Using Human-Computer Interfaces to Investigate 'Mind-As-It-Could-Be' from the First-Person Perspective

Using Human-Computer Interfaces to Investigate 'Mind-As-It-Could-Be' from the First-Person Perspective
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DOI:
10.1007/s12559-012-9153-4
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发表时间:
2012-09-01
影响因子:
5.4
通讯作者:
Ikegami, Takashi
Ikegami, Takashi
中科院分区:
计算机科学2区
文献类型:
--
作者:
Froese, Tom;Suzuki, Keisuke;Ikegami, Takashi

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有越来越多的研究人员对建立一门关于人类心灵的经验或“生活”方面的科学感兴趣。从认知科学到意识科学的转变对综合方法提出了深刻的挑战。可以肯定的是,符号人工智能构成了认知科学的原始基础;机器人技术的后续进展有助于开创一种新的理解,即心灵本质上是具身的、有位置的和动态的,而人工生命则为生物自组织的概念提供了信息。然而,关于经验心理科学的发展,这些综合方法的相关性仍然不确定。我们建议通过设计新的人机界面来解决第一人称体验的挑战,其目的是人为地调解参与者的感觉运动回路,以便为用户提供新的体验。这种综合方法的优点是,计算机接口技术使我们能够系统地改变参与者体验世界的方式,从而使我们能够从第一人称的角度系统地研究“可能的思想”。我们说明了这种方法的基本原理,从我们的研究中的感官替代,虚拟现实和互动装置的例子。
There is a growing community of researchers who are interested in establishing a science of the experiential or 'lived' aspects of the human mind. This shift from cognitive science to consciousness science presents a profound challenge to synthetic approaches. To be sure, symbolic artificial intelligence constituted the original foundation of cognitive science; subsequent progress in robotics has helped to pioneer a new understanding of the mind as essentially embodied, situated, and dynamical, while artificial life has informed the concept of biological self-organization. However, with regard to the development of a science of the experienced mind, the relevance of these synthetic approaches still remains uncertain. We propose to address the challenge of first-person experience by designing new human-computer interfaces, which aim to artificially mediate a participant's sensorimotor loop such that novel kinds of experience can emerge for the user. The advantage of this synthetic approach is that computer interface technology enables us to systematically vary the ways in which participants experience the world and thereby allows us to systematically investigate 'mind-as-it-could-be' from the first-person perspective. We illustrate the basic principles of this method by drawing on examples from our research in sensory substitution, virtual reality, and interactive installation.