The DOI matches its Crossref record; 47 of the 47 references it cites were found in a registry or an index; none of the 11 sources its claims cite is checked for support yet.
On Distinguishing Epistemic from Pragmatic Action
Open accessAbstract
We present data and argument to show that in Tetris—a real‐time, interactive video game—certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world than by performing computational actions in the head alone. We have found that some of the translations and rotations made by players of this video game are best understood as actions that use the world to improve cognition. These actions are not used to implement a plan, or to implement a reaction; they are used to change the world in order to simplify the problem‐solving task. Thus, we distinguish pragmatic actions—actions performed to bring one physically closer to a goal—from epistemic actions—actions performed to uncover informatioan that is hidden or hard to compute mentally. To illustrate the need for epistemic actions, we first develop a standard information‐processing model of Tetris cognition and show that it cannot explain performance data from human players of the game—even when we relax the assumption of fully sequential processing. Standard models disregard many actions taken by players because they appear unmotivated or superfluous. However, we show that such actions are actually far from superfluous; they play a valuable role in improving human performance. We argue that traditional accounts are limited because they regard action as having a single function: to change the world. By recognizing a second function of action—an epistemic function—we can explain many of the actions that a traditional model cannot. Although our argument is supported by numerous examples specifically from Tetris, we outline how the new category of epistemic action can be incorporated into theories of action more generally.
Overview
AI snapshot
Written from the paper’s full text.
TL;DR
The paper argues that Tetris players perform some rotations and translations not to advance a physical goal but to simplify cognition, introducing epistemic actions as distinct from pragmatic actions. A classical sequential information-processing model and an interleaving variant fail to explain extra rotations and translate-to-wall routines, which are better explained as actions that uncover information, reduce mental rotation, or verify placement.
Key findings
- Players rotate zoids more than expected for purely pragmatic placement: each zoid is rotated more than half its possible rotations; for a shape with four distinct orientations, the expected average would be 1.5 rotations, but observed rotations exceed this. Rotations sometimes begin before 100 ms, before the zoid is fully visible.
- Early rotation can expose hidden parts 150 to 300 ms earlier than waiting for natural appearance; partially hidden zoids ambiguous in both shape and position are more likely to be rotated than those ambiguous in shape alone, though no player reported noticing that zoids begin falling in different columns.
- Physical rotation of a zoid 90° can take as few as 100 ms, whereas mental rotation of a zoid 90° is estimated at 800 to 1200 ms. The translate-to-wall verification routine occurs in about 1% of drops; experts drop a zoid on average 15.65 squares from resting position ordinarily versus 20.05 squares after the translate routine, with intermediate players 13.18 versus 19.04 and advanced players 13.69 versus 19.33.
- The translate-to-wall routine moves the zoid away from the intended column, so it cannot be a pragmatically good move; its function is to verify the column and reduce error, and higher drops are more likely to be verified this way.
Methods
- Design: Tetris was used as a real-time, interactive video game domain; the authors implemented a computational laboratory to unobtrusively record the timing of all keystrokes and game situations, collected tachistoscopic mental rotation tests, and designed and implemented the RoboTetris expert system to compare human and machine performance.
- Sample: the mental rotation pilot had three Tetris players—one intermediate, one advanced, and one expert—each seeing eight presentations of each possible pair of L-shaped or S-shaped zoids; human gameplay data came from subjects playing Tetris.
- Analysis: a classical four-phase information-processing model was constructed (bitmap representation, chunked symbolic representation, placement computation, motor plan computation), then relaxed to allow cascade/interleaving; model predictions such as expected rotation counts were compared with observed keystroke timing and frequency, and deviations were interpreted as epistemic actions.
Limitations
- The paper states it is often hard to prove that an agent performs a particular action for epistemic rather than pragmatic reasons, because an action can serve both epistemic and pragmatic purposes simultaneously, making the relative influence difficult to quantify.
- The paper states it is an open question whether agents use multiple-perspective representations of zoids; the mental rotation data are described as pilot data from only three players, so the mental rotation time estimates are preliminary.
- Evident from the text: many epistemic interpretations are inferred from timing and behavioral regularities rather than direct experimental manipulation, and the mental rotation comparison rests on a very small sample.
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Claims the paper makes
74 Own interpretation · 18 No basis given · 15 Own result · 4 Sources not found · 2 No full text of the sources · 1 Own method
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In the paper
“By rotating an emerging zoid, players can expose its hidden parts, thereby uncovering its complete visual image 150 to 300 ms earlier than if they waited for it to appear naturally.”
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In the paper
“We have observed that occasionally a zoid will be rotated very early (before 100 ms), well before we would expect an agent to have any good idea of where to place the zoid.”
plain- Asserted: passes — The authors put it forward as true.
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In the paper
“As shown in Table 1, experts drop a zoid, on average, when it is about 13 squares from its rest- ing position.”
plaincorrelational- Asserted: passes — The authors put it forward as true.
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In the paper
“The shortest time between keystrokes in our data is about 75 ms”
hedged- Asserted: passes — The authors put it forward as true.
