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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Eyes and Hands Model for Cognitive Architectures to Interact with User Interfaces</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Farnaz Tehranchi</string-name>
          <email>farnaz.tehranchi@psu.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Frank E. Ritter</string-name>
          <email>frank.ritter@psu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Cognitive Model; Cognitive Architecture; Human Computer
Interface, Interaction.</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>College of Information Sciences and Technology</institution>
          ,
          <addr-line>Penn State, University Park, PA 16802</addr-line>
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer Science and Engineering</institution>
          ,
          <addr-line>Penn State, University Park, PA 16802</addr-line>
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>15</fpage>
      <lpage>20</lpage>
      <abstract>
        <p>We propose a cognitive model to interact with interfaces. The main objective of cognitive science is understanding the nature of the human mind to develop a model that predicts and explains human behavior. These models are useful to HumanComputer Interaction (HCI) by predicting task performance and times, assisting users, finding error patterns, and by acting as surrogate users. In the future these models will be able to watch users, correct the discrepancy between model and user, better predicting human performance for interactive design, and also useful for AI interface agents. To be fully integrated into HCI design these models need to interact with interfaces. The two main requirements for a cognitive model to interact with the interface are (a) the ability to access the information on the screen, and (b) the ability to pass commands. To hook models to interfaces in the general way we work within a cognitive architecture. Cognitive architectures are computational frameworks to execute cognition theories-they are essentially programming languages designed for modeling. Prominent examples of these architectures are Soar [1] and ACT-R [2]. ACT-R models could access the world interacting directly with the Emacs text editor [3]. We present an initial model of eyes and hands within the ACT-R cognitive architecture that can interact with Emacs.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION1</title>
      <p>HCI has used cognitive models of users successfully in
different ways: for examining the efficacy of different designs
to predict task performance times, helping to create and choose
better designs, and saving overall system cost by providing
feedback for designers. In the future these models will be able
to watch users, have more realistic input, correct themselves,
and predict human performance.</p>
      <p>To be useful in HCI research, these models need to be
capable of interacting with interfaces. The two main
requirements for a cognitive model to interact with a task
environment are (a) the ability to pass commands, and (b) the
ability to access the information on the screen—the cognitive
model encodes screen’s objects that has been used as an agent
architecture. If cognitive models interact with user interfaces,
then the models will be easier to develop and apply. This
1 © Copyright retained by the authors
approach, can be called a Cognitive Model Interface
Management System (CMIMS) [4], which is an extension of
the concept of a User Interface Management System (UIMS)
[5].</p>
      <p>
        Cognitive architectures are infrastructures for cognitive
science theory and provide computational frameworks to
execute cognitive theories. They are programming languages
specifically designed for modeling, such as Soar [1, 6] or
ACTR [
        <xref ref-type="bibr" rid="ref5">2</xref>
        ]. A user model is thus a combination of task knowledge
and a cognitive architecture with its fixed mechanisms to apply
the knowledge to generate behavior.
      </p>
      <p>
        The aim of this research is to develop a cognitive model and
provide ACT-R models access to the world by enabling
ACTR to interact directly with the Emacs text editor. This approach
has been called Esegman, for Emacs Segman [
        <xref ref-type="bibr" rid="ref8">7</xref>
        ], related to
another tool, Segman, for hooking user models and agents to
interfaces [8]. ACT-R can communicate with a task
environment by instrumenting a graphical library [9], in this
case the Emacs text editor. Emacs is an interactive text editor
that works with spreadsheets [10] and includes extensions to
read email and browse the web.
      </p>
      <p>A brief review on the Esegman approach is given in section
II. Section III and IV explain the ACT-R structure and our eyes
and hands model. Finally, conclusion remarks and future
research are discussed in section VI and VII respectively.</p>
      <sec id="sec-1-1">
        <title>THE ESEGMAN APPROACH</title>
        <p>Emacs Segmentation/Manipulation (Esegman) provides a
connection between the cognitive architecture and the world.
