Project Prime Intellect Final
Project Prime Intellect Final
By Redgie Mercado
12-02-09
TABLE OF CONTENTS
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1.0 Justification
1.2 Incubation
2.1.1 File
2.1.2 Edit
2.1.3 Options
2.2 Navigation
2.2.1 Mouse
2.2.2 Zoom
2.3 Indexing
2.3.1 Search
2.3.2 Listing
3.0 Mechanics
5.5 Progress
7.0 Appendix A
8.0 Citations
JUSTIFICATION
memorization, and review. The database will be visual and allow the user to
custom tailor their learning experience by altering the pacing, changing the
spaced repetition. In simple terms, this systematic method allows the user to
well known items. The more the user knows an item, the longer the review
times are calculated in between. The less the user knows the items; a
smaller amount of time is given before the review of that item is shown
again. As simple and surprisingly efficient as that may sound, the reviews
are calculated based on an optimized time where the user is about to forget
R: memory retention. S: relative strength of memory. t: time. X-axis: Days, Y-axis: Memory Strength
Utilizing this curve (which will be further explained in the actions and
mechanics), the user can maximize their efforts towards mastery of different
mapping”. This involves taking a concept, dividing this concept down into
dichotomize items into digestible items. The power of this comes from the
efficiently inside a user’s brain. The simple explanation to why this works
comes from the study of memory processing. The more neurons that fire for
a single event or item, the more embedded the event is inside the user’s
brain. The advantage of this system allows the user to associate items into
Example of two mind maps and various ways to dichotomize information (“Mindmap”)
The proposal for this new system, involves integrating both association
and memory recall as a way to create a tool for the user. This tool will
attempt to solve the problems of both systems, and bolster each other’s
Flow Theory
This program follows the learning patterns association with flow theory.
tenets that make up flow, or the merging of both action and concentration
The first tenet here is clear goals. The goal is to keep items in the
nodes fresh, and prevent them from expiring from memory. Since the
present which items are in need of attention. This way, the user is able to
nature of cognitive mapping and the user’s ability to focus and tailor their
plain and simple to make. The third and fourth tenet can be a by-product of
concentration. The merging of action and awareness and the distorted sense
of time can add up to the user’s overall experience as they navigate the
review system. The review GUI presents questions, and then the answer is
given after the user chooses to reveal the answer. If the user answers
correctly, the user can choose to schedule a review later. If the user answers
Since the user can choose to schedule earlier or later to his presets,
the user controls the balance between ability level and the challenge. This is
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the sixth tenet. Easier items get pushed back, and harder items are
presented until their memory ability is able to recall the correct answer in a
single session. Over time this accumulates and presents the person with the
which also gives the person a sense of control over the activity.
reviews are becoming more and more spaced apart, the intrinsic award lies
in the expanded review sessions. More time passes between certain review
items and finds that when the user encounters them, they are able to
The third and ninth tenet is about losing the feeling of self
consciousness and action awareness merging. The third and ninth are
grouped together because they are related in terms of the program. The
experience itself can become so engrossing that the activity becomes the
user’s awareness.
Incubation
comprehension. There are able to understand the item and organize information
about the actual mechanics of incubation, the basic theory states that when
again after a period of rest, the person is much more likely to solve the
problem. There have been studies that show that new problems involving
Diego showed that REM sleep creates associations between unrelated ideas.
which helps the brain associate it later at night and the function that helps
expand reviews and allow duration of time to pass in order to incubate the
Loci. This method involves the user to imagine a space, a street and imagine
the objects that the user is trying to remember situated in the space. In
Counter Arguments
using the system. While there is science backing the theories and
methods of note taking. The test here is to see whether the visual interface
can give the appeal in order to solve motivational issues. (Farrand, Hussain,
and Hennessey)
THE PROGRAM
and the mechanics of each component as the user uses the program. Upon
execution, the program will display the splash page, and load up the
1024x768, but due to the nature of the program the bigger the resolution
the better.
