•  11
    Consistency and Variation in Reasoning About Physical Assembly
    with William P. McCarthy and Judith E. Fan
    Cognitive Science 47 (12). 2023.
    The ability to reason about how things were made is a pervasive aspect of how humans make sense of physical objects. Such reasoning is useful for a range of everyday tasks, from assembling a piece of furniture to making a sandwich and knitting a sweater. What enables people to reason in this way even about novel objects, and how do people draw upon prior experience with an object to continually refine their understanding of how to create it? To explore these questions, we developed a virtual tas…Read more
  •  14
    Time Course of Creativity in Dance
    with Catherine J. Stevens and Daniel W. Piepers
    Frontiers in Psychology 11. 2020.
    Time-motion studies revolutionized the design and efficiency of repetitive work last century. Would time-idea studies revolutionize the rules of intellectual/creative work this century? Collaborating with seven professional dancers, we set out to discover if there were any significant temporal patterns to be found in a timeline coded to show when dancers come up with ideas and when they modify or reject them. On each of 3 days, the dancers were given a choreographic problem to help them generate…Read more
  •  5
    Foreword
    Artificial Intelligence 47 (1-3): 1. 1991.
  •  4
    Interactivity and Thought
    with Susan Goldin-Meadow, Herb Clark, and Yvonne Rogers
  •  37
    Strategie komplementarne: Dlaczego używamy rąk, kiedy myślimy
    Avant: Trends in Interdisciplinary Studies 3 (T). 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
  •  36
    Myślenie za pomocą ciała
    Avant: Trends in Interdisciplinary Studies 3 (T): 176-192. 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
  •  1337
    Thinking With External Representations
    AI and Society 25 (4): 441-454. 2010.
    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 com- putation—is only part of the story. I discuss seven ways external representations enhance cognitive power: they change the cost structure of the inferential landscape; they provide a structure that can serve as a shareable object of thought; they create persistent referents; they facil…Read more
  •  555
    The use of wireless, electronic, medical records and communications in the prehospital and disaster field is increasing.
Objective: This study examines the role of wireless, electronic, medical records and com- munications technologies on the quality of patient documentation by emergency field responders during a mass-casualty exercise.
  •  482
    Situating Instructions
    European Perspectives on Cognitive Science. 2011.
    A videographic study of origami is presented in which subjects were observed making four different origami objects under five modes of instruction: photos + captions, illustrations-only, illustrations with small captions, illustrations with large captions, and text-only as control. The objective of the study was to explore the gestures and other actions that subjects produce as they try to follow instructions rather than to determine the most effective style of instruction per se. We found that …Read more
  •  1140
    Adapting the Environment instead of Oneself
    Adaptive Behavior 4 (3-4): 415-452. 1996.
    This paper examines some of the methods animals and humans have of adapting their environment. Because there are limits on how many different tasks a creature can be designed to do well in, creatures with the capacity to redesign their environments have an adaptive advantage over those who can only passively adapt to existing environmental structures. To clarify environmental redesign I rely on the formal notion of a task environment as a directed graph where the nodes are states and the links a…Read more
  •  2037
    In dance, there is a practice called ‘marking’. When dancers mark, they execute a dance phrase in a simplified, schematic or abstracted form. Based on our interviews with professional dancers in the classical, modern, and contemporary traditions, it is fair to assume that most dancers mark in the normal course of rehearsal and practice. When marking, dancers use their body-in-motion to represent some aspect of the full-out phrase they are thinking about. Their stated reason for marking is that i…Read more
  •  623
    Can virtual engagement enable the sort of interactive coupling with objects enjoyed by archaeologists who are physically present at a site? To explore this question I consider three points: 1) Tangible interaction: What role does encounter by muscle and sinew play in experiencing and understanding objects? 2) Thinking with things. What sorts of interactions are involved when we manipulate things to facilitate thought? 3) Projection and imagination. Archaeological inquiry involves processes beyon…Read more
  •  11465
    Distributed Cognition, Toward a New Foundation for Human-Computer Interaction Research
    with Jim Hollan and Edwin Hutchins
    ACM Transactions on Computer-Human Interaction 7 (2): 174-196. 2000.
    We are quickly passing through the historical moment when people work in front of a single computer, dominated by a small CRT and focused on tasks involving only local information. Networked computers are becoming ubiquitous and are playing increasingly significant roles in our lives and in the basic infrastructure of science, business, and social interaction. For human-computer interaction o advance in the new millennium we need to better understand the emerging dynamic of interaction in which …Read more
  •  883
    Complementary Strategies: Why we use our hands when we think
    Proceedings of the 17th 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
  •  12
    Myślenie za pomocą reprezentacji zewnętrznych
    Avant: Trends in Interdisciplinary Studies 5 (1): 94-125. 2014.
  •  968
    Explaining Artifact Evolution
    Cognitive Life of Things. 2006.
    Much of a culture’s history – its knowledge, capacity, style, and mode of material engagement – is encoded and transmitted in its artifacts. Artifacts crystallize practice; they are a type of meme reservoir that people interpret though interaction. So, in a sense, artifacts transmit cognition; they help to transmit practice across generations, shaping the ways people engage and encounter their world. So runs one argument.
  •  37
    Competence models are causal
    Behavioral and Brain Sciences 11 (3): 515. 1988.
  •  8651
    A Few Thoughts on Cognitive Overload
    Intellectica 1 (30): 19-51. 2000.
    This article addresses three main questions: What causes cognitive overload in the workplace? What analytical framework should be used to understand how agents interact with their work environments? How can environments be restructured to improve the cognitive workflow of agents? Four primary causes of overload are identified: too much tasking and interruption, and inadequate workplace infrastructure to help reduce the need for planning, monitoring, reminding, reclassifying information, etc… The…Read more
  •  750
    Some Epistemic Benefits of Action-Tetris, a Case Study
    with P. Maglio
    Proceedings of the 14th Annual Conference of the Cognitive Science Society. 1992.
    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 being used to implement a plan, or to implement a reaction. To substantiate our position we have implemented a computational laboratory that lets us …Read more
  •  426
    Putting a Price on Cognition
    Southern Journal of Philosophy 26 (S1): 119-135. 1988.
    In this essay I shall consider a certain methodological claim gaining currency in connectionist quarters: The claim that variables are costly to implement in PDP systems and hence are not likely to be as important in cognitive processing as orthodox theories of cognition assume.
  •  48
    Today the earwig, tomorrow man?
    Artificial Intelligence 47 (1-3): 161-184. 1991.
    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
  •  484
    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
  •  31
    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 the…Read more
  •  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
  •  107
    Implicit and Explicit Representation
    In L. Nadel (ed.), Implicit and Explicit Representation, Nature Publishing Group. 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 recovering it is prohibitive.
  •  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
  •  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.
  •  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