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In the paper
“as shown in Figure 15, the greater the drop distance, the more likely the drop will be verified using the translate-to-wall routine.”
- Also stated in: § 546 KIRSH AND MAGLIO · plain
“we found that the higher the drop, the more often the translate-to-wall routine is used.”
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- Also stated in: § 546 KIRSH AND MAGLIO · plain
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Rotations and translations occur in abundance, almost from the moment a zoid enters the Tetris screen.”
plain- Asserted: passes — The authors put it forward as true.
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In the paper
“the average time between keystrokes is around 250 ms”
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In the paper
“Our observations, however, indicate that agents learn qualitatively different behavioral tricks.”
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“Our data show that a player is more likely to rotate a partially hidden zoid that is ambiguous in both shape and position than one ambiguous in shape alone.”
hedgedcorrelational- Asserted: passes — The authors put it forward as true.
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In the paper
“But we have found at least one unambiguously epistemic use of transiation: to verify judgment of the column of a zoid.”
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- Probably not a substantial claim. 17
- It may state two separate claims as one. 8
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“In fewer than 10 hours, a newcomer can play at an intermediate level.”
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“Agents learn how to expose information early, how to prime themselves to recognize zoids faster, and how to perform external checks or verifications to reduce the uncertainty of judgments.”
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“This is particularly clear given that at 100 ms, the zoid is not yet completely in view, and sometimes the agent cannot even reliably guess the zoid's shape.”
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“Some players do report having hot spots in mind before an episode begins.”
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“P emerges in column 4, and R emerges in column 5”
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“First, it is a fast, repetitive game requiring split-second decisions of a perceptual and cognitive sort.”
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“In such studies, actions are defined as transformations in physical or social space.”
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In the paper
“There are only four possible actions a player can take: translate a zoid right, translate left, rotate, and drop.”
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“Because time is at a premium in this game, a standard perfor- mance model would predict that players develop strategies that minimize the number of moves, creating sequences of pragmatic actions which head directly toward goal states.”
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“The effects of rotating a zoid are wholly determinate.”
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“The only certain way to get information about new candidates into the iconic buffer is through perception.”
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In the paper
“In Phase Three, players determine where to put the zoid.”
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In the paper
“there are a host of separate brain regions involved in encoding the bitmap features in the iconic buffer. Some of these have close connections to motor cortex (Felleman & Van Essen, 1991; Sereno & Allman, 1991).”
What the sources say
- Not checked — no full text of the sourcecites Felleman & Van Essen, 1991 source
- Not checked — no full text of the sourcecites Sereno & Allman, 1991
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In the paper
“In Phase Three-the decision phase-rotation also serves a variety of epistemic functions.”
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In the paper
“By definition, it requires moving the zoid away from the currently intended column, and hence it cannot be a pragmatically good move.”
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In the paper
“Of course, such epistemic procedures may be cached, but they are not pragmatic procedures; they are procedures that direct the agent to exploit the environment to make the most of his or her limited cognitive resources.”
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None of the sources cited for this claim could be matched to a paper in Crossref, so there is nothing to check it against.
In the paper
“standard accounts of skill acquisition explain enhanced performance as the result of chunking, cach- ing, or compiling (Anderson, 1983; Newell, 1990; Newell & Rosenbloom, 1981; Reason, 1990).”
What the sources say
- Not matchedcites Anderson, 1983
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Not matchedcites Newell, 1990
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- Not matchedcites Newell & Rosenbloom, 1981; Reason, 1990
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- Not matched
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In the paper
“It is clearly in the interest of a player to identify the complete shape as soon as possible.”
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In the paper
“The processing model this suggests to us is a significant departure from classical theories of action. Its chief novelty lies in allowing individual func- tional units inside the agent to be in closed-loop interaction with the outside world.”
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In the paper
“the greater the drop height, the more in- formative the verification and the less risky (costly) the action.”
plaindirect- Asserted: passes — The authors put it forward as true.
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A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“it is not outrageous to suppose that there is motor involvement in selective attention since there already exists a close connection between attention and the oculo- motor system responsible for saccades.”
hedgedcorrelational- Asserted: passes — The authors put it forward as true.
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In the paper
“This kind of model follows the distributed framework proposed by Minsky (1986).”
What the sources say
- Not matchedcites Minsky (1986)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
plain- Asserted: passes — The authors put it forward as true.
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Probably not a substantial claim. The paper’s conclusions may not depend on it.
- Not matched
The authors state this as an assumption.
Tetris cognition proceeds in four major phases.
“It is based on a classical information-processing model of expertise based on the sup- position that Tetris cognition proceeds in four major phases:”
The authors state this as an assumption.
The model is fully sequential: Phase Two is completed before Phase Three begins, and Three is completed before Four begins.
“As we have stated it, the model is fully sequential: Phase Two is completed before Phase Three begins, and Three is completed before Four begins.”
The paper relies on this without support.
Each zoid emerges in a random orientation, and on average any zoid can be expected to be placed in any of its orientations with equal probability.
“This follows because each zoid emerges in a random orientation, and on average, any zoid can be expected to be placed in any of its orientations with equal probability.”
