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HUMAN COMUPTER INTERACTION
HUMAN MEMORY
AND
THINKING
Tamizharasi A
Assistant Professor /CSE
RMD Engineering College
Overview
 Interaction with world
◦ Occurs through information
 Interaction with computer
◦ Input and output channels
 Then the information is stored in the
memory
 Finally the information is processed and
applied.
 Reasoning
 Problem solving
 Skill acquistion
 Error
Human Memory
Sensory Memory
 act as buffers for stimuli received
through the senses
 iconic memory for visual stimuli,
 echoic memory for aural stimuli
 haptic memory for touch.
 These memories are constantly overwritten
by new information coming in on these
channels.
 Examples – iconic memory
 Moving a finger infront of the eye
 “sparkler”
 Information remains in iconic memory very
briefly, in the order of 0.5 seconds.
 Examples – echoic memory
 direction from which a sound originates
 Information is passed from sensory memory
into short-term memory by attention,
thereby filtering the stimuli to only those
which are of interest at a given time.
 Information received by sensory memories
is quickly passed into a more permanent
memory store, or overwritten and lost.
Short-term memory
 working memory
 acts as a ‘scratch-pad’ for temporary
recall of information.
 used to store information which is only
required fleetingly
 Example:
 calculate the multiplication 35 × 6 in your head
 5 × 6 and followed by 30 × 6
 Short-term memory can be accessed
– rapid access ~ 70ms
– rapid decay ~ 200ms
 Two basic methods for measuring memory
capacity.
 determining the length of a sequence which can be
remembered in order. limited capacity 7± 2 chunks
 allows items to be freely recalled in any order.
Examples
212348278493202
0121 414 2626
HEC ATR ANU PTH ETR EET
chunking information can increase the
short-term memory capacity
Long Term Memory
 store factual information, experiential
knowledge, procedural rules of behavior –
Stores everything we know.
 Characteristics:
1. It has huge capacity
2. It has a relatively slow access time of
approximately a tenth of seconds.
3. Forgetting occurs more slow in long- term memory
Long-term memory structure
 2 types
 episodic memory
 represents memory of events and experience in a
serial form.
 Can recall an actual events took place at a given
point of our lives.
 semantic memory
 structured record of facts, concepts and skills that we
have acquired.
 semantic LTM derived from episodic
LTM
LTM MODELS:
Semantic Network
 Semantic memory is structured as a
network.
 Items are associated to each other in
classes, and may inherit attributes
from parent classes.
 Example:
knowledge about dogs may be
stored in a network as shown
semantic network
LTM MODELS:
Frames
 Information organized in data
structures
 Type–subtype relationships
DOG
Fixed
legs: 4
Default
diet: Carniverous sound: bark
Variable
size: colour
COLLIE
Fixed
breed of: DOG
type: sheepdog
Default
size: 65 cm
Variable
colour
 Frame slots may contain default, fixed
or variable information.
 A frame is instantiated when the slots
are filled with appropriate values.
 Frames and scripts can be linked
together in networks to represent
hierarchical structured knowledge.
LTM MODELS: Scripts
 Scripts attempt to model the
representation of stereotypical
knowledge about situations.
 Eg: knowledge of the activities of dog
owners and vets
A script comprises a number of elements, which, like
slots, can be filled with appropriate information:
 Entry conditions Conditions that must be
satisfied for the script to be activated.
 Result Conditions that will be true after the script is
terminated.
 Props Objects involved in the events described in
the script.
 Roles Actions performed by particular participants.
 Scenes The sequences of events that occur.
 Tracks A variation on the general pattern
representing an alternative scenario.
LTM MODELS: Production rules
 Representation of procedural
knowledge.
