Title: Raessens 7 Sandra Calvert: Cognitive Effects of Video Games
1Raessens 7Sandra Calvert Cognitive Effects of
Video Games
2Is There Embodiment in WoW?
3WoW Characters
Are characters conceptual or concrete? Why? How?
4Player Interaction in WoW
Conceptual or concrete? Why is this motivating?
5The World of Second Life
Is the world of Second Life conceptual or
concrete? What is wrong with the existing world?
6Why create avatars?
What are avatars and why are they needed? What
characteristics are valued?
7Chapter Overview
- Calvert was one of the first people to
investigate computer games. - Her information recapitulates some of what is in
other chapters. - She tends to reference some primary sources
(McLuhan, Piaget) that, while influence, are a
bit dated. - I will add information from more recent research.
8Information Processing Theories
- Berlyne (really based on Claude Shannons models
of uncertainty and structure) - She ties that to Huston and Wright (who based
some of their work on Krull and Watt, who based
their work on Shannon). - Huston and Wright used analogies to refer to the
same sort of ideas as Shannons numbers action,
pacing, visual and auditory special effects,
character vocalizations. - What is the brain physiology for this stuff?
9Collecting Sensory Input
- 1. Stimulus in the world
- 2. Sensory organ
- 3. Nerve pathway to the brain
- 4. Area of the brain to receive and process
neuronal impulses
10Two Modes of Information Processing
11Hemispherical Specialization
12External Brain Anatomy
13Summary of Brain Anatomy
- Conscious cognition is only one of many brain
processes. - Human activity requires several simultaneous
brain processes. - The brain controls the body through conscious and
automatic processes. - Sub-sections of the brain control specific
processes. (e.g. vision motor behavior)
14Visual Processing
15Summary of Visual Processing
- Vision involves the eyes, optical pathway,
primary visual areas of the brain, and links to
other areas. - Automatic (involuntary) visual processes are fast
and adapt to the environment. - Conscious (voluntary) visual processes are slow
but support communication and task completion.
16Fine Motor Control
- The brain and spinal column control the body.
- Some actions occur without conscious control.
- Some learned actions occur without conscious
control. - New and very fine actions may require conscious
control. - Conscious control is slow.
17Fine Motor Control
18Brain Processes 1
- The areas of the brain activated depend on the
perceptual channel of the information, user
goals, and tasks. - Some activation is spread across major brain
areas (e.g. semantic processing in both visual
and auditory areas). - Some activation is specific to processes and
areas (e.g. visual versus auditory areas surface
versus semantic processing).
19Brain Processes 2
- Mirror Neurons related areas of the brain are
activated when - We do a task
- We watch a task done
- We imagine a task
- We read about a task being done. (Tettamanti, et
al.) - Example
- When experts watch someone else perform a task,
the parts of their motor cortex involved in doing
the task becomes active. (Calvo-Merino, et al.
Haslinger Erhard Baldisera, et al.)
20Brain Processes 3
- Our brains use different vision areas to handle
object-based than body-based information (Milner
and Goodale). - Our brains use different areas to process
information about inanimate objects than animate
ones, based on our inferences about their
intentionality (Borghi Rizzoletti Arbib
Wheatly, et al. Weisberg, et al. Chaminade, et
al. Mar, et al.). - Our brains process information about objects with
similar areas (e.g. processing of their
perceptible features) as from prior contact with
objects (Borghi). - Some perceptual and semantic processes are shared
by vision and hearing and some are distinct
(Vandeberghe, et al.). - Language areas can be activated during
observations of peoples performing tasks and
using tools (Willems, et al. Kan, et al.).
21Embodiment Theorists (sort of)
- Arthur Glenberg
- Language processing as a clue to mental processes
- Integration of text and graphics
- Barbara Tversky
- Visual and verbal information processing of
assembly instructions, maps, and machines - Milner and Goodale
- The brain handles visual information using
multiple systems the predator-system
(body-centered orientation) object-centered
orientation in space
22Glenberg Space derived from text 1
- Spatial environments derived from textual
descriptions should activate noticing of spatial
placements. - Support is inconsistent.