The paper relies on this without support.
When a zoid first enters at the top of the screen, only a fraction of its total form is visible.
“When a zoid first enters at the top of the screen, only a fraction of its total form is visible.”
The paper relies on this without support.
At medium speed, a zoid descends at a rate of one square every 150 ms.
“At medium speed, a zoid descends at a rate of one square every 150 ms.”
The paper relies on this without support.
The close coupling between attention and saccades is already accepted.
“The close coupling between attention and saccades is already accepted”
The authors state this as an assumption.
Matching is a primitive process in working memory: Zoid chunk and contour chunk can be compared and matched only if they are explicitly represented in working memory.
“So far we have assumed that matching is a primitive process in working memory: Zoid chunk and contour chunk can be compared and matched only if they are explicitly represented in working memory.”
The paper relies on this without support.
The local effects of an action in Tetris are totally determinate, with no hidden states, exogenous influences, or other agents to change the result of hitting the rotate key.
“The property of Tetris which makes such a strategy pay off is that the local effects of an action are totally determinate. There are no hidden states, exogenous influences, or other agents to change the result of hitting the rotate key.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
The cited source says what the claim attributes to it.
In the citing paper
“Exploratory epistemic actions (Kirsh and Maglio, 1994) are performed to unveil hidden information or to gain insight that would otherwise require a great deal of mental computation.”
From Physical and Virtual Tools: Activity Theory Applied to the Design of Groupware (2002) · cites this paper as Kirsh and Maglio, 1994
The cited source says what the claim attributes to it.
In the citing paper
“Empirically, such externalisations have been shown to improve problem-solving accuracy as well as speed (Kirsh & Maglio, 1994).”
From Consequences of cognitive offloading: Boosting performance but diminishing memory (2021) · cites this paper as Kirsh & Maglio, 1994
The cited source says what the claim attributes to it.
In the citing paper
“Hence, cognitive offloading with technical tools might enable performance beyond internal cognitive limitations and thus increase immediate performance (Kirsh & Maglio, 1994; Salomon & Perkins, 2005).”
From Consequences of cognitive offloading: Boosting performance but diminishing memory (2021) · cites this paper as Kirsh & Maglio, 1994
The cited source says what the claim attributes to it.
In the citing paper
“Kirsh and Maglio (1994) argue that it is cognitively more economical to rotate the figure on screen by pushing a controller button than to mentally simulate the correct rotation.”
From The Cognitive Architecture of Digital Externalization (2023) · cites this paper as Kirsh and Maglio (1994)
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Rated minor: it would not touch a result — a value no result rests on, a p-value that stays on the same side of the significance level, or a conflict that is clerical, resolved elsewhere in the paper, or outside its own findings.
In the paper
§ 538 KIRSH AND MAGLIO
“As shown in Table 1, experts drop a zoid, on average, when it is about 13 squares from its rest- ing position. On those occasions when they also perform the translate-to- wall routine, the zoid is dropped, on average, from about 19 squares above its resting position”
§ 538 KIRSH AND MAGLIO
“Intermediate Advanced Expert M Drop Distance 13.18 13.69 15.65 M Drop Distance after Translate Routine 19.04 19.33 20.05”
Citations
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Cited by
Sorted by citations
Items 101–200 of 1,470
Complementary Strategies: Why we use our hands when we think
Home, K., & Kirsh, D. (1995) · Conference Cognitive Science · Cited by 129
Self-citationThe Nature of Dynamical Explanation
Zednik, C. (2011) · Philosophy of Science · doi:10.1086/659221 · Cited by 127
The Meaning of Interactivity—Some Proposals for Definitions and Measures
Janlert, L.-E., & Stolterman, E. (2016) · Human-Computer Interaction · doi:10.1080/07370024.2016.1226139 · Cited by 127
“In terms of the distinction between epistemic and pragmatic actions introduced by Paul Maglio and David Kirsh (Kirsh & Maglio, 1994), actions of “ trying out ” are epistemic actions — doubling as pragmatic in retrospect when the outcome happens to be approved and accepted.”
BackgroundFiorella, L., van Gog, T., Hoogerheide, V., & Mayer, R. E. (2016) · Journal of Educational Psychology · doi:10.1037/edu0000161 · Cited by 141
“Performing the action during imitation, however, allows the learner to partially offload that mental transformation onto the external environment (e.g., by rotating the objects), thereby reducing working memory demands (Kirsh & Maglio, 1994).”
Embodied cognition and STEM learning: overview of a topical collection in CR:PI
Weisberg, S. M., & Newcombe, N. S. (2017) · Cognitive Research Principles and Implications · doi:10.1186/s41235-017-0071-6 · Cited by 143
“To test whether people use epistemic actions, in which action offloads a mental process such as rotation, Kirsh and Maglio (1994) conducted research on the video game Tetris.”
