reference+with+annotations


 * ("Teens' Media Multitasking Raises Questions," 2007)**
 * 1. Teens' Media Multitasking Raises Questions. (2007). //CQ Researcher, 17//, 156-156.**

The article discusses the issue of media multitasking among teenagers in relation to their cognitive process of acquiring knowledge. According to Jordan Grafman of the National Institute of Health, this behavior is bad news for brain development wherein the inability to focus is a modern version of the primitive response of the brain's frontal lobe. However, other research also suggests that young people who grew up in a media-saturated age can learn a lot.; The article discusses the issue of media multitasking among teenagers in relation to their cognitive process of acquiring knowledge. According to Jordan Grafman of the National Institute of Health, this behavior is bad news for brain development wherein the inability to focus is a modern version of the primitive response of the brain's frontal lobe. However, other research also suggests that young people who grew up in a media-saturated age can learn a lot.


 * 2. Ang, C. S., Zaphiris, P., & Mahmood, S. (2007). A model of cognitive loads in massively multiplayer online role playing games. //Interacting With Computers, 19//(2007), 167-179.**

“…Cognitive overloads which can hinder the performance especially of beginner players” 167

“Cognitive load is often referred to as the amount of mental energy required to process a given amount of information” (cited…167)

“Little has been done to examine cognitive load when paying such games.” (168)

“Unline single player games which rely on other external modes of communication to form the gaming culture, in MMORPGs the culture is formed within the environment itself” (167) external modes include mailing lists, discussion forums all out side of the gaming environment)

“To prevent the diversion of a user’s attention, different element such as text, colour and sound can be used to reinforce a message (cited from Adobe, 2006) (170)

“Working memory has a limited capacity of 7 (+-)2 chunks items” (cited) (170)

“Working memory is the key to multitasking” (cited) (170)


 * “There are different levels of cognition: high cognitive level has low capacity and can only handle one thing at a time while on a low cognitive level we can handle a number of tasks which are familiar to us.” (cited, 170)**


 * “A task can be transferred from high to low level cognition by repetition. Through this transfer, a task might become an automatic process which requires very little effort and is performed rapidly” (Cited) (170)

“Expert users are almost immune to distracters and can continue to concentrate on the task they are doing as they have enhanced visual information processing capacity rather than greater distractibility” (cited, 171)

Research findings:173-176 There are at least 5 different forms of cognitive overload when playing MMORPGs 1. Multiple game interactions 2. Multiple social interaction overloads 3. Parallel game and social interaction overloads- Found to be the most sever type of overload

4. User interface overloads 5. Identity construction overloads- “occur when players fail to construct and identify their own identities or others identities in the game.” (175)

“Not all cognitive overloads affect game playing negatively” (176)

“Multiple game interaction is an important factor of making the game challenging and thus more enjoyable. Our observation reveals that users develop various strategies to cope with these overloads.” (176)

Handling parallel game and social interactions “The player should be provided with some sort of an alert such as an audio alert when there is a new message in the chat screen as they often miss this due to being engaged in other tasks.” (177)

Handling identity construction overloads “Showing the avatar name on top of each character…wider range of avatar customizations so that the player can more easily construct unique identities through visual appearances.” (177)


 * Beede, K. & Kass, S. (2006). Engrossed in conversation: The impact of cell phones on simulated driving performance. ** //Accident Analysis & Prevention, 38 (2),// // pp. 415-421 ////.//

Abstract
The current study examined the effects of cognitively distracting tasks on various measures of driving performance. Thirty-six college students with a median of 6 years of driving experience completed a driving history questionnaire and four simulated driving scenarios. The distraction tasks consisted of responding to a signal detection task and engaging in a simulated cell phone conversation. Driving performance was measured in terms of four categories of behavior: traffic violations (e.g., speeding, running stop signs), driving maintenance (e.g., standard deviation of lane position), attention lapses (e.g., stops at green lights, failure to visually scan for intersection traffic), and response time (e.g., time to step on brake in response to a pop-up event). Performance was significantly impacted in all four categories when drivers were concurrently talking on a hands-free phone. Performance on the signal detection task was poor and not significantly impacted by the phone task, suggesting that considerably less attention was paid to detecting these peripheral signals. However, the signal detection task did interact with the phone task on measures of average speed, speed variability, attention lapses, and reaction time. The findings lend further empirical support of the dangers of drivers being distracted by cell phone conversations.
 * Keywords:** Attention; Distracted driving; Reaction time; Traffic violations