Both ACT-R and Emacs are written in Lisp. It allows us to
extend them and design a bridge between them. This bridge will
enable ACT-R to communicate with an interactive
environment. ACT-R cognitive models have a loop with three
components: the task environment, the model, and the results
(see Figure 1). The cognitive model receives its perspective as</p>
        <sec id="sec-1-1-1">
          <title>Emacs Eyes and Hands</title>
        </sec>
        <sec id="sec-1-1-2">
          <title>Elisp process Emacs • Parse buffer • Generate list of events</title>
        </sec>
        <sec id="sec-1-1-3">
          <title>Handle mouse event Mouse-1 Set-mouse-point</title>
        </sec>
        <sec id="sec-1-1-4">
          <title>ACT-R Common Lisp process</title>
          <p>l
e
d
o
m
R
T
C
A</p>
        </sec>
        <sec id="sec-1-1-5">
          <title>Model moved mouse and clicked</title>
        </sec>
        <sec id="sec-1-1-6">
          <title>Model moved mouse to #(X Y)</title>
        </sec>
        <sec id="sec-1-1-7">
          <title>Model clicked the mouse</title>
        </sec>
        <sec id="sec-1-1-8">
          <title>Model pressed key</title>
        </sec>
        <sec id="sec-1-1-9">
          <title>Handle press key</title>
        </sec>
        <sec id="sec-1-1-10">
          <title>Insert</title>
        </sec>
        <sec id="sec-1-1-11">
          <title>Model wrote command</title>
        </sec>
        <sec id="sec-1-1-12">
          <title>Handle command</title>
        </sec>
        <sec id="sec-1-1-13">
          <title>Read and Eval</title>
          <p>input from the visual (and auditory) module and outputs actions
through the motor/manual module. The cognitive architecture
within this process understands the external world as shown in
Figure 1.</p>
          <p>The modeling process can start with collecting data from the
real world. This data gathering has been performed using the
Dismal spreadsheet [10]. Dismal is an augmented spreadsheet
developed for Emacs that was designed to gather and analyze
behavioral data. Users can interact with the spreadsheet through
keystrokes, menus, and function calls. Participants have
performed a set of spreadsheet tasks in Dismal [11], and their
performance over 14 subtasks, about 20 min. of work, was
recorded using the Recording User Input (RUI) software [12,
13]. As will be discussed in the next section, we thus have an
existing dataset of human behavior on a complex task to model
[11] and also have a model available [14]. A comparison has
been done, but not on a fine-grained level, and without
modeling interaction, error, and error correction. Because the
model did not have access to the spreadsheet, which is complex
to model without duplicating a spreadsheet. This model was
developed by High-level behaviour representation language
(Herbal)—an open source software that supports two cognitive
architectures and one agent architecture through a set of
common cognitive modeling tasks [15]. Herbal compiles into
declarative knowledge and procedural knowledge, and its
output has a syntax similar to ACT-R.</p>
          <p>In particular, for our connection between the architecture and
the world, we will use Emacs functions to take the interaction
commands from the model (ACT-R will be a sub-process of the
Emacs process) and insert them and their effects into the target
Emacs window; and similarly take the state of Emacs and make
it available to the model. Figure 2 diagrams most of the
components of this approach. Therefore, the model will be able
to execute commands and be aware of their results. For
example, after collecting the commands from ACT-R and
receiving requests to ‘look’ and move the eye, the courser in
Emacs window will move. This approach provides the output
direction in Figure 1. However, for input direction of Figure 1
we have to feed ACT-R with the information about the world
by inserting contents into its visual module.</p>
        </sec>
      </sec>
      <sec id="sec-1-2">
        <title>THE ACT-R ARCHITECTURE AND MODEL</title>
        <p>The two basic types of knowledge in ACT-R are declarative
and procedural. Declarative knowledge (Chunks) contains
facts, images, locations, and sounds. Procedural knowledge
(production rules) indicates behavioral aspects of performance
with goals, operators, methods, and selection rules [16]. All
tasks in the model [14] we will build on include a combination
of declarative and procedural knowledge.</p>
        <p>Figure 3 shows a schematic of ACT-R’s architecture and the
default modules of ACT-R [17]. The ACT-R modules
communicate through buffers, which may contain a memory
Chunk. The default set of modules can be partitioned into Goal,
Imaginal, Declarative, Vision, Motor/Manual, Speech/Vocal,
and Aural Modules. The model presented in the next section
exercises the Manual, Vision, Goal, and Vocal modules. Table
1 shows corresponding buffers.</p>
        <p>Buffers in ACT-R are the interfaces between modules. Each
buffer is connected to a specific module and has a unique name.
A buffer is used to relay requests for actions to its module and
a module will respond to a query through its buffer. In response
to a request, the module will usually generate one or more
events to perform some actions or place a Chunk into the buffer.
