This white paper describes ongoing work and portfolios at Sandia National Laboratories that could be leveraged in AI for electric grid applications. This document highlights several areas where Sandia has developed capabilities that can be used in future work. These areas are human factors, uncertainty quantification, explainability, and trust maturity frameworks.
Although visualizations are a useful tool for helping people to understand information, they can also have unintended effects on human cognition. This is especially true for uncertain information, which is difficult for people to understand. Prior work has found that different methods of visualizing uncertain information can produce different patterns of decision making from users. However, uncertainty can also be represented via text or numerical information, and few studies have systematically compared these types of representations to visualizations of uncertainty. We present two experiments that compared visual representations of risk (icon arrays) to numerical representations (natural frequencies) in a wildfire evacuation task. Like prior studies, we found that different types of visual cues led to different patterns of decision making. In addition, our comparison of visual and numerical representations of risk found that people were more likely to evacuate when they saw visualizations than when they saw numerical representations. These experiments reinforce the idea that design choices are not neutral: seemingly minor differences in how information is represented can have important impacts on human risk perception and decision making.
Software reverse engineering (RE) requires analysts to closely read and make decisions about code. Little is known about what makes an analyst successful, making it difficult to train new analysts or design tools to augment existing ones. The goal of this project was to quantify the eye movement behaviors supporting RE and code comprehension more generally. We applied eye-tracking methods from the language comprehension literature to understand where analysts direct their attention over time when completing tasks (e.g., function identification, bug detection). Across three studies, we manipulated aspects of code hypothesized to impact comprehension (e.g., variable name meaningfulness, code complexity) and presentation methods (e.g., line-by-line, free viewing, gaze-contingent moving window) to understand effects on accuracy and gaze patterns. Results showed clear benefits of meaningful variable names, and effects of expertise on global and line-specific viewing patterns. Findings could inspire empirically-supported tool or analytic adaptations that help to reduce analyst workload.
The goal of this project was test how different representations of state uncertainty impact human decision making. Across a series of experiments, we sought to answer fundamental questions about human cognitive biases and how they are impacted by visual and numerical information. The results of these experiments identify problems and pitfalls to avoid when for presenting algorithmic outputs that include state uncertainty to human decision makers. Our findings also point to important areas for future research that will enable system designers to minimize biases in human interpretation for the outputs of artificial intelligence, machine learning, and other advanced analytic systems.
This research explores novel methods for extracting relevant information from EEG data to characterize individual differences in cognitive processing. Our approach combines expertise in machine learning, statistics, and cognitive science, advancing the state-of-the art in all three domains. Specifically, by using cognitive science expertise to interpret results and inform algorithm development, we have developed a generalizable and interpretable machine learning method that can accurately predict individual differences in cognition. The output of the machine learning method revealed surprising features of the EEG data that, when interpreted by the cognitive science experts, provided novel insights to the underlying cognitive task. Additionally, the outputs of the statistical methods show promise as a principled approach to quickly find regions within the EEG data where individual differences lie, thereby supporting cognitive science analysis and informing machine learning models. This work lays methodological ground work for applying the large body of cognitive science literature on individual differences to high consequence mission applications.
With machine learning (ML) technologies rapidly expanding to new applications and domains, users are collaborating with artificial intelligence-assisted diagnostic tools to a larger and larger extent. But what impact does ML aid have on cognitive performance, especially when the ML output is not always accurate? Here, we examined the cognitive effects of the presence of simulated ML assistance-including both accurate and inaccurate output-on two tasks (a domain-specific nuclear safeguards task and domain-general visual search task). Patterns of performance varied across the two tasks for both the presence of ML aid as well as the category of ML feedback (e.g., false alarm). These results indicate that differences such as domain could influence users' performance with ML aid, and suggest the need to test the effects of ML output (and associated errors) in the specific context of use, especially when the stimuli of interest are vague or ill-defined.
Creation of streaming video stimuli that allow for strict experimental control while providing ease of scene manipulation is difficult to achieve but desired by researchers seeking to approach ecological validity in contexts that involve processing streaming visual information. To that end, we propose leveraging video game modding tools as a method of creating research quality stimuli. As a pilot effort, we used a video game sandbox tool (Garry’s Mod) to create three steaming video scenarios designed to mimic video feeds that physical security personnel might observe. All scenarios required participants to identify the presences of a threat appearing during the video feed. Each scenario differed in level of complexity, in that one scenario required only location monitoring, one required location and action monitoring, and one required location, action, and conjunction monitoring in that when an action was performed it was only considered a threat when performed by a certain character model. While there was no behavioral effect of scenario in terms of accuracy or response times, in all scenarios we found evidence of a P300 when comparing response to threatening stimuli to that of standard stimuli. Results therefore indicate that sufficient levels of experimental control may be achieved to allow for the precise timing required for ERP analysis. Thus, we demonstrate the feasibility of using existing modding tools to create video scenarios amenable to neuroimaging analysis.
Eye tracking is a useful tool for studying human cognition, both in the laboratory and in real-world applications. However, there are cases in which eye tracking is not possible, such as in high-security environments where recording devices cannot be introduced. After facing this challenge in our own work, we sought to test the effectiveness of using artificial foveation as an alternative to eye tracking for studying visual search performance. Two groups of participants completed the same list comparison task, which was a computer-based task designed to mimic an inventory verification process that is commonly performed by international nuclear safeguards inspectors. We manipulated the way in which the items on the inventory list were ordered and color coded. For the eye tracking group, an eye tracker was used to assess the order in which participants viewed the items and the number of fixations per trial in each list condition. For the artificial foveation group, the items were covered with a blurry mask except when participants moused over them. We tracked the order in which participants viewed the items by moving their mouse and the number of items viewed per trial in each list condition. We observed the same overall pattern of performance for the various list display conditions, regardless of the method. However, participants were much slower to complete the task when using artificial foveation and had more variability in their accuracy. Our results indicate that the artificial foveation method can reveal the same pattern of differences across conditions as eye tracking, but it can also impact participants’ task performance.