Player-Computer Interaction 

ANALYSIS OF
HUMAN FACTORS

UNIT 6:

Prof. Dr. Eike Langbehn

Department of Media Technology

Faculty of Design, Media and Information

Hamburg University of Applied Sciences

SECTION NAME

EXAMPLES

UNIT 2:

AGENDA

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

1. INTRO

2. REQUIREMENT
ANALYSIS

3. GAME
DESIGN

0. ORGANIZATION

4. GETTING STARTED
WITH GODOT

5. USER
STUDIES

6. ANALYSIS OF
HUMAN FACTORS

7. INTERACTION
DESIGN

8. ADVANCED PROGRAMMING
WITH GODOT

9. EVALUATION
MODELS

10. MARKET
ANALYSIS

11. NARRATIVE
DESIGN

12. GAME ENGINE
ARCHITECTURE

LEARNING outcomes

  • Understanding human information processing
  • Knowledge about perception, cognition, action
  • Knowing selection & filtering of information, multi-sensory integration, short-term & long-term memory

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

what is hci?

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

interaction framework

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

user

PLAYER-COMPUTER INTERACTION

Information Processing

Stimuli 

Perception
(Receptors)

Cognition
(Central nervesystem)

Action
(Motor neurons)

Behaviour

UNIT 6: ANALYSIS OF
HUMAN FACTORS

model human processor

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

interaction framework

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

definition

PLAYER-COMPUTER INTERACTION

Perception is the processing of information from environmental stimuli (external perception) or internal bodily signals (interoception).

Filtering, selection and integration of information is part of perception.

UNIT 6: ANALYSIS OF
HUMAN FACTORS

SEnsory modalities

 

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

vision

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

light

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

human eye

PLAYER-COMPUTER INTERACTION

  • Perception of color, shape, depth, movements etc.
  • RETINA is innermost, light-sensitive layer of the eye
  • Photoreceptive cells transform light into neuronal
    ​activities and forward these information
    🠒 CONES (7-8 MIO): colors & shape
    🠒 RODS (100-120 MIO): light/dark, motion

UNIT 6: ANALYSIS OF
HUMAN FACTORS

size perception

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

audio

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

vestibular system

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

  • Vestibular channel is able to perceive linear and angular accelerations
  • Otolith organs (saccule and utricle): gravity and linear movements
  • Semicircular canals: rotational movements
  • Adaption to constant stimulation
  • Otolith organs can not distinguish between a head tilt and linear movement since they perceive only the overall sum of gravity and inertial acceleration  (GIA vector)

touch

PLAYER-COMPUTER INTERACTION

  • Haptic perception
    • receptors of muscles and joints
  • Tactile perception
    • receptors under the skin
    • pressure, pain and temperature
  • Proprioception
    • perception of self-movements (kinesthetics)
    • position and orientation of the body and limbs

passive or active

UNIT 6: ANALYSIS OF
HUMAN FACTORS

multi-sensory integration

PLAYER-COMPUTER INTERACTION

Semicircular Canals

(angular acceleration)

Vestibular System

Otolith Organs

(linear acceleration)

Visual System

Auditory System

Proprioception

Efferent Copy

Self-Motion Perception

...

UNIT 6: ANALYSIS OF
HUMAN FACTORS

multi-sensory integration

PLAYER-COMPUTER INTERACTION

  • Maximum Likelihood Estimation:
    • Sum of individual information from all sensory channels
    • Each channel different weight depending on quality
    • vision tends to dominate the other sensory channels in many situations
  • Bayes' Rule:
    • describes the combination of information from sensory channels and prior knowledge
    • Each channel different weight depending on quality
    • vision tends to dominate the other sensory channels in many situations 

UNIT 6: ANALYSIS OF
HUMAN FACTORS

human bandwith

PLAYER-COMPUTER INTERACTION

D. McCandless: The beauty of data visualization, TED Talk, 2010

UNIT 6: ANALYSIS OF
HUMAN FACTORS

filtering & selection

PLAYER-COMPUTER INTERACTION

Stimuli 

Perception
(Receptors)

Cognition
(Central nervesystem)

Action
(Motor neurons)

Behaviour

  • Limited capacity for storage and transformation
    • perception
    • memory
  • inter- and intra-individual differences
  • Total amount of input information: 1.5 GBit/s
    • ca. 15 MBit/s reach receptors
    • ca. 100 MBits/s reach consciousness

Filtering

Selection

UNIT 6: ANALYSIS OF
HUMAN FACTORS

interaction framework

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

cognition

PLAYER-COMPUTER INTERACTION

Storage

  • Sensory Store
  • Working memory
  • Long-term memory

Transformation

  • Logic
  • Problem solving
  • Train skills
  • Storage: Memory & Remembering
  • Attention
  • Transform: Logic, Problem Solving & Learning/Training
  • Decision making
  • Cognitive load

UNIT 6: ANALYSIS OF
HUMAN FACTORS

multi-storage model

PLAYER-COMPUTER INTERACTION

Stimuli

Sensory memory

  1. Iconic Register
  2. Echoic Register
  3. Haptic Register

     Attention

Short-Term

Memory (STL)

 Memorizing 

Long-Term

Memory (STL)

Remembering

R.C. Atkinson, R.M. Shiffrin: Human memory: A proposed system and its control processes.

The psychology of learning and motivation (Volume 2). pp.89-195, 1968.