Menu Items
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These items will be located at the top left of the screen, in a slim bar
that have drop down menus. It will remain in sight, but fade out to low
An example of the menu items and search bar for indexed items
File
This menu item will bring down a menu that includes New, Open, Save,
Save As, Synchronize and Exit. New will bring up a new instance of a node
map with a single center node. Open will open a file through Windows
Explorer. Save and Save as will allow you to save your node map. Exit will
shut down the program, just like the red X button at the top right. And
synchronize will allow the user to synchronize with and online database and
Edit
This item will show a drop down menu with Undo, Redo, Add Node, Edit
Node, Search Node, and Delete Node. Undo will undo the last action the user
has taken. Redo will redo the last action that was undone. There will be no
limits to Undo and Redo for as long as the program is open. Add node will
add a node to a selected node. Edit node will bring up a GUI that allows the
user to put information for questions and answers. Search Node will bring up
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an index of nodes and their tags and delete node will delete the selected
node.
Options
Show statistics will show the statistical meta-data on the node map on
a right side window. Hide statistics will hide the meta-data. Here the user can
set priorities for node colors in its own Priority menu. The program can be set
to filter out a range o f node colors from green to red, yellow to red and red
Preferences will bring up its GUI. The GUI will be divided into Fonts,
Sounds, Display, Sync and Language. Fonts will have the options to change
colors and fonts. Sounds will give the user the choice to have different
contrast and optimize for resolution. Sync will give the user the ability to
register with an only server much like Anki. Language will have the ability to
Navigation
This section will involve how the user will move in the space presented
by the program and navigate through the various mechanics the user will
encounter.
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Mouse
Left click will select items and nodes. Holding down space bar will turn
the cursor into a hand and allow the user to drag the interface around as if
the hand is actually holding the screen and moving the different parts. Right
click will bring up an option to either add node, delete node, edit node, view
information on the nodes. The user is also able to drag and drop nodes from
the parent node in order to branch out. If a node is selected and “Enter” Is
pressed or a node is right clicked and has its start review item picked, a GUI
pops up and asks “Do you want to review all the facts stored in these sub
Zoom
The zoom will allow the user to zoom into a different spot and see the
area at a finer detail. The user is able to zoom using the scroll wheel.
Scrolling forward will zoom in and scrolling backwards will scroll out. Double
clicking on a node will zoom in and reframe the view and reposition the
double clicked node near the center and/or capture all of the sublevels
underneath in the frame. The preference will be towards display all the
Number Keys
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The number keys will fade the level node as the user gets more
acquainted with the program. Toggling “1” will switch off the top most node
and reveal level 2 dichotomies and sublevels. Toggling “2” will switch off
both top level nodes and second level nodes to fade out of view. Toggling
“6” will switch off all but the sixth level and all subsequent levels. If the user
has made more than 9 levels in nodes, the user can use the plus and minus
keys to move up and down super levels and sub levels respectively.
Indexing
Search
On the right top side of the menu item bar is a basic search box. This
box can search tags or words inside the facts, and highlight them on the
memory map by fading away the nodes that do not have the information.
Listing
identify the node. Hovering over each node allows the user to get a preview
The user can click on a parent node, drag away from the node a thin
line then drop a new node in the area the mouse is clicked off. The user can
press ctrl+left click to move the node around. Each node can be branched
out over and over again ad infinitum until memory runs out. However advice
will pop up to think about how they are organizing their information to better
If the node has information already stored within the node, clicking and
dragging a new line for a new node will produce two nodes from the parent
node. The parent node will lose its information data and be replaced only by
the heading. The heading can be renamed in order to summarize the child
nodes. The information originating from the parent node will be passed on to
a child node that takes on the parents exact characteristics. The new node
will be able to editable just like any other lowest level node.
If there are nodes from super levels to be placed into lower levels, the
user has to pick up the node and hover it over the parent node. Once the
parent node is highlighted, then dropping the node makes it a child of the
parent node
Clicking and editing each node allows a GUI to pop up that shows a
blank space and four priority scheduling buttons at the bottom for the
overlay the first GUI and ask for a question and answer field. Questions will
be displayed first, at top half of the GUI; answers will be shown on the
bottom half of the GUI after the “show answer” key is presented. The card
can be tagged by keywords that will take preference over the content. If no
tags are used, content is used as general search terms. At the top of the
At the top of the GUI, the Nav-List will show how deeply nested the
node is relative to its super levels. Each Nav-list item will have, in
parentheses the amount of nodes still awaiting review out of the total.
