57. Attention: multitasking and Interruptions

Supporting Task Switching with Reinforcement Learning
説明

Attention management systems aim to mitigate the negative effects of multitasking. However, sophisticated real-time attention management is yet to be developed. We present a novel concept for attention management with reinforcement learning that automatically switches tasks. The system was trained with a user model based on principles of computational rationality. Due to this user model, the system derives a policy that schedules task switches by considering human constraints such as visual limitations and reaction times. We evaluated its capabilities in a challenging dual-task balancing game. Our results confirm our main hypothesis that an attention management system based on reinforcement learning can significantly improve human performance, compared to humans’ self-determined interruption strategy. The system raised the frequency and difficulty of task switches compared to the users while still yielding a lower subjective workload. We conclude by arguing that the concept can be applied to a great variety of multitasking settings.

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Augmented Reality Cues Facilitate Task Resumption after Interruptions in Computer-Based and Physical Tasks
説明

Many work domains include numerous interruptions, which can contribute to errors. We investigated the potential of augmented reality (AR) cues to facilitate primary task resumption after interruptions of varying lengths. Experiment 1 (N = 83) involved a computer-based primary task with a red AR arrow at the to-be-resumed task step which was placed via a gesture by the participants or automatically. Compared to no cue, both cues significantly reduced the resumption lag (i.e., the time between the end of the interruption and the resumption of the primary task) following long but not short interruptions. Experiment 2 (N = 38) involved a tangible sorting task, utilizing only the automatic cue. The AR cue facilitated task resumption compared to not cue after both short and long interruptions. We demonstrated the potential of AR cues in mitigating the negative effects of interruptions and make suggestions for integrating AR technologies for task resumption.

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Heads-Up Multitasker: Simulating Attention Switching On Optical Head-Mounted Displays
説明

Optical Head-Mounted Displays (OHMDs) allow users to read digital content while walking. A better understanding of how users allocate attention between these two tasks is crucial for improving OHMD interfaces. This paper introduces a computational model for simulating users' attention switches between reading and walking. We model users' decision to deploy visual attention as a hierarchical reinforcement learning problem, wherein a supervisory controller optimizes attention allocation while considering both reading activity and walking safety. Our model simulates the control of eye movements and locomotion as an adaptation to the given task priority, design of digital content, and walking speed. The model replicates key multitasking behaviors during OHMD reading while walking, including attention switches, changes in reading and walking speeds, and reading resumptions.

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SplitBody: Reducing Mental Workload while Multitasking via Muscle Stimulation
説明

Techniques like electrical muscle stimulation (EMS) offer promise in assisting physical tasks by automating movements, e.g., shaking a spray-can or tapping a button. However, existing actuation systems improve the performance of a task that users are already focusing on (e.g., users are already focused on using the spray-can). Instead, we investigate whether these interactive-actuation systems (e.g., EMS) offer any benefits if they automate a task that happens in the background of the user's focus. Thus, we explored whether automating a repetitive movement via EMS would reduce mental workload while users perform parallel tasks (e.g., focusing on writing an essay while EMS stirs a pot of soup). In our study, participants performed a cognitively-demanding multitask aided by EMS (SplitBody condition) or performed by themselves (baseline). We found that with SplitBody performance increased (35% on both tasks, 18% on the non-EMS-automated task), physical-demand decreased (31%), and mental-workload decreased (26%).

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Improving Attention Using Wearables via Haptic and Multimodal Rhythmic Stimuli
説明

Rhythmic light, sound and haptic stimuli can improve cognition through neural entrainment and by modifying autonomic nervous system function. However, the effects and user experience of using wearables for inducing such rhythmic stimuli have been under-investigated. We conducted a study with 20 participants to understand the effects of rhythmic stimulation wearables on attention. We found that combined sound and light stimuli from a glasses device provided the strongest improvement to attention but were the least usable and socially acceptable. Haptic vibration stimuli from a wristband also improved attention and were the most usable and socially acceptable. Our field study (N=12) with haptic stimuli from a smartwatch showed that such systems can be easy to use and were used frequently in a range of contexts but more exploration is needed to improve the comfort. Our work contributes to developing future wearables to support attention and cognition.

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