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Dive into the research topics where Mark R. Blair is active.

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Featured researches published by Mark R. Blair.


Journal of Experimental Psychology: Learning, Memory and Cognition | 2009

Extremely selective attention: eye-tracking studies of the dynamic allocation of attention to stimulus features in categorization.

Mark R. Blair; Marcus R. Watson; R. Calen Walshe; Fillip Maj

Humans have an extremely flexible ability to categorize regularities in their environment, in part because of attentional systems that allow them to focus on important perceptual information. In formal theories of categorization, attention is typically modeled with weights that selectively bias the processing of stimulus features. These theories make differing predictions about the degree of flexibility with which attention can be deployed in response to stimulus properties. Results from 2 eye-tracking studies show that humans can rapidly learn to differently allocate attention to members of different categories. These results provide the first unequivocal demonstration of stimulus-responsive attention in a categorization task. Furthermore, the authors found clear temporal patterns in the shifting of attention within trials that follow from the informativeness of particular stimulus features. These data provide new insights into the attention processes involved in categorization.


Memory & Cognition | 2001

Expanding the search for a linear separability constraint on category learning

Mark R. Blair; Donald Homa

Formal models of categorization make different predictions about the theoretical importance of linear separability. Prior research, most of which has failed to find support for a linear separability constraint on category learning, has been conducted using tasks that involve learning two categories with a small number of members. The present experiment used four categories with three or nine patterns per category that were either linearly separable or not linearly separable. With overall category structure equivalent across category types, the linearly separable categories were found to be easier to learn than the not linearly separable categories. An analysis of individual participants’ data showed that there were more participants operating under a linear separability constraint when learning large categories than when learning small ones. Formal modeling showed that an exemplar model could not account for many of these data. These results are taken to support the existence of multiple processes in categorization.


Memory & Cognition | 2003

As easy to memorize as they are to classify: The 5- 4 categories and the category advantage

Mark R. Blair; Donald Homa

Recently, it has been suggested that some categories commonly used in category learning research are eliciting primarily item-level memorization strategies. A new measure of generalization, the category advantage, was introduced and used to test performance on the popular “5–4” categories. To estimate a category advantage, performance on a standard category learning task is compared with performance in an identification task, where participants learn a unique response to each stimulus. Once corrected for differences in chance expectancy, the advantage shown for the category learning task represents the degree to which participants capitalize on the natural similarity structure of the categories. In Experiment 1, the category advantage measure was validated on structured and unstructured categories. In Experiments 2 and 3, the 5–4 categories failed to produce a category advantage when tested with either of two stimulus types, suggesting that these categories elicit predominantly memorization.


PLOS ONE | 2013

Video Game Telemetry as a Critical Tool in the Study of Complex Skill Learning

Joseph J. Thompson; Mark R. Blair; Lihan Chen; Andrew J. Henrey

Cognitive science has long shown interest in expertise, in part because prediction and control of expert development would have immense practical value. Most studies in this area investigate expertise by comparing experts with novices. The reliance on contrastive samples in studies of human expertise only yields deep insight into development where differences are important throughout skill acquisition. This reliance may be pernicious where the predictive importance of variables is not constant across levels of expertise. Before the development of sophisticated machine learning tools for data mining larger samples, and indeed, before such samples were available, it was difficult to test the implicit assumption of static variable importance in expertise development. To investigate if this reliance may have imposed critical restrictions on the understanding of complex skill development, we adopted an alternative method, the online acquisition of telemetry data from a common daily activity for many: video gaming. Using measures of cognitive-motor, attentional, and perceptual processing extracted from game data from 3360 Real-Time Strategy players at 7 different levels of expertise, we identified 12 variables relevant to expertise. We show that the static variable importance assumption is false - the predictive importance of these variables shifted as the levels of expertise increased - and, at least in our dataset, that a contrastive approach would have been misleading. The finding that variable importance is not static across levels of expertise suggests that large, diverse datasets of sustained cognitive-motor performance are crucial for an understanding of expertise in real-world contexts. We also identify plausible cognitive markers of expertise.


PLOS ONE | 2014

Over the Hill at 24: Persistent Age-Related Cognitive-Motor Decline in Reaction Times in an Ecologically Valid Video Game Task Begins in Early Adulthood

Joseph J. Thompson; Mark R. Blair; Andrew J. Henrey

Typically studies of the effects of aging on cognitive-motor performance emphasize changes in elderly populations. Although some research is directly concerned with when age-related decline actually begins, studies are often based on relatively simple reaction time tasks, making it impossible to gauge the impact of experience in compensating for this decline in a real world task. The present study investigates age-related changes in cognitive motor performance through adolescence and adulthood in a complex real world task, the real-time strategy video game StarCraft 2. In this paper we analyze the influence of age on performance using a dataset of 3,305 players, aged 16-44, collected by Thompson, Blair, Chen & Henrey [1]. Using a piecewise regression analysis, we find that age-related slowing of within-game, self-initiated response times begins at 24 years of age. We find no evidence for the common belief expertise should attenuate domain-specific cognitive decline. Domain-specific response time declines appear to persist regardless of skill level. A second analysis of dual-task performance finds no evidence of a corresponding age-related decline. Finally, an exploratory analyses of other age-related differences suggests that older participants may have been compensating for a loss in response speed through the use of game mechanics that reduce cognitive load.


Journal of Experimental Psychology: Learning, Memory and Cognition | 2005

Integrating Novel Dimensions to Eliminate Category Exceptions: When More Is Less

Mark R. Blair; Donald Homa

Category learning can be characterized as a process of discovering the dimensions that represent stimuli efficiently and effectively. Categories that are overlapping when represented in 1 dimensionality may be separate in a higher dimensional cue set. The authors report 2 experiments in which participants were shown an additional cue after learning to use 2 imperfect cues. The results revealed that participants can integrate new information into their categorization cue set. The authors discovered wide individual differences, however, with many participants favoring simpler, but less accurate, cue sets. Some participants demonstrated the ability to discard information previously used when new, more accurate information was introduced. The categorization model RASHNL (J. K. Kruschke & M. K. Johansen, 1999) gave qualitatively accurate fits of the data.


Quarterly Journal of Experimental Psychology | 2008

The modulating influence of category size on the classification of exception patterns

Donald Homa; Michael J. Proulx; Mark R. Blair

Generalization gradients to exception patterns and the category prototype were investigated in two experiments. In Experiment 1, participants first learned categories of large size that contained a single exception pattern, followed by a transfer test containing new instances that had a manipulated similarity relationship to the exception or a nonexception training pattern as well as distortions of the prototype. The results demonstrated transfer gradients tracked the prototype category rather than the feedback category of the exception category. In Experiment 2, transfer performance was investigated for categories varying in size (5, 10, 20), partially crossed with the number of exception patterns (1, 2, 4). Here, the generalization gradients tracked the feedback category of the training instance when category size was small but tracked the prototype category when category size was large. The benefits of increased category size still emerged, even with proportionality of exception patterns held constant. These, and other outcomes, were consistent with a mixed model of classification, in which exemplar influences were dominant with small-sized categories and/or high error rates, and prototype influences were dominant with larger sized categories.


Consciousness and Cognition | 2012

Grapheme-color synaesthesia benefits rule-based Category learning

Marcus R. Watson; Mark R. Blair; Pavel Kozik; Kathleen Akins; James T. Enns

Researchers have long suspected that grapheme-color synaesthesia is useful, but research on its utility has so far focused primarily on episodic memory and perceptual discrimination. Here we ask whether it can be harnessed during rule-based Category learning. Participants learned through trial and error to classify grapheme pairs that were organized into categories on the basis of their associated synaesthetic colors. The performance of synaesthetes was similar to non-synaesthetes viewing graphemes that were physically colored in the same way. Specifically, synaesthetes learned to categorize stimuli effectively, they were able to transfer this learning to novel stimuli, and they falsely recognized grapheme-pair foils, all like non-synaesthetes viewing colored graphemes. These findings demonstrate that synaesthesia can be exploited when learning the kind of material taught in many classroom settings.


Attention Perception & Psychophysics | 2013

Temporal characteristics of overt attentional behavior during category learning

Lihan Chen; Kimberly Meier; Mark R. Blair; Marcus R. Watson; Michael J. Wood

Many theories of category learning incorporate mechanisms for selective attention, typically implemented as attention weights that change on a trial-by-trial basis. This is because there is relatively little data on within-trial changes in attention. We used eye tracking and mouse tracking as fine-grained measures of attention in three complex visual categorization tasks to investigate temporal patterns in overt attentional behavior within individual categorization decisions. In Experiments 1 and 2, we recorded participants’ eye movements while they performed three different categorization tasks. We extended previous research by demonstrating that not only are participants less likely to fixate irrelevant features, but also, when they do, these fixations are shorter than fixations to relevant features. We also found that participants’ fixation patterns show increasingly consistent temporal patterns. Participants were faster, although no more accurate, when their fixation sequences followed a consistent temporal structure. In Experiment 3, we replicated these findings in a task where participants used mouse movements to uncover features. Overall, we showed that there are important temporal regularities in information sampling during category learning that cannot be accounted for by existing models. These can be used to supplement extant models for richer predictions of how information is attended to during the buildup to a categorization decision.


Topics in Cognitive Science | 2017

Using Video Game Telemetry Data to Research Motor Chunking, Action Latencies, and Complex Cognitive-Motor Skill Learning

Joseph J. Thompson; Caitlyn McColeman; Ekaterina R. Stepanova; Mark R. Blair

Many theories of complex cognitive-motor skill learning are built on the notion that basic cognitive processes group actions into easy-to-perform sequences. The present work examines predictions derived from laboratory-based studies of motor chunking and motor preparation using data collected from the real-time strategy video game StarCraft 2. We examined 996,163 action sequences in the telemetry data of 3,317 players across seven levels of skill. As predicted, the latency to the first action (thought to be the beginning of a chunked sequence) is delayed relative to the other actions in the group. Other predictions, inspired by the memory drum theory of Henry and Rogers, received only weak support.

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Marcus R. Watson

University of British Columbia

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Kimberly Meier

University of British Columbia

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Lihan Chen

Simon Fraser University

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Donald Homa

Arizona State University

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