•  678
    When doing the wrong thing is right
    with Richard Caballero and Shannon Cuykendall
    Proceedings of the 34th Annual Cognitive Science Society. 2012.
    We designed an experiment to explore the learning effectiveness of three different ways of practicing dance movements. To our surprise we found that partial modeling, called marking in the dance world, is a better method than practicing the complete phrase, called practicing full-out; and both marking and full-out are better methods than practicing by repeated mental simulation. We suggest that marking is a form of practicing a dance phrase aspect-by-aspect. Our results also suggest that prior w…Read more
  •  260
    Worldlets, 3D Thumbnails for 3D Browsing
    with T. Elvins, D. Nadeau, and R. Schul
    Proceedings of the Computer Human Interaction Society ACM Press. 1998.
    Dramatic advances in 3D Web technologies have recently led to widespread development of virtual world Web browsers and 3D content. A natural question is whether 3D thumbnails can be used to find one’s way about such 3D content the way that text and 2D thumbnail images are used to navigate 2D Web content. We have conducted an empirical experiment that shows interactive 3D thumbnails, which we call worldlets, improve travelers’ landmark knowledge and expedite wayfinding in virtual environments.
  •  1
    Complementary Strategies - Why We Use Our Hands When We Think
    Proceedings of the Seventeenth Annual Conference of the Cognitive Science Society (T): 161-175. 1995.
    A complementary strategy can be defined as any organizing activity which recruits external elements to reduce cognitive loads. Typical organizing activities include pointing, arranging the position and orientation of nearby objects, writing things down, manipulating counters, rulers or other artifacts that can encode the state of a process or simplify perception. To illustrate the idea of a complementary strategy, a simple experiment was performed in which subjects were asked to determine the do…Read more
  •  290
    Quantifying the Relative Roles of Shadows, Steropsis, and Aocal Accomodation in 3D Visualization
    The 3rd IASTED International Conference on Visualization, Imaging, and Image Processing. 2003.
    The goal of three-dimensional visualization is to present information in such a way that the viewer suspends disbelief and uses the screen imagery the same way as he or she would use an identical, real 3D scene. To do this effectively, programmers employ a variety of 3D depth cues. Our own anecdotal experience says that shadows and stereopsis are two of the best for visualization. The nice thing is that both of these are possible to do in interactive programs. They sacrifice a certain amount of …Read more
  •  1658
    Metacognition, Distributed Cognition and Visual Design
    Cognition, Education and Communication Technology 147--180. 2004.
    Metacognition is associated with planning, monitoring, evaluating and repairing performance Designers of elearning systems can improve the quality of their environments by explicitly structuring the visual and interactive display of learning contexts to facilitate metacognition. Typically page layout, navigational appearance, visual and interactivity design are not viewed as major factors in metacognition. This is because metacognition tends to be interpreted as a process in the head, rather tha…Read more
  •  2210
    On distinguishing epistemic from pragmatic action
    with Paul Maglio
    Cognitive Science 18 (4): 513-49. 1994.
    We present data and argument to show that in Tetris - a real-time interactive video game - certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world rather than by performing computational actions in the head alone. We have found that some translations and rotations are best understood as using the world to improve cognition. These actions are not used to implement a plan, or to implement a reaction; they are used to change the wor…Read more
  •  799
    Changing the Rules: Architecture and the New Millennium
    Convergence 7 (2): 113-125. 2001.
    Architecture is about to enter its first magical phase: a time when buildings actively co-operate with their inhabitants; when objects know what they are, where they are, what is near them; when social and physical space lose their type coupling; when wall and partitions change with mood and task. As engineers and scientists explore how to digitse the world around us, the classical constraints of design, ruled so long by the physics of space, time, and materials, are starting to crumble. Documen…Read more
  • Complementary Strategies: Why we use our hands when we think
    Avant: Trends in Interdisciplinary Studies 3 (T): 161-175. 2012.
