Reducing the Split-Attention Effect in Assembly based Instruction by
Merging Physical Parts with Holograms in Mixed Reality
David Dixon
1
, Uwe Terton
1
and Ruth Greenaway
2
1
Faculty of Arts Business and Law, University of the Sunshine Coast, Sippy Downs Dr, Sippy Downs, Australia
2
Centre for Support and Advancement of Learning and Teaching, University of the Sunshine Coast,
Sippy Downs Dr, Sippy Downs, Australia
Keywords: Instructional Design, Memory, Cognitive Load, Human Computer Interaction, Assembly, Scaffolding.
Abstract: Split attention in instructional materials is a recognised problem known to cause an increase in cognitive load.
Instructional designers often try to resolve this by using a variety of methods that do not account for the spatial
disconnect between diagrams being matched up with physical parts during an assembly task. The emergence
of Mixed Reality offers a solution, using “holograms” which can project 3d images into the physical
environment around the user. This paper reports on a project that proposes the creation of a software prototype
that simultaneously enables part identification and tracking of parts for assembly. It conceives a new way of
providing instructions when assembling flat pack furniture by endeavouring to facilitate working memory
constrains. The software prototype will assist the user by showing where parts should be placed and by
providing real-time feedback based on interaction.
1 INTRODUCTION AND
BACKGROUND
Split attention in instructional materials is a
recognised problem known to cause an increase in
cognitive load. Instructional designers often resolve
this by placing text and diagrams close together to
reduce working memory constraints. While this
method is effective in solving split attention within
the diagram itself it does not account for the spatial
disconnect between looking at the diagram and
matching up the physical parts required during
assembly. Flat pack instruction manuals often show
diagrams from an optimal viewing angle to make it
easy to understand but this representation is still only
two dimensional leaving the user to interpret it into
three dimensions or from a different angle, which is
not ideal. The emergence of Mixed Reality (MR)
offers a solution, using “holograms” which can
project 3d images into the physical environment
around the user. These 3d images can act as an
animated guide which can be looked at from all
angles at any scale. While using “holograms” as a
reference may improve user perception, it does not
solve the split attention effect to aid the user.
Holographic computing is an emerging
technology that allows “holograms” to be perceived
within the users’ physical environment and treated as
if they are there. Holographic displays are referred to
as “mixed reality” which incorporates the best parts
of virtual and augmented reality (a technology that
superimposes a computer-generated image on a
users’ view of the real world, therefore providing a
composite view) using a clear head mounted display.
In assembly and instructional design for example
computer based manuals or augmented reality
experiences via mobile devices provide little to no
positive or negative feedback. This is due to training
systems having inadequate built in perception based
artificial intelligence (computer vision) or no
“intelligent tutoring” within the software
(Westerfield et al., 2015, p. 169).
It is up to the user or external observer to make
sure a task is being done correctly. While the full
capabilities of mixed reality technology are yet to be
explored, the author intends to investigate the
possibilities of computer vision integration on a
headset such as the HoloLens™ as a tool to help
assembling a piece of flat pack furniture.
The problem that has been identified is a visual
disconnect between instructional assembly diagrams
and the physical parts of the assembly such as in flat
Dixon, D., Terton, U. and Greenaway, R.
Reducing the Split-Attention Effect in Assembly based Instruction by Merging Physical Parts with Holograms in Mixed Reality.
DOI: 10.5220/0006691202350244
In Proceedings of the 10th International Conference on Computer Supported Education (CSEDU 2018), pages 235-244
ISBN: 978-989-758-291-2
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
235
pack furniture, this is known to cause split attention.
Ayres and Cierniak, (2012, p. 3172) explain that
“Split-attention occurs when learners are required to
split their attention between two or more mutually
dependent sources of information (e.g. text and
diagram), which have been separated either spatially
or temporally”.
Split attention is known to negatively impact on
the capacity and duration of working memory,
(Cooper, 1998) leading to reduced learning efficiency
and comprehension (Kalyuga et al., 1999, p. 351).
