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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

The influence of multimodal distractions on computer user performance

Niu, Ziyi 09 August 2019 (has links)
Information systems provide users with valuable information that is relevant to users’ tasks, as well as irrelevant information that is not helpful to the user. Irrelevant information become a distraction and distract the users from their current task, there by impairing performance. Guided by distraction-conflict theory, processing efficiency theory, attentional control theory, cognitive load theory and memory for goals theory, this study investigated the distraction effect by exploring the research question, “How do task-irrelevant distractions interrupt the users of information systems and influence their performance?”. To investigate how distractions from technology influence users’ performance, this experimental research examined the relationship between the variables of distraction, cognitive load, anxiety and task performance. Data were gathered through lab experiment using imotion eye tracking system. The major findings revealed that task-irrelevant distraction negatively influenced the users by increase anxiety and cognitive load as well as increase the time devoted to primary task. We also found that the cognitive load partially mediates the relationship between distraction and time spending on task.
32

The Effects of Cognitive Load on the Perception of Foreign-Accented Words

Bonath, Leah M. 24 May 2016 (has links)
No description available.
33

Perception, Cognition, and Action in the Execution of a Motor Skill

Morris, Nicole K. 04 May 2011 (has links)
No description available.
34

The Effect of Accents on Cognitive Load and Achievement: The Relationship between Students' Accent Perception and Accented Voice Instructions in Students' Achievement

Ahn, Jeahyeon 22 September 2010 (has links)
No description available.
35

The Impact of Mental Workload on Rater Performance and Behaviour in the Assessment of Clinical Competence

Tavares, Walter January 2014 (has links)
The complexity and broadening of competencies have led to a number of assessment frameworks that advocate for the use of rater judgment in direct observation of clinical performance. The degree to which these assessment processes produce scores that are valid, are therefore vitally dependent on a rater’s cognitive ability. A number of theories suggest that many of the cognitive structures needed to complete rating tasks are capacity limited and may therefore become a source of difficulty when rating demands exceed resources. This thesis explores the role of rating demands on the performance and behaviour of raters in the assessment of clinical competence and asks: in what way do rating demands associated with rating clinical performance affect rater performance and behaviour? I hypothesized that as rating demands increase, rating performance declines and raters engage in cognitive avoidance strategies in order to complete the task. I tested this hypothesis by manipulating intrinsic and extraneous sources of load for raters in the assessment of clinical performance. Results consistently demonstrated that intrinsic load, specifically broadening raters’ focus by increasing the number of dimensions to be considered simultaneously, negatively affected indicators of rating quality. However, extraneous demands failed to result in the same effect in 2 of 3 experiments. When we explored the cognitive strategies raters engage under high load conditions we learned of a number of strategies to reduce cognitive work, including idiosyncratically minimizing intrinsic demands (leading to poor inter-rater reliability) and active elimination of sources of extraneous load, explaining both findings. When we induced extraneous load in manner that could not be easily minimized by raters, we also found impairments in rater performance, specifically the provision of feedback. I conclude that rating demands, whether induced intrinsically or by extraneous sources, impair rater performance affecting both the utility of scores and the opportunity for learner development. Implications for health professions education and future directions are discussed. / Dissertation / Doctor of Philosophy (PhD)
36

“Om man skulle maxa hade det varit svårt” : En kvalitativ studie om hur smartklockors gränssnitt kan utformas för att upplevas mer användbara. / "It would have been difficult if you had gone to the extreme" : A qualitative study on how smartwatch interfaces can be designed to be experienced more useful.

