1
M ORAVEC Cognitive arithmetic : extending the limits of data gathering Size Effect Learning Curves The time it takes for an adult to solve an addition problem increases with the size of the addends if the operands are different (green): slope = 0.12 seconds/number , intercept = 1.15 seconds (R^2=0.35, F(1,17)=149.22, p<0.001) but it is constant if the operands are equal (magenta): slope = 0.02 s/n, intercept = 1.62 s. (R^2=0.02, F(1,17)=3.67, p=0.06) 6 5 4 3 2 1 0 Result Response Time (seconds) 2 4 6 8 10 12 14 16 18 15 10 5 0 # of Operations Response Time (s) 1 2 3 4 5 6 7 1x1 y 1+1 2+2 2x1 3x1 4x1 Most common mistakes correspond not to an absolute adjacent value (ie: to 5x7=35, respond 34=(5x7)-1) but to an adjacent table value (ie: to 5x7=35, respond 42=(5+1)x7). Considering 1 or 2 units distant from the correct answer, table errors (green) (M=0.63 SD=0.19 SE=0.04) are more frequent that numer- ical errors (magenta) (M=0.13 SD=0.09 SE=0.02), t(52) = 12.21, p <0.001. Response times within a subject increase linearly with the number of steps each operation is decomposed in (ie: 726x4 requires 5 different operations: 3 products and 2 additions. 700x4 + 20x4 + 6x4). Slope = 1.63 seconds per operation. Intercept = 0.76 s. (R^2=0.86, F(1,38)=237.16, p<0.001) To generate an engaging experience, difficulty progresses as a series of increases and decreases. The difficulty in each level is shown according to a prediction theoreticized from the number of mental computations and memory load required by each operation (magenta). This correlates as ex- pected with the measured Response Times (RTs) (green) after the experiment. Fitted exponential learning curves show how different subjects improve their response times (RTs) for 3dx1d operations. One subject even overperforms the expert calculator, who has been practicing for several years. In the insert, one of the fitted curves is plotted with the original data to show its accuracy. Average response times (green) and error rates (grey) for 1-digit multiplica- tions. The diameter of the circles represent the magnitude of the measure. Larger numbers are more difficult - longer response times and larger error rates - with the exception of the equal-number multiplications and the table of 5. Frequent Errors Second Number First Number Response time Error rate = 1 sec 0 50 100 150 200 250 300 350 400 450 500 5 10 15 20 Response Time (seconds) Trials 0 50 100 150 200 250 0 5 10 15 20 25 30 op 1 = op 2 op 1 op 2 Theoretical prediction Indexed by RTs 35 42 40 28 30 36 24 25 48 49 21 32 45 0 1 1 2 2 1 2 2 2 1 2 2 2 Difficulty (a.u.) Level 0,0 0,2 0,4 0,6 0,8 1,0 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 70 80 60 50 40 30 20 10 0 Table Distance <= 2 Numeral Distance <= 2 % Total Errors CONCLUSIONS From the data gathered, we were able confirm well-known results on mental arithmetic (Figures 2, 3 and 5) as well as to observe some new very interesting facts (Figures 4 and 6). Strong users were also able to learn how to square 3 and even 4 digit numbers in under one month of use, leading us to challenge the common definition of ‘arithmetic prodigy’. Response time results suggest that complex arithmetic calculations are solved as a series of simple steps. The fact that we could reproduce in two-weeks of data-gathering the main results that took years of laboratory work shows the potential of smartphones-based collaborative researches. 1 2 3 4 5 Andres Rieznik Mariano Sigman Juan Carlos Giudici Diego Shalom Andrea Goldin Federico Zimmerman Juan Manuel Garrido Facundo Alvarez Heduan Pablo Gonzalez [1,2] [4] [4] [4] [1,3,5] [1] [1,3,5] [1,3,5] [3,4] Investigating complex human cognitive faculties such as arithmetic most often involves small groups of volunteers under a controlled environment. Smartphone technology offers high temporal and spatial resolution with built-in millisecond timing of stimuli display and touchscreen responses, ren- dering a unique opportunity to perform massive cognitive longitudinal studies. Exploiting these possibilities we designed MORAVEC , an Android OS based app. This tool enables subjects to perform calculations anytime, anywhere, to collect multiple variables both on the subjects and on the app’s use, including response times, usage patterns, perceived mental effort and confidence. The main goal of this study was to invetigate if canonical experimental results in arithmetical cognition can be replicated using smartphones, despite the rela- tively uncontrolled environment. Laboratorio de Neurociencia, Universidad Torcuato Di Tella. Bs. As., Argentina. Departamento de Ingeniería Biomédica, Facultad de Ingeniería, UBA. Consejo Nacional de Investigaciones Científicas y Técnicas (CONICET). El Gato Y La Caja www.elgatoylacaja.com Laboratorio de Neurociencia Integrativa, Facultad de Ciencias Exactas y Naturales, UBA. Introduction The main characteristics of Moravec’s functionality are: Subjects are asked to perform different types of operations, from 1-digit additions to 4-digits squares. Levels are organized according to game design best-practices. In order to generate an engaging gameflow, difficulty is increased not linearly but as a series of increases and decreases. Data is gathered in real time employing smartphones connectivity and then analyzed offline. The app enables each user to monitor its own progress . In order to learn a practical method to mentally square numbers, a tutorial guide is provided. A Facebook Group, in which we updated news and encouraged users, was created. Frequent posts regarding performance were made, generating con- stant exchange between game programmers/designers and users as well as in between users. Methods 6 5 4 3 2 7 8 9 9 8 7 6 5 4 3 2 20,29% 20,33% 3 fig. 4 fig. 5 Performance 2 Gameflow 1 fig. fig. fig. Two weeks after the app release, a total of 423 subjects perform 120.000+ operations. These numbers already are orders of magnitude higher than those reached in previous experiments in the area. SERIAL NATURE OF COMPLEX ARITHMETIC 6 fig. 4.03 1.8 1% Expert Calculator

