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Situating Cognition within the Virtual World

机译:虚拟世界中的认知环境

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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.
机译:认知架构和虚拟环境在认知科学社区中已有悠久的使用历史。然而,很少有研究试图将这些技术的使用结合起来,以支持计算研究成为具体化,扩展,定位和分布式(EESD)的认知。在这里,我们探讨了ACT-R认知架构和Unity游戏引擎可用于这些目的的程度。讨论了一系列问题,包括认知体系结构和游戏引擎对实现特定过程的各自责任,认知体系结构的表示和计算能力在多大程度上适合EESD认知系统的建模以及程度在所谓的“嵌入式虚拟代理”的情况下,这种实施方式类似于在现实世界中的生物认知系统的情况。这些问题可能会成为未来研究工作重点的重点,这些研究工作涉及将虚拟环境和认知体系结构综合用于EESD认知过程的计算建模和仿真。

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