Skip text between brackets (first two paragraphs) to avoid (unnecessary) thoughts leading up to the depiction-theoretical argument.
[Computers are fallible. They also rely necessarily on electricity. Is there then no wonder that we can have a preference for books because they are perceived as tangible/physical, as opposed to a Kindle e-book, which would be perceived as intangible? However it should also be said that the capitalist consumer model is better suited for e-items since buying and discarding wouldn’t take as large a toll on the world’s resources (hence the ongoing work of paper document free workplaces).
For me personally there is also a feeling of ownership involved. A book is mine, and I can keep it and pick it up when I want to. An e-book exists in something and only by virtue of both the device working and continuous access to electricity (over a longer time perspective). It doesn’t then feel like I own it because my access to it relies on things outside my perceived control.]
This is another distinguishing aspect between screen-presented alternative objects/environments and for example drawing a painting. I had written in my notes about the previous post “created vs. programmed” and couldn’t fit it in because it is another stratification of depictions and virtuals (virtual objects, environments and agents). Here goes. Both are created, essentially, but programmed necessarily requires programming and created does not… Ugh, awesome start.
Created depictions are objects that are a part of the environment but not the actual object themselves, they lend themselves for perception of information (about possible affordances about the object they depict or similar objects)*. This would include, for example, a painting of an apple. Created depictions rely necessarily on the existence of the environment, but not the opposite.
Programmed depictions are objects that are a part of the virtual environment but do not lend themselves to virtual affordances, they lend themselves for perception of information (about possible affordances about the object they depict or similar objects)*. This would include, for example, a jpeg image of a painting of an apple. Virtual depictions rely necessarily on the existence of the environment, and, a virtual environment, but not the opposite.
I believe that a depicted object is experienced differently depending on if it is created or programmed. This may have to do with a more so tangible feeling of a created depiction and the more so intangible feeling of a programmed depiction (but this is my personal experience and perception of created vs programmed depictions and so may hold very little value if put through a scientific method). I also get the feeling that this may have to do with “actual” and “perceived” reality, but that is another whole dimension and I need to think more thoroughly about it before feeling confident it holds any value.
*Note by the way, that the depiction merely needs to have a similar enough optical array for it to be considered depicting any specific object. Perception is also individual depending on experience, but this is covered already (although it may need further theorising).
Category: depictions
Do depictions afford us anything?
First and foremost to be able to argue for the framework below, restructuring of the language use surrounding depictions may be needed. It is argued here that the overarching term should be alternative objects and alternative environments including the two (or four) subcategories depicted objects/environments and virtual objects/environments.
The main division bears on the ongoing discussion if depictions afford us anything (Wilson, 2013). This is an attempt to further this discussion.
Virtual objects (such as those used in screen-based research) are able to be interacted with –however, only in the virtual environment. Virtual objects, then, relies on a virtual environment. They do not afford the agent anything, unless the virtual objects are connected to the environment (for example controlling movement of an object in the environment by virtue of a Human Computer Interface). They do afford the virtual agent whatever the virtual environment and virtual objects are programmed to afford. Depicted objects then, do not afford an agent anything, but can provide (accurate or inaccurate) information about what the depicted object represents. They can inform us of possible affordances in the environment just like objects afforded to others, perceived by us, inform us that this affordance may be possible. The point of divergence then is that depicted objects do not afford us anything because we cannot become part of the depicted environment as depicted agents. Also, we cannot become agents in a depicted environment, we can only ever be agents in the environment. If we can become part of the depicted environment, it is not a depicted environment but a virtual environment -and we only become part of it as a virtual agent. Virtual objects do not afford agents anything if we strictly speak of the environment, however, as a virtual agent in the virtual environment the depictions afford the virtual agent, while it still only informs the agent because hie [ie:] is only ever in the environment. This is also to say that although an agent interacts with a virtual environment it necessarily has to be done through some form of apparatus/machinery, without it, the virtual environment would merely be a depiction.
An agent is thus not afforded anything, by neither depicted nor virtual objects/environments. Depicted objects can provide information that may or may not be useful in the environment, just like perceiving objects in the environment can provide such information. Virtual objects can afford virtual agents, just like objects can afford agents. They can also provide information, just like depicted objects. They can only afford agents by virtue of being connected back to the environment. This is however an oxymoron, because agents are still only in the environment, and only afforded something in the environment.
Retraction of exemplification of ‘virtual affordances’ in “Cognitive Psychology in Crisis” (2/2)
This reminded me of something that I have been struggling with in psychology in general for a very long time.
The issue I have is that, in my previous blog post, the exemplification by League of Legends (LoL) specifics (p. 37-38), can be used as conceptually equal to the definition of virtual affordances. This is why I didn’t spot the fallacy to begin with.
On a conceptual level, LoL does indeed contain virtual affordances, but, ontologically, the programming is too weak for it to be anything else -it is not ontologically equal. Another distinction is needed here; of course virtual affordances will not be defined exactly the same as affordances ontologically, they consist of different matter. However, in the realm of virtual environments -the ontological definition comes down to programming, 010101011s and eventually computer chips and electricity. As an abundance of philosophers argue, it is not down to the hardware (and I will refrain from getting into this argument here, worthy of books and hours of deliberating). This may sound representationalist also by the way. I assure you it is not. The point is; the programming code, the 010111s and so on is the environment in the sense that it is what it reduces down to, but, it is not when considering virtual agents/objects/environments interactivity (the epistemological stuffs). This is so for the exact same reason Gibson defines the ecological level for most organisms, and not the physics or astronomical levels.
That said, should each programmed virtual environment be treated as a “full” virtual environment, and that, virtual affordances are to be defined depending on the perspective from each virtual environment? Or should the virtual environments all be defined as “weaker” or “stronger” programmed when compared to the environment, essentially, defining the environment as the strict criteria to which virtual environments are to be judged?
As for psychology in general, it seems to me that they lack a connection between epistemology and ontology, but EcoPsy doesn’t. As usual, correct me if I am wrong.
Retraction of exemplification of ‘virtual affordances’ in “Cognitive Psychology in Crisis” (1/2)
I must admit a mistake. Virtual affordances, as defined in “Cognitive Psychology in Crisis: Ameliorating the Shortcomings of Representationalism” reads “invariants programmed in environment, objects and agents, allowing, limiting or disallowing virtual behaviours, interactions and coupled systems between those environments, objects and agents” (p. 37). By this definition, the examples used; League of Legends specifics, do not strictly hold up to this definition.
As one example, abilities usable by buttons lack one, very important, aspect of the traditional definition of affordances. Reciprocality. Abilities in LoL do not essentially display virtual agent interaction with virtual object/environment such as throwing corresponds to organism interaction with object/environment. An example of one that would count belongs to two characters named Volibear and Singed, who can run up to an enemy and toss over their shoulders. But even then, it is a stretch to count this as a virtual affordance. Since there are no universal laws of physics programmed into the game, even this activity does not strictly live up to the definition; it is simply a virtual behaviour visualised to mimic what would be an affordance had it been enacted in the environment.
There are better examples from even the earliest FPS-games such as Quake, where you can aim your rocket launcher towards the floor and fire (called rocketjumping) to overcome gravity and reach high altitude plateaus not otherwise reachable. Here, however, there would be debate about how much the virtual agent actually is a virtual agent or not, details, details…
In sum, Human Computer Interface type stuff, still involves human organisms and what they are able and not depending on what is depicted on a screen (which is what my thesis experiment would come closer to). Virtual agents in virtual environments however, requires more from programming than is currently displayed (in general) for me to feel comfortable calling them virtual affordances.
Ecological Strategy Favoured Over Computational
I am in the process of writing up my master thesis experiment but can reveal that in this specific task, participants use ecological strategy 53% of trials, computational strategy 26%, a second ecological type strategy 13% and other/non-distinguishable 8%. Also, accuracy is higher when using ecological strategy (63%) compared to computational (32%) and the other two. Inter-rater reliability ~.85. Exciting! It may support the ideas that screen-based research can indeed yield empirical results in Ecological Psychology (and add to that, in favour of Ecological Psychology). I have however yet to analyze the data statistically, to be continued!