A Cognition Briefing Contributed by: Giovanni Pezzulo, ISTC-CNR, Rome, Italy
Introduction
The Notion of Affordances
To date, there has been much confusion regarding the concept of affordances. We believe that there are a number of reasons for this confusion:
Quotations from J.J. Gibson
“... an affordance is neither an objective property nor a subjective property; or both if you like. An affordance cuts across the dichotomy of subjective-objective and helps us to understand its inadequacy. It is equally a fact of the environment and a fact of behavior. It is both physical and psychical, yet neither. An affordance points bothways, to the environment and to the observer.” “The perceiving of an affordance is not a process of perceiving a value-free physical object to which meaning is somehow added in a way that no one has been able to agree upon; it is a process of perceiving a value-rich ecological object.” “The theory of affordances rescues us from the philosophical muddle of assumingfixed classes of objects, each defined by its common features and then given a name...You do not have to classify and label things in order to perceive what they afford.” (J.J. Gibson, 1979/1986)
Affordance-Related Research in Ecological Psychology
All these experiments were performed in a one shot manner, and the subject is either stationary or moving [Warren and Whang, 1987], either monocular or binocular vision [Cornus et al., 1999] is employed, either haptic or visual information [Gibson et al., 1987] is used, either the critical or optimal points [Warren, 1984] are determined, and either searching for affordance or change in the layout of an affordance [Chemero et al., 2003] is examined. An overview of the experiments shows that they are mostly focused on the perception aspect of affordances. Other cognitive processes such as learning, high level reasoning and inference mechanisms are not the subjects of these experiments, and the link between affordances and these higher level processes is not discussed.
Affordance-Related Research in Cognitive Science
Studies on affordance, reviewed so far, have not provided any ideas regarding its relation to other higher-level cognitive processes. Neisser, in his “Cognition and Reality” book [Neisser, 1976], tried to place affordances and direct perception into a complete cognitive system model and tried to link them with other cognitive processes such as recognition. According to him, J.J. Gibson was right in stating that the meanings of the environment are directly available, and “information is not processed, but it is directly picked up since it is already there (in the light)”. Invariance attuned detectors are used for this purpose. However, he claimed, the Gibsonian view of affordances of perception is inadequate, since “it says so little about perceiver’s contribution to the perception act”. Instead, he suggests a perceptual system where a cycling activity continuous over time and space occurs. Neisser also tried to integrate both constructive and direct theories of perception. As a result, in [Neisser, 1994], he constructed a three-layered perceptual system, whose first and third layers correspond to direct perception and recognition, respectively.
Affordance-Related Research in Neurophysiology and Neuropsychology
Another set of findings of neurophysiological and neuropsychological research that is also associated with the idea of affordances came from studies on mirror and canonical neurons which were discovered in the pre-motor cortex of the monkey brain. During experiments with monkeys [Rizzolatti et al., 1996] (later similar findings were also found for human subjects [Fadiga et al., 1995]), mirror neurons fired both when the monkey was grasping an object, and when the monkey was watching somebody else do the grasping. Rizzolatti and Gentilucci [Rizzolatti and Gentilucci, 1988] discovered that canonical neurons, normally considered to be motor neurons for grasping actions, would fire when the subject does not execute a grasping action, but only sees a graspable object. Their discovery supports the view that says action and perception are closely related. In [Humphreys, 2001], Humphreys showed that, when presented with a tool, some patients, who lacked the ability to name the tool, had no problem in gesturing the appropriate movement for using it. According to Humphreys, this suggested a direct link from the visual input to the motor actions that is independent from more abstract representations of the object, e.g. its name.