UNIT 6: ANALYSIS OF
HUMAN FACTORS

sensory memory

PLAYER-COMPUTER INTERACTION

  • Information stays in sensory memory:
    • ca. 0.5 - 1s in visual register
    • ca. 4 - 5s in auditory register
  • FIFO principle (first-in first-out)
    • Deleting after ca. 4-10 elements 

UNIT 6: ANALYSIS OF
HUMAN FACTORS

short-term memory

PLAYER-COMPUTER INTERACTION

  • Temporary storage for brief information retrieval
  • A lot of tasks  need temporary storage:
    • 35 x 6 = 30 x 6 + 5 x 6
    • "The quick brown fox jumps over the lazy dog."
  • Access in < 70 ms
  • Information stays for ca. 15 - 30s
  • Transfer to long-term memory via memorizing 

UNIT 6: ANALYSIS OF
HUMAN FACTORS

attention

PLAYER-COMPUTER INTERACTION

  • Attention is the allocation of cognitive resources to content or tasks
  • Concentration is a measure of the intensity and duration of attention
  • Certain events cause the attention to be focused on individual objects, e.g. due to
    • special size and stimulus intensity
    • movement
    • color and contrasts
    • ...    
  • Cocktail party effect describes people's ability to have regular entertainment despite the babble of voices
  • Other voices are perceptually (not physically) attenuated by up to 15dB  

UNIT 6: ANALYSIS OF
HUMAN FACTORS

chunking

PLAYER-COMPUTER INTERACTION

  • Definition: Grouping of several elements into a unit of information in order to increase capacity
  • Humans can store 4 ± chunks [1] or 7 ± 2 chunks [2] in STM

Should there be a maximum of 7 ± 2 GUI entries / icons / bullets / tabs?

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040 42 833 24 39

HEC ATR ANU PTH ETR EETTHE 

CAT RAN UP THE TREE

GUI entries / icons / bullets / tabs can be browsed by visual scanning and do not need to be retrieved from STM  

UNIT 6: ANALYSIS OF
HUMAN FACTORS

long-term memory

PLAYER-COMPUTER INTERACTION

  • Memory for long-term storage (minutes to several years) of information
  • Slow access: ca. 1/10s
  • large capacity with little loss
  • Storage of facts, data, sounds, movements, concepts, images, smells...    

Declarative or explicite memory:

  • Episodic memory, which contains what we have experienced
  • Semantic memory, which contains, for example, facts about the world
  • Declarative memory is important for drawing conclusions, applying rules...

Non-declarative or implicit memory

  • Involves procedural knowledge about cognitive or motor abilites
  • Abilities can be improved or accelerated by exercise
  • Non-declarative includes priming and conditioning  

L. Squire, S. Zola: Structure and function of declarative and non declarative memory systems. Proc. Natl.

Acad. Sci. USA, Vol 93, Nov: 13515-13522  

UNIT 6: ANALYSIS OF
HUMAN FACTORS

recall vs. recognition

PLAYER-COMPUTER INTERACTION

To make knowledge from LTM available again in the STM by

  1. recalling something that has already been learned without offering
  • free remembering (no sequence)
  • serial remembering (list learning)

2. recognition from the multitude of options offered 

  • "What brand of bike do you ride?" ➔ Answer must be produced, i.e. Free remembering

     
  • "Is your bike from the brand XYZ"?➔
    Question can be answered with yes / no, ie. recognition

UNIT 6: ANALYSIS OF
HUMAN FACTORS

recognize-act-cycle

PLAYER-COMPUTER INTERACTION

S. Card et al.: The Psychology of Human-Computer Interaction, 1983

UNIT 6: ANALYSIS OF
HUMAN FACTORS

cognitive load

PLAYER-COMPUTER INTERACTION

  • Cognitive resources are limited
  • Cognitive load becomes noticeable when
    • tasks have to be solved under time pressure
    • several tasks are pending at the same time
    • decisions are made under severe emotional stress
    • ...  

Types

  • Learning-related load, e.g. Learning to use software (induced through the form of presentation or mediation)
  • Intrinsic load is associated with a task, e.g. Formulating a text (induced through the task itself)
  • Extrinsic load is caused by medium, e.g. poorly designed interface (induced through learning & automation) 

Measurement of

Cognitive Load?

UNIT 6: ANALYSIS OF
HUMAN FACTORS

interaction framework

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

motor system

PLAYER-COMPUTER INTERACTION

User is able to do actions with end effectors:

  • Hands, Arms, Fingers, Legs
  • Face, Eyes
  • Vocal cords
  • Body posture
  • ... 
  • Motor system is part of central nervous system which is responsible for movements
  • Different movement processes:
    • Target motor skills:
      • Motor actions in environment
      • Movement is planned
    • Support or holding motor skills
      • Maintaining the body position and learned movement automatisms
      • Movement is unplanned/reflexively 

G. Rizzolatti,G. Luppino: The Cortial Motor System, Neuron 31: 889-901, 2001  

UNIT 6: ANALYSIS OF
HUMAN FACTORS

reafference principle

PLAYER-COMPUTER INTERACTION

  • Motor system sends command from central nervous system to muscle
  • Efferent copy signal is created for prediction and comparison with sensory feedback
  • Sensory feedback is based on multi-sensory perception 

E. von Holst, H. Mittelstaedt: The reafference principle. Interaction between the central

nervous system and the periphery. The Behavioural Physiology of Animals and Man, 1:1 39-73.

Motor
command

(Efference)

Efference copy

estimated feedback

Motor system

Sensory
System

 

Comparator

Prediction

Sensory

feedback

(Re-afference)

Sensory
Discrepancy

UNIT 6: ANALYSIS OF
HUMAN FACTORS

interaction framework

PLAYER-COMPUTER INTERACTION

UNIT 6: ANALYSIS OF
HUMAN FACTORS

Player-Computer Interaction 

The contents of this Open Educational Resource are licensed under the Creative-Commons Attribution 4.0 International license (CC BY 4.0)
Attribution: Eike Langbehn, Anh Sang Tran, Peter Wood

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