BackgroundInfluentialBernstein, M. S., Kleek, M. G. V., Karger, D. R., & schraefel, M. C. (2008) · ACM Transactions on Information Systems · doi:10.1145/1402256.1402263 · Cited by 127
“Two such support functions were epistemic action [Kirsh and Maglio 1994] and”
BackgroundThe Bodies of TEI – Investigating Norms and Assumptions in the Design of Embodied Interaction
Spiel, K. (2021) · International Conference on Tangible, Embedded, and Embodied Interaction (TEI) · doi:10.1145/3430524.3440651 · Cited by 141
“, explorative) actions [63] and the prominent phenomenologically driven conceptualisation of “where the action is” [28].”
BackgroundTangibles for learning: a representational analysis of physical manipulation
Manches, A., & O’Malley, C. L. (2011) · Personal and Ubiquitous Computing · doi:10.1007/s00779-011-0406-0 · Cited by 124
“Kirsch and Maglio [32] distinguish between two types of actions: pragmatic and epistemic.”
BackgroundManches, A., O’Malley, C. L., & Benford, S. (2009) · International Conference on Tangible, Embedded, and Embodied Interaction (TEI) · doi:10.1145/1517664.1517688 · Cited by 122
“Manipulating the spatial arrangement of objects can help externalize the cognitive demands in problem solving [ 13 , 27].”
BackgroundToward a Metacognitive Account of Cognitive Offloading
Dunn, T. L., & Risko, E. F. (2016) · Cognitive Science · doi:10.1111/cogs.12273 · Cited by 122
“For example, Kirsh and Maglio (1994) examined this behavior in Tetris players who often physically rotate zoids (i.e., stimulus rotation in-the-world) as a means of facilitating zoid identification rather than relying solely on an internal solution (e.g., mental rotation) to achieve this goal.”
BackgroundInfluentialBatch, A., Cunningham, A., Cordeil, M., Elmqvist, N., Dwyer, T., Thomas, B. H., & Marriott, K. (2019) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2019.2934803 · Cited by 122
“Kirsh and Maglio [23] showed that screen space can support internal computation in so-called epistemic actions—actions that serve no other purpose than to facilitate thought—in the video game Tetris.”
BackgroundThe Birth of the Holobiont: Multi-species Birthing Through Mutual Scaffolding and Niche Construction
Chiu, L., & Gilbert, S. F. (2015) · Biosemiotics · doi:10.1007/s12304-015-9232-5 · Cited by 144
“For instance, a classical paper on cognitive scaffolds distinguishes between actions that break down complex informational and problem spaces (epistemic actions) from actions that directly achieve a goal (pragmatic actions) (Kirsh and Maglio 1994).”
BackgroundNathan, M. J., & Walkington, C. (2017) · Cognitive Research Principles and Implications · doi:10.1186/s41235-016-0040-5 · Cited by 142
“It may be said that their hand movements constituted a form of problem solving or epistemic action (Kirsh & Maglio, 1994).”
BackgroundHall, R. P., & Nemirovsky, R. (2011) · Journal of the Learning Sciences · doi:10.1080/10508406.2011.611447 · Cited by 125
“These apparently self-reflective, epistemic actions (Kirsh, 1996; Kirsh & Maglio, 1994) are particularly useful in advance of activity when one’s attention might be occupied with other matters.”
BackgroundRemembering as a social process
Weldon, M. S. (2000) · The Psychology of learning and motivation/The psychology of learning and motivation · doi:10.1016/s0079-7421(00)80018-3 · Cited by 120
Gibbs, R. W. (2005) · Cambridge University Press eBooks · doi:10.1017/cbo9780511805844.008 · Cited by 117
Culture, embodiment and genes: unravelling the triple helix
Wheeler, M., & Clark, A. (2008) · Philosophical Transactions of the Royal Society B Biological Sciences · doi:10.1098/rstb.2008.0135 · Cited by 117
“3 For a host of other examples, see Laland et al. (2000), Odling-Smee, Laland and Feldman (2003).”
BackgroundThe acquisition of robust and flexible cognitive skills.
Taatgen, N. A., Huss, D., Dickison, D., & Anderson, J. R. (2008) · Journal of Experimental Psychology: General · doi:10.1037/0096-3445.137.3.548 · Cited by 115
Toward a more embedded/extended perspective on the cognitive function of gestures
Pouw, W. T. J. L., de Nooijer, J. A., van Gog, T., Zwaan, R. A., & PAAS, F. G. W. C. (2014) · Frontiers in Psychology · doi:10.3389/fpsyg.2014.00359 · Cited by 129
“Finally, we summarize and discuss our main points.”
Translation process research as interaction research: from mental to socio-cognitive processes
Risku, H. (2014) · MonTi Monografías de Traducción e Interpretación · doi:10.6035/monti.2014.ne1.11 · Cited by 128
Socially Situated Cognition in Perspective
Semin, G. R., & Smith, E. R. (2013) · Social Cognition · doi:10.1521/soco.2013.31.2.125 · Cited by 117
“, Adelmann & Zajonc, 1989; Laird, 1984; Neumann, Förster, & Strack, 2003; Niedenthal, 2007; Zajonc & Markus, 1984), as most psychological theories previously assumed. The earlier research did not present itself under the “embodiment” term but is directly relevant. Valins’s (1966) classic work showed how the manipulati…”
BackgroundExtended active inference: Constructing predictive cognition beyond skulls
Constant, A., Clark, A., Kirchhoff, M. D., & Friston, K. J. (2020) · Mind & Language · doi:10.1111/mila.12330 · Cited by 117
“…as actions that ease or optimize cognitive tasks by reducing the memory load required to perform a task (space complexity); by simplifying the computational processing procedure (time complexity); and by minimizing the probability of error outcomes (success probability) (Kirsh & Maglio, 1994).”
