Effects of secondary task eccentricity and visual salience on attention allocation in multitasking across screens

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2024-08-22 DOI:10.1016/j.ijhcs.2024.103363
Yang Liu, Qin Gao
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Abstract

In digital control rooms, operators often need to monitor multiple information sources, which are spatially distributed on multiple screens, to manage multiple tasks simultaneously. Operators’ attention allocation between tasks are likely to be affected by the visual salience and eccentricity of secondary task screens. Their exact impacts and underlying mechanisms need to be investigated to inform system design to support balanced attention allocation strategies for optimal multitasking performance. This study aims to address these issues through a laboratory experiment using a simulated unmanned aerial vehicle monitoring platform. The participants performed a primary task and two secondary tasks concurrently, each shown on a separated screen. The visual salience and eccentricity of the maintenance task (one of the secondary tasks) were manipulated within-groups. Attention allocation behaviors were captured by eye movement data, and performance of both primary and secondary tasks were recorded. The participants were more likely to switch to and spent more time on the maintenance task of lower salience, showing a tendency to override the bottom-up influence of secondary task salience with top-down control. Large eccentricity of the secondary task, however, led to less attention allocation and lower task prioritization in paired event conflicts. The interaction effect of the salience and eccentricity of the maintenance task was significant for the accuracy of the primary task and the other secondary task. These findings offered insights into the joint design of salience and eccentricity of secondary tasks to enhance overall multitasking performance.

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次要任务偏心率和视觉显著性对跨屏幕多任务处理中注意力分配的影响
在数字控制室中,操作员往往需要监控多个屏幕上空间分布的多个信息源,以同时管理多个任务。操作员在不同任务之间的注意力分配很可能会受到次要任务屏幕的视觉突出度和偏心率的影响。需要对它们的确切影响和内在机制进行研究,以便为系统设计提供信息,支持平衡的注意力分配策略,实现最佳的多任务处理性能。本研究旨在通过使用模拟无人飞行器监控平台进行实验室实验来解决这些问题。参与者同时执行一项主要任务和两项次要任务,每项任务都显示在一个单独的屏幕上。维持任务(次要任务之一)的视觉显著性和偏心率在组内进行了操纵。通过眼动数据捕捉注意力分配行为,并记录主要任务和次要任务的表现。被试更有可能切换到显著性较低的维持任务,并在该任务上花费更多时间,这表明被试倾向于用自上而下的控制来覆盖次要任务显著性自下而上的影响。然而,次要任务的偏心率越大,配对事件冲突中的注意力分配就越少,任务优先级就越低。对于主要任务和其他次要任务的准确性而言,维持任务的显著性和偏心率的交互效应是显著的。这些发现为联合设计次要任务的显著性和偏心率以提高多任务处理的整体表现提供了启示。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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