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Chris Wissmann

Publications and source records attributed to Chris Wissmann.

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Multidimensional Bayesian Active Machine Learning of Working Memory Task Performance

While adaptive experimental design has outgrown one-dimensional, staircase-based adaptations, most cognitive experiments still control a single factor and summarize performance with a scalar. We show a validation of a Bayesian, two-axis, active-classification approach, carried out in an immersive virtual testing environment for a 5-by-5 working-memory reconstruction task. Two variables are controlled: spatial load L (number of occupied tiles) and feature-binding load K (number of distinct colors) of items. Stimulus acquisition is guided by posterior uncertainty of a nonparametric Gaussian Process (GP) probabilistic classifier, which outputs a surface over (L, K) rather than a single threshold or max span value. In a young adult population, we compare GP-driven Adaptive Mode (AM) with a traditional adaptive staircase Classic Mode (CM), which varies L only at K = 3. Parity between the methods is achieved for this cohort, with an intraclass coefficient of 0.755 at K = 3. Additionally, AM reveals individual differences in interactions between spatial load and feature binding. AM estimates converge more quickly than other sampling strategies, demonstrating that only about 30 samples are required for accurate fitting of the full model.

cs.LG

Interactive Virtual Games: Winners for Deep Cognitive Assessment

Studies of human cognition often rely on brief, highly controlled tasks that emphasize group-level effects but poorly capture the rich variability within and between individuals. A suite of minigames built on the novel pixelDOPA platform was designed to overcome these limitations by embedding classic cognitive task paradigms in a 3D virtual interactive environment with continuous behavior logging. Four of the minigames explore constructs that overlap established NIH Toolbox tasks, including processing speed, rule shifting, inhibitory control and working memory. Across a clinical sample of 66 participants collected outside a controlled laboratory setting, large correlations (r = 0.47-0.92) between the pixelDOPA tasks and NIH Toolbox counterparts were found. Process-informed metrics improved both task convergence and data quality. Test-retest analyses revealed high reliability (ICC = 0.71-0.85) for all minigames. Beyond endpoint metrics, movement and gaze trajectories revealed stable, idiosyncratic profiles of gameplay strategy, with unsupervised clustering differentiating participants by their navigational and viewing behaviors. These trajectory-based features showed lower within-person variability than between-person variability, facilitating participant identification across repeated sessions. Game-based tasks can therefore retain the psychometric rigor of standard cognitive assessments while providing new insights into dynamic individual-specific behaviors. By leveraging a highly engaging, fully customizable game engine, comprehensive behavioral tracking can boost the power to detect individual differences without sacrificing group-level inference. This possibility reveals a path toward cognitive measures that are both psychometrically robust and deployable in less-than-ideal settings, while capturing richer behavioral data than traditional paradigms.

cs.HC