Until the answer is revealed, the bottom part of the GUI will have a
very wide horizontal bar with the words “Show Answer”. Once the answer is
revealed, the bar will disappear, and in its stead will show two types of
priority scheduling. The first will involve the user to simply click one of four
buttons that asks “How well did you remember the answer?” Their priority
scheduling will depend on the user’s honesty and feeling towards how well
they actually did. If the user failed to completely answer the question, the
card can be reviewed in the next few minutes by pressing “Failed”. If the
reviewer took a long time to produce an answer but the answer was correct,
or if the answer was partially correct, the user can click “Hard” and the
review will be scheduled within a few hours. If the reviewer reproduced the
answer within a reasonable amount of time, they can click “Good” and the
curve formula. If the reviewer felt the answer come almost instantaneously,
they can choose “Easy” and will be scheduled to a more delayed function of
The second type of priority scheduling can present the player with four
areas in a long bar ranging from colors red to blue. Above, the areas are
divided into four areas with ranges of their review time in each area. For
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example, a review time will for the “Hard” section will say “5 -9 hrs” instead
of just “9 hrs”. The areas will act relative like a progress bar. Click far left on
a section will choose the shorter duration and clicking far right on a section
will choose the longer duration. Clicking anywhere in between will choose a
duration in between of the time. The user will be allows to choose this in
View Levels
be a selectable option out in the main GUI. The translucent drop down menu
will make the same selectable menu items as mentioned before. Priorities
view is here to show nodes that fit in the filtered range in order to take away
clutter from a heavily branched out node tree. If the user wants to review a
certain range only, they can do so, and find the nodes that need to be
reviewed.
Zoom will show the current zoom level relative to the complete node
tree. Clicking on Zoom will drop a menu that shows common zoom levels of
25%, 50%, 75%, 100%, 150%, 200%. Using this function zooms only from
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pixel center and is not as versatile as the double click zoom that also re
centers the screen on that particular node cluster and its sublevel nodes.
Node Level will also be placed out there in the main GUI for
convenience. Clicking on node level will drop down a menu and present all
the available node levels. The node levels will default to a top to down
dichotomized from level 3 and below but fade everything above in order to
clear clutter. However if the user chooses so, the option is there to toggle on
or off “top to down exclusion”. Toggling it off will allow the user to exclude
“Verbose Mode” can be toggled on and off. It can be used when the
user wants to see ratios of how many cards are due, the total cards
underneath the node. If the node is a lowest level node, then it will reveal
MECHANICS
Color coding will reveal the nature of the node. As the node expires
based off the memory curve, the node will actively degrade from its original
priority schedule, for example, a well known item blue, and degrade towards
red. Red will indicate that review for that item is very close or actually due. If
the node is the lowest level node, the color will indicate the health of the
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node. If the node has child nodes, it will indicate the health of the nodes
below it.
Node Size will reveal the relative amount of information inside the
node if it is a lowest level node. If it has child nodes, it will reveal the amount
of nodes it has relative to other nodes in its own dichotomy level. This allows
Opacity will function as a way to take away clutter from the main GUI
wants to see. Opacity is there to help guide the user into tailoring the review
to their needs.
Dynamic Organization will trigger as the user zooms and centers the
node through selective zoom, that nodes will animate and reorganize itself in
a way that each node can be seen to the best possible view. This provides
the user the ability to see every node and give the user the best way to
navigate the interface. As an aesthetic touch, the nodes will slightly move
Node’s Design
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Each node has two smaller rings shadowing the inner circle of each
node. The innermost circle will reveal text information overlaying it. The
heading will display, and if verbose mode is turned on, other data will
present itself.
The inner most circle will be color coded based on the priority
scheduled and will degrade over time. The outer most rings will show the
total life of the particular node. The opaque and darker it is, the older it is
compared to the nodes that are visible on the screen, the lighter and
transparent it is, the younger it is. Only the lowest level nodes or child nodes
where information is actually stored will have a third ring in between the two
rings that will be clear, and thus highlighting the node as a child node.