BackgroundBusting Out: Predictive Brains, Embodied Minds, and the Puzzle of the Evidentiary Veil
Clark, A. (2016) · Noûs · doi:10.1111/nous.12140 · Cited by 125
“…each of which may directly issue, at differing time-scales, calls both to other inner processes and to outwardlooping ‘epistemic acts' that harvest new information, or call upon new information-transforming operations, just-in-time to keep the process rolling (see (Kirsh & Maglio, 1994)).”
BackgroundRotating With Rotated Text: A Natural Behavior Approach to Investigating Cognitive Offloading
Risko, E. F., Medimorec, S., Chisholm, J. D., & Kingstone, A. F. (2013) · Cognitive Science · doi:10.1111/cogs.12087 · Cited by 107
Exploratory modeling with collaborative design spaces
Talton, J. O., Gibson, D., Yang, L., Hanrahan, P., & Koltun, V. (2009) · ACM Transactions on Graphics · doi:10.1145/1618452.1618513 · Cited by 103
Getting the point: Tracing worked examples enhances learning
Hu, F., Ginns, P., & Bobis, J. (2014) · Learning and Instruction · doi:10.1016/j.learninstruc.2014.10.002 · Cited by 112
“Such online situated cognition often involves making fast plans to act on the environment under time pressure, so humans have learned to off-load information to the environment and access it when needed in order to manage mental load (Kirsh & Maglio, 1994).”
BackgroundMethodImproving Representational Competence with Concrete Models
Stieff, M., Scopelitis, S., Lira, M. E., & DeSutter, D. (2016) · Science Education · doi:10.1002/sce.21203 · Cited by 103
The Cognitive Ecology of the Internet
Smart, P. R., Heersmink, R., & Clowes, R. W. (2017) · Springer eBooks · doi:10.1007/978-3-319-49115-8_13 · Cited by 107
“Some theorists focus on small scale systems comprising a single embodied agent interacting with a cognitive artifact (Clark 2008; Kirsh and Maglio 1994), or two people interacting with each other, thereby forming a transactive memory system (Sutton et al. 2010; Wegner 1995).”
BackgroundIndividual differences in use of external visualisations to perform an internal visualisation task
Cohen, C. A., & Hegarty, M. (2007) · Applied Cognitive Psychology · doi:10.1002/acp.1344 · Cited by 99
“This is an example of what Kirsh and Maglio (1994) refer to as an epistemic action, that is, a physical action (in”
BackgroundMethodInfluentialHigh Reliability in Digital Organizing: Mindlessness, the Frame Problem, and Digital Operations
Salovaara, A., Lyytinen, K., & Penttinen, E. (2019) · MIS Q. · doi:10.25300/misq/2019/14577 · Cited by 82
Science, culture, and the emergence of language
Roth, W., & Lawless, D. (2002) · Science Education · doi:10.1002/sce.10008 · Cited by 99
A Systematic Review of Transcendent States Across Meditation and Contemplative Traditions
Wahbeh, H., Sagher, A., Back, W., Pundhir, P., & Travis, F. T. (2017) · EXPLORE · doi:10.1016/j.explore.2017.07.007 · Cited by 108
INPUT TECHNOLOGIES AND TECHNIQUES
Hinckley, K. (2007) · CRC Press eBooks · doi:10.1201/9781410615862-19 · Cited by 100
Word, Niche and Super-Niche: How Language Makes Minds Matter More
Clark, A. (2005) · THEORIA An International Journal for Theory History and Foundations of Science · doi:10.1387/theoria.561 · Cited by 96
Resolving the paradox of the active user: stable suboptimal performance in interactive tasks
Fu, W. T., & Gray, W. D. (2004) · Cognitive Science · doi:10.1016/j.cogsci.2004.03.005 · Cited by 128
“This type of display-based interactive behavior has been observed in various tasks in which display states were constantly changing due to on-going interactions between the human and the environment ( Kirsh & Maglio, 1994; O’Hara & Payne, 1998).”
BackgroundFollmer, S., & Ishii, H. (2012) · ACM SIGCHI Conference on Human Factors in Computing Systems (CHI) · doi:10.1145/2207676.2208403 · Cited by 94
“Because of the co-located feedback children can engage in epistemic action [15], and we observed this type of interaction in our study.”
BackgroundResearch opportunities: Embodied child–computer interaction
Antle, A. N. (2012) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2012.08.001 · Cited by 94
“They are physical actions that make mental computation simpler, faster, or more reliable [25].”
