•  1275
    Image-dependent interaction of imagery and vision
    with Tm Rebotier and L. McDonough
    American Journal of Psychology 343-366. 2003.
    The influence of imagery on perception depends on the content of the mental image. Sixty-three students responded to the location of the 2 hands of a clock while visualizing the correct or an incorrect clock. Reaction time was shorter with valid cueing. Could this have resulted from visual acquisition strategies such as planning visual saccades or shifting covert attention? No. in this study, a crucial control condition made participants look at rather than visualize the cue. Acquisition strateg…Read more
  •  107
    The degree to which information is encoded explicitly in a representation is related to the computational cost of recovering or using the information. Knowledge that is implicit in a system need not be represented at all, even implicitly, if the cost of recovering it is prohibitive.
  •  1205
    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
  •  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
  •  919
    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.
  •  55
    Epistemic action increases with skill
    with Paul P. Maglio
    In Morton Ann Gernsbacher & Sharon J. Derry (eds.), Proceedings of the 20th Annual Conference of the Cognitive Science Society, Lawerence Erlbaum. pp. 16--391. 1998.
  •  752
    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
  •  73
    Second-generation AI theories of learning
    Behavioral and Brain Sciences 9 (4): 658-659. 1986.
  •  2585
    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
  •  4155
    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
  •  1418
    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
  •  4143
    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
  •  650
    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.
  •  873
    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
  • 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
  •  1489
    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
  •  190
    Problem Solving and Situated Cognition
    In Philip Robbins & Murat Aydede (eds.), _The Cambridge Handbook of Situated Cognition_, Cambridge University Press. pp. 264--306. 2008.
    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
  •  1287
    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
  •  71
    Knowledge, Implicit vs Explicit
    In Patrick Wilken, Timothy J. Bayne & Axel Cleeremans (eds.), The Oxford Companion to Consciousness, Oxford University Press. pp. 397--402. 2009.
    In the scientific study of mind a distinction is drawn between explicit knowledge–knowledge that can be elicited from a subject by suitable inquiry or prompting, can be brought to consciousness, and externally expressed in words–and implicit knowledge–knowledge that cannot be elicited, cannot be made directly conscious, and cannot be articulated. Michael Polanyi (1967) argued that we usually ‘know more than we can say’. The part we can articulate is explicitly known; the part we cannot is implic…Read more
  •  734
    Adaptable Rooms, Virtual Collaboration and Cognitive Workflow
    Cooperative Buildings - Integrating Information, Organization, and Architecture. 1998.
    This paper introduces the concept of Adaptive Rooms, which are virtual environments able to dynamically adapt to users’ needs, including ‘physical’ and cognitive workflow requirements, number of users, differing cognitive abilities and skills. Adaptive rooms are collections of virtual objects, many of them self-transforming objects, housed in an architecturally active room with information spaces and tools. An ontology of objects used in adap- tive rooms is presented. Virtual entities are classi…Read more
  • Changing the Rules: Architecture in the New Millennium
    Journal of Research Into New Media Technologies 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
  •  1181
    Worldlets, 3D Thumbnails for Wayfinding in Virtual Environments
    with T. Elvins and D. Nadeau
    UIST 97 ACM Press 21-30. 1997.
    Virtual environment landmarks are essential in wayfinding: they anchor routes through a region and provide memorable destinations to return to later. Current virtual environment browsers provide user interface menus that characterize available travel destinations via landmark textual descriptions or thumbnail images. Such characterizations lack the depth cues and context needed to reliably recognize 3D landmarks. This paper introduces a new user interface affordance that captures a 3D representa…Read more
  •  997
    Reaction and Reflection in Tetris
    with P. Maglio
    First Annual International Conference on AI Planning Systems. 1992.
    To discover how to couple reflection with reaction we have been studying how people play the computer game Tetris. Our basic intuition is that the job of the reasoned is to monitor the environment and the agent’s behavior over time to discover trends or deviations from the agent’s normative policy and tune the priorities of the Attentional system accordingly.
  •  119
    The importance of chance and interactivity in creativity
    Pragmatics and Cognition 22 (1): 5-26. 2014.
    Individual creativity is standardly treated as an ‘internalist’ process occurring solely in the head. An alternative, more interactionist view is presented here, where working with objects, media and other external things is seen as a fundamental component of creative thought. The value of chance interaction and chance cueing — practices widely used in the creative arts — is explored briefly in an account of the creative method of choreographer Wayne McGregor and then more narrowly in an experim…Read more
  •  904
    Maps in the Head and Maps in the Hand
    with K. Skundergard and N. Dahlback
    Proceedings of the 34th Annual Cognitive Science Society. 2012.
    Using the perspective of situated cognition we studied how people interact with a physical map to help them navigate through an unfamiliar environment. The study used a mixture of cognitive ethnography and traditional experimental methods. We found that the difference between high and low performing navigators showed up in the speed they completed their task and also in the way they use maps. High performers plan routes using a survey method whereas low performers use a route strategy. We sugges…Read more
  •  113
    Putting a price on cognition
    Southern Journal of Philosophy Supplement 26 (S1): 119-35. 1987.
  •  1391
    Implicit and Explicit Representation
    Encyclopedia of Cognitive Science 2. 2003.
    The degree to which information is encoded explicitly in a representation is related to the computational cost of recovering or using the information. Knowledge that is implicit in a system need not be represented at all, even implicitly, if the cost of recurring it is prohibitive.
  •  233
    Distributed cognition: A methodological note
    Pragmatics and Cognition 14 (2): 249-262. 2006.
    Humans are closely coupled with their environments. They rely on being ‘embedded’ to help coordinate the use of their internal cognitive resources with external tools and resources. Consequently, everyday cognition, even cognition in the absence of others, may be viewed as partially distributed. As cognitive scientists our job is to discover and explain the principles governing this distribution: principles of coordination, externalization, and interaction. As designers our job is to use these p…Read more
  •  1567
    Interaction, External Representation and Sense Making
    Proceedings of the 31st Annual Conference of the Cognitive Science Society 1103-1108. 2009.
    Why do people create extra representations to help them make sense of situations, diagrams, illustrations, instructions and problems? The obvious explanation – external representations save internal memory and computation – is only part of the story. I discuss eight ways external representations enhance cognitive power: they provide a structure that can serve as a shareable object of thought; they create persistent referents; they change the cost structure of the inferential landscape; they faci…Read more