A prototype software application could be devised
that provides users with immediate feedback on their
correct and incorrect actions during assembly tasks
and progress. The design would help to integrate the
instruction into the users’ physical environment by
overlaying diagrams onto the physical parts via the
head mounted display instead of a separate diagram
as a point of reference. Integration is based on the
split attention design principle in multi-media
instruction. This principle stipulates that instruction
should be designed so that users do not have to
mentally integrate multiple sources of information as
it requires processing to be decided between the
sources leading to split-attention (Mayer & Moreno,
1998, pp. 318-319).
A gap in knowledge was identified as there is no
research on overlaying “holograms” on physical
objects to substitute the use of separate 3d model
reference or a diagram on an augmented display.
When using existing technology such as augmented
reality or a head mounted display attention could be
split in different ways depending on the solution.
When using an augmented device, attention is split
between identifying the physical parts needed for the
assembly and the device itself. This attention split
also occurs when a 3d model is displayed through the
headset as a reference only, this is because it still
requires comparison to be made with the parts. While
this method does integrate the 3d model into the
users’ environment it is still spatially a separate
diagram.
A review of the literature raised the questions:
Can a prototype application be designed that uses a
holographic guide to lessen the impact of split
attention in assembly based tasks by reducing the
amount of working memory used?
In what ways is the use of computer vision to
identify, track and place physical parts using
holograms different to using a holographic
instructional reference guide?
This paper outlines the proposed creation of a
software prototype that simultaneously enables part
identification and tracking of parts for assembly.
Endeavouring to reduce working memory the
software will show where parts should be placed and
provide real-time feedback based on interaction when
assembling flat pack furniture.
2 INSTRUCTIONAL DESIGN
According to Smith and Ragan, (1999, p. 2), the term
instructional design refers to “the systematic and
reflective process of translating principles of learning
and instruction into plans for instructional materials,
activities, information resources and evaluation”. It is
important for instructional designers to be able to
explain the philosophical foundations and theory of
their field because they are a key source for design
principles. Contrary to this many designers have a
limited theoretical background which has
implications when constructing instructional material
and selecting a suitable learning position (Ertmer &
Newby, 2013, p. 43).
This research draws upon the cognitivist learning
theory approach because it emphasises how internal
mental processes (memory) can affect problem
solving and attention (Spector, 2014, p. 5). Cognitive
teaching strategies can be applied to the features of
the software prototype to appraise its effectiveness in
instruction and subsequent performance.
While cognitivism has many facets, the following
concepts mentioned below were the most appropriate
for this study seeing it is taking place outside of the
classroom environment with no assistance from a
teacher.
Cognitive theorists contend that environmental
(external) influences and instructional components
alone cannot account for all the learning that results
from an instructional task (Ertmer & Newby, 2013, p.
51). Memory and internal mental processes needs to
be equally weighted with instructional materials as it
has consequences as to how the visual design and
information layout is deployed. If instruction is
poorly designed it will have a negative memory
function leading to poor comprehension.
Part of the cognitivist learning approach is the
implementation of feedback to give awareness of
results that guide and support accurate mental
connections (Thompson et al., 1992 cited in Ertmer
and Newby, 2013, p. 53).When designing, instruction
emphasis is placed on structuring, organising, and
sequencing information to facilitate optimal
processing. The use of instructional explanations,
demonstrations and illustrative examples are all
considered useful tools to aid understanding (Ertmer
& Newby, 2013, p. 52). A software application that
CSEDU 2018 - 10th International Conference on Computer Supported Education
236
gives users feedback will help to chaperone them
through the task in a supportive manner and provide
guidance to move forward.
Cognitivism takes the stance that individuals
acquire and store new information that is combined
with old information in order to learn. Preceding
changes in “behaviour” are identified to show what is
happening in the learners’ mind (Petri & Mishkin,
1994, p. 30).
Learning is said to happen when information is
stored in memory in a structured and meaningful way.
