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        <title type="main" level="a">Cognitive Dynamics for Construction Management Learning Tasks in Mixed Reality Environments</title>
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          <persName n="1" ref="https://orcid.org/0009-0000-7236-5322" type="ORCID">
            <forename>Xuanchang</forename>
            <surname>Liu</surname>
            <placeName type="affiliation">Illinois Institute of Technology, United States</placeName>
          </persName>
          <persName n="2" ref="https://orcid.org/0000-0003-2707-2701" type="ORCID">
            <forename>Ivan</forename>
            <surname>Mutis</surname>
            <placeName type="affiliation">Illinois Institute of Technology, United States</placeName>
          </persName>
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          <resp>This is a section of <title>CONVR 2023 - Proceedings of the 23rd International Conference on  Construction Applications of Virtual Reality </title>(DOI: <idno type="DOI">10.36253/979-12-215-0289-3</idno>) by </resp>
          <name>Pietro Capone, Vito Getuli, Farzad Pour Rahimian, Nashwan Dawood, Alessandro Bruttini, Tommaso Sorbi</name>
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        <publisher>Firenze University Press</publisher>
        <pubPlace>Florence</pubPlace>
        <date when="2023">2023</date>
        <idno type="DOI">https://doi.org/10.36253/10.36253/979-12-215-0289-3.22</idno>
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          <p>Available for academic research purposes</p>
          <p>Open Access</p>
          <p>Copyright Author(s)</p>
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            <p>Content licence CC BY-NC 4.0</p>
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        <p>This is original content, published for academic research purposes</p>
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      <abstract xml:lang="en">
        <p>Technologies to communicate construction project information (engineering designs, schedules) have evolved into a wider range of innovative ecosystems for engineering practices (e.g., cloud-based 3D representations and advanced immersive environments). There is a lack of exploration of effective user interaction for learning and training in relation to how presented information influences cognition in these ecosystems. The presented research investigates the users’ cognitive and attentional differences using the interactive capabilities of Mixed reality (MX) technology. The enhanced user-situation interactions are analyzed by measuring cognitive dynamics with an emphasis on two processes (attentional focus and cognitive load) in relation to the challenge of the engineering learning task— defined by its complexity (limited time frame for observations of the situations, number of required observations) and nature (episodic). Cognitive dynamics were measured using an electroencephalography (EEG) device that senses electrical activity in response to changing levels of cognitive stimuli via electrodes placed on the scalp. Measuring fluctuations in cognitive processing (related to the intensity of various task demands) allows associating efforts on semantic information processing for learning and training tasks (e.g., walkthroughs for safety checks in job site in MX). The approach enhances opportunities to design technology that best adapts to the user needs for engineering practices with an efficient comprehensive performance assessment</p>
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          <list>
            <item>Electroencephalography (EEG)</item>
            <item>Dynamics of attention</item>
            <item>Cognitive load</item>
            <item>Cognitive processing</item>
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      <p>It is available online at https://doi.org/10.36253/10.36253/979-12-215-0289-3.22<ref target="https://doi.org/10.36253/10.36253/979-12-215-0289-3.22" /></p>
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