In important ways, Clark's (HPM) approach parallels the research agenda we have been pursuing. Nevertheless, we remain unconvinced that the HPM offers the best clue yet to the shape of a unified science of mind and action. The apparent convergence of research interests is offset by a profound divergence of theoretical starting points and ideal goals.
Synthetic approaches to social interaction support the development of a second-person neuroscience. Agent-based models and psychological experiments can be related in a mutually informing manner. Models have the advantage of making the nonlinear brainenvironmentbrain system as a whole accessible to analysis by dynamical systems theory. We highlight some general principles of how social interaction can partially constitute an individual's behavior.
Aworkshop was held August 26–28, 2015, by the Earth- Life Science Institute (ELSI) Origins Network (EON, see Appendix I) at the Tokyo Institute of Technology. This meeting gathered a diverse group of around 40 scholars researching the origins of life (OoL) from various perspectives with the intent to find common ground, identify key questions and investigations for progress, and guide EON by suggesting a roadmap of activities. Specific challenges that the attendees were encouraged to address included the following: What key (...) questions, ideas, and investigations should the OoL research community address in the near and long term? How can this community better organize itself and prioritize its efforts? What roles can particular subfields play, and what can ELSI and EON do to facilitate research progress? (See also Appendix II.) The present document is a product of that workshop; a white paper that serves as a record of the discussion that took place and a guide and stimulus to the solution of the most urgent and important issues in the study of the OoL. This paper is not intended to be comprehensive or a balanced representation of the opinions of the entire OoL research community. It is intended to present a number of important position statements that contain many aspirational goals and suggestions as to how progress can be made in understanding the OoL. The key role played in the field by current societies and recurring meetings over the past many decades is fully acknowledged, including the International Society for the Study of the Origin of Life (ISSOL) and its official journal Origins of Life and Evolution of Biospheres, as well as the International Society for Artificial Life (ISAL). (shrink)
Social presence, or the subjective experience of being present with another existing person, varies with the interaction medium. In general, social presence research has mainly focused on uni-directional aspects of each exchanged message, not on bidirectional interactions. Our primary purpose is to introduce such bidirectional evaluation by quantifying the degree of social presence with a few statistical measures. To this end, we developed a software called “TypeTrace” that records all keystrokes of online chat interactants and reenacts their typing actions and (...) analyzed the results from different chat conditions, mainly focusing on the characterization of bi-directional interactions. We also compared the chat interaction patterns with the patterns from phone call datasets to investigate the difference of live communication in different media. The hypothesis of the experiment was that either richness or concurrency of communication is important for organizing social presence. Richness is defined by the variety of information at a time in communication and the concurrency is the number of temporal thread being processed at the same time. Our results show that when we merely increase the richness of information by presenting the typing process, the cognition of others' presence does not significantly increase. However, when the information concurrency is augmented by introducing the transmission of realtime text, we found that the transfer entropy between the interactants becomes considerably higher, and the social presence and emotional arousal, intimacy increased. High transfer entropy was also observed in the phone call dataset. This result shows that the mere augmentation of information richness does not necessarily lead to increased social presence, and concurrent communication is another critical factor for fostering vivid conversation in digital environments. (shrink)
We explore the understanding of conscious states in terms of spatio-temporal dynamics through modelling a mobile agent. Conscious states are associated with an agent's spontaneous and deterministic fluctuation between attachment to and detachment from the surroundings. It is because of this fluctuating nature, we argue, that an agent can perceive structure in the world. Perception requires a conscious state in physical devices. This is a central concern of this paper, and we examine it by simulating a mobile agent equipped with (...) an interconnected Fitz-Hugh-Nagumo (FHN) neuron network with delayed signal transmissions. The agent can move around a space by sensing the environment pattern through the input neurons and computing the motor outputs via the FHN network. The agent shows a variety of motion styles and a spontaneous selection of motion styles responding to the surroundings. Such a phenomenon is named embodied chaotic itinerancy (ECI), as an extension of chaotic itinerant dynamics, which is known to be a typical dynamic with a high degree of freedom. We take this selective mode of response to be significant, particularly those interacting with spatial pattern, as an inevitable property of conscious states. (shrink)