- Verbal description of action orders may affect
spatial perception, but illustrations may modify
that. - Indexical hypothesis
- If we just manipulate abstract symbols, we cant
be sure what we are talking about. - The meaning of a situation is the set of actions
available. - Sentence meaning requires 1. meaning of words,
2. Grammatical forms, 3. restrictions of semantic
relations, 4. symbols must appear in proper
relations based on experience or grammatical
class.
23Glenberg Space derived from text 2
- Comprehension 1. noun phrases mapped onto actual
objects, 2. affordances are derived from the
indexed objects, 3. affordances are meshed under
sentence syntax - Sentences make sense if they form a doable set of
objects. - Language is ambiguous because it ignores details
images show details that make affordances clear.
24Tversky 1
- Bryant, Tversky and Franklin Descriptions from
participants and viewers perspectives produce
different speeds of retrieval for positions and
directions of objects. - Tversky, Lee and Mainwaring the literature
suggests that writers should adopt a single
perspective on scenes, yet communicators
frequently do switch perspectives. - Point of view can be seen in several ways (e.g.
the fountain is to the left of City Hall really
involves two objects and the viewer of the
scene) relative (gaze), intrinsic (route) and
absolute (extrinsic). - Or, gaze tour (external speakers fixed point of
view), route tour (changing point of view of
someone moving through an environment), survey
perspective (overview from above) - When environments are well learned, speakers can
mix perspectives without confusing their
audience. - Perspective switching does slow reading times,
though not all switches produced the same
differences.
25Tversky 2
- Consistent uses of a route perspective or a
survey perspective does involve changes of
descriptions of objects relative to environments,
but not in the same way. Some switches within
perspectives are easier to manage than others. - People seem to switch macro-perspectives when
changes of scene within a perspective entail
higher mental costs. - Principle of salience choose a salient object
(big). - Principle of ease choose terms of reference
(e.g. north-south and east-west) that are easy to
produce and comprehend.
26Tversky 3
- Tversky and Lee how space structures language
- Language is good for some spatial topics
(physical spaces) and poor for others (faces) - Schematization similarity to the extent that
language and ception (perception and conception)
schematize things similarly, language will be
successful at communicating space. - Peoples perception of space is dependent on that
people are thinking, how they construe a scene,
goals at hand, past experience, available
knowledge structures. - We perceive objects as distinct and having parts.
How? - Figures tend to have characteristics familiar
from Gestalt psych. Backgrounds tend to be more
complex and have more features. In language we
tend to focus on figures, and describe fewer
details of backgrounds. - People tend to describe objects in terms of more
specific categories (apple) than general
categories (fruit).
27Brain Processes 3
- Our brains use different vision areas to handle
object-based than body-based information (Milner
and Goodale). - Our brains use different areas to process
information about inanimate objects than animate
ones, based on our inferences about their
intentionality (Borghi Rizzoletti Arbib
Wheatly, et al. Weisberg, et al. Chaminade, et
al. Mar, et al.). - Our brains process information about objects with
similar areas (e.g. processing of their
perceptible features) as from prior contact with
objects (Borghi). - Some perceptual and semantic processes are shared
by vision and hearing and some are distinct
(Vandeberghe, et al.). - Language areas can be activated during
observations of peoples performing tasks and
using tools (Willems, et al. Kan, et al.).
28Naming Pix of Tools versus Naming Animals
Naming Animals Naming Tools
29Processing Audio, Visual, Moving Still
Information
Comparative information of material presented in
various modalities
30Calverts view of information processing 1
- Visual attention
- Salient (bright, bold, ) features draw
involuntary attention. - Marker features (learned cues) can draw voluntary
attention after practice. - Players learn where to pay attention.
- Representation and memory
- Players build schemas of games and apply them
during play. - But what are schemas like?
31Calverts view of information processing 2
- A Piagetian model
- Enactive representation similar to embodiment
- Iconic representation concrete visual symbols
- Player spatial skills e.g. game spaces and
folding paper (similar to work by Heiser and
Tversky on maps, instructions, etc. also mental
rotations of objects by Parsons, Krull, others) - Symbolic representation words
- Could be truly abstract, in the mode of
traditional linguistics - Or, embodied language
- Output could be connected to the above
- If users receive enactive and iconic
representations, they may respond with twitches. - Symbolic input may lead to symbolic output.