Affordance-Related Research in Autonomous Robotics
Some roboticists have already been explicitly using ideas on affordances in designing behavior-based robots. For example, Murphy [Murphy, 1999] suggested that robotic design can benefit from ideas in the theory of affordances such that complex perceptual modeling can be eliminated without loss in capabilities. She studied three case studies and drew attention to the importance of the ecological niche in the design of behaviors. Likewise, Duchon et al. [Duchon et al., 1998] benefited from J.J. Gibson’s ideas on direct perception and optic flow in the design of behaviors and coined the term Ecological Robotics for the practice of applying ecological principles to the design of mobile robots. The use of affordances within Autonomous Robotics is mostly confined to behavior-based control of the robots, and its use in deliberation remains a rather unexplored area. In Cognitive Science, some cognitive models related affordances only with low-level processes [Norman, 2002], others viewed affordances as a part of a complete cognitive model [Gibson, 2000, Neisser, 1994, MacDorman, 2000]. Similarly, in robotics, some hybrid architectures inherit properties related to affordances only at their reactive layer [Arkin and Balch, 1997, Connell, 1992]. Recently a number of robotic studies focused on the learning of affordances in robots. These studies mainly tackled two major aspects. In one aspect, affordance learning is referred to as the learning of the consequences of a certain action in a given situation [Fitzpatrick et al., 2003, Stoytchev, 2005b, Stoytchev, 2005a]. In the other, studies focus on the learning of the invariant properties of environments that afford a certain behavior [MacDorman, 2000, Cos-Aguilera et al., 2003, Cos-Aguilera et al., 2004]. Studies in this latter group also relate these properties to the consequences of applying a behavior, but these consequences are in terms of the internal values of the agent, rather than changes in the physical environment.
Affordances in Computer Games and Virtual Reality Applications
The limitation of classical smart objects is that they encapsulate only low-level “graphical” information such as a v-human’s position during execution of an action, or a desired hand-shape. Ciger [2005] extended smart objects so that they can pass on planning operators to a virtual character, a method allowing for using of a planning algorithm. Another limitation of smart objects is that they can not describe interaction among more objects (hammering using a hammer and a nail). This issue was addressed by Brom et al. [2006], who introduced the concept of ''smart actions'' [see also Brom, 2007]. In many computer games, high-level semantic terrain representations are used, sometimes called semantic marks. The most classical semantic marks are way-points and navigation meshes used for the purposes of path-planning. However, more complicated information can be coded, e.g. "from this place you can jump" or "shoot" [Isla, 2005]. Note that smart objects, smart actions and semantic marks are typically specified in advance by a designer, that is, they are really a technique for representation, not a desired outcome of a learning process (compare e.g. with affordances used in robotics). In the domain of entertainment and educational applications, affordances have been also conceived more theoretically as a construct for mediating author’s intentions and users’ experiences (through virtual reality). Roughly, the idea is that a device – a computer plus an authoring tool – affords to the author a process of construction of a virtual reality application through which the author can mediate to the user its intentions. That is, the virtual reality affords to the user by means of some specific clues to experience situations intended by the author. See e.g. [Mateas, 2002] for more on this concept.
Prior Formalizations of Affordances
Steedman’s formalization [Steedman, 2002a; Steedman 2002b] skips the perceptual aspect of affordances (e.g. the invariants of the environment that help the agent perceive the affordances, and the nature of these invariants and the relation of them to the bodily properties of the agent etc.), but instead it focuses on developing a representation where object schemas are defined in relation to the events and actions that they are involved in. For instance, Steedman suggests that a door is linked with the actions of ‘pushing’ and ‘going-through’, and the pre-conditions and consequences of applying these actions to the door. The different actions that are associated with a particular kind of object constitute the Affordance-set of that object schema, and this set can be populated via learning. This makes the formalization also suitable for planning, for which Steedman argues that reactive/forward-chaining planning is the best candidate. Steedman’s formalization resembles formalizations developed recently for the purposes of virtual reality applications [Ciger et al., 2005; Brom, 2007]. These formalizations are, as far as we know, the first attempts to develop a formalization of affordances allowing for logical/computational manipulation and planning. The approach of Brom allows also for developing a robust [[Level of Detail AI for Computer Games|level-of-detail mechanism for action selection]] of virtual characters. To summarize, it can be said that Stoffregen’s and Chemero’s formalizations, by defining affordances as a relation on the scale of organism-environment system, differ from Turvey’s formalization which defines affordances as environmental properties. But there are also differences between Chemero’s and Stoffregen’s definitions, one of them being the inclusion of behaviors in the definition of affordances in Chemero’s formalization. Steedman’s formalization differs from the other three formalizations by providing an explicit link to action possibilities offered by the environment, and by proposing the use of the concept in planning.
Conclusion
References
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Acknowledgement
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