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Pietro Marcolongo

Publications and source records attributed to Pietro Marcolongo.

2 recordsLinked to original sources

Automated reproducibility assessments in the social and behavioral sciences using large language models

Reproducibility in the social and behavioral sciences is typically evaluated by independent researchers who reanalyze the original data to assess whether the published findings can be recovered. However, such approaches are resource-intensive and difficult to scale. Here, we show that large language models (LLMs) can automate reproducibility assessments. Using N = 180 published studies with predefined claims from the behavioral and social sciences, we compare LLM-generated analyses with the original findings. For 11 studies, the LLM pipeline could not produce a viable effect size estimate. For the remaining studies, the LLM reached the same qualitative conclusion as the original study in 80% of cases, and recovered the original effect sizes (using a +/-0.05 tolerance in Cohen's d) in 24% of studies. In a subset with human reanalyses, the LLM reached the same qualitative conclusion as the original study in 95% of studies, similar to human reanalysts (83%), and the LLM recovered the original effect sizes using a +/-0.05 tolerance in 40% of studies, again broadly similar to human reanalysts (28%). Given the current capabilities and limitations of LLMs, the findings show that LLMs can support systematic audits of empirical results rather than substitute expert judgment. As such, LLMs can serve as a scalable screening tool to improve the rigor and reproducibility in empirical research.

cs.AI

Improving motor imagery decoding methods for an EEG-based mobile brain-computer interface in the context of the 2024 Cybathlon

Motivated by the Cybathlon 2024 competition, we developed a modular, online EEG-based brain-computer interface to address these challenges, increasing accessibility for individuals with severe mobility impairments. Our system uses three mental and motor imagery classes to control up to five control signals. The pipeline consists of four modules: data acquisition, preprocessing, classification, and the transfer function to map classification output to control dimensions. We use three diagonalized structured state-space sequence layers as a deep learning classifier. We developed a training game for our pilot where the mental tasks control the game during quick-time events. We implemented a mobile web application for live user feedback. The components were designed with a human-centred approach in collaboration with the tetraplegic user. We achieve up to 84% classification accuracy in offline analysis using an S4D-layer-based model. In a competition setting, our pilot successfully completed one task; we attribute the reduced performance in this context primarily to factors such as stress and the challenging competition environment. Following the Cybathlon, we further validated our pipeline with the original pilot and an additional participant, achieving a success rate of 73% in real-time gameplay. We also compare our model to the EEGEncoder, which is slower in training but has a higher performance. The S4D model outperforms the reference machine learning models. We provide insights into developing a framework for portable BCIs, bridging the gap between the laboratory and daily life. Specifically, our framework integrates modular design, real-time data processing, user-centred feedback, and low-cost hardware to deliver an accessible and adaptable BCI solution, addressing critical gaps in current BCI applications.

cs.HC