The transfer of information to long term memory is
said to occur when a learner understands how to apply
knowledge in different contexts. Prior knowledge is
used to identify the similarities and differences of
new information. Not only must the knowledge itself
be stored but also how to use it (Ertmer & Newby,
2013).
The aim of the proposed software is to make sure
the user knows the assembly process by keeping it
similar to an instructional manual. In this way, the
working concepts and functionality will have an air
of familiarly, to form correct correlations in the users’
mind. Once the assembly process is learned it could
be used to assemble a multitude of items in the same
manner.
Based on the concepts mentioned cognitive
architecture will be further explored using cognitive
load theory, to investigate the influence of
instructional materials on memory to make accurate
considerations in the design process.
3 COGNITIVE LOAD THEORY
Cognitive load can be defined as a multidimensional
concept representing the load that performing a task
inflicts on a learners’ cognitive system (Paas & Van
Merriënboer, 1994, p. 122). Cognitive load is
amplified when learning requires the mental
integration of multiple sources of information (Ayres
& Sweller, 2014, p. 206).
Cognitive load is divided into three main
frameworks namely Intrinsic, Extraneous and
Germane.
Intrinsic cognitive load is the level of difficulty
associated with an instructional topic. It is determined
by an interaction between the characteristics of the
material being learned and the ability of the learners.
It cannot be modified by instructional designers
because it comes from an individual’s existing
knowledge (Paas et al., 2003b, p. 65).
Extraneous or ineffective cognitive load is
produced by the way information is presented to
learners and is under the control of instructional
designers (Chandler & Sweller, 1991). It is defined as
the extra load beyond the intrinsic cognitive load and
its main cause is poorly designed instructional
materials (Paas et al., 2003a).
Germane or effective cognitive load is the amount
of mental effort devoted to handling the construction
and automation of schemas (Sweller, 1988). This
theory is part of cognitivism and prescribes that
knowledge is stored in long-term memory in the form
of schemas. A schema categorises elements of
information according to how they associate with
existing information to provide solutions to potential
problems (Chi et al., 1981). By reducing extraneous
load, germane load can be upheld which positively
facilitates the creation of schemas.
3.1 Memory
How memory works is central to this research
because it can impact a users’ ability to interact with
instructional material effectively. It is widely
established that the mind uses three types of memory
set apart by the Atkinson–Shiffrin memory model
(1968). These memory components are referred to as
sensory memory, working memory and long term
memory (Atkinson & Shiffrin, 1968).
Sensory memory processes stimuli that is
received from the senses including touch, smell, taste,
sight and sound. A separate division of sensory
memory exists for each one of these senses. Sensory
memories are not retained for long, nearly half a
second for visual and three seconds for auditory
information (Cooper, 1998). Within the small amount
of elapsed time the brain must allocate meaning to the
new information to be able to recall it and use it at a
later date.
Working memory is the portion of the mind that
provides consciousness and allows both logical and
creative thinking. Working memory is associated
with “where and how” attention is directed to think or
to process information. Working memory can be
increased through the presentation of information
visually and auditorily in comparison to just using a
single sense (Baddeley, 1992).The main limitation of
working memory is its capacity to process no more
than approximately seven elements of information
consecutively (Miller, 1956). Working memory is
used for problem solving, this makes it the most
important out of the three types of memory for the
purposes of this research.
Studies have observed how differences in
Working Memory Capacity impact the efficiency of
design principles in multimedia learning, including
Reducing the Split-Attention Effect in Assembly based Instruction by Merging Physical Parts with Holograms in Mixed Reality
237
the Modality Principle, which recommends using
information in both visual and auditory presentations
instead of using text and images (Seufert et al., 2009).
The approach of combining these two senses will be
applied to the software design in an attempt to aid the
working memory of the user. WMC is a limited
capacity cognitive paradigm that differs between
people and plays a key role in learning. It is shown to
reveals individual differences in the capability to
actively sustain information relevant to the task and
relate it to information from long-term memory when
faced with diversions (Cowan, 2005; Engle & Kane,
2003).
