Results for 'tetris'

23 found
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  1.  29
    Tetris.Robert Harries - 2009 - Philosophy Now 75:13-14.
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  2. Tracking Early Differences in Tetris Perfomance Using Eye Aspect Ratio Extracted Blinks.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 'T. Veld & Pieter Spronck - 2023 - IEEE Transactions on Games 1:1-8.
    This study aimed to evaluate if eye blinks can be used to discriminate players with different performance in a session of Nintendo Entertainment System (NES) Tetris. To that end, we developed a state-of-the-art method for blink extraction from EAR measures, which is robust enough to be used with data collected by a low-grade webcam such as the ones widely available on laptop computers. Our results show a significant decrease in blink rate per minute (blinks/m) during the first minute of (...)
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  3. Reaction and Reflection in Tetris.David Kirsh & P. Maglio - 1992 - First Annual International Conference on AI Planning Systems.
    To discover how to couple reflection with reaction we have been studying how people play the computer game Tetris. Our basic intuition is that the job of the reasoned is to monitor the environment and the agent’s behavior over time to discover trends or deviations from the agent’s normative policy and tune the priorities of the Attentional system accordingly.
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  4.  1
    Nurture by Tetris: On the Ideological Foundations of the Soviet Computer Game.A. D. Muzhdaba & A. O. Tsarev - 2020 - Sociology of Power 32 (3):114-141.
    The authors attempt to speculatively reconstruct the concept of the “So­viet computer game”. They propose to consider gaming practices associ­ated with computers as a derivative of the accepted ideological guidelines that accompany the Soviet project of machine modernization. Within this framework, the concept of the Soviet computer game appears as an unre­alized historical alternative to the normative game design that has devel­oped in countries with market economies. Despite the industry — or the electronic entertainment market — not having had the (...)
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  5. Perceptive Actions in Tetris.David Kirsh & Paul Maglio - 1992 - Proceedings of the AAAI Spring Symposium.
    Cognitive organisms have three rather different techniques for intelligently regulating their intake of environmental information. In order of the time needed to uncover information they are: 1. control of attention: within an image produced by a given sensor certain elements can be selected for additional processing; 2. control of gaze: the orientation and resolution (center of foveation) of the sensor can be regulated to create a new image; 3. control of activity: certain non-perceptual actions can be performed to increase the (...)
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  6. Some Epistemic Benefits of Action-Tetris, a Case Study.David Kirsh & P. Maglio - 1992 - Proceedings of the 14th Annual Conference of the Cognitive Science Society.
    We present data and argument to show that in Tetris—a real-time interactive video game—certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world rather than by performing computational actions in the head alone. We have found that some translations and rotations are best understood as being used to implement a plan, or to implement a reaction. To substantiate our position we have implemented a computational laboratory that lets us record keystrokes and (...)
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  7.  15
    Commentary: Playing the computer game tetris prior to viewing traumatic film material and subsequent intrusive memories: examining proactive interference.Angelica B. Ortiz de Gortari & Mark D. Griffiths - 2016 - Frontiers in Psychology 7.
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  8.  40
    Interrogating Feature Learning Models to Discover Insights Into the Development of Human Expertise in a Real‐Time, Dynamic Decision‐Making Task.Catherine Sibert, Wayne D. Gray & John K. Lindstedt - 2017 - Topics in Cognitive Science 9 (2):374-394.
    Tetris provides a difficult, dynamic task environment within which some people are novices and others, after years of work and practice, become extreme experts. Here we study two core skills; namely, choosing the goal or objective function that will maximize performance and a feature-based analysis of the current game board to determine where to place the currently falling zoid so as to maximize the goal. In Study 1, we build cross-entropy reinforcement learning models to determine whether different goals result (...)
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  9.  38
    Interrogating Feature Learning Models to Discover Insights Into the Development of Human Expertise in a Real‐Time, Dynamic Decision‐Making Task.Catherine Sibert, Wayne D. Gray & John K. Lindstedt - 2016 - Topics in Cognitive Science 8 (4).
    Tetris provides a difficult, dynamic task environment within which some people are novices and others, after years of work and practice, become extreme experts. Here we study two core skills; namely, choosing the goal or objective function that will maximize performance and a feature-based analysis of the current game board to determine where to place the currently falling zoid so as to maximize the goal. In Study 1, we build cross-entropy reinforcement learning models to determine whether different goals result (...)
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  10.  18
    Constructing Expertise: Surmounting Performance Plateaus by Tasks, by Tools, and by Techniques.Wayne D. Gray & Sounak Banerjee - 2021 - Topics in Cognitive Science 13 (4):610-665.
    Acquiring expertise in a task is often thought of as an automatic process that follows inevitably with practice according to the log‐log law (aka: power law) of learning. However, as Ericsson, Chase, and Faloon (1980) showed, this is not true for digit‐span experts and, as we show, it is certainly not true for Tetris players at any level of expertise. Although some people may simply “twitch” faster than others, the limit to Tetris expertise is not raw keypress time (...)
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  11.  25
    Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context.Elise Labonte-Lemoyne, François Courtemanche, Victoire Louis, Marc Fredette, Sylvain Sénécal & Pierre-Majorique Léger - 2018 - Frontiers in Human Neuroscience 12:307287.
    Passive Brain-Computer interfaces (pBCIs) are a human-computer communication tool where the computer can detect from neurophysiological signals the current mental or emotional state of the user. The system can then adjust itself to guide the user towards a desired state. One challenge facing developers of pBCIs is that the system's parameters are generally set at the onset of the interaction and remain stable throughout, not adapting to potential changes over time such as fatigue. The goal of this paper is to (...)
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  12.  18
    Constructing Expertise: Surmounting Performance Plateaus by Tasks, by Tools, and by Techniques.Wayne D. Gray & Sounak Banerjee - 2021 - Topics in Cognitive Science 13 (4):610-665.
    Acquiring expertise in a task is often thought of as an automatic process that follows inevitably with practice according to the log‐log law (aka: power law) of learning. However, as Ericsson, Chase, and Faloon (1980) showed, this is not true for digit‐span experts and, as we show, it is certainly not true for Tetris players at any level of expertise. Although some people may simply “twitch” faster than others, the limit to Tetris expertise is not raw keypress time (...)
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  13.  27
    Game‐XP: Action Games as Experimental Paradigms for Cognitive Science.Wayne D. Gray - 2017 - Topics in Cognitive Science 9 (2):289-307.
    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to “accept a single complex task and do all of it.” More specifically, he told us that rather than taking an “experimental psychology as usual approach,” we should “focus on a series of experimental and theoretical studies around a single complex task” so as to demonstrate that our theories of (...)
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  14. On distinguishing epistemic from pragmatic action.David Kirsh & Paul Maglio - 1994 - Cognitive Science 18 (4):513-49.
    We present data and argument to show that in Tetris - a real-time interactive video game - certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world rather than by performing computational actions in the head alone. We have found that some translations and rotations are best understood as using the world to improve cognition. These actions are not used to implement a plan, or to implement a reaction; they are used (...)
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  15. The intelligent use of space.David Kirsh - 1995 - Artificial Intelligence 73 (1--2):31-68.
    The objective of this essay is to provide the beginning of a principled classification of some of the ways space is intelligently used. Studies of planning have typically focused on the temporal ordering of action, leaving as unaddressed questions of where to lay down instruments, ingredients, work-in-progress, and the like. But, in having a body, we are spatially located creatures: we must always be facing some direction, have only certain objects in view, be within reach of certain others. How we (...)
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  16. There Is No Argument that the Mind Extends.Sam Coleman - 2011 - Journal of Philosophy 108 (2):100-108.
    There is no Argument that the Mind Extends On the basis of two argumentative examples plus their 'parity principle', Clark and Chalmers argue that mental states like beliefs can extend into the environment. I raise two problems for the argument. The first problem is that it is more difficult than Clark and Chalmers think to set up the Tetris example so that application of the parity principle might render it a case of extended mind. The second problem is that, (...)
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  17. The role of mental rotation in TetrisTM gameplay: an ACT-R computational cognitive model.Antonio Lieto - 2022 - Cognitive Systems Research 40 (1):1-38.
    The mental rotation ability is an essential spatial reasoning skill in human cognition and has proven to be an essential predictor of mathematical and STEM skills, critical and computational thinking. Despite its importance, little is known about when and how mental rotation processes are activated in games explicitly targeting spatial reasoning tasks. In particular, the relationship between spatial abilities and TetrisTM has been analysed several times in the literature. However, these analyses have shown contrasting results between the effectiveness of (...)-based training activities to improve mental rotation skills. In this work, we studied whether, and under what conditions, such ability is used in the TetrisTM game by explicitly modelling mental rotation via an ACT-R based cognitive model controlling a virtual agent. The obtained results show meaningful insights into the activation of mental rotation during game dynamics. The study suggests the necessity to adapt game dynamics in order to force the activation of this process and, therefore, can be of inspiration to design learning activities based on TetrisTM or re-design the game itself to improve its educational effectiveness. (shrink)
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  18.  6
    Completing a Sustained Attention Task Is Associated With Decreased Distractibility and Increased Task Performance Among Adolescents With Low Levels of Media Multitasking.John Brand, Reina Kato Lansigan, Natalie Thomas, Jennifer Emond & Diane Gilbert-Diamond - 2022 - Frontiers in Psychology 12.
    ObjectiveTo assess distracted attention and performance on a computer task following completion of a sustained attention and acute media multitasking task among adolescents with varying self-reported usual media multitasking.MethodsNinety-six 13- to 17-year-olds played the video game Tetris following completion of a Go/No-go paradigm to measure sustained attention in the presence of distractors, an acute media multitasking, or a passive viewing condition. Adolescents completed the conditions on separate visits in randomized order. Sustained attention was measured within the Go/No-go task by (...)
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  19.  68
    Video Games and Stress: How Stress Appraisals and Game Content Affect Cardiovascular and Emotion Outcomes.Anne Marie Porter & Paula Goolkasian - 2019 - Frontiers in Psychology 10.
    Although previous studies have found that video games induce stress, studies have not typically measured all salient indicators of stress responses including stress appraisals, cardiovascular indicators, and emotion outcomes. The current study used the Biopsychosocial Model of Challenge and Threat (Blascovich & Tomaka, 1996) to determine if video games induce a cardiovascular stress response by comparing the effects of threat and challenge appraisals across two types of video games that have shown different cardiovascular outcomes. Participants received challenge or threat appraisal (...)
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  20.  3
    Positive Effects of Videogame Use on Visuospatial Competencies: The Impact of Visualization Style in Preadolescents and Adolescents.Luca Milani, Serena Grumi & Paola Di Blasio - 2019 - Frontiers in Psychology 10.
    Use of videogames (VGs) is almost ubiquitous in preadolescents’ and adolescents’everyday life. One of the most intriguing research topic about positive effects of VG use is about the domain of visuospatial competencies. Previous research show that training with videogames enables children and adolescents to improve their scores in visuospatial tests (such as mental rotation of shapes and cubes), and that such training could overcome gender differences in these domains. Our study aimed at (1) verifying the positive effects of videogame use (...)
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  21. Drift: A way.David Prater - 2013 - Continent 3 (2):31-33.
    This piece, included in the drift special issue of continent. , was created as one step in a thread of inquiry. While each of the contributions to drift stand on their own, the project was an attempt to follow a line of theoretical inquiry as it passed through time and the postal service(s) from October 2012 until May 2013. This issue hosts two threads: between space & place and between intention & attention . The editors recommend that to experience the (...)
     
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  22.  13
    A Transcranial Stimulation Intervention to Support Flow State Induction.Joshua Gold & Joseph Ciorciari - 2019 - Frontiers in Human Neuroscience 13:461259.
    Background: Flow states are considered a positive, subjective experience during an optimal balance between skills and task demands. Previously, experimentally induced flow experiences have relied solely on adaptive tasks. Objective: To investigate whether cathodal transcranial direct current stimulation (tDCS) over the left dorsolateral prefrontal cortex (DLPFC) area and anodal tDCS over the right parietal cortex area during video game play will promote an increased experience of flow states. Methods: Two studies had participants play Tetris or first-person shooter (FPS) video (...)
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  23.  6
    Cognitive Equivalence, Complementarity, and Evolution.Frederick Adams & Kenneth Aizawa - 2008 - In Frederick Adams & Kenneth Aizawa (eds.), The Bounds of Cognition. Malden, MA, USA: Wiley-Blackwell. pp. 133–151.
    This chapter contains sections titled: Cognitive Equivalence The Complementarity Argument Evolutionary Arguments Conclusion: The Importance of the Mark of the Cognitive.
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