scholarly journals Actions as a Basis for Online Embodied Concepts

Languages ◽  
2019 ◽  
Vol 4 (1) ◽  
pp. 16
Author(s):  
Holly Keily

In co-speech gesture research, embodied cognition implies that concepts are associated with haptic and motor information that provides a framework for a gestural plan. When speakers access concepts, embodied action images are automatically activated. This study considers situations in which speakers need to create online concepts of events to investigate the aspect of the event that forms the basis of a new concept. Speakers watched short event video clips with familiar or unfamiliar attributes. They described those clips to partners who had to perform a matching task. Experimental results show that speakers gestured less and produced shorter gestures when relaying longer event descriptions. Speakers were more likely to produce gesture when some aspect of the event was unfamiliar, and they were most sensitive to the familiarity of the event’s main action. Further, when speakers did gesture, they were most likely to gesture to represent the action of the event over the physical attributes of it (the instrument used to enact or the object acted upon). These findings suggest that in creating an embodied concept for something unfamiliar, the motion of the event acts as a basis for their online embodied representation of the concept.

Author(s):  
Francisco J. Varela ◽  
Evan Thompson ◽  
Eleanor Rosch

This chapter explains embodied action. The term embodied highlights two points: first, that cognition depends upon the kinds of experience that come from having a body with various sensorimotor capacities, and second, that these individual sensorimotor capacities are themselves embedded in a more encompassing biological, psychological, and cultural context. The term action emphasizes that sensory and motor processes, perception and action, are fundamentally inseparable in lived cognition. Indeed, the two are not merely contingently linked in individuals; they have also evolved together. The chapter then discusses enaction. In a nutshell, the enactive approach consists of two points: (1) perception consists in perceptually guided action and (2) cognitive structures emerge from the recurrent sensorimotor patterns that enable action to be perceptually guided.


2018 ◽  
Vol 22 (2) ◽  
pp. 220-229 ◽  
Author(s):  
Thalia R. Goldstein ◽  
Aline Filipe

Acting is everywhere: TV, movies, and theater. Yet psychologists know surprisingly little about how acting is processed and understood by viewers. This is despite popular, scholarly, and journalistic obsession both with how actors are able to create characters with fully realized personalities, emotional arcs, physical attributes, and skills, and with whether actors and their characters merge during or after performance. Theoretically, there are several possibilities for how audience members process actors and acting: as literary fiction; as if someone is telling a lie; like essentialist traits and states; or like the personalities and emotions of real people in our every day lives. The authors consider each of these possibilities in turn. They then present 3 studies investigating the amount audiences conflate actors’ and characters’ characteristics ( N = 231) by asking participants directly how much they perceive actors as experiencing the characteristics they portray (Study 1), by showing short video clips of actors and asking participants how much they thought actors were experiencing what they portrayed (Study 2) and by asking participants to judge the overlap in personality characteristics between actors and characters (Study 3). Overall, audience members are conflating actors and their characters. However, how much depends on the characteristic being portrayed and the knowledge of the audience. We propose a theoretical model of when and how audience members think of actors and their characters as blended, and we lay out a research agenda to determine how acting and actors are understood.


2010 ◽  
Vol 2 (1) ◽  
pp. 79-116 ◽  
Author(s):  
Anjan Chatterjee

AbstractThe idea that concepts are embodied by our motor and sensory systems is popular in current theorizing about cognition. Embodied cognition accounts come in different versions and are often contrasted with a purely symbolic amodal view of cognition. Simulation, or the hypothesis that concepts simulate the sensory and motor experience of real world encounters with instances of those concepts, has been prominent in psychology and cognitive neuroscience. Here, with a focus on spatial thought and language, I review some of the evidence cited in support of simulation versions of embodied cognition accounts. While these data are extremely interesting and many of the experiments are elegant, knowing how to best interpret the results is often far from clear. I point out that a quick acceptance of embodied accounts runs the danger of ignoring alternate hypotheses and not scrutinizing neuroscience data critically. I also review recent work from my lab that raises questions about the nature of sensory motor grounding in spatial thought and language. In my view, the question of whether or not cognition is grounded is more fruitfully replaced by questions about gradations in this grounding. A focus on disembodying cognition, or on graded grounding, opens the way to think about how humans abstract. Within neuroscience, I propose that three functional anatomic axes help frame questions about the graded nature of grounded cognition. First, are questions of laterality differences. Do association cortices in both hemispheres instantiate the same kind of sensory or motor information? Second, are questions about ventral dorsal axes. Do neuronal ensembles along this axis shift from conceptual representations of objects to the relationships between objects? Third, are questions about gradients centripetally from sensory and motor cortices towards and within perisylvian cortices. How does sensory and perceptual information become more language-like and then get transformed into language proper?