BackgroundThe Enactive Roots of STEM: Rethinking Educational Design in Mathematics
Hutto, D. D., Kirchhoff, M. D., & Abrahamson, D. (2015) · Educational Psychology Review · doi:10.1007/s10648-015-9326-2 · Cited by 92
“These exploratory actions can give rise to new apparent structures that in turn create new affordances for interaction, and so on (Kirsh and Maglio 1994; Loader 2012; Schwartz and Martin 2006).”
BackgroundBringing forth mathematical concepts: signifying sensorimotor enactment in fields of promoted action
Abrahamson, D., & Trninić, D. (2014) · ZDM · doi:10.1007/s11858-014-0620-0 · Cited by 104
“With regards to the latter rehabilitation technique, empirical research has repeatedly demonstrated its effectiveness, even indicating its superiority over conventional physio-therapy (e.g., Lundblad et al. 1999).”
BackgroundMethodA user study of interpretability of engineering design representations
Hannah, R. C., Joshi, S., & Summers, J. D. (2011) · Journal of Engineering Design · doi:10.1080/09544828.2011.615302 · Cited by 93
“Only through physical prototyping and testing can you discover unexpected phenomena [22-24].”
BackgroundThe Impact of Tangible User Interfaces on Designers' Spatial Cognition
Kim, M. J., & Maher, M. L. (2008) · Human-Computer Interaction · doi:10.1080/07370020802016415 · Cited by 92
“For example, the user expecting only pragmatic actions would set a goal first, and perform the minimal motor action to reach the goal (Fitzmaurice 1996; Gibson 1962; Kirsh and Maglio 1994).”
BackgroundDistributed Language and Dialogism: notes on non-locality, sense-making and interactivity
Steffensen, S. V. (2015) · Language Sciences · doi:10.1016/j.langsci.2015.01.004 · Cited by 93
The Strategic Control of Gaze Direction in the Tower of London Task
Hodgson, T. L., Bajwa, A., Owen, A. M., & Kennard, C. (2000) · Journal of Cognitive Neuroscience · doi:10.1162/089892900562499 · Cited by 93
Linson, A., Clark, A., Ramamoorthy, S., & Friston, K. J. (2018) · Frontiers in Robotics and AI · doi:10.3389/frobt.2018.00021 · Cited by 102
“To achieve this, agents engage in some interactions that serve an epistemic rather than pragmatic purpose, i.e., epistemic actions (Kirsh and Maglio, 1994).”
BackgroundDisciplinary integration of digital games for science learning
Clark, D. B., Sengupta, P., Brady, C. E., Martinez-Garza, M. M., & Killingsworth, S. S. (2015) · International Journal of STEM Education · doi:10.1186/s40594-014-0014-4 · Cited by 94
“Segmenting a level is useful metacognitive or ‘epistemic action’ (Kirsh and Maglio 1994) that facilitates cognition in challenging settings.”
BackgroundInterfaces of social psychology with situated and embodied cognition
Semin, G. R., & Smith, E. R. (2002) · Cognitive Systems Research · doi:10.1016/s1389-0417(02)00049-9 · Cited by 88
Katinka Dijkstra, B., & Post, L. S. (2015) · Frontiers in Psychology · doi:10.3389/fpsyg.2015.01525 · Cited by 107
“Awell-known example in this respect is a study by (Kirsh and Maglio, 1994) in which participants have to rotate and flip falling block shapes quickly to make them fit with the surface and the blocks they fall on.”
BackgroundEmbodied interaction with a 3D versus 2D mobile map
Oulasvirta, A., Estlander, S., & Nurminen, A. (2008) · Personal and Ubiquitous Computing · doi:10.1007/s00779-008-0209-0 · Cited by 89
“We see a parallel to experienced Tetris players tactic of rotating a piece in order to see, rather than mentally simulate, its fit to the landscape [16].”
BackgroundPerception! Immersion! Empowerment! Superpowers as Inspiration for Visualization
Willett, W., Aseniero, B. A., Carpendale, S., Dragicevic, P., Jansen, Y., Oehlberg, L., & Isenberg, P. (2021) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2021.3114844 · Cited by 95
“Kirsch [57], for example, distinguishes epistemic actions, which help people think and learn from the world, from pragmatic actions, which change the state of the world.”
Beyond simple laboratory studies: Developing sophisticated models to study rich behavior
Maselli, A., Gordon, J. R., Eluchans, M., Lancia, G. L., Thiery, T., Moretti, R., Cisek, P., & Pezzulo, G. (2023) · Physics of Life Reviews · doi:10.1016/j.plrev.2023.07.006 · Cited by 101
Undo and erase events as indicators of usability problems
Akers, D. L., Simpson, M. R., Jeffries, R., & Winograd, T. A. (2009) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/1518701.1518804 · Cited by 91
“Furthermore, we knew that some undo or erase events could lead to false alarms – they might sometimes indicate epistemic actions [14] rather than usability problems.”