A module has access to any buffer at any time, but can only
manipulate its own buffer [18].</p>
        <p>ACT-R runs a pattern matching process that finds production
rules with conditions that match the current state of the
system—the left hand side of production rules. Then, tasks are
performed if conditions match and the actions of production
rules will be fired (so-called RHS). Productions can make a
request to an ACT-R buffer and then that buffer's module will
perform whatever function it provides may then place a Chunk
into a buffer (summarized in Table 1 for our model). These
production rules can be tested by comparing the performance,
time to perform the task, accuracy in the task, of the model
performing the task with the results of people doing the same
task. Furthermore, we can use neurological data (fMRI) as
measures of cognitive psychology.</p>
        <p>Herbal/ACT-R generates an agent in ACT-R from a Dismal
spreadsheet model represented hierarchically for a sequence of
tasks and the relationship among these tasks [14]. The task
representation is based upon hierarchical task analysis and
GOMS. GOMS (Goals, Operators, Methods, and Selection
Rules) is a high-level language in which HCI tasks can be
articulated in a hierarchical form to decompose complex tasks
into simpler ones [19]. In this GOMS-like cognitive user model
the production rules are created from the hierarchical tree
structure. The model retrieves the next node/sub-task from the
declarative memory elements according to a depth-first search
algorithm to complete the task. In this model, the novice model
has to carry out more memory retrievals. In contrast, an expert
model uses fewer declarative memory elements. We present an
initial model of eyes and hands within the ACT-R cognitive
architecture that can interact with Emacs in next section that
complete the output direction of Figure 1.</p>
      </sec>
      <sec id="sec-1-3">
        <title>THE EMACS EYES AND HANDS MODEL</title>
        <p>In this section we briefly describe a small model used to test
and exercise the Esegman architectural additions. In this model
declarative memory Chunks are created initially as the basic
building blocks. We define two Chunks types, one for the target
window location and one for Goal buffer to track the steps of
model. This model is a static model without learning and uses
the GOMS framework for HCI. The model proceeds as follow.
After setting the parameters that control the general operation
of the system, we define Chunk types for the model and
declaring the configuration of slots that will be utilized in
Chunks. The ACT-R has an ability to process visual objects on
a computer screen. In this regard, two separate buffers have
been defined for locations and objects. The visual object has
multiple features such as color, shape, height and width. But
visual location is only representing the location of these objects.
Thus in ACT-R the location can be retrieved separately [20].</p>
        <p>An ACT-R model was constructed in a way that is able to
interact with the same experiment software as the human
participants. The manual module provides the functionality to
interact with Emacs window such as the moving courser,
clicking, monitoring hand movement, and use a mouse and a
keyboard. However, it requires a hook to facilitate these
functionalities.</p>
        <p>Figure 4 demonstrates the productions history according to
Table 1. The critical cycle in ACT–R is when the buffers hold
representations determined by the external world and internal
modules, patterns in these buffers are recognized, a production
fires, and the buffers are then updated for another cycle [21].
The assumption in ACT–R is that this cycle takes about 50 ms
to complete—this estimate of 50 ms as the minimum cycle time
for cognition has emerged in a number of cognitive
architectures including Soar (Newell, 1990 [1]).</p>
        <p>The first production rule (Start) makes a request to the
visuallocation buffer. The visual-location module places the location
Chunk into a visual-location buffer. Also, in the Start rule the
manual module presses the keystroke. The model moves the
visual attention and uses the retrieve visual location to reflect
the visual object in Rule1. Figure 5 shows a sample production,
the equivalent of the Rule1. This production describes
operations on three buffers, goal, visual-location, and visual.
Each of these buffers has a set of slots, prefixed by the ‘=’, its
values can be constrained in a standard way. On the left hand
side of the production, the goal buffer is constrained to hold a
goal with a given name and slot (here goal 0), and it must be
found in memory. Also the visual buffer state should be free
and there must be a Chunk in visual-location. On the right hand
side, the current task and state slots of the goal buffer are
updated (to 1) and the visual module move the attention to the
address in visual-location buffer. In Rule2 model moves the
mouse courser to the visual object that at the previews task
moved the attention to and will click upon it in Rule3. The
Ruld4 uses the vocal buffer to speak out the commands. Table
1 shows a summary of all modules and buffers that were called
through the corresponding tasks.</p>
        <p>
          Figure 4 shows the different time costs of productions rules.