This paper considers undecidability in the imitation game, the so-called Turing Test. In the Turing Test, a human, a machine, and an interrogator are the players of the game. In our model of the Turing Test, the machine and the interrogator are formalized as Turing machines, allowing us to derive several impossibility results concerning the capabilities of the interrogator. The key issue is that the validity of the Turing test is not attributed to the capability of human or machine, but (...) rather to the capability of the interrogator. In particular, it is shown that no Turing machine can be a perfect interrogator. We also discuss meta-imitation game and imitation game with analog interfaces where both the imitator and the interrogator are mimicked by continuous dynamical systems. (shrink)
The Bird Song Diamond project is a series of multifaceted and multidisciplinary installations with the aim of bringing contemporary research on bird communication to a large public audience. Using art and technology to create immersive experiences, BSD allows large audiences to embody bird communication rather than passively observe. In particular, BSD Mimic, a system for mimicking bird song, asks participants to grapple with both audition and vocalization of birdsong. The use of interactive installations for public outreach provides unique experiences to (...) a diverse audience, while providing direct feedback for artists and researchers interested in the success of such outreach. By following an iterative design process, both artists and researchers have been able to evaluate the effectiveness of each installation for promoting audience engagement with the subject matter. The execution and evaluation of each iteration of BSD is described throughout the paper. In addition, the process of interdisciplinary collaboration in our project has led to a more defined role of the artist as a facilitator of specialists. BSD Mimic has also led to further questions about the nature of audience collaboration for an engaged experience. (shrink)
Context: Our body schema is not restricted to biological body boundaries (such as the skin), as can be seen in the use of a cane by a person who is visually impaired or the “rubber hands” experiment. The tool becomes a part of the body schema when the focus of our attention is shifted from the tool to the task to be performed. Problem: A body schema is formed through interactions among brain, body, tool, and environment. Nevertheless, the dynamic mechanisms (...) underlying changes in the body schema are still not fully understood. Method: To study the changing conditions of the body schema (e.g., a shift of attention), a simulation model of object discrimination was extended to differentiate between two kinds of sensitivities – sensitivity to an object being directly manipulated and sensitivity to another object being manipulated by the first. The proposed model consisted of windmills with different numbers of vanes. A model agent was required to determine the number of vanes on a windmill by touching the vanes blindly with an arm controlled by a neural network. Placing a second windmill beside the first and gearing the two windmills to move associatively resulted in the agent using the first windmill as a tool with which to discern the number of vanes on the second windmill. In other words, an agent’s body schema can shift from its arm tip to the boundary between the first and second windmills. We then introduced an experiment with a real windmill model to test the hypothesis demonstrated by the theoretical model. Results: We demonstrated that even simple computational agents can have two different sensitivities to the windmills. One agent becomes sensitive to the first windmill and insensitive to the second one. Another agent becomes insensitive to the first windmill and sensitive to the second one by using the first one as a tool. Therefore, we concluded that the boundary of the body schema was extended to the first windmill in the case of the latter agent because paying attention to the task to be performed instead of the tool itself is essential for the tool to be considered as part of the body schema. Analysis of the experiments using a computational model and human experimentation revealed that a shift from an irregular to a regular movement of a windmill is an indication of extension of the body schema. Constructivist content: Our insights are beneficial for enactive cognitive science. This is because an extended body schema questions the Cartesian separation between subject and object, and the self and the environment. (shrink)
Open peer commentary on the article “Homeostats for the 21st Century? Simulating Ashby Simulating the Brain” by Stefano Franchi. Upshot: Using the example of chemical oil droplets, the paper discusses the idea of a homeostat in terms of a default mode network.
Upshot: In the model simulation and the human experiment, we observed that attention shifted from a tool to a task. This was accompanied by bodily extension. However, our experiments lack a sense of bodily incorporation (the sense of ownership. Based on the valuable commentaries, we would like to discuss the necessary conditions for possible bodily incorporation in terms of redundant degrees of freedom, synchronous visual tactile stimulation, and 1/f noise.
Memory dynamics need both stable and unstable properties simultaneously. Hence memory dynamics cannot be simulated by chaotic itinerant dynamics alone, with no real world correspondence. Memory dynamics are constrained by both semantics and causalities in the embodied cognition.
The dynamical category uses the sensory-motor coordination to do categorization. If categories are inevitably grounded in sensory-motor coordination, sharing categories may also share the same sensory-motor coordination. Concerning this aspect, we discuss the color category as a dynamical categorization. Additional to the converging effect of a category by communication, we discuss the diverging effect of communication that creates new categories.