BackgroundPhysical Imagery: Kinematic versus Dynamic Models
Schwartz, D. L. (1999) · Cognitive Psychology · doi:10.1006/cogp.1998.0702 · Cited by 81
“Similarly, Kosslyn’s (1980) computational model of imagery included an analog spatial array that gave metric properties to thoughts, but the array did not represent any invisible or dynamic components like a push or pull.”
BackgroundThe Dynamics of Reference and Shared Visual Attention
Dale, R. A. C., Kirkham, N. Z., & Richardson, D. C. (2011) · Frontiers in Psychology · doi:10.3389/fpsyg.2011.00355 · Cited by 87
“In particular, the use of the mouse pointer as a marker has the hallmarks of what Kirsch and Maglio (1994) called an “epistemic action”: an external physical action that serves an internal cognitive function.”
MethodRepresentational competence: towards a distributed and embodied cognition account
Pande, P., & Chandrasekharan, S. (2016) · Studies in Science Education · doi:10.1080/03057267.2017.1248627 · Cited by 102
“This account focuses on memory o ffl oading, but it has been extended in two ways: (1) to show how processing, particularly mental rotation, is lowered using external manipulations that serve as ‘epistemic actions’ (Kirsh, 2010; Kirsh & Maglio, 1994).”
BackgroundSources of Embodied Creativity: Interactivity and Ideation in Contact Improvisation
Kimmel, M., Hristova, D., & Kussmaul, K. (2018) · Behavioral Sciences · doi:10.3390/bs8060052 · Cited by 86
“(This is also why “4E” thought emphasizes active perception [115,116] and micro-generative stimulations of the environment [117].”
BackgroundThinking Through Place on the Early Modern English Stage
Bozio, A. (2020) · doi:10.1093/oso/9780198846567.001.0001 · Cited by 87
Extended mind and cognitive enhancement: moral aspects of cognitive artifacts
Heersmink, R. (2015) · Phenomenology and the Cognitive Sciences · doi:10.1007/s11097-015-9448-5 · Cited by 86
“Situated cognition theory, in contrast, has extensively studied cognitive artifacts (Norman 1993; Kirsh and Maglio 1994; Hutchins * Richard Heersmink richard.heersmink@gmail.com 1 Department of Philosophy, Macquarie University, Sydney, Australia 1995; Clark and Chalmers 1998), but also has not…”
BackgroundThe Extended Mind: State of the Question
Gallagher, S. (2018) · The Southern Journal of Philosophy · doi:10.1111/sjp.12308 · Cited by 90
Zaman, B., Abeele, V. V., Markopoulos, P., & Marshall, P. (2011) · Personal and Ubiquitous Computing · doi:10.1007/s00779-011-0409-x · Cited by 86
“[45] used Kirsh and Maglio’s [46] notion of epistemic and pragmatic actions to analyze children’s problem-solving strategies on a jigsaw puzzle task: Epistemic actions are those which change the nature of the problem-solving task, whereas pragmatic actions bring one physically closer to a goal.”
MethodA phenomenology and epistemology of large language models: transparency, trust, and trustworthiness
Heersmink, R., de Rooij, B., Clavel Vázquez, M. J., & Colombo, M. (2024) · Ethics and Information Technology · doi:10.1007/s10676-024-09777-3 · Cited by 91
“Sometimes, they allow us to perform cognitive tasks that we would otherwise not be able to perform at all (Kirsh & Maglio, 1994).”
More than a scaffold: Language is a neuroenhancement
Dove, G. O. (2019) · Cognitive Neuropsychology · doi:10.1080/02643294.2019.1637338 · Cited by 86
Varieties of Artifacts: Embodied, Perceptual, Cognitive, and Affective
Heersmink, R. (2021) · Topics in Cognitive Science · doi:10.1111/tops.12549 · Cited by 87
The Epistemology and Ontology of Human-Computer Interaction
Brey, P. A. E. (2005) · Minds and Machines · doi:10.1007/s11023-005-9003-1 · Cited by 81
“Following Kirsh and Maglio (1994), they call such actions epistemic actions .”
BackgroundForms and Roles of Diagrams in Knot Theory
Toffoli, S. D., & Giardino, V. (2013) · Erkenntnis · doi:10.1007/s10670-013-9568-7 · Cited by 79
“Experts have acquired a form of imagination that prompt them to re-draw diagrams and calculate with them, performing epistemic actions (Kirsh and Maglio 1994).1 This imagination derives from our interaction 1 Kirsh and Maglio distinguish between pragmatic actions, i.e.‘‘actions performed to bring…”
BackgroundExtending the mind into the world: A new theory of cognitive distortions in sex offenders
Ward, T. J., & Casey, A. R. (2009) · Aggression and Violent Behavior · doi:10.1016/j.avb.2009.08.002 · Cited by 78
La construction de connaissances chez des sportifs de haut niveau lors d'une interaction compétitive
Sève, C., Saury, J., Theureau, J., & Durand, M. (2002) · Le travail humain · doi:10.3917/th.652.0159 · Cited by 78
Building Cognition: The Construction of Computational Representations for Scientific Discovery
Chandrasekharan, S., & Nersessian, N. J. (2014) · Cognitive Science · doi:10.1111/cogs.12203 · Cited by 84
“DC has discussed how structures in the environment could be made part of the cog- nitive system to lower processing load, for instance, in the process of landing an aircraft (Hutchins, 1995a) or playing Tetris (Kirsh & Maglio,1994).”