Jansson, Wilma, Jägerklou, Wilma January 2022 (has links)
Denna studie undersökte hur smartklockors gränssnitt kan utformas för att upplevas användbara samt bidra till minimal kognitiv belastning under fysisk aktivitet. Smartklockors skärmar ställer andra krav på gränssnittet samt medför ett antal utmaningar för hur information kan presenteras på bästa sätt. Utöver detta brukar smartklockor användas i samband med fysisk aktivitet, som ställer höga krav på användarens uppmärksamhet. För att bibehålla hög kvalitet på träningen bör den kognitiva belastningen minska. För att undersöka detta har Cognitive Load Theory applicerats för att kunna optimera arbetsminnets kapacitet. Studien gjorde på personer i 20 års ålder. En kvalitativ datainsamling gjordes genom ett användartest och semistrukturerade intervjuer. Användartestet utfördes på en stationär cykel där deltagarna utförde ett antal uppgifter på en smartklocka. Efteråt skedde semistrukturerade intervjuer. Resultatet analyserades genom kategorisering och jämfördes med tidigare studier. Utifrån de mest förekommande resultaten skapades åtta designförslag. Resultaten visade att eliminering av viss information på gränssnitt kan minska den kognitiva belastningen samt höja användbarheten. Ett konsekvent gränssnitt skulle kunna minimera antal fel samt underlätta för användaren att korrigera fel. En tillämpning av de framtagna designförslagen kan eventuellt minimera den kognitiva belastningen vid interaktion med smartklockors gränssnitt vid fysisk aktivitet. Detta kan underlätta för användaren att fokusera på träningen samt uppleva klockan som mer användbar. / This study examined how an interface for smartwatches can be designed to be perceived as useful and reduce cognitive load during physical activity. Smartwatch screens have other demands on the interface and face several challenges regarding how information can be presented. In addition to this, smartwatches are often used in physical activity, which places high demands on user's attention. To maintain high-quality training, the cognitive load should be reduced. To investigate this, cognitive load theory has been applied to optimize the capacity of the working memory. The study looked at people in their 20s. Qualitative data collection was done through a user test and semi-structured interviews. The user test was done on a stationary bike, the participants performed several tasks on the smartwatch. The participants rode a stationary bicycle while performing tasks on a smartwatch, followed by semistructured interviews. The results were analyzed by thematization and compared with previous studies. Based on the most common results, eight design proposals were created. The results showed that by eliminating unnecessary information, the interface can reduce cognitive load and increase usability. A consistent interface could minimize the number of errors and make it easier for the user to correct errors. An application of the developed design proposals may minimize the external load when interacting with the smartwatch interface during physical activity. This can support users can focus on training and experience the watch as more useful.
37

Är worked examples användbara inom biologi-undervisning? / Are worked examples useful within biology education?

Claesson, Olle January 2023 (has links)
För att lyckas lösa problem och använda kunskap behöver en person först ha lärt sig grundläggande kunskap om problemområdet. Sådant lärande kräver att den lärandes arbetsminne inte överbelastas med oändamålsenlig information. Studien undersöker effekten av lärandetekniken worked examples, som visats vara effektiv för att inte överbelasta arbetsminnet inom ämnen som fysik och matematik. Worked examples kommer från cognitive load theory och här undersöks teknikens effekt inom biologiundervisning, med fokus på ämnesområdet ekologi. Högstadieelevers kunskap inom ekologi mättes, varpå de inom undervisning antingen arbetade med worked examples eller instuderingsfrågor. Därefter mättes deras kunskapsnivå återigen, för att på så vis jämföra metodernas effekt på deltagarnas lärande. Elever som lärts med worked examples visade på en större kunskapsutveckling gällande snarlika uppgifter som de övat på, medan kunskapsutveckling för frågor med andra lösningsmetoder gav tvetydigt resultat. Tekniken worked examples har härmed visats sig vara en användbar teknik inom ämnesområdet ekologi inom biologiundervisningen. Den kan med fördel användas under initial-inlärningsfas inom biologiämnet för att hjälpa elever förvärva kunskap.
38

A Secondary Task Test for Evaluating Cognitive Load of MRP Pilots

Farshidi, Azadeh January 2017 (has links)
Remotely-controlled technologies are no longer limited to military applications, such as unmanned military airborne weapons or explosive diffuser robots. Nowadays we can see more and more of remotely controlled devices used as medical equipment, toys, and so forth. One of the most recent areas of interest is robotic telepresence, also known as Mobile Robot Presence (MRP), which provides the ability to interact socially and professionally with other people and even objects in remote locations. One of the known issues with using remotely-controlled devices is the cognitive overload which their operators (pilots) experience and MRP pilots are no exception. However, despite vast research on different ways to address this in military or medical scenarios, little has been done regarding MRPs. This thesis study aims to make a contribution in closing that gap by suggesting a method, developing a prototype implementing it; then conducting an empirical assessment of the method and the prototype as a part of a broader study on MRP, supported by Swedish Research Council. I have suggested a method comprised of a Secondary-task (ST) method and Subjective Rating Scales (SRS), in which the latter act as an evaluation method for the former. Both of them were used in an overarching study in search for the best control device amongst four chosen devices. I collected and analyzed secondary task performance data (e.g. response time, error rates), subjective user ratings, explicit rankings, and observations recordings. My analysis of the collected data shows that using a monitoring and response face recognition secondary task is a plausible method for the assessment of MRP pilot’s cognitive load.
39