    A complementary strategy can be defined as any organizing activity which recruits external elements to reduce cognitive loads. Typical organizing activities include pointing, arranging the position and orientation of nearby objects, writing things down, manipulating counters, rulers or other artifacts that can encode the state of a process or simplify perception. To illustrate the idea of a complementary strategy, a simple experiment was performed in which subjects were asked to determine the do…Read more
  •  3289
    Embodied Cognition and the Magical Future of Interaction Design
    ACM Transactions on Computer-Human Interaction 20 (1): 30. 2013.
    The theory of embodied cognition can provide HCI practitioners and theorists with new ideas about interac-tion and new principles for better designs. I support this claim with four ideas about cognition: (1) interacting with tools changes the way we think and perceive – tools, when manipulated, are soon absorbed into the body schema, and this absorption leads to fundamental changes in the way we perceive and conceive of our environments; (2) we think with our bodies not just with our brains; (3)…Read more
  •  288
    Toward An Ontology of Geo-Reasoning to Aid Response to Weapons of Mass Destruction
    with Peterson N. and Lenert L.
    American Medical Assoc Conference 400-404. 2005.
    A startling amount of intelligent activity can be controlled without reasoning or thought. By tuning the perceptual system to task relevant properties a creature can cope with relatively sophisticated environments without concepts. There is a limit, however, to how far a creature without concepts can go. Rod Brooks, like many ecologically oriented scientists, argues that the vast majority of intelligent behaviour is concept-free. To evaluate this position I consider what special benefits accrue …Read more
  •  255
    Architectures of Intelligent Systems
    Exploring Brain Functions 293-321. 1992.
    Theories of intelligence can be of use to neuroscientists if they: 1. Provide illuminating suggestions about the functional architecture of neural systems; 2. Suggest specific models of processing that neural circuits might implement. The objective of our session was to stand back and consider the prospects for this interdisciplinary exchange.
  •  966
    PDP Learnability and Innate Knowledge of Language
    Connectionism 3 297-322. 1992.
    It is sometimes argued that if PDP networks can be trained to make correct judgements of grammaticality we have an existence proof that there is enough information in the stimulus to permit learning grammar by inductive means alone. This seems inconsistent superficially with Gold's theorem and at a deeper level with the fact that networks are designed on the basis of assumptions about the domain of the function to be learned. To clarify the issue I consider what we should learn from Gold's theor…Read more
  • Thinking with the Body
    Avant: Trends in Interdisciplinary Studies 3 (T): 176-194. 2012.
    To explore the question of physical thinking – using the body as an instrument of cognition – we collected extensive video and interview data on the creative process of a noted choreographer and his company as they made a new dance. A striking case of physical thinking is found in the phenomenon of marking. Marking refers to dancing a phrase in a less than complete manner. Dancers mark to save energy. But they also mark to explore the tempo of a phrase, or its movement sequence, or the intention…Read more
  •  115
    Problem Solving and Situated Cognition
    In Philip Robbins & M. Aydede (eds.), The Cambridge Handbook of Situated Cognition, Cambridge University Press. pp. 264--306. 2009.
    In the course of daily life we solve problems often enough that there is a special term to characterize the activity and the right to expect a scientific theory to explain its dynamics. The classical view in psychology is that to solve a problem a subject must frame it by creating an internal representation of the problem‘s structure, usually called a problem space. This space is an internally generable representation that is mathematically identical to a graph structure with nodes and links. Th…Read more
  •  509
    Interactive Skill in Scrabble
    with P. Maglio, T. Matlock, D. Raphaely, and B. Chernicky
    Proceedings of the 21st Annual Conference of the Cognitive Science Society. 1999.
    An experiment was performed to test the hypothesis that people sometimes take physical actions to make themselves more effective problem solvers. The task was to generate all possible words that could be formed from seven Scrabble letters. In one condition, participants could use their hands to manipulate the letters, and in another condition, they could not. Results show that more words were generated with physical manipulation than without. However, an interaction was obtained between the phys…Read more