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Title: Predicting individual action switching in covert and continuous interactive tasks using the fluid events model

Abstract

The Fluid Events Model is aimed at predicting changes in the actions people take on a moment-by-moment basis. In contrast with other research on action selection, this work does not investigate why some course of action was selected, but rather the likelihood of discontinuing the current course of action and selecting another in the near future. This is done using both task-based and experience-based factors. Prior work evaluated this model in the context of trial-by-trial, independent, interactive events, such as choosing how to copy a figure of a line drawing. In this paper, we extend this model to more covert event experiences, such as reading narratives, as well as to continuous interactive events, such as playing a video game. To this end, the model was applied to existing data sets of reading time and event segmentation for written and picture stories. It was also applied to existing data sets of performance in a strategy board game, an aerial combat game, and a first person shooter game in which a participant’s current state was dependent on prior events. The results revealed that the model predicted behavior changes well, taking into account both the theoretically defined structure of the described events, asmore » well as a person’s prior experience. Hence, theories of event cognition can benefit from efforts that take into account not only how events in the world are structured, but also how people experience those events.« less

Authors:
 [1];  [1];  [2];  [1]
  1. Univ. of Notre Dame, Notre Dame, IN (United States)
  2. Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)
Publication Date:
Research Org.:
Sandia National Lab. (SNL-CA), Livermore, CA (United States); Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)
Sponsoring Org.:
USDOE
OSTI Identifier:
1266838
Grant/Contract Number:  
AC04-94AL85000
Resource Type:
Accepted Manuscript
Journal Name:
Frontiers in Psychology
Additional Journal Information:
Journal Volume: 7; Journal ID: ISSN 1664-1078
Publisher:
Frontiers Research Foundation
Country of Publication:
United States
Language:
English
Subject:
97 MATHEMATICS AND COMPUTING; event cognition; action change; behavior prediction; language comprehension; video games; mental updating

Citation Formats

Radvansky, Gabriel A., D’Mello, Sidney K., Abbott, Robert G., and Bixler, Robert E. Predicting individual action switching in covert and continuous interactive tasks using the fluid events model. United States: N. p., 2016. Web. doi:10.3389/fpsyg.2016.00023.
Radvansky, Gabriel A., D’Mello, Sidney K., Abbott, Robert G., & Bixler, Robert E. Predicting individual action switching in covert and continuous interactive tasks using the fluid events model. United States. https://doi.org/10.3389/fpsyg.2016.00023
Radvansky, Gabriel A., D’Mello, Sidney K., Abbott, Robert G., and Bixler, Robert E. Wed . "Predicting individual action switching in covert and continuous interactive tasks using the fluid events model". United States. https://doi.org/10.3389/fpsyg.2016.00023. https://www.osti.gov/servlets/purl/1266838.
@article{osti_1266838,
title = {Predicting individual action switching in covert and continuous interactive tasks using the fluid events model},
author = {Radvansky, Gabriel A. and D’Mello, Sidney K. and Abbott, Robert G. and Bixler, Robert E.},
abstractNote = {The Fluid Events Model is aimed at predicting changes in the actions people take on a moment-by-moment basis. In contrast with other research on action selection, this work does not investigate why some course of action was selected, but rather the likelihood of discontinuing the current course of action and selecting another in the near future. This is done using both task-based and experience-based factors. Prior work evaluated this model in the context of trial-by-trial, independent, interactive events, such as choosing how to copy a figure of a line drawing. In this paper, we extend this model to more covert event experiences, such as reading narratives, as well as to continuous interactive events, such as playing a video game. To this end, the model was applied to existing data sets of reading time and event segmentation for written and picture stories. It was also applied to existing data sets of performance in a strategy board game, an aerial combat game, and a first person shooter game in which a participant’s current state was dependent on prior events. The results revealed that the model predicted behavior changes well, taking into account both the theoretically defined structure of the described events, as well as a person’s prior experience. Hence, theories of event cognition can benefit from efforts that take into account not only how events in the world are structured, but also how people experience those events.},
doi = {10.3389/fpsyg.2016.00023},
journal = {Frontiers in Psychology},
number = ,
volume = 7,
place = {United States},
year = {Wed Jan 27 00:00:00 EST 2016},
month = {Wed Jan 27 00:00:00 EST 2016}
}

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  • DOI: 10.1037/h0043680

Resource allocation in on-line reading by younger and older adults.
journal, January 1996

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journal, March 2007


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journal, April 2007


Starting from scratch and building brick by brick in comprehension
journal, January 2012


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journal, January 1998


Constructing Multidimensional Situation Models During Reading
journal, July 1998

  • Zwaan, Rolf A.; Radvansky, Gabriel A.; Hilliard, Amy E.
  • Scientific Studies of Reading, Vol. 2, Issue 3
  • DOI: 10.1207/s1532799xssr0203_2