| Literature DB >> 32333371 |
Caitlyn McColeman1, Joe Thompson2,3, Neda Anvari4, Somaya Judi Azmand2, Jordan Barnes2, Robin C A Barrett2, Romanos Byliris2, Yue Chen3, Katerina Dolguikh2, Kayla Fischler4, Scott Harrison2, Rajan S Hayre2, Rollin Poe3, Lief Swanson5, Tyrus Tracey3, Alex Volkanov5, Calvert Woodruff2, Ruilin Zhang2, Mark Blair2,3.
Abstract
Active sensing theory is founded upon the dynamic relationship between information sampling and an observer's evolving goals. Oculomotor activity is a well studied method of sampling; a mouse or a keyboard can also be used to access information past the current screen. We examine information access patterns of StarCraft 2 players at multiple skill levels. The first measures are analogous to existing eye-movement studies: fixation frequency, fixation targets, and fixation duration all change as a function of skill, and are commensurate with known properties of eye movements in learning. Actions that require visual attention at moderate skill levels are eventually performed with little visual attention at all. This (a) confirms the generalizability of laboratory studies of attention and learning using eye movements to digital interface use, and (b) suggests that a wide variety of information access behaviors may be considered as a unified set of phenomena.Entities:
Keywords: Attention in learning; Eye movements and visual attention; Perception and action
Mesh:
Year: 2020 PMID: 32333371 DOI: 10.3758/s13414-020-02019-w
Source DB: PubMed Journal: Atten Percept Psychophys ISSN: 1943-3921 Impact factor: 2.199