2020 ◽  
Vol 34 (04) ◽  
pp. 4158-4165
Author(s):  
Yen-Chi Hsu ◽  
Cheng-Yao Hong ◽  
Ming-Sui Lee ◽  
Tyng-Luh Liu

We introduce a query-driven approach (qMIL) to multi-instance learning where the queries aim to uncover the class labels embodied in a given bag of instances. Specifically, it solves a multi-instance multi-label learning (MIML) problem with a more challenging setting than the conventional one. Each MIML bag in our formulation is annotated only with a binary label indicating whether the bag contains the instance of a certain class and the query is specified by the word2vec of a class label/name. To learn a deep-net model for qMIL, we construct a network component that achieves a generalized compatibility measure for query-visual co-embedding and yields proper instance attentions to the given query. The bag representation is then formed as the attention-weighted sum of the instances' weights, and passed to the classification layer at the end of the network. In addition, the qMIL formulation is flexible for extending the network to classify unseen class labels, leading to a new technique to solve the zero-shot MIML task through an iterative querying process. Experimental results on action classification over video clips and three MIML datasets from MNIST, CIFAR10 and Scene are provided to demonstrate the effectiveness of our method.


REPERTÓRIO ◽  
2017 ◽  
pp. 108
Author(s):  
Abdullah Safa Soidan ◽  
Gabriele Kuzabaviciute ◽  
Roxane Fallah ◽  
Bianca Guimarães De Manuel ◽  
Vera Parlac ◽  
...  

<p class="p1">Abstract:<span class="Apple-converted-space"> </span></p><p class="p3">In design processes, the concept of the embodied mind can be mobilized to consider the ways in which our bodily experiences and actions affect our perception of space. With this focus in mind, what happens when human–environment interactivity ceases to be a utilitarian exchange between an evolving, sensing body and a predetermined object, but becomes conductive, generative, adaptive, and learns to grow? Perhaps in that moment of interaction and touch the space affects embodied action and perception in turn? These questions were pursued in a series of Practice-as-Research experiments by advanced designers in training from four disciplines at the University of Calgary: technical theatre, computational media and design, architecture, and sonic arts. The aim of the group’s work is to make design experientially accessible as an affective process with the ability to render porous the bodily constraints of human cognition. Here, the designers share insights, ideas, and obstacles from their collaborative research process.<span class="Apple-converted-space"> </span></p><p class="p4"><span class="s1">K</span>eywords<span class="s1">:<span class="Apple-converted-space"> </span></span>Interactive design. Embodied cognition. Agent based modelling. Tangible computing. Collaborative creation.<span class="Apple-converted-space"> </span></p><p class="p4"><span class="Apple-converted-space"><br /></span></p><p class="p4"><span class="Apple-converted-space">QUANDO AS LIMITAÇÕES DA COGNIÇÃO CORPORIFICADA SE TORNAM POROSAS: PERFORMANCES DE INTERATIVIDADE SENSORIAL NO DESIGN</span></p><p class="p2"><em>Resumo:<span class="Apple-converted-space"> </span></em></p><p class="p3"><em>Nos processos de design, o conceito de mente corporificada pode ser mobilizado para considerar as maneiras pelas quais nossas experiências e ações corporais afetam nossa percepção do espaço. Com este foco em mente, o que acontece quando a interatividade humano-ambiente deixa de ser uma troca utilitária entre um corpo evolutivo, sensível e um objeto predeterminado, mas se torna condutor, gerador, adaptável e aprende a crescer? Talvez nesse momento de interação e toque, o espaço, por sua vez, afete a ação e a percepção corporificada? Essas questões foram perseguidas em uma série de experimentos de prática-como-pesquisa por designers avançados em treinamento de quatro disciplinas na Universidade de Calgary: técnica em teatro, mídia computacional e design, arquitetura e artes sonoras. O objetivo do trabalho do grupo é tornar o design experiencialmente acessível como um processo afetivo com a capacidade de tornar porosas as restrições corporais da cognição humana. Aqui, os designers compartilham insights, ideias e obstáculos de seu processo de pesquisa colaborativa.<span class="Apple-converted-space"> </span></em></p><p class="p4"><span class="s1"><em>P</em></span><em>alavras</em><span class="s1"><em>-</em></span><em>chave</em><span class="s1"><em>:<span class="Apple-converted-space"> </span></em></span><em>Design. Interação performativa. Cognição corporificada. Modelagem baseada em agentes. Computação tangível. Criação colaborativa.<span class="Apple-converted-space"> </span></em></p>