Using the proposed software, the amount of
extraneous cognitive load and the need for substantial
amounts of information to process in memory may
decrease. Therefore, this should lead to an increased
completion speed because the task will require less
problem solving leading to lower cognitive load and
expenditure of working memory.
The assembly task given to the participants as part
of this study does not require mastery therefore there
is little reason for it to be stored in long term memory.
Long term memory denotes the vast collection of
information made up of schemas and expertise that is
held in a close to permanently accessible form
(Albers & Mazur, 2014, p. 106). This assumes that it
is unlikely that the assembly of a piece of furniture
(flat pack) will need to be repeated in a real-world
context without the assistance of the software. With
the software aiding the user there is no need to spend
time or effort memorising the intricacies of the entire
task in order to assembly it.
Many people to which this software is targeted
will have used an instructional manual at some point
in the past and possess an associated schema. All the
participant needs to learn is the new process of how
the software instruction works and associate it with
their existing schema as part of their long-term
memory. The software will also reduce the number of
elements being processed at any one time by
displaying only what is needed at the time, showing
no more than seven elements of information.
3.2 Measuring Cognitive Load
There are three separate ways of measuring cognitive
load; physiological responses, subjective techniques
and task based. The intensity of mental effort can be
considered as an index of mental workload (Paas,
1992). Mental effort may be defined as the total
amount of controlled cognitive processing in which a
subject is engaged. Measures of mental effort can
provide evidence on performance and the costs
associated with cognitive learning (Paas &
Merriënboer, 1993, p. 738). Performance is perceived
by the success in undertaking a task; regularly
measured by speed, accuracy or scores. This study
will employ task based and subjective techniques
which are described below along with physiological
responses.
3.2.1 Physiological Response
The use of cardiological (heart rate) measurements
have been established as part of an empirical study
into measurement techniques within the cognitive
load framework (Paas et al., 1994). They measured
heart rate variability to estimate the level of cognitive
load. It was found to be un-intrusive but also invalid
because it could not detect minor changes in cognitive
load. Pupillary responses were measured over time in
multiplication tasks that ranged in different levels of
difficulty to measure cognitive load during a study by
Hossain and Yeasin, (2014). The findings reported
that the pupil diameter increased in relation to the
difficulty of the equation presented. Change in pupil
size during a cognitive task interaction can suggest
that the subject is in cognitive control, attentive or
potentially overloaded.
3.2.2 Subjective Response
When using the subjective method participants are
asked to self-report their invested mental effort by
translating their perceived amount of mental effort
into a linear numerical value. It is a modified form of
a rating scale for measuring perceived task difficulty
established by Bratfisch et al., (1972). This method
works under the assumption that people can report
their own mental effort. Values are reported on a
visual analogue scale from very, very low mental
effort (1) to very, very high mental effort (9). This
value needs to be combined with an effectiveness
measure, as it does not indicate performance on its
own. Depending on the task the given efficiency
measure could be a percentage of correct answers in
a data set or how many tasks were completed within
a set time.
While self-assessments to measure cognitive load
are subjective they are well established. The rating
scale has been tested through empirical studies (Paas,
1992; Paas & Van Merriënboer, 1994) for sensitivity
and reliability to construct validity and intrusiveness.
This evaluation indicated that the subjective rating
scale is sensitive to relatively minor differences in
cognitive load, valid and nonintrusive (Sweller et al.,
1998). While there are several measures available the
method using rating scales continues to be the most
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popular because of its easy implementation and
accuracy.
Having participants rate their invested mental
effort completing a task versus how difficult they
perceived a task to be should be separated into
different questions to avoid potential ambiguity of
just using one or the other. Hypothetically, invested
mental effort may contain more interpretations than
only the task, such as individual enthusiasm while
perceived task difficulty concerns mainly to the task
itself (Van Gog & Paas, 2008). Applying both
measures may provide some motivational indicators
rather than just experienced load. While the
interpretation of invested mental effort and task
difficulty ratings are still highly subjective they
provide a clear advantage over just using one or the
other. Providing set definitions to the participants
prior to the commencement of the task will help
minimise ambiguity.