BackgroundLucero, A., Vaajakallio, K., & Dalsgaard, P. (2011) · CoDesign · doi:10.1080/15710882.2011.609888 · Cited by 89
“The design environment and materials serve to support not only pragmatic action (Kirsh and Maglio 1994) – manipulating things to carry out a specific task – but also epistemic action – exploring and understanding the situation at hand through action and manipulation of materials.”
Шварц, А. Ю., & Abrahamson, D. (2019) · Learning Culture and Social Interaction · doi:10.1016/j.lcsi.2019.05.003 · Cited by 77
Exploring how children use their hands to think: an embodied interactional analysis
Antle, A. N. (2013) · Behaviour & Information Technology · doi:10.1080/0144929x.2011.630415 · Cited by 76
“The classic example involves a user manipulating pieces in the computer game Tetris; not to solve the task at hand but to better understand how rotated pieces look (Kirsh and Maglio 1994).”
BackgroundEconomic cognitive institutions
Petracca, E., & Gallagher, S. (2020) · Journal of Institutional Economics · doi:10.1017/s1744137420000144 · Cited by 78
A dual-space model of iteratively deepening exploratory learning
Rieman, J., Young, R. M., & Howes, A. (1996) · International Journal of Human-Computer Studies · doi:10.1006/ijhc.1996.0032 · Cited by 76
The geography of patient safety: A topical analysis of sterility
Mesman, J. (2009) · Social Science & Medicine · doi:10.1016/j.socscimed.2009.09.055 · Cited by 75
Nave, K., Deane, G., Miller, M., & Clark, A. (2020) · Wiley Interdisciplinary Reviews Cognitive Science · doi:10.1002/wcs.1542 · Cited by 103
A comparison of spatial organization strategies in graphical and tangible user interfaces
Patten, J., & Ishii, H. (2000) · Designing Augmented Reality Environments (DARE) · doi:10.1145/354666.354671 · Cited by 75
“Kirsh calls this modification “epistemic” action, which he contrasts with “pragmatic” action which is taken to solve a problem directly[15].”
BackgroundThe Good, the Bad and the Ugly: A Study of Security Decisions in a Cyber-Physical Systems Game
Frey, S., Rashid, A., Anthonysamy, P., et al. (2017) · IEEE Transactions on Software Engineering · doi:10.1109/tse.2017.2782813 · Cited by 75
“The famous Tetris game has been used to investigate the differences in the actions humans perform from a cognitive perspective [15].”
MethodTHE PUZZLE OF SOCIAL ACTIVITY THE SIGNIFICANCE OF TOOLS IN COGNITION AND COOPERATION
Susi, T. (2006) · KTH Publication Database DiVA (KTH Royal Institute of Technology) · Cited by 75
Cowley, S. J., & Vallée‐Tourangeau, F. (2013) · Springer eBooks · doi:10.1007/978-1-4471-5125-8 · Cited by 73
“In Tetris, human-computer aggregates rely on both goal-directed actions and epistemic actions that use the world to simplify cognitive tasks (Kirsh and Maglio 1994).”
BackgroundIntegrating self-explanation functionality into a complex game environment: Keeping gaming in motion
Adams, D. M., & Clark, D. B. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.01.002 · Cited by 84
The Embodied Nature of Implicit Theories: The Consistency of Ideas About the Nature of Matter
Pozo, J. I., & Crespo, M. Á. G. (2005) · Cognition and Instruction · doi:10.1207/s1532690xci2303_2 · Cited by 72
“One can assume simpler theories have to be redescribed in terms of more complex ones but not abandoned given their representational efficiency or pragmatic function (Kirsh & Maglio, 1994) in some contexts.”
BackgroundThe Role of Haptics in Immersive Telecommunication Environments
Reiner, M. (2004) · IEEE Transactions on Circuits and Systems for Video Technology · doi:10.1109/tcsvt.2004.823399 · Cited by 72
“Presence emerges out of interaction with the environment under the condition that the perceived sensory patterns match memorized sensory cues and thus convey a meaning.”
BackgroundA multimodal approach to examining 'embodiment' in tangible learning environments
Price, S., & Jewitt, C. (2013) · International Conference on Tangible, Embedded, and Embodied Interaction (TEI) · doi:10.1145/2460625.2460632 · Cited by 77
“While previous work suggests the benefits of physical manipulation for learning [9; 12], and offers some insight into interaction around tabletops, particularly the effect of position and orientation [e.g. 17] and awareness [6] on collaboration and participation, they tell us little about the…”
BackgroundKlyubin, A. S., Polani, D., & Nehaniv, C. L. (2007) · Neural Computation · doi:10.1162/neco.2007.19.9.2387 · Cited by 72
“Actions may facilitate active perception to uncover hidden information or simplify information processing in sensory pathways ( Kirsh & Maglio, 1994; Nolfi & