| Literature DB >> 22723776 |
Malika Auvray1, Marieke Rohde.
Abstract
Researchers in social cognition increasingly realize that many phenomena cannot be understood by investigating offline situations only, focusing on individual mechanisms and an observer perspective. There are processes of dynamic emergence specific to online situations, when two or more persons are engaged in a real-time interaction that are more than just the sum of the individual capacities or behaviors, and these require the study of online social interaction. Auvray et al.'s (2009) perceptual crossing paradigm offers possibly the simplest paradigm for studying such online interactions: two persons, a one-dimensional space, one bit of information, and a yes/no answer. This study has provoked a lot of resonance in different areas of research, including experimental psychology, computer/robot modeling, philosophy, psychopathology, and even in the field of design. In this article, we review and critically assess this body of literature. We give an overview of both behavioral experimental research and simulated agent modeling done using the perceptual crossing paradigm. We discuss different contexts in which work on perceptual crossing has been cited. This includes the controversy about the possible constitutive role of perceptual crossing for social cognition. We conclude with an outlook on future research possibilities, in particular those that could elucidate the link between online interaction dynamics and individual social cognition.Entities:
Keywords: coordination; online interaction; perceptual crossing; social cognition
Year: 2012 PMID: 22723776 PMCID: PMC3377933 DOI: 10.3389/fnhum.2012.00181
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.169
Figure 1Schematic illustration of Auvray et al.'s (.
Summary of the most important experimental and modeling studies on perceptual crossing.
| Auvray et al., | Human behavior (VR) | Self-organization of coordination | Coordination arises despite individual's incapacity to explicitly discriminate live versus non-live interaction |
| Di Paolo et al., | Simulation modeling | Mechanisms underlying PC | Behavior observed in PC can emerge from simple behavioral control circuits in online interaction |
| Iizuka and DiPaolo, | Human behavior (VR), simulation modeling | Individual modulation of interaction to discriminate online interaction from a recording | Simulated agents as well as individuals use active perceptual strategies and turn-taking to discriminate live interaction from one-sided coordination |
| Martius et al., | Simulation modeling | Emergence of coordination in homeokinetic agents | If rewarded for seeking stimulation, PC, and agency detection emerge from homeokinetic control rule |
| Rohde and Di Paolo, | Human behavior (VR) and simulation modeling | PC in 2D; embodiment and spatial properties | The results from PC in 1D transfer to 2D; oscillatory interaction persists and may serve exact localization; humans perceive entities whose location cannot be fully predicted as other agents |
| Froese and Di Paolo, | Simulation modeling | Dynamic stability and mechanisms underlying PC | Coordination in PC paradigm is stable across many scenarios. Evolved solutions rely on subtleties in brain-body-environment interaction dynamics |
| Timmermans et al., | Human behavior (VR) with autistic patients | Differences and similarities between autistic and non-autistic people | Similar motor behavior and coordination patterns. Small differences in failed clicks |
| Iizuka et al., | Human behavior (VR) | Emergence of symbolic communication through interaction | With training, humans develop turn-taking strategies and characteristic movements to represent different kinds of visual stimuli to the interaction partner in a PC experiment |
| Lenay and Stewart, | Human behavior (VR) | Conscious recognition of the source of stimulation | Human classify the sources of stimulation if these are characterized by different sounds |
| Lenay and Stewart, | Human behavior (VR) | Slow modulation of fast PC dynamics | Humans can negotiate a common distance between sensor and avatar in PC using the interaction as feedback to improve interaction |
Figure 2An illustration of the algorithm used in Evolutionary Robotics. Random strings (“genomes”) are interpreted as parameters for neural network robot control. Robot behavior is simulated and evaluated. The higher scoring agents' genome is recombined and copied with mutations to seed the next generation. Over thousands of repetitions of this cycle, behavior according to the evaluation criterion (“fitness function”) is optimized (source: Rohde, 2010; ch. 3).
Figure 3Simulated agents performing perceptual crossing (Di Paolo et al., An example movement generated in simulated interaction. The two agents (thick lines, gray and black) subsequently interact, part, engage with the two kinds of distractor objects (thin lines) and eventually find each other and lock in interaction. (B,C) Even though from the observer perspective, interactions with another agent (B) and with the stationary object (C) look very different (top panels), the sensorimotor plots (sensor activation and motor outputs across time, bottom panels) look strikingly similar. This reveals why discriminating the other and the fixed objects is difficult for simulated agents.