Gianferrara Pierre Giovanni, Betts Shawn, Anderson John Robert
Department of Psychology, Carnegie Mellon University, Pittsburgh, Pennsylvania, United States of America.
PLoS One. 2021 Oct 12;16(10):e0258242. doi: 10.1371/journal.pone.0258242. eCollection 2021.
We examined the detailed behavioral characteristics of transfer of skill and the ability of the adaptive control of thought rational (ACT-R) architecture to account for this with its new Controller module. We employed a simple action video game called Auto Orbit and investigated the control tuning of timing skills across speed perturbations of the environment. In Auto Orbit, players needed to learn to alternate turn and shot actions to blow and burst balloons under time constraints imposed by balloon resets and deflations. Cognitive and motor skill transfer was assessed both in terms of game performance and in terms of the details of their motor actions. We found that skill transfer across speeds necessitated the recalibration of action timing skills. In addition, we found that acquiring skill in Auto Orbit involved a progressive decrease in variability of behavior. Finally, we found that players with higher skill levels tended to be less variable in terms of action chunking and action timing. These findings further shed light on the complex cognitive and motor mechanisms of skill transfer across speeds in complex task environments.
我们研究了技能迁移的详细行为特征,以及思维适应性控制的理性(ACT-R)架构通过其新的控制器模块来解释这一现象的能力。我们采用了一款名为《自动轨道》的简单动作视频游戏,并研究了在环境速度扰动下时间技能的控制调整。在《自动轨道》中,玩家需要学会在气球重置和放气所施加的时间限制下,交替进行转弯和射击动作来吹爆气球。认知和运动技能迁移在游戏表现以及运动动作细节方面都进行了评估。我们发现,跨速度的技能迁移需要重新校准动作时间技能。此外,我们发现,在《自动轨道》中获得技能涉及行为变异性的逐渐降低。最后,我们发现技能水平较高的玩家在动作组块和动作时间方面的变异性往往较小。这些发现进一步揭示了复杂任务环境中跨速度技能迁移的复杂认知和运动机制。