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Situating cognition in the virtual world

Situating cognition in the virtual world
Situating cognition in 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.
2351-9789
3836-3843
Smart, Paul R.
cd8a3dbf-d963-4009-80fb-76ecc93579df
Sycara, Katia
df200c43-d34d-4093-bb4e-493fea2d0732
Smart, Paul R.
cd8a3dbf-d963-4009-80fb-76ecc93579df
Sycara, Katia
df200c43-d34d-4093-bb4e-493fea2d0732

Smart, Paul R. and Sycara, Katia (2015) Situating cognition in the virtual world Procedia Manufacturing, 3, pp. 3836-3843. (doi:10.1016/j.promfg.2015.07.887).

Record type: Article

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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e-pub ahead of print date: 23 October 2015
Published date: October 2015

Identifiers

Local EPrints ID: 416485
URI: http://eprints.soton.ac.uk/id/eprint/416485
ISSN: 2351-9789
PURE UUID: 702486ac-04a3-400d-b7e3-7396784ad46a
ORCID for Paul R. Smart: ORCID iD orcid.org/0000-0001-9989-5307

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Date deposited: 20 Dec 2017 17:30
Last modified: 20 Dec 2017 17:30

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

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