Once the reviewer has chosen to review a certain branch of nodes, the
user enters a GUI that presents all the information that the user has stored in
the nodes. Nodes that are due to be reviewed will be reviewed in the order
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that they have expired. As the review GUI goes from node to node the
Upon first answer, the GUI will be tinted red. However upon answering
the priority scheduling, the GUI itself will turn the color of the priority
scheduling and pass on to the next node. The reviewer can interrupt the
pacing at any time, and click on nodes the user fit to answer. This way, the
Node Statistics
be gathered from individual nodes by right clicking and choosing the option
or by the whole node tree. Mature nodes will be measured by the amount of
times they have been classified as “Easy” or “Good” labeled nodes. Young
labeled nodes will be measured by the times they have been entered as
Easy and Good are longer then hard and failed durations, then the node will
be considered mature. Unseen nodes will be counted if they have never been
scheduled a priority.
Online Features
database and save and upload and down their node tree file. It is also
shareable among others if the user chooses to make it public. Mobile review
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allows the user to take a condensed version of the program and can find it
AESTHETIC STYLE
Since the program is a metaphor for the user’s brain, and individual
nodes are representations of memory or cells, the user must feel as they are
looking into a high tech medical scan of their brain. As the program
operates, the user must feel curious to explore what they have built to be
their digital brain. As mentioned before, the program will go on its operations
in an organic way. This will mostly come out from the animations when the
user is dragging new nodes, splitting nodes from parent nodes, moving
environment design will take upon cues from outer space while the nodes
will take on visual characteristics of cells and molecules, giving them a living
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feeling. Here are examples of possible visual styles from the game Osmos:
LEARNING PROGRESION
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Example of the interface asking the user if they want to review all the items under the
yellow node.
If the user hasn’t built a node tree yet, they can start out by selecting
“New” under “File”. Using Abraham Lincoln as a top Level Node topic the
user enters in the Top Level Node. Now the node says “Abraham Lincoln”.
The user can now drag a line from the top level node and create a child
node. The child node can be edited and information can be entered
concerning his birthday. “When is his Birthday?” and the answer “February
12, 1809”.
Consolidating Nodes
However, the user enters another piece of information about the day
he died. “When did he die?” Answer: “April 15, 1865” However what if the
user wants to consolidate the nodes together into a node that represents
“Abraham Lincoln’s Biblio Dates”, for example. The user can do it in two
ways. The user could simply drag and click an empty node from the top level
node then take the two nodes one at a time and drop them on the new node
to make them children of that node. Or the user could take one of the child
nodes of the Top level and drag and click a line from the child node to make
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a new child node. The lowest child node will adapt take the information of
the new found parent node and pop an empty new node. The super level
node can be placed on the new parent node, and be made a child node in
If the node builds a successfully big enough node tree, or if they have
downloaded someone else’s node tree, the user can navigate around by
using the entire interface in the mechanics. For example, if Abraham Lincoln
has grown several child nodes directly under the top node, the user can
choose to review everything one of the nodes by simply selecting a node and
node that is due. If the user does not want to review that many cards, or
wants to focus on something more specific, the user can double click on a
node level to re center the screen and represent the nodes underneath.
When the user finds the node cluster they want to review, the user can
simply review that node and everything due there. If the user wants to
review early on other nodes, the user can review in order the nodes that
either interest them, or the nodes that are next to be reviewed through the
GUI.
Progress
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As the user becomes well versed in all the information, the user will
experience the overall change of colors from red to blue. Every day the user
opens up the program they will be shown their progress. Screenshots of the
whole node tree will be saved every time the user ends a session so the
program can show the user and compare their progress from going from
PROGRAM ELEMENTS
Node Tree- The dichotomy of information that the user is able to grow from
Child Node – though every node underneath a super level parent node can
be considered a child node, it is only the lowest level nodes that are truly the
child nodes because they have the information that the users actually review
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APPENDIX A:
Extra Notes on Spaced Repetition and Association in Classical Psychology
It seems to work in AlzhD patients using expanded retrieval in the form of seconds,
instead of hours, days, months. Perhaps this comments on interference between
key input point?
Expanded retrieval offers up to 16% more items than equal interval retrieval
Results in a 700 test by the Bjorks: best time to study something is right when
you're about to forget it.
