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Situating Cognition within the Virtual World

Situating Cognition within the Virtual World
Situating Cognition within the Virtual World
Cognitive architectures and virtual environments have a long history of use within the cognitive science community. Few studies, however, have sought to combine the use of these technologies to support computational studies into embodied, extended, situated and distributed (EESD) cognition. Here, we explore the extent to which the ACT-R cognitive architecture and the Unity game engine can be used for these purposes. A range of issues are discussed including the respective responsibilities that the cognitive architecture and game engine have for the implementation of specific processes, the extent to which the representational and computational capabilities of cognitive architectures are suited to the modeling of EESD cognitive systems, and the extent to which the kind of embodiment seen in the case of so-called ‘embodied virtual agents’ resembles that seen in the case of real-world bio-cognitive systems. These issues are likely to inform the focus of future research efforts concerning the integrative use of virtual environments and cognitive architectures for the computational modeling and simulation of EESD cognitive processes.
virtual environment, cognitive architecture, embodied cognition, distributed cognition, situated cognition, cognitive modeling
Smart, Paul R.
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Sycara, Katia
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Smart, Paul R.
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Sycara, Katia
df200c43-d34d-4093-bb4e-493fea2d0732

Smart, Paul R. and Sycara, Katia (2015) Situating Cognition within the Virtual World. 6th International Conference on Applied Human Factors and Ergonomics, Las Vegas, Nevada, United States. 26 - 30 Jul 2015. 8 pp .

Record type: Conference or Workshop Item (Paper)

Abstract

Cognitive architectures and virtual environments have a long history of use within the cognitive science community. Few studies, however, have sought to combine the use of these technologies to support computational studies into embodied, extended, situated and distributed (EESD) cognition. Here, we explore the extent to which the ACT-R cognitive architecture and the Unity game engine can be used for these purposes. A range of issues are discussed including the respective responsibilities that the cognitive architecture and game engine have for the implementation of specific processes, the extent to which the representational and computational capabilities of cognitive architectures are suited to the modeling of EESD cognitive systems, and the extent to which the kind of embodiment seen in the case of so-called ‘embodied virtual agents’ resembles that seen in the case of real-world bio-cognitive systems. These issues are likely to inform the focus of future research efforts concerning the integrative use of virtual environments and cognitive architectures for the computational modeling and simulation of EESD cognitive processes.

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Published date: 1 August 2015
Venue - Dates: 6th International Conference on Applied Human Factors and Ergonomics, Las Vegas, Nevada, United States, 2015-07-26 - 2015-07-30
Keywords: virtual environment, cognitive architecture, embodied cognition, distributed cognition, situated cognition, cognitive modeling
Organisations: Web & Internet Science

Identifiers

Local EPrints ID: 376733
URI: http://eprints.soton.ac.uk/id/eprint/376733
PURE UUID: 0130f63e-801c-411e-a6df-27c0852b754a
ORCID for Paul R. Smart: ORCID iD orcid.org/0000-0001-9989-5307

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Date deposited: 04 May 2015 13:57
Last modified: 15 Mar 2024 03:15

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Contributors

Author: Paul R. Smart ORCID iD
Author: Katia Sycara

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