76 research outputs found
Afordancje kanoniczne w kontekĆcie
Koncepcja afordancji Jamesa Gibsona miaĆa podwaĆŒyÄ tradycyjny dualizm tego, co obiektywne, i tego, co subiektywne. Gibson sam podkreĆlaĆ ciÄ
gĆoĆÄ miïżœïżœdzy âafordancjami w ogĂłleâ a afordancjami ludzkich artefaktĂłw. Jednak naleĆŒy zaznaczyÄ, ĆŒe istnieje zasadnicza rĂłĆŒnica miÄdzy âafordancjami w ogĂłleâ a âafordancjami kanonicznymiâ, zwiÄ
zanymi przede wszystkim z artefaktami. Afordancje kanoniczne sÄ
konwencjonalne i normatywne. Tylko w tym wypadku ma sens mĂłwienie o afordancji przedmiotu. KrzesĆa na przykĆad sĆuĆŒÄ
do siedzenia, co nie przeszkadza uĆŒyciu ich do wielu innych celĂłw. Wiele nieporozumieĆ powstaĆo w dyskusji nad afordancjami w wyniku (1) nierozpoznania normatywnego statusu kanonicznych afordancji oraz (2) generalizacji tego szczegĂłlnego przypadku
Changing the game:exploring infants' participation in early play routines
Play has proved to have a central role in childrenâs development, most notably in rule learning (Piaget, 1965; Sutton-Smith, 1979) and negotiation of roles and goals (Garvey, 1972; Bruner et al., 1976). Yet very little research has been done on early play. The present study focuses on early social games, i.e. vocal-kinetic play routines that mothers use to interact with infants from very early on. We explored 3-month-old infants and their mothers performing a routine game first in the usual way, then in two violated conditions: without gestures and without sound. The aim of the study is to investigate infantsâ participation and expectations in the game and whether this participation is affected by changes in the multimodal format of the game. Infantsâ facial expressions, gaze and body movements were coded to measure levels of engagement and affective state across the three conditions. Results showed a significant decrease in Limbs Movements and expressions of Positive Affect, an increase in Gaze Away and in Stunned Expression when the game structure was violated. These results indicate that the violated game conditions were experienced as less engaging, either because of an unexpected break in the established joint routine, or simply because they were weaker versions of the same game. Overall, our results suggest that structured, multimodal play routines may constitute interactional contexts that only work as integrated units of auditory and motor resources, representing early communicative contexts which prepare the ground for later, more complex multimodal interactions, such as verbal exchanges
Increasing Perspectival Obliqueness Increases the Leaning Tower Illusion
The leaning tower illusion is a perceptual illusion in which two identical images of a tower
photographed from below appear to diverge when juxtaposed. We manipulated the perceived
obliqueness of the (upright) St Mark bell tower in Venice by modifying two parameters both
related to the position of the camera with respect to the tower: (a) increasing the peripherality
of the tower and (b) reducing the distance between the camera and the tower. The resulting
images clearly show that the illusory leaning effect increases as a function of the obliqueness.
Another crucial condition for the leaning tower effect must be that the twin images are perceived
as parts of a unitary display: The illusion increases when the distance between the photos is
progressively increased, but beyond a certain level of separation, the integration of the images
should, of course, break down, and the illusion vanish
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