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M O R A V E CCognitive arithmetic: extending the limits of data gathering

Size Effect

Learning Curves

The time it takes for an adult to solve an addition problem increases with the size of the addends if the operands are different (green): slope = 0.12 seconds/number , intercept = 1.15 seconds (R^2=0.35, F(1,17)=149.22, p<0.001) but it is constant if the operands are equal (magenta): slope = 0.02 s/n, intercept = 1.62 s. (R^2=0.02, F(1,17)=3.67, p=0.06)

6

5

4

3

2

1

0

Result

Resp

onse

Tim

e (s

econ

ds)

2 4 6 8 10 12 14 16 18

15

10

5

0

# of Operations

Resp

onse

Tim

e (s

)

1 2 3 4 5 6 71x1 y 1+1 2+2 2x1 3x1 4x1

Most common mistakes correspond not to an absolute adjacent value (ie: to 5x7=35, respond 34=(5x7)-1) but to an adjacent table value (ie: to 5x7=35, respond 42=(5+1)x7). Considering 1 or 2 units distant from the correct answer, table errors (green) (M=0.63 SD=0.19 SE=0.04) are more frequent that numer-ical errors (magenta) (M=0.13 SD=0.09 SE=0.02), t(52) = 12.21, p <0.001.

Response times within a subject increase linearly with the number of steps each operation is decomposed in (ie: 726x4 requires 5 different operations: 3 products and 2 additions. 700x4 + 20x4 + 6x4). Slope = 1.63 seconds per operation. Intercept = 0.76 s. (R^2=0.86, F(1,38)=237.16, p<0.001)

To generate an engaging experience, difficulty progresses as a series of increases and decreases. The difficulty in each level is shown according to a prediction theoreticized from the number of mental computations and memory load required by each operation (magenta). This correlates as ex-pected with the measured Response Times (RTs) (green) after the experiment.

Fitted exponential learning curves show how different subjects improve their response times (RTs) for 3dx1d operations. One subject even overperforms the expert calculator, who has been practicing for several years. In the insert, one of the fitted curves is plotted with the original data to show its accuracy.

Average response times (green) and error rates (grey) for 1-digit multiplica-tions. The diameter of the circles represent the magnitude of the measure. Larger numbers are more difficult - longer response times and larger error rates - with the exception of the equal-number multiplications and the table of 5.