Measuring Cognitive Load in Embodied Learning Settings

Skulmowski, Alexander, Rey, Günter Daniel 02 August 2017 (has links) (PDF)
In recent years, research on embodied cognition has inspired a number of studies on multimedia learning and instructional psychology. However, in contrast to traditional research on education and multimedia learning, studies on embodied learning (i.e., focusing on bodily action and perception in the context of education) in some cases pose new problems for the measurement of cognitive load. This review provides an overview over recent studies on embodied learning in which cognitive load was measured using surveys, behavioral data, or physiological measures. The different methods are assessed in terms of their success in finding differences of cognitive load in embodied learning scenarios. At the same time, we highlight the most important challenges for researchers aiming to include these measures into their study designs. The main issues we identified are: (1) Subjective measures must be appropriately phrased to be useful for embodied learning; (2) recent findings indicate potentials as well as problematic aspects of dual-task measures; (3) the use of physiological measures offers great potential, but may require mobile equipment in the context of embodied scenarios; (4) meta-cognitive measures can be useful extensions of cognitive load measurement for embodied learning.
40

Augmented Reality : Alternativ metod för träningsinstruktioner / Augmented Reality : Alternative Method for Training Instructions

Öberg, Timmy, Mulisic, Smail January 2021 (has links)
Covid-19 har påverkat samhället på flertal olika sätt. Med uppmaningar och råd om social distansering kan sådant som tidigare varit vardagliga aktiviteter bli alltmer svårt att genomföra. Denna pandemi har orsakat att många hellre utför sina träningspass hemifrån och under en sådan period kan det behövas alternativa sätt att få träningsinstruktioner på. Augmented Reality är ett sätt att förstärka användarens verklighet. Genom att nyttja kamerateknologi som reflekterar det användaren ser kompletterar systemet samtidigt den bilden, vanligtvis med 3D modeller. Denna teknik har tidigare använts inom områden som visualisering av information och instruktioner. Flertal studier som gjorts inom Augmented Reality och instruktioner har använt enheter som är mindre tillgängliga för allmänheten. Dessa enheter är exempelvis digitala glasögon eller AR headset. En mer konkret studie på mobilbaserad AR hade behövts göras inom ett område som träningsinstruktioner, vilket kräver fokus både på den mobila enheten och verkligheten på ett annat sätt än vad som hade behövt om användaren burit glasögon eller headset.  Denna studie utforskar Augmented Reality kopplat till träningsinstruktioner i en egenskapad (skapad av oss) mobilbaserad applikationsprototyp med ett fokus påinteraktiv design utifrån instruktionsstruktur och heuristiker inom användbarhet. För att utföra detta användes primärt Cognitive Load Theory som ett ramverk både för skapandet av prototypens instruktionsmaterial och i analysen samt besvarandet av forskningsfrågorna. I studien utfördes användartester på sammanlagt sju deltagare. Resultatet visade attAugmented Reality i en mobilbaserad prototyp har potential. Däremot finns det problematik som är viktigt att ha i åtanke vid design av AR, instruktionsstruktur och det grafiska gränssnittet. I allmänhet handlar dessa om markörbaserad teknik, interaktioner i koppling till fysiska handlingar och hur lätt det är att ta in instruktionerna baserat på dess struktur och prototypens gränssnitt / Covid-19 has affected society as we know it in many ways. Social distancing has been called for and this has caused daily activities that once were prominent to become harder to perform. During a period, such as this, alternative methods for training instructions would then be more searched out for. Augmented Reality is a technology which can be used to enhance the user’s world. This is accomplished by using camera technology in synchronization with other technologies to affect the camera and therefore the users view. Which for example could be via 3D models to enhance the world. This technology has been used in other studies with the focus of instructional material and physical training. However, these studies have often used such equipment that is not commonly available, and more concrete research about the use of a mobile based Augmented Reality application with the purpose of visualizing training instructions would be needed. As the interaction with a mobile unit varies a lot in contrast to that with a headset or glasses. This study investigates Augmented Reality in connection to training instructions by using a mobile based prototype with focus on how to design based on instructional structure and usability heuristics. The study has primarily used cognitive load theory as a framework for the prototypes instructional design but also in the analysis and the methods used to answer the research questions. The study conducted user tests with seven participants in total. The result showed that Augmented Reality in a mobile based prototype has potential. However, there are problems that you must think about when designing for AR, instructional structure and the graphical interface. In general, it is about marker based Augmented Reality, interactions with the graphical interface while doing physical actions and the ease of understanding instructions based on structure and graphical user interface.

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