific error patterns, as well as a gating mechanism for learning, both of which are observed in the data. [less ▲] Detailed reference viewed: 68 (6 UL)![]() ; Ansarinia, Morteza ![]() ![]() E-print/Working paper (2020) For more than a century, scientists have been collecting behavioral data--an increasing fraction of which is now being publicly shared so other researchers can reuse them to replicate, integrate or extend ... [more ▼] For more than a century, scientists have been collecting behavioral data--an increasing fraction of which is now being publicly shared so other researchers can reuse them to replicate, integrate or extend past results. Although behavioral data is fundamental to many scientific fields, there is currently no widely adopted standard for formatting, naming, organizing, describing or sharing such data. This lack of standardization is a major bottleneck for scientific progress. Not only does it prevent the effective reuse of data, it also affects how behavioral data in general are processed, as non-standard data calls for custom-made data analysis code and prevents the development of efficient tools. To address this problem, we develop the Behaverse Data Model (BDM), a standard for structuring behavioral data. Here we focus on major concepts in behavioral data, leaving further details and developments to the project's website (https://behaverse.github.io/data-model/). [less ▲] Detailed reference viewed: 93 (9 UL)![]() ![]() Ansarinia, Morteza ![]() ![]() Scientific Conference (2019, September 15) Detailed reference viewed: 36 (3 UL)![]() Mussack, Dominic ![]() in Proceedings of The 12th International Conference on Educational Data Mining (EDM 2019) (2019) Detailed reference viewed: 64 (1 UL)![]() ; Schmück, Emmanuel ![]() ![]() in Proceedings of The 12th International Conference on Educational Data Mining (EDM 2019) (2019) Efficient learning experiences require content to dynamically match a learner's skill; this assumes a fast and accurate assessment of the learner's skill and the ability to update content accordingly ... [more ▼] Efficient learning experiences require content to dynamically match a learner's skill; this assumes a fast and accurate assessment of the learner's skill and the ability to update content accordingly. Effective personalized learning therefore involves deriving a performance-predictive mapping between behavioral and environmental factors. Once learned, this relationship can be used to generate new content and to update skill estimates based on the learner's interactions in an adaptive system. To provide proof of concept: (1) We develop a fast-paced driving video game where the player skillfully navigates a cluttered environment comprising obstacles and collectibles. Game content is generated procedurally and player behavior is recorded in the game-this provides an ideal test-bed for a method aiming to learn such a performance-predictive mapping. (2) Using blurred occupancy maps of the game's segments, we generate risk-weighted trajectory profiles for each user and segment of the game. Here, we show that these profiles can be used in a regression model to predict in-game performance both within and between game segments. Additionally, these profiles themselves reveal a trade-off between in-game rewards and risks. Successful identification of predictive environmental units within the game provides insight into the mapping between environmental features and performance, while facilitating the process of procedurally generating new, appropriate content in our adaptive system. We show that rapidly assessed measures of risk are highly predictive of both driving performance and reward rate, providing proof-of-concept evidence for the feasibility of a personalized adaptive learning system for this game. [less ▲] Detailed reference viewed: 26 (4 UL)![]() Schmück, Emmanuel ![]() in 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) (2019) Action video games have great potential as cognitive training instruments for their data collection efficiency over standard testing, their natural motive power, and as they have demonstrated benefits for ... [more ▼] Action video games have great potential as cognitive training instruments for their data collection efficiency over standard testing, their natural motive power, and as they have demonstrated benefits for broad aspects of cognition. However, commercial video games do not allow researchers full control over games' unique features and parameters while presently available scientific games violate key criteria, generally lack appeal, and do not collect enough data for principled exploration of the game design space. To capitalize on the benefits of action video games and facilitate a systematic, scientific exploration of video games and cognition, we propose the Cognitive Training Game Framework (CTGF). The CTGF addresses criteria that we believe are important for gamifying an experimental environment, such as modularity, accessibility, adaptivity, and variety. By offering the potential to collect large data sets and to systematically explore scientific hypotheses in a controlled environment, the resulting framework will make significant contributions to cognitive training research. [less ▲] Detailed reference viewed: 35 (4 UL)![]() ![]() Ansarinia, Morteza ![]() Poster (2019) Cognitive scientists want to ensure that particular cognitive tasks target particular cognitive functions that can be mapped to stable neural markers. Numerous cognitive tasks, like the n-back, involve ... [more ▼] Cognitive scientists want to ensure that particular cognitive tasks target particular cognitive functions that can be mapped to stable neural markers. Numerous cognitive tasks, like the n-back, involve generating sequence of trials which satisfy certain statistical properties.The common approach to generate these sequences however lacks a theoretical framework and induces unintentional structure in the sequences which affects both behavioral performance and might bias the people’s cognitive strategies when completing a task. For example, people might exploit local properties in a random sequence in their decision making process. We argue that optimized experimental design requires cognitive tasks to be served by stimulus sequence generators that satisfy multiple constraints, both at the global and at the local structures of the sequence and that these sequence properties need to be systematically incorporated in the behavioral data analysis pipeline. We then develop a framework to reformulate the sequence generation process as a compositional soft constraint satisfaction problem and offer a multi-objective, genetic-algorithm-based method to generate controlled sequences under behavioral and neural constraints. This approach provides a systematic and coherent framework to handle stimulus sequences which in turn will impact the insights that can be gained from the behavioral and neural data collected on people performing cognitive tasks using those sequences. [less ▲] Detailed reference viewed: 19 (0 UL) |
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