Marquette University, Milwaukee, WI.
Nonlinear Dynamics Psychol Life Sci. 2024 Jan;28(1):71-109.
This study evaluated cusp models of workload and fatigue experienced by teams on a dynamic decision making task. Cognitive workload is the amount of information that a person is required to process in a given way in a fixed amount of time. Fatigue, which is captured by a work curve or a cubic polynomial function, is the loss of work capacity that is produced by an extended amount of time spent on a particular cognitive or physical task. In this experiment, 32 groups of three, four or five members (136 individuals) played two matches of a first-person shooter computer game, and completed subjective measures of workload and cognitive measures of elasticity versus rigidity. For the workload cusp models with elasticity-rigidity components, the bifurcation in performance levels occurred when teams expressed greater emotional intelligence, anxiety, levels of fluid intelligence, coping flexibility, cognitive flexibility, and were more decisive (R2=.54-.56, linear alternative, .09-.23). For workload cusp models assessing subjective ratings of workload, bifurcation occurred with groups who reported greater levels of performance demand and effort required (R2=.51, linear alternative, .20). For fatigue cusp models, bifurcation occurred for groups that played fewer rounds of the game before winning or losing the match, or came from the smaller-sized groups, which were supplemented by computer-generated agents (R2=.66-.67, linear alternative, .21-.68). Results supported the general-ization of the cusp models for workload and fatigue to situations requiring teamwork in dynamic decision making environments. The study also raised new questions about the role of autonomic synchrony in the workload or fatigue processes and similarity of the dynamics of human-autonomy teams compared to all-human teams.
本研究评估了动态决策任务中团队所经历的工作负荷和疲劳的尖点模型。认知工作负荷是指在给定时间内以特定方式处理信息的数量。疲劳是通过工作曲线或三次多项式函数来捕捉的,它是指由于长时间从事特定的认知或身体任务而导致的工作能力下降。在这个实验中,32 组三、四或五名成员(136 人)玩了两场第一人称射击电脑游戏,并完成了工作负荷的主观测量和弹性与刚性的认知测量。对于具有弹性-刚性成分的工作负荷尖点模型,当团队表现出更高的情商、焦虑水平、流体智力水平、应对灵活性、认知灵活性和更果断时,表现水平会出现分叉(R2=.54-.56,线性替代,.09-.23)。对于评估主观工作负荷评分的工作负荷尖点模型,当团队报告更高的绩效需求和所需努力水平时,会出现分叉(R2=.51,线性替代,.20)。对于疲劳尖点模型,当团队在赢得或输掉比赛之前玩的轮数较少,或者来自较小规模的团队,这些团队由计算机生成的代理补充时,会出现分叉(R2=.66-.67,线性替代,.21-.68)。结果支持了在需要团队合作的动态决策环境中,将工作负荷和疲劳的尖点模型推广到一般情况。该研究还提出了关于自主同步在工作负荷或疲劳过程中的作用以及人类-自主团队与全人类团队动态相似性的新问题。