3.2.3 Task based Response
Task based techniques include two subclasses:
primary task measurement and secondary task
methodology. The primary task is based on
performance while the secondary task is conducted
simultaneously (Paas et al., 2003b). Typical
performance variables are reaction time, accuracy and
error rate. A secondary task was deemed as
inappropriate for this study as it would not represent
a realistic setting and scenario in which the assembly
is trying to emulate. All the measurements will be
focused on the primary task.
4 IMPLEMENTATION
Using the Vuforia™ SDK markerless object tracking,
the dimensions of a 3d model can be specified and
stored in the database. An image of any design can
then be authored in an external application to be
printed out and wrapped around the physical object.
Currently the technology is limited to cuboid and
cylindrical shapes but this is sufficient for testing the
assembly task concept. The textures used must be the
same aspect ratio to the corresponding 3d surface. In
this instance, the pattern chosen will be a texture that
could be made unique for each surface. For aesthetic
purposes, the pattern could easily be changed to
replicate different finishes commonly found for
furniture. Custom software can be developed inside
the Unity 3d game engine to incorporate the target
model data into a Universal Windows Platform
(UWP) application.
The Time of Flight camera sensors in the
HoloLens™ headset facilitate “spatial mapping”
allows for placement of virtual objects, occlusion,
physics and navigation to provide real-world
behaviours (Microsoft, 2017). This research is
focusing on the placement aspect to enable virtual
objects to interact with the physical environment,
keeping their position even when out of the camera
frame.
Due to the limited Field of View (FOV) on the
HoloLens it is possible to track where the user is
looking at any time in relation to the holograms and
the users’ relative position in the room. The HoloLens
FOV is approximately 30 x 17.5 a 16:9 aspect ratio
(Doc-Ok.org, 2015) which means the user must look
around to view any holograms outside. That ability
can be taken as an advantage for recording and
recreating the environment inside unity 3d as another
method for observation. This observation aims to
uncover split attention, based on where the user is
gazing to see if it correlates with their cognitive load.
4.1 Human Computer Interaction
Multimodal interfaces are interactive systems that are
designed to enhance natural human capabilities to
communicate though speech, gestures, touch and
facial expression. (Turk, 2014, p. 189). Multimodal
interfaces are growing in importance due to advances
in hardware and software. These interfaces are
unlikely to replace traditional desktop computing and
graphical user interface but offer an alternative.
Multimodal interfaces are a more natural way of
communicating. Combining several ways of
interacting is well suited to the saturation of the
mobile computing platforms (Cutugno et al., 2012, p.
197). Given multiple options users can pick an
interaction method that is more suited to them, a
particular task or to reduce repetitive physical
motions. Obrenovic and Starcevic, (2004, p. 65)
express that people naturally communicate with the
world multimodally through consecutive use of
multiple senses. In other words, people use all their
senses to interact with their environments and that has
shifted to technology. In this case of this research
users will be able to interact with the HoloLens™
using the software by using gestures, speech
recognition and by moving physical objects in the real
world through marker less tracking.
Reducing the Split-Attention Effect in Assembly based Instruction by Merging Physical Parts with Holograms in Mixed Reality
239
4.2 Assembly
The underlying concept for the experimental software
prototype is demonstrated in Figure 1. The diagram
shows a physical part being placed inside the
holographic template which can be set up anywhere
in the users’ room for convenience. Ideally the
hologram would be positioned in the location the
furniture item would situate upon completion of the
assembly to make sure it can fit before
commencement. To indicate the current step of the
assembly the physical parts required will be
highlighted when the user looks at the set of parts to
distinguish them from those that are not needed for
the present step.
Figure: 1 Holographic assembly workflow concept.
