Millisecond Time Interval Estimation in a Dynamic Task Jungaa Moon & John Anderson Carnegie Mellon University.

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Millisecond Time Interval Estimation in a Dynamic Task Jungaa Moon & John Anderson Carnegie Mellon University

Time estimation in isolation Peak-Interval (PI) Timing Paradigm -Rakitin, Gibbon, Penny, Malapani, Hinton, & Meck, Participants attend to target intervals (8, 12, & 21 s) and reproduce them Mean response distributions 1.Centered at the correct real- time criteria 2.Approximately symmetrical 3.Scalar in variability

Time estimation in multitasking - Performed as a secondary task - Involves estimating multiple time intervals - Performed under high time pressure

Background - A computer-based video game - Donchin, Learning strategy program (DARPA) - Simulates real-time complex tasks Main Tasks - Navigate the ship - Destroy the fortress - Destroy the mine Space Fortress game Ship Mine Fortress

Time estimation in Space Fortress M N W Remember letters Check IFF letter FOE FRIEND Aim and fire a missile Mine appears Mine destroyed Match No match IFF tapping task: Tap J key twice with an intermediate ( ms) interval IFF tapping task: Tap J key twice with an intermediate ( ms) interval 37 8

250 ms400 ms 0 Too-early IFF tapping task Estimation of ms interval Participants receive feedback after each attempt Participants control when to initiate and terminate the interval Time estimation embedded in the real-time complex task Correct Too-late

Too-early bias in the IFF tapping task 100 participants over 300 trials (30 trials/bin)

0 What factors explain the too-early bias in the IFF tapping task?

1. Distance Hypothesis - Participants have a limited time for the mine task - Participants adjust the IFF interval based on how much time is left to destroy the mine (= distance between ship and mine) - The less time left (= shorter distance), the stronger too-early bias Determine friend/foe IFF tapping Aim and fire a missile Time Too-early error

2. Contamination Hypothesis - Representations of different time intervals are not independent - Taatgen & van Rijn, The fortress task requires estimating a short (<250 ms) interval Mine Fortress

Contamination Hypothesis Tap speed: Fast-tap (<250 ms) vs. Slow-tap ( ms) alternated with intermediate-tap ( ms) Distance Hypothesis Distance : Short (1.8 s) vs. Long (3.7 s) Within-participants design Distance ShortLong Tap speed Fast Fast-ShortFast-Long Slow Slow-ShortSlow-Long Experiment

Three game types Fast-tap game: alternate between fast-tap and intermediate-tap Slow-tap game: alternate between slow-tap and intermediate-tap Intermediate-tap-only game: intermediate-tap without mine task 20 participants 12 blocks (3 games/block) Experiment Fast-tap game Slow-tap game Intermediate-tap-only game

Fast-Short Fast-Long Slow-Short Slow-Long Results: Fast-tap & Slow-tap games Blocks

Results: Intermediate-tap-only games 1. Participants performed well (mean accuracy: 86%) 2. The too-early bias was absent

Time estimation in ACT-R Taatgen, Van Rijn, & Anderson (2007) Temporal module - Taatgen, Van Rijn, & Anderson (2007) - Based on internal clock model (Matell & Meck, 2000) - A pacemaker keeps incrementing pulses as time progresses - The current pulse value is compared with a criterion to determine whether a target interval has elapsed

The ACT-R model of the IFF tapping task Blend pulse value Issue the first IFF tap Evaluate the outcome Issue the second IFF tap Start tracking mine Determine friend/foe Fire a missile Attend mine Retrieve letter Accumulator Start Signal Temporal Buffer Accumulated pulse value >= Blended pulse value

Contamination effect: Blending Mechanism - Lebiere, Gonzalez, & Martin, Produces a weighted aggregation of all candidate chunks in memory Interval-1FastCorrect 12 Chunk NameTap TypeOutcomePulse Value Interval-2IntermediateToo-early 17 Interval-7IntermediateToo-early 17 Interval-8FastCorrect 13 Interval-9IntermediateCorrect 18 Interval-10FastToo-late Interval-11IntermediateCorrect Weight X.009 X.053 X.012 X.098 X.305 X Blended pulse value Recency Match with the request Fast-tap game

Distance effect: Emergency production rule Default rule The model issues the second IFF tap when the pulse value in temporal buffer reaches a criterion Emergency rule - If little time is left (distance < threshold), the model issues the second IFF tap ignoring the default rule - The rule is more likely to fire in the short-distance trials Issue the first IFF tap Issue the second IFF tap When mine comes near, issue the second IFF tap When mine comes near, issue the second IFF tap Accumulator Start Signal Temporal Buffer

Model and human in correct/too-early/too-late responses

Conclusion We identified sources of asymmetric bias in millisecond time estimation embedded in a dynamic task – Contamination from a different time interval estimation – Time left to complete the task ACT-R model of time estimation provides a good fit – Blending mechanism for the contamination effect – Emergency production rule for the distant effect Modeling time estimation in cognitive architecture – Accounts for time estimation performance embedded in real- time dynamic tasks – Contributes to understanding of how temporal processing occurs in the context of human cognition