15,678 research outputs found

    Perceiving and Knowing as Activities

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    According to the tradition of most empiricists, perception is the basis for all our knowledge (at least of the world). The tradition also assumes that perception by humans is a passive activity resulting in some static states pertaining perception and belief, which are then, in some versions, modified by the mind before being passed onto memory and knowledge. Following the work of J. J. Gibson, we argue that perceiving involves many activities and actions. This is true of both visual as well as olfactory-taste perception. The main moral of this paper is that perceiving and knowing are best thought of not as involving static states, but rather as ongoing temporal activities involving change. This presumably means giving up a frozen ontology of states and moving towards something like a dynamic ontology as a basis

    The Function of Gesture in an Architectural Design Meeting

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    This text presents a cognitive-psychology analysis of spontaneous, co-speech gestures in a face-to-face architectural design meeting (A1 in DTRS7). The long-term objective is to formulate specifications for remote collaborative-design systems, especially for supporting the use of different semiotic modalities (multi-modal interaction). According to their function for design, interaction, and collaboration, we distinguish different gesture families: representational (entity designating or specifying), organisational (management of discourse, interaction, or functional design actions), focalising, discourse and interaction modulating, and disambiguating gestures. Discussion and conclusion concern the following points. It is impossible to attribute fixed functions to particular gesture forms. "Designating" gestures may also have a design function. The gestures identified in A1 possess a certain generic character. The gestures identified are neither systematically irreplaceable, nor optional accessories to speech or drawing. We discuss the possibilities for gesture in computer-supported collaborative software systems. The paper closes on our contribution to gesture studies and cognitive design research

    A Connectionist Theory of Phenomenal Experience

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    When cognitive scientists apply computational theory to the problem of phenomenal consciousness, as many of them have been doing recently, there are two fundamentally distinct approaches available. Either consciousness is to be explained in terms of the nature of the representational vehicles the brain deploys; or it is to be explained in terms of the computational processes defined over these vehicles. We call versions of these two approaches vehicle and process theories of consciousness, respectively. However, while there may be space for vehicle theories of consciousness in cognitive science, they are relatively rare. This is because of the influence exerted, on the one hand, by a large body of research which purports to show that the explicit representation of information in the brain and conscious experience are dissociable, and on the other, by the classical computational theory of mind ā€“ the theory that takes human cognition to be a species of symbol manipulation. But two recent developments in cognitive science combine to suggest that a reappraisal of this situation is in order. First, a number of theorists have recently been highly critical of the experimental methodologies employed in the dissociation studies ā€“ so critical, in fact, itā€™s no longer reasonable to assume that the dissociability of conscious experience and explicit representation has been adequately demonstrated. Second, classicism, as a theory of human cognition, is no longer as dominant in cognitive science as it once was. It now has a lively competitor in the form of connectionism; and connectionism, unlike classicism, does have the computational resources to support a robust vehicle theory of consciousness. In this paper we develop and defend this connectionist vehicle theory of consciousness. It takes the form of the following simple empirical hypothesis: phenomenal experience consists in the explicit representation of information in neurally realized PDP networks. This hypothesis leads us to re-assess some common wisdom about consciousness, but, we will argue, in fruitful and ultimately plausible ways

    Towards a debugging tutor for object-oriented environments

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    Programming has provided a rich domain for Artificial Intelligence in Education and many systems have been developed to advise students about the bugs in their programs, either during program development or post-hoc. Surprisingly few systems have been developed specifically to teach debugging. Learning environment builders have assumed that either the student will be taught these elsewhere or thatthey will be learnt piecemeal without explicit advice.This paper reports on two experiments on Java debugging strategy by novice programmers and discusses their implications for the design of a debugging tutor for Java that pays particular attention to how students use the variety of program representations available. The experimental results are in agreement with research in the area that suggests that good debugging performance is associated with a balanced use ofthe available representations and a sophisticated use of the debugging step facility which enables programmers to detect and obtain information from critical momentsin the execution of the program. A balanced use of the available representations seemsto be fostered by providing representations with a higher degree of dynamic linkingas well as by explicit instruction about the representation formalism employed in the program visualisations
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