Problem with current education: Teachers are results-oriented, students are cram-
oriented
In a system where 10% is forgotten over time 5% of the time spent is used in
memorizing new items compared to repetition. Learning size has almost no
impact/correlation to this value.
1. The law of exercise, which is basically the same as Aristotle’s law of frequency.
The more often an association (or neural connection) is used, the stronger the
connection. Naturally, the less it is used, the weaker the connection. These two
were referred to as the law of use and disuse respectively.
William McDougall:
Notice that instincts are purposive, i.e. goal-directed! This is not stimulus-response
behaviorism!
* escape -- fear
* combat -- anger
* repulsion -- disgust
* mating -- lust
* submission -- inferiority
* assertion -- superiority
* gregariousness -- loneliness
* food-seeking -- appetite
* hoarding -- greed
* construction -- productivity
* laughter -- amusement
Clark Hull:
The essence of the theory can be summarized by saying that the response is a
function of the strength of the habit times the strength of the drive. It is for this
reason that Hull’s theory is often referred to as drive theory.
Although he appreciated the behaviorist agenda for making psychology into a true
objective science, he felt Watson and others had gone too far.
E. C. Tolman
2. Watson saw only simple cause and effect in his animals. Tolman saw purposeful,
goal-directed behavior.
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3. Watson saw his animals as “dumb” mechanisms. Tolman saw them as forming
and testing hypotheses based on prior experience.
B.F. Skinner:
What if you don’t give the rat any more pellets? Apparently, he’s no fool, and after
a few futile attempts, he stops his bar-pressing behavior. This is called extinction of
the operant behavior.
Schedules of reinforcement
Continuous reinforcement is the original scenario: Every time that the rat does the
behavior (such as pedal-pushing), he gets a rat goodie.
The fixed ratio schedule was the first one Skinner discovered: If the rat presses the
pedal three times, say, he gets a goodie. Or five times. Or twenty times. Or “x”
times. There is a fixed ratio between behaviors and reinforcers: 3 to 1, 5 to 1, 20 to
1, etc. This is a little like “piece rate” in the clothing manufacturing industry: You
get paid so much for so many shirts.
The fixed interval schedule uses a timing device of some sort. If the rat presses the
bar at least once during a particular stretch of time (say 20 seconds), then he gets a
goodie. If he fails to do so, he doesn’t get a goodie. But even if he hits that bar a
hundred times during that 20 seconds, he still only gets one goodie! One strange
thing that happens is that the rats tend to “pace” themselves: They slow down the
rate of their behavior right after the reinforcer, and speed up when the time for it
gets close.
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Skinner also looked at variable schedules. Variable ratio means you change the “x”
each time -- first it takes 3 presses to get a goodie, then 10, then 1, then 7 and so
on. Variable interval means you keep changing the time period -- first 20 seconds,
then 5, then 35, then 10 and so on.
In both cases, it keeps the rats on their rat toes. With the variable interval
schedule, they no longer “pace” themselves, because they can no longer establish
a “rhythm” between behavior and reward. Most importantly, these schedules are
very resistant to extinction. It makes sense, if you think about it. If you haven’t
gotten a reinforcer for a while, well, it could just be that you are at a particularly
“bad” ratio or interval! Just one more bar press, maybe this’ll be the one!
This, according to Skinner, is the mechanism of gambling. You may not win very
often, but you never know whether and when you’ll win again. It could be the very
next time, and if you don’t roll the dice, or play that hand, or bet on that number
this once, you’ll miss on the score of the century!
Shaping
Beyond these fairly simple examples, shaping also accounts for the most complex
of behaviors. You don’t, for example, become a brain surgeon by stumbling into an
operating theater, cutting open someone's head, successfully removing a tumor,
and being rewarded with prestige and a hefty paycheck, along the lines of the rat in
the Skinner box. Instead, you are gently shaped by your environment to enjoy
certain things, do well in school, take a certain bio class, see a doctor movie
perhaps, have a good hospital visit, enter med school, be encouraged to drift
towards brain surgery as a specialty, and so on. This could be something your
parents were carefully doing to you, ala a rat in a cage. But much more likely, this
is something that was more or less unintentional.
WORKS CITED