To further assist with assembly, the corresponding
holographic part will pulse a blue colour on the
template to match with the physical part, this is
intended to capture the users’ attention. When the
physical part is placed into the holographic template
the part will stop pulsing blue and stay solid, showing
that the part is in the correct position and orientation.
These visual cues will be complemented with text and
audio prompts. Jeung et al., (1997, p. 342) support
this notion of including graphic indicators such as
flashing, colour changes or simple animation. They
agree that it is necessary for audio-visual instruction
to be an effective instructional technique in situations
where visual searching is prevalent.
The use of holograms negates redundancy found
in step by step diagrams by combining all the steps
into an interactive diagram. This is because there is
no need to look at several diagrams for comparison
over multiple steps. Interactivity also makes the
assembly system more coherent to users because
there is no irrelevant information displayed, this is
known as the coherence principle (Fenesi et al., 2016,
p. 691). That is, only showing what is needed to make
the task comprehensible at any one time.
4.3 Scaffolding
Educational instructional scaffolding refers to the
process in which teachers show how to solve a
problem and then offer support as needed, which
traditionally takes place within a classroom
environment. Jerome Bruner a Psychologist and
instructional designer first used the term 'scaffolding'
in the field of pedagogy between teachers and
children as cited in Wood et al., (1976, p. 90).
McLoughlin, (2004) argues that “the concept of
scaffolding needs to be redefined ... into contexts
where the teacher is not present”.
With technology now commonplace in both the
workplace and at home it makes sense that the use of
scaffolding concepts be extended outside of the
classroom (Jumaat & Tasir, 2014, p. 74). Interest for
such integration has been expanding in teaching
(Reiser, 2004, p. 275) and further into
commercialised applications.
When demonstrating instruction in the context of
assembling flat pack furniture for example it typically
would be constructed in the home or office.
Scaffolding needs to be structured in such a way that
is both self-explanatory and self-directing. The
benefit of computer based scaffolding is that it
provides infinite patience and is highly scalable. A
clear downside of computer based scaffolding is
flexibility. In comparison to one on one interactions
the software has to base its response on pre-defined
behaviours
(Belland, 2017, p. 24).
In place of the teacher the following scaffolding
examples will be used in the prototype application to
facilitate the user in a way that is responsive and
supports their needs: There is no general consensus
on the underling concepts of scaffolding although
Van de Pol et al., (2010) review revealed some
commonly used strategies such as fading,
contingency and transfer.
4.3.1 Fading
The idea behind this concept is to provide support to
a novice learner which is gradually removed over
time to develop independent learning strategies
(Collins, 1987, p. 19). This is employed by having the
software display a tutorial that explains how the
assembly system works on the first couple of steps of
the assembly. By instructing the user through a
worked example it will provide a frame of reference
for the future steps.
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4.3.2 Contingency
Contingency is an aid mechanism that is responsive
to the users’ needs through tailored, differentiated, or
calibrated support (Van de Pol et al., 2014, p. 604). It
can be thought to be similar to a backup plan when a
user gets stuck on a task. It will be designed in a way
that offers support throughout the entire assembly
task. If users reach an impasse and need to be
reminded on the way then the software steps in and
the tutorial section at the start can be viewed again at
any time. Hints will be presented by highlighting
where the part should be placed and what parts are
currently needed to avoid any potential confusion.
4.3.3 Transfer
In a teaching situation, the notion of transfer was
traditionally a “relationship” that shifts between
teacher and student when a student takes increasing
learner control (Van de Pol et al., 2010, p. 275). Based
on the context of this study, transfer can be thought to
be the changing of the responsibility from the
software developer to the user once they have learned
how to use it (usually after fading has taken place).
Transfer is never fully shifted to the user in this
instance because the software is always fully active.
Instead the relationship is one of constant back and
forward as the user is prompted to make their next
move. When a part is placed in the right place the user
is presented with visual or audio cues (response) to
keep them on track and moving forward. At any time
during a task the shift of responsibility may need to
change between the user and the software which will
fall back to the contingency responses.
5 FUTURE DIRECTIONS
The next step in the research process is to prototype a
simple version of the assembly application in Unity
for deployment of the HoloLens. 3d printed parts will
be devised to make up a scaled down cabinet using
Computer Aided Design and Drafting (CADD)
software. This needs to be done because the
dimensions of the printed parts have to match those
entered into the object recognition data base in order
to be tracked. Further investigation needs to take
place into the method of wrapping the 3d printed parts
with patterned paper to see if making holes in the
parts has a negative effect on the tracking.
Testing will take place using the purpose built
prototype as there is no off the shelf solutions
available that offer suitable feature sets for control
groups. Three control groups will be asked to
complete the same assembly task using the HoloLens.
Every iteration will be facilitated by an animated
guide to act like an instruction manual. The amount
of assistance provided will vary with feature sets
building on previous iterations.
The first prototype iteration provides a baseline
and will use a holographic reference positioned next
to the assembly location. This iteration provides no
feedback to the user and they are left to make their
own decisions.
The second iteration offers feedback in the form
of part identification and tracking for each step of the
assembly. This aims to reduce split attention by
assisting the user with finding parts.
The third iteration has the most comprehensive
scaffolding and feedback. It uses the part
identification and tracking found in test two with one
change, physical parts can be placed inside a
holographic template. This approach removes the
separate reference hologram and shifts the task into a
single point of focus. This is in contrast to the
previous two tests which rely on the user to use a
hologram as a diagrammatic reference and carry out
the assembly next to it.
The Visual Analogue Scale will be employed to
measure task difficulty and perceived cognitive load
at set times during the assembly task. Following this
a survey will be administered to gather feedback on
what could be improved based on user experience.
Performance measures will correspondingly be
captured based on completion times of each step, in
order to calculate the relative condition efficiency of
each prototype iteration.
Data analysis will take place using Analysis of
Variance (ANOVA) to examine if there is any
statistical significance between the test groups.
Consulting with a statistician will provide advice on
the correct classes of model to be employed before
any testing takes place. This will uncover correlations
between the prototype design iterations and their
efficiency when compared to each other. The use of
instantaneous load over time shown in in
Paas et al.,
(2003b) will also be explored to identify and define
trends in the pattern of cognitive workload.
Comparing the efficiency of the prototype
iterations will conclude if user performance has
increased when cognitive load has reduced and how
it is impacted by memory. By doing this analysis the
proposed research questions will be addressed.
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241
6 CONCLUSIONS
A review of the literature informs the proposal of a
software prototype that seeks to use the cognitive
memory architecture to assist users in processing
information. The prototype uses holographic
templates to address split attention and redundancy by
eliminating the use of a reference manual or separate
diagram. Merging the physical parts with holograms
aims to free up users to focus their attention on the
assembly task instead of constantly referring to a
separate 3d diagram or a visually disconnected
augmented device. Furthermore, the part
identification will avoid constantly searching for the
set of parts needed to complete a particular step by
highlighting them when in the users view. Reducing
visual searches has been shown as an effective way to
eliminate split attention and facilitate learning (Cerpa
et al., 1996, p. 2).
The software will employ scaffolding that fades
out over time while still offering contingency if the
user gets stuck or forgets where they are up to. The
scaffolding provisions first introducing how the
assembly system works with a demonstration
consisting of step by step worked example through
the initial stage of the assembly. While the
scaffolding may be pre-defined leveraging the
software with a form of built-in intelligence removes
the frustration commonly found in static instructional
materials.
The responsibility of how to progress through a
task is never transferred entirely to the user making
the experience feel balanced and much more
enjoyable. Users have no need to learn the intricacies
of the assembly task, but rather understand how to
interact with the elements on the holographic system
to guide them. In this way working memory is freed
and the assembly system associations are stored in
long term memory as a schema.
This proposal of merging holograms and physical
parts in mixed reality has emphasised the critical
importance of considering the characteristics of
human cognition and cognitive load when devising
instructional materials.
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