Time columns correspond to when the procedural module
attempted to find a production to fire (the matched
production). Figure 4 demonstrates the use of serial modules in
parallel [
          <xref ref-type="bibr" rid="ref13">22</xref>
          ] because of the parallel threads of serial processing
in each module. For instance, Rule2 should wait for the
completion of Start rule because at 0.35 the action at which
Rule2 matches was completed—the manual state will be free
again. But, the Rule2 used the three modules Goal, Manual, and
Vocal, which can all make a request to their buffers in parallel
(three threads). The serial bottleneck of ACT-R is its buffer
limitation to a single declarative unit of knowledge, Chunk, thus
only a single memory can be retrieved at a time.
        </p>
        <p>The ACT-R model explicitly can be a map to the physical
implementation of the mind, the human brain (Figure 6) and
how activation of brain areas used by the running model predict
activation of the brain in human when solving a problem. Figure
6 was dveloped by ACT-R enviroment and brain associated
buffers are displayed. Figure 6 shows a prefrontal region that
tracks the operations in the goal buffer, a motor region that
tracks operations in the manual buffer, and a vision region that
tracks operations in a visual buffer that holds the problem
representation.</p>
        <p>The model will explain how these components of the mind
worked to produce rational cognition. In our model four parts
of the brain were active and the total amont of active times is
presented in Figure 4.</p>
        <p>The CMIMSs research area can be exploited to help in the
development of cognitive models, agents, and supporting them
as users that interact with interfaces. But, it will definitely help
elevate testing user interfaces, making this process more
approachable and easy enough to do that it can be done and does
get done. This approach of using model to test interfaces and
even systems as they are built has been call by the national
research council [23].</p>
        <p>By using the Eyes and Hands model in place of a user,
questions about user interface designs such as evaluating
designs, changing the interface and examining the effects on
task performance can be answered more easily. The Eyes and
Hands model as a cognitive model approach can prove the
advantages of CMIMS in HCI, and start to realize the use of
model in system design [24].</p>
        <p>In this work, instead of utilizing any methods to get the most
accurate output. We use an approach to get the more
humanlike output and soon input. We present preliminary
implementation of this proposed direction. Table 2
demonstrates the summary of our work. We were able to
complete the output direction in Figure 1 and augmented the
model to perform all sequence of tasks in Figure 2. We will
build upon Paik et al’s [14] model of the dismal task. It
performs the task and learn, but does not interact with a task
simulation.</p>
      </sec>
      <sec id="sec-1-4">
        <title>FURTHER RESEARCH AND LIMITATIONS</title>
        <p>To have a comprehensive cognitive model we need to add the
input direction in Figure 1. This remains to be implemented
fully in our model. For the input direction of Figure 1, we will
have to feed ACT-R models with the information about the
world from Emacs by inserting contents into the architecture
visual module. In the future these models will be able to watch
users, correct the discrepancy between model and user, and
better predict human performance for design. These models will
be useful to HCI by predicting task performance and times,
assisting users, finding error patterns, and by acting as surrogate
users. Also, useful for building interface agents such as Digital
Elfs [25].</p>
        <p>The model Esegman can intent with surrogate interfaces
through Emacs for a wide range of systems—Emacs includes a
text editor but also a web browser, a calculator, a spreadsheet
tool, and even an implementation of the natural language
system Eliza. Thus, we can explore a wide range of behaviors
with this approach.</p>
        <p>When we extend Esegman to include motor control mistakes,
we will also have to include knowledge to recognize and correct
these mistakes. This will requires breaking architecture to
create human-like mistakes, knowing how to correct it. The
model will also have to make mistakes in correction, and in
noticing mistakes. They are relatively new types of behavior
and knowledge in models, so we think we will learn a lot.</p>
        <p>Therefore, adding error analysis to the design will merge our
model with large models. However, ACT-R deliberately
included limitations such as only a single memory can be
retrieved at a time, only a single object can be encoded from the
visual field, or only a single production is selected at each cycle
to fire can make this approach challenging.</p>
      </sec>
      <sec id="sec-1-5">
        <title>ACKNOWLEDGMENT</title>
        <p>This work was funded partially by ONR (N00014-11-1-0275 &amp;
N00014-15-1-2275). David Reitter has provided useful
comments on Emacs and Aquamacs (the Emacs version for the
Mac). We wish to thank Jong Kim who provided the idea for
ESegman and Dan Bothell for his assistance.</p>
      </sec>
    </sec>
  </body>
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