(3/4) Cognitive Psychology in Crisis: Ameliorating the Shortcomings of Representationalism. EcoPsy and rECS.

After a few more e-mails to a few people, I received my feedback. It was mostly general structuring issues and broader aspects of the thesis. Valuable and informative comments overall, so no change in posting the last two chapters as planned.
This chapter is to me a bit of an anti-climax. It mainly contains definitions and concepts, explanations and examples. So, if you already know your way around Gibson’s Ecological Psychology, Chemero’s radical Embodied Cognitive Science, van Gelder’s Watt Governor example for Dynamic Systems Theory and Wilson and Golonka’s four-point task analysis, there is not too much to gain from this chapter. You can find the whole 21 page chapter here. One thing of importance however, is that in this chapter I attempt to ontologically and epistemologically define affordances, something I have not seen in the literature before. However, I have already posted my ontological query here. The last section in this chapter does bring up a novel area of interest to EcoPsy however. It is called “Electronic Sports and Computer Resistance” and brings in the curious aspect of affordance/information from depictions. I have written about this in a previous blog post also, but have extended and reworked it a bit. So the following is a summary of that section;
Gibson, Chemero and Wilson discuss if affordances actually exist when perceiving depictions. This is quite curious because it is not intuitively simple to decide whether depictions actually afford something, or inform of something. Wilson is currently intellectualising about this, so we will have to wait to see what comes out of that. The official understanding (most likely to change) is that depictions do not afford us anything. This in turn impacts computer-screen research if you wish to stick to EcoPsy because the broad genres of computer gaming and on-screen research rely on it. If we immerse ourselves in virtual environments, are we dealing with affordances? Virtual affordances? Not affordances at all? Information? Virtual information? Do virtual environments inform us and not afford us? Does a virtual environment offer virtual affordances to virtual agents? This could easily be a point of criticism against EcoPsy in a philosophy-journal, but there’s no fun in that, is there? Instead I attempt to define virtual affordances and virtual environments as separate concepts, at least until their possible integration depending on the work of Wilson. The simplest core concept here is the verbal notation virtual which should be seen as a working definition.
I am going to try and summarize and post the last chapter, my thesis experiment, as soon as possible. If not today, then probably during the weekend seeing as Midsummer’s Eve is upon Sweden tomorrow! So, Happy Midsummer’s Eve and don’t forget to dance around the Midsummer Pole pretending you are a frog.

Contrasting Ecological and Computational Strategy in a Virtual Interception Task 1/5

Well, it looks like my master thesis will be admitted and graded. They brought in an extra examiner on my thesis since its philosophically heavy, so it’ll take a few more days to get it graded. When it is, I am going to correct some errors and format it properly (as luck had it, I was following a previous APA-style guideline, it was not appreciated). And I figured, I’ll post the whole thing here in three chunks. The arguments against representationalism, the basic definitions of ecological psychology and radical embodied cognitive science, and lastly, my research paper.

As I have been invited to speak at the Social Sciences Master Graduation Ceremony, I have that to focus on, as well as, wait for critique from my second examiner. Roughly, I’ll be able to post my stuff a few days after the 11th.

Unofficial lecture on representations, intro to rECS and Master Thesis

So I’m writing my thesis on abandoning representations and replacing it with ecological psychology, and this is bits and pieces of what I’m writing. To fit one lecture I obviously had to leave out a whole lot of information. Even information that would change some of the subject matter. The idea I had was to introduce, not even all of, the basic stuff I have in my thesis and was hoping to get some critique and comments on it.

Link to video; http://bit.ly/ZiqZo3



Most sources used in the video;

Blogs and blogposts
Scandinavia And The World (illustrations); http://satwcomic.com/
Eric Charles blog post; http://fixingpsychology.blogspot.se/2013/04/what-do-we-know-for-sure-about-brain.html
Wilson and Golonka’s blog; http://psychsciencenotes.blogspot.se/

Books
James Gibson – The ecological approach to visual perception
Anthony Chemero – Radical embodied cognitive science
Pfeifer and Bongard – How the body shapes the way we think
Gerd Gigerenzer – Rationality for mortals
Bem and de Jong – Theoretical issues in psychology

Articles
Tim van Gelder – What might cognition be if not computation
Fodor and Pylyshyn – Connectionism and cognitive architecture: A critical analysis

Virtual affordances. Electronic Sports (and Computer Resistence).

I’ve grown up with computers since birth, in fact, one of the first generations to do so. The virtual world needs to be accounted for, but I accept the non-affordance of pictures, depictions, movies and thus screens overall (but see http://psychsciencenotes.blogspot.co.uk/2013/04/the-information-available-in-pictures.html for very recent, in-depth, information) I believe it is enough to denote this with the word virtual. This is something I go to some length with in my thesis and the beneath is the preliminary version of that section. While there is some revision still to take place, the main content is there and should provide enough clarity as to what I mean by it.

The world of electronic sports (henceforth; e-sports) is a largely unexplored area even within traditional cognitive psychology. In rECS it is discounted, essentially, because it is performed on a screen and as such does not provide affordances per say. In agreement with this, you still cannot just ignore this massive field. It is not only entertainment, it is for some a way of life and it is for others their monthly income -both as creators as well as players. In an attempt to refrain from legitimising the field further, it stands for itself in the amount of hours played, the number of games produced, the amount of profit for gaming-companies and the prize-pools for e-sports players. One aspect however, that is unstated in the relevant literature, is that unbeknownst to producers and programmers of games, their absolute central aspects, follow exactly that of ecological psychology and rECS. Gibson (1986) made the same analogy, however with greater depth, for the fields of architecture and design.

A programmer creates the environment in which a player is to exist and, hopefully, immerse herself. The virtual environment is created in respect to contain virtual affordances for the player, or for the player to explore and act within. The evolution of computers, as well as the games played on these computers, have increasingly dealt with the fact that players expect more and more virtual affordances to be available to them. There is an expectation to be able to do more things, to increase the complexity of the virtual environment, virtual objects and other virtual agents. When expansions are released for already popular games, they account for this fact by not only adding new items, for example in MMORPGS (massively multiplayer online role-playing games), but also by creating new virtual affordances to players through new game modes (changing virtual affordances of the already known game), allowing completely new virtual behaviours and thus making the virtual environment increasingly complex. For games that insist on reflecting reality, the expectation is that virtual affordances should more and more closely resemble the environment. This is thus an essential area to account for when it comes to rECS and psychology in general. It is necessary however to introduce the term virtual affordances, because as stated, pictures, depictions and even movies do not present affordances (Gibson, 1986 and Wilson & Golonka, 2013). Nevertheless, computer gaming industry works with manipulation of virtual affordances, and thus, virtual affordances are defined as invariants programmed in environment, objects and agents, allowing, limiting or disallowing virtual behaviours, interactions and coupled systems between those environments, objects and agents.

The game of choice for exemplification, is League of Legends (launched 2009, by Riot Games, formed in 2006). It is played by 32 million unique players every month, 12 million of which play daily, racking up 1+ billion hours of play each month making it the most played computer game in the world (Riot Games, 2012). They have created a virtual environment in which there is an economic system; killing AI-agents and opponents grants money, from which you may buy items to further enhance your characters basic, level-dependent, properties. The virtual environment affords movement in two dimensions but also limits movement by walls and shrubbery. Each character, 110+ to choose from, is afforded five specific abilities (one passive, meaning it is not “usable” by pressing a button and four active abilities assigned to one key each) plus the choice of two out of thirteen that are common to all players. Some abilities modify movement capability of oneself, of other agents, amount of damage given, amount of damage taken and/or regeneration of vitals (health, mana or for a few characters, a specific other vital coupled to its offensive and/or defensive abilities). Two teams with five players on each team thus comprises (10*5*2) 100 agent-specific virtual affordances, coupled with the dynamic variety in which the virtual environment lends itself to each specific character. Needless to say, perceiving one’s own and other characters’ virtual affordances, in which sequence they are used, and in which situation, the dynamic relationship all these variables have in conjunction with where one is situated in the environment and your, and their, vitals, is what counts as skill in this game. It is a visual perception heavy game but auditory perception enables you to gain information on parts of the environment not currently in your virtual visual field but that may have an impact on your virtual behaviour. The mentioned variables are far from an exhaustive list; there are quite many more virtual affordances to be described, but these should be enough for even the most computer-illiterate to understand that it is far from a simple virtual environment to navigate through successfully. Thus, this complexity gives rise to a vast range of behaviours and emotions, one of the most extreme of which is called “rage-quitting”. It is when you are sufficiently angry, regardless of why, that you exit the game before completion and leave your team severely underpowered against the opponents. Similarly, it is what can be seen in real life interviews when interviewees physically leave the interview prematurely.

Computer-gaming, although not adhering to the strict definitions of rECS, needs to be accounted for and it is suggested that it is sufficient to discriminate between real life and gaming by the verbal notation virtual. When experimentally reporting on computer games or screen-dependent research, it is of great importance to include an exhaustive list of variables and virtual affordances in the previously mentioned task analysis. This leads on to the study at hand, where an attempt is made to follow this task analysis for rECS experimentation, in order to show its practical application; to try and create headway for computer-screen experimentation by refuting the unwillingness within the embodied perspective towards it; discriminate between predictive and prospective strategies in problem-solving to discriminate between computational and ecological strategies; and illuminate how lucrative future research can be on the basis of both the process under observation and, more generally, to produce knowledge about it through rECS.