 Condition/action rules
 if condition is matched
 then use rule to determine action
IF dog is wagging tail THEN pat dog
IF dog is growling THEN run away
Long-term memory processes
 3 main activities
 Storage or remembering of information,
 Forgetting
 Information retrieval
Storage of information
rehearsal :
 Information is moved from short-term
memory to long-term memory.
 by repeated exposure to a stimulus or the
rehearsal of a piece of information transfers it
into long-term memory.
 repetition is not enough to learn
information well. If information is not
meaningful it is more difficult to
remember.
 structure, meaning and familiarity
– information easier to remember
Forgetting
 2 main theories of forgetting:
 Decay
 Interference.
Decay
 information is lost gradually but very slowly
Interference
 new information replaces old: retroactive
interference
 Ex: remembering your new phone number
 old may interfere with new: proactive inhibition
 Ex: find your self going to your old house instead of
new one.
retrieval
 recall
 information reproduced from memory can
be assisted by cues, e.g. categories,
imagery
 recognition
 information gives knowledge that it has
been seen before
 less complex than recall since the
information is provided as cue
Thinking
Reasoning
deduction, induction, abduction
Problem solving
Reasoning
• Is the process by which we use the
knowledge to draw conclusions or infer
something new about the interest.
• inferring new information from what is
already known
 Kinds of Reasons:
 Deductive
 Inductive
 Abductive
Deductive Reasoning
• Deductive reasoning derives the
logically necessary conclusion from the
given premises.
e.g
.
If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
e.g. People from Pampanga cooks well and
delicious She is from Pampanga
Therefore she cooks well and delicious
Deductive Reasoning
• Logical conclusion not necessarily true:
e.g.
If it is raining then the ground
is dry It is raining
Therefore the ground is dry
Deduction (cont.)
• When truth and logical validity clash …
e.g. Some people are babies Some babies
cry
Inference - Some people cry
Correct?
• People bring world knowledge to bear
Inductive Reasoning
• Induction:
generalize from cases seen to infer
information about cases unseen
e.g. all elephants we have seen have trunks therefore we
infer that all elephants have trunks.
• Unreliable:
– can only prove false not true
• Humans not good at using negative evidence
e.g. Wason's cards.
Wason's cards
Is this true?
How many cards do you need to turn over to find out?
…. and which cards?
If a card has a vowel on one side it has an even number on the
other
7 E 4 K
In fact, to test the truth of the statement we need to check
negative evidence
Abductive reasoning
Abduction reasons from a fact to the action or
state that caused it.
e.g.
Sam drives fast when drunk.
If I see Sam driving fast, assume drunk.
• Unreliable:
– can lead to false explanations
•If an event always follows an action, the user
will infer that the event is caused by the action
unless evidence to the contrary is made
available.
•If, in fact, the event and the action are
Problem solving
• Process of finding solution to unfamiliar task
using knowledge.
• There are a number of different views of
how people solve problems.
• Several theories.
Gestalt Theory
 Problem solving is a matter of reproducing
known responses or trial and error.
 problem solving both productive and
reproductive
 Reproductive problem solving draws on
previous experience.
 Hindrance to finding a solution
 Productive problem solving involves insight
and restructuring of the problem
Maier’s pendulum problem
HCI Fundamentals - Part 2 : Human memory and thinking
Problem space theory
 Proposed by Newell and Simon
 problem space comprises of problem states
 problem solving involves generating states
using legal operators
 The problem has an initial state and a goal state
and people use the operators to move from
initial to the goal.
 heuristics may be employed to select operators
Sample Heuristic
means-ends analysis
 the initial state is compared with the goal
state and an operator is chosen to reduce
the difference between the two.
 Eg: reorganizing your office and you want to
move your desk from the north wall of the
room to the window
 Operators : carry or push or drag them
 If desk is heavy then new subgoal: to make it
light.
 An important feature of Newell theory is that
it operates within the constraints of human
processing system
 so searching the problem space is limited by
the capacity of short-term memory, and the
speed at which information can be retrieved.
 General Problem Solver model largely
been applied to problem solving in well-
defined domains, for example solving
puzzles.
 Also solving a programming problem- you
need knowledge of the language and the
Analogy in problem
solving• how people solve novel problems.
• analogical mapping:
• by mapping knowledge relating to a
similar known domain to the new
problem.
Eg:
Procedure
 Notice the relationship
 Map source and target
 Apply mapping
Thank You

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HCI Fundamentals - Part 2 : Human memory and thinking

  • 1. HUMAN COMUPTER INTERACTION HUMAN MEMORY AND THINKING Tamizharasi A Assistant Professor /CSE RMD Engineering College
  • 2. Overview  Interaction with world ◦ Occurs through information  Interaction with computer ◦ Input and output channels  Then the information is stored in the memory  Finally the information is processed and applied.  Reasoning  Problem solving  Skill acquistion  Error
  • 4. Sensory Memory  act as buffers for stimuli received through the senses  iconic memory for visual stimuli,  echoic memory for aural stimuli  haptic memory for touch.  These memories are constantly overwritten by new information coming in on these channels.  Examples – iconic memory  Moving a finger infront of the eye  “sparkler”  Information remains in iconic memory very briefly, in the order of 0.5 seconds.
  • 5.  Examples – echoic memory  direction from which a sound originates  Information is passed from sensory memory into short-term memory by attention, thereby filtering the stimuli to only those which are of interest at a given time.  Information received by sensory memories is quickly passed into a more permanent memory store, or overwritten and lost.
  • 6. Short-term memory  working memory  acts as a ‘scratch-pad’ for temporary recall of information.  used to store information which is only required fleetingly  Example:  calculate the multiplication 35 × 6 in your head  5 × 6 and followed by 30 × 6
  • 7.  Short-term memory can be accessed – rapid access ~ 70ms – rapid decay ~ 200ms  Two basic methods for measuring memory capacity.  determining the length of a sequence which can be remembered in order. limited capacity 7± 2 chunks  allows items to be freely recalled in any order.
  • 8. Examples 212348278493202 0121 414 2626 HEC ATR ANU PTH ETR EET chunking information can increase the short-term memory capacity
  • 9. Long Term Memory  store factual information, experiential knowledge, procedural rules of behavior – Stores everything we know.  Characteristics: 1. It has huge capacity 2. It has a relatively slow access time of approximately a tenth of seconds. 3. Forgetting occurs more slow in long- term memory
  • 10. Long-term memory structure  2 types  episodic memory  represents memory of events and experience in a serial form.  Can recall an actual events took place at a given point of our lives.  semantic memory  structured record of facts, concepts and skills that we have acquired.  semantic LTM derived from episodic LTM
  • 11. LTM MODELS: Semantic Network  Semantic memory is structured as a network.  Items are associated to each other in classes, and may inherit attributes from parent classes.  Example: knowledge about dogs may be stored in a network as shown
  • 13. LTM MODELS: Frames  Information organized in data structures  Type–subtype relationships DOG Fixed legs: 4 Default diet: Carniverous sound: bark Variable size: colour COLLIE Fixed breed of: DOG type: sheepdog Default size: 65 cm Variable colour
  • 14.  Frame slots may contain default, fixed or variable information.  A frame is instantiated when the slots are filled with appropriate values.  Frames and scripts can be linked together in networks to represent hierarchical structured knowledge.
  • 15. LTM MODELS: Scripts  Scripts attempt to model the representation of stereotypical knowledge about situations.  Eg: knowledge of the activities of dog owners and vets
  • 16. A script comprises a number of elements, which, like slots, can be filled with appropriate information:  Entry conditions Conditions that must be satisfied for the script to be activated.  Result Conditions that will be true after the script is terminated.  Props Objects involved in the events described in the script.  Roles Actions performed by particular participants.  Scenes The sequences of events that occur.  Tracks A variation on the general pattern representing an alternative scenario.
  • 17. LTM MODELS: Production rules  Representation of procedural knowledge.  Condition/action rules  if condition is matched  then use rule to determine action IF dog is wagging tail THEN pat dog IF dog is growling THEN run away
  • 18. Long-term memory processes  3 main activities  Storage or remembering of information,  Forgetting  Information retrieval
  • 19. Storage of information rehearsal :  Information is moved from short-term memory to long-term memory.  by repeated exposure to a stimulus or the rehearsal of a piece of information transfers it into long-term memory.  repetition is not enough to learn information well. If information is not meaningful it is more difficult to remember.  structure, meaning and familiarity – information easier to remember
  • 20. Forgetting  2 main theories of forgetting:  Decay  Interference. Decay  information is lost gradually but very slowly Interference  new information replaces old: retroactive interference  Ex: remembering your new phone number  old may interfere with new: proactive inhibition  Ex: find your self going to your old house instead of new one.
  • 21. retrieval  recall  information reproduced from memory can be assisted by cues, e.g. categories, imagery  recognition  information gives knowledge that it has been seen before  less complex than recall since the information is provided as cue
  • 23. Reasoning • Is the process by which we use the knowledge to draw conclusions or infer something new about the interest. • inferring new information from what is already known  Kinds of Reasons:  Deductive  Inductive  Abductive
  • 24. Deductive Reasoning • Deductive reasoning derives the logically necessary conclusion from the given premises. e.g . If it is Friday then she will go to work It is Friday Therefore she will go to work. e.g. People from Pampanga cooks well and delicious She is from Pampanga Therefore she cooks well and delicious
  • 25. Deductive Reasoning • Logical conclusion not necessarily true: e.g. If it is raining then the ground is dry It is raining Therefore the ground is dry
  • 26. Deduction (cont.) • When truth and logical validity clash … e.g. Some people are babies Some babies cry Inference - Some people cry Correct? • People bring world knowledge to bear
  • 27. Inductive Reasoning • Induction: generalize from cases seen to infer information about cases unseen e.g. all elephants we have seen have trunks therefore we infer that all elephants have trunks. • Unreliable: – can only prove false not true • Humans not good at using negative evidence e.g. Wason's cards.
  • 28. Wason's cards Is this true? How many cards do you need to turn over to find out? …. and which cards? If a card has a vowel on one side it has an even number on the other 7 E 4 K In fact, to test the truth of the statement we need to check negative evidence
  • 29. Abductive reasoning Abduction reasons from a fact to the action or state that caused it. e.g. Sam drives fast when drunk. If I see Sam driving fast, assume drunk. • Unreliable: – can lead to false explanations •If an event always follows an action, the user will infer that the event is caused by the action unless evidence to the contrary is made available. •If, in fact, the event and the action are
  • 30. Problem solving • Process of finding solution to unfamiliar task using knowledge. • There are a number of different views of how people solve problems. • Several theories.
  • 31. Gestalt Theory  Problem solving is a matter of reproducing known responses or trial and error.  problem solving both productive and reproductive  Reproductive problem solving draws on previous experience.  Hindrance to finding a solution  Productive problem solving involves insight and restructuring of the problem
  • 34. Problem space theory  Proposed by Newell and Simon  problem space comprises of problem states  problem solving involves generating states using legal operators  The problem has an initial state and a goal state and people use the operators to move from initial to the goal.  heuristics may be employed to select operators
  • 35. Sample Heuristic means-ends analysis  the initial state is compared with the goal state and an operator is chosen to reduce the difference between the two.  Eg: reorganizing your office and you want to move your desk from the north wall of the room to the window  Operators : carry or push or drag them  If desk is heavy then new subgoal: to make it light.
  • 36.  An important feature of Newell theory is that it operates within the constraints of human processing system  so searching the problem space is limited by the capacity of short-term memory, and the speed at which information can be retrieved.  General Problem Solver model largely been applied to problem solving in well- defined domains, for example solving puzzles.  Also solving a programming problem- you need knowledge of the language and the
  • 37. Analogy in problem solving• how people solve novel problems. • analogical mapping: • by mapping knowledge relating to a similar known domain to the new problem. Eg:
  • 38. Procedure  Notice the relationship  Map source and target  Apply mapping