2001 ◽  
Vol 24 (1) ◽  
pp. 1-34 ◽  
Author(s):  
Esther Thelen ◽  
Gregor Schöner ◽  
Christian Scheier ◽  
Linda B. Smith

The overall goal of this target article is to demonstrate a mechanism for an embodied cognition. The particular vehicle is a much-studied, but still widely debated phenomenon seen in 7–12 month-old-infants. In Piaget's classic “A-not-B error,” infants who have successfully uncovered a toy at location “A” continue to reach to that location even after they watch the toy hidden in a nearby location “B.” Here, we question the traditional explanations of the error as an indicator of infants' concepts of objects or other static mental structures. Instead, we demonstrate that the A-not-B error and its previously puzzling contextual variations can be understood by the coupled dynamics of the ordinary processes of goal-directed actions: looking, planning, reaching, and remembering. We offer a formal dynamic theory and model based on cognitive embodiment that both simulates the known A-not-B effects and offers novel predictions that match new experimental results. The demonstration supports an embodied view by casting the mental events involved in perception, planning, deciding, and remembering in the same analogic dynamic language as that used to describe bodily movement, so that they may be continuously meshed. We maintain that this mesh is a pre-eminently cognitive act of “knowing” not only in infancy but also in everyday activities throughout the life span.


1988 ◽  
Vol 102 ◽  
pp. 357-360
Author(s):  
J.C. Gauthier ◽  
J.P. Geindre ◽  
P. Monier ◽  
C. Chenais-Popovics ◽  
N. Tragin ◽  
...  

AbstractIn order to achieve a nickel-like X ray laser scheme we need a tool to determine the parameters which characterise the high-Z plasma. The aim of this work is to study gold laser plasmas and to compare experimental results to a collisional-radiative model which describes nickel-like ions. The electronic temperature and density are measured by the emission of an aluminium tracer. They are compared to the predictions of the nickel-like model for pure gold. The results show that the density and temperature can be estimated in a pure gold plasma.


Author(s):  
Y. Harada ◽  
T. Goto ◽  
H. Koike ◽  
T. Someya

Since phase contrasts of STEM images, that is, Fresnel diffraction fringes or lattice images, manifest themselves in field emission scanning microscopy, the mechanism for image formation in the STEM mode has been investigated and compared with that in CTEM mode, resulting in the theory of reciprocity. It reveals that contrast in STEM images exhibits the same properties as contrast in CTEM images. However, it appears that the validity of the reciprocity theory, especially on the details of phase contrast, has not yet been fully proven by the experiments. In this work, we shall investigate the phase contrast images obtained in both the STEM and CTEM modes of a field emission microscope (100kV), and evaluate the validity of the reciprocity theory by comparing the experimental results.


Author(s):  
A. Ourmazd ◽  
G.R. Booker ◽  
C.J. Humphreys

A (111) phosphorus-doped Si specimen, thinned to give a TEM foil of thickness ∼ 150nm, contained a dislocation network lying on the (111) plane. The dislocation lines were along the three <211> directions and their total Burgers vectors,ḇt, were of the type , each dislocation being of edge character. TEM examination under proper weak-beam conditions seemed initially to show the standard contrast behaviour for such dislocations, indicating some dislocation segments were undissociated (contrast A), while other segments were dissociated to give two Shockley partials separated by approximately 6nm (contrast B) . A more detailed examination, however, revealed that some segments exhibited a third and anomalous contrast behaviour (contrast C), interpreted here as being due to a new dissociation not previously reported. Experimental results obtained for a dislocation along [211] with for the six <220> type reflections using (g,5g) weak-beam conditions are summarised in the table below, together with the relevant values.


Author(s):  
Scott Lordi

Vicinal Si (001) surfaces are interesting because they are good substrates for the growth of III-V semiconductors. Spots in RHEED patterns from vicinal surfaces are split due to scattering from ordered step arrays and this splitting can be used to determine the misorientation angle, using kinematic arguments. Kinematic theory is generally regarded to be inadequate for the calculation of RHEED intensities; however, only a few dynamical RHEED simulations have been attempted for vicinal surfaces. The multislice formulation of Cowley and Moodie with a recently developed edge patching method was used to calculate RHEED patterns from vicinal Si (001) surfaces. The calculated patterns are qualitatively similar to published experimental results and the positions of the split spots quantitatively agree with kinematic calculations.RHEED patterns were calculated for unreconstructed (bulk terminated) Si (001) surfaces misoriented towards [110] ,with an energy of 15 keV, at an incident angle of 36.63 mrad ([004] bragg condition), and a beam azimuth of [110] (perpendicular to the step edges) and the incident beam pointed down the step staircase.


Sign in / Sign up

Export Citation Format

Share Document