Frequent Errors

Second Number

Firs

t Num

ber

Response timeError rate

= 1 sec

0 50 100 150 200 250 300 350 400 450 5005

10

15

20

Resp

onse

Tim

e (s

econ

ds)

Trials

0 50 100 150 200 2500

5

10

15

20

25

30

op 1 = op 2op 1 ≠ op 2

Theoretical predictionIndexed by RTs

35 42

40

28

30 3624

25

48

4921

32

45

0 11 22

12 2

2

12 2

2

Diffi

culty

(a.u

.)

Level

0,0

0,2

0,4

0,6

0,8

1,0

0 10 20 30 40 50 60 70 80 90 100 110 120 130 140

70

80

60

50

40

30

20

10

0Table

Distance <= 2Numeral

Distance <= 2

% T

otal

Err

ors

CONCLUS IONSFrom the data gathered, we were able confirm well-known results on mental arithmetic (Figures 2, 3 and 5) as well as to observe some new very interesting facts (Figures 4 and 6). Strong users were also able to learn how to square 3 and even 4 digit numbers in under one month of use, leading us to challenge the common definition of ‘arithmetic prodigy’. Response time results suggest that complex arithmetic calculations are solved as a series of simple steps. The fact that we could reproduce in two-weeks of data-gathering the main results that took years of laboratory work shows the potential of smartphones-based collaborative researches.

1

2

3

4

5

Andres Rieznik

Mariano Sigman

Juan Carlos Giudici

Diego Shalom

Andrea Goldin

Federico Zimmerman

Juan Manuel Garrido

Facundo Alvarez Heduan

Pablo Gonzalez[1 ,2]

[4]

[4]

[4]

[1 ,3,5]

[1]

[1 ,3,5]

[1 ,3,5]

[3,4]

Investigating complex human cognitive faculties such as arithmetic most often

involves small groups of volunteers under a controlled environment.

Smartphone technology offers high temporal and spatial resolution with

built-in millisecond timing of stimuli display and touchscreen responses, ren-

dering a unique opportunity to perform massive cognitive longitudinal studies.

Exploiting these possibilities we designed M O R A V E C , an Android OS based

app. This tool enables subjects to perform calculations anytime, anywhere, to

collect multiple variables both on the subjects and on the app’s use, including

response times, usage patterns, perceived mental effort and confidence.

The main goal of this study was to invetigate if canonical experimental results

in arithmetical cognition can be replicated using smartphones, despite the rela-

tively uncontrolled environment.

Laboratorio de Neurociencia, Universidad Torcuato Di Tella. Bs. As., Argentina.

Departamento de Ingeniería Biomédica, Facultad de Ingeniería, UBA.

Consejo Nacional de Investigaciones Científicas y Técnicas (CONICET).

El Gato Y La Cajawww.elgatoylacaja.com

Laboratorio de Neurociencia Integrativa, Facultad de Ciencias Exactas y Naturales, UBA.

Introduction

The main characteristics of Moravec’s functionality are:

Subjects are asked to perform different types of operations, from 1-digit

additions to 4-digits squares.

Levels are organized according to game design best-practices. In order

to generate an engaging gameflow, difficulty is increased not linearly but as a

series of increases and decreases.

Data is gathered in real time employing smartphones connectivity and

then analyzed offline.

The app enables each user to monitor its own progress .

In order to learn a practical method to mentally square numbers, a tutorial

guide is provided.

A Facebook Group, in which we updated news and encouraged users, was

created. Frequent posts regarding performance were made, generating con-

stant exchange between game programmers/designers and users as well as

in between users.

Methods

65432 7 8 9

9

8

7

6

5

4

3

2

20,29%

20,33%

3fig.

4fig.

5

Performance2Gameflow1fig. fig.

fig.

Two weeks after the app release, a total of

423 subjects perform 120.000+ operations.

These numbers already are orders of magnitude higher

than those reached in previous experiments in the area.

SERIAL NATURE OF COMPLEX ARITHMET IC 6fig.

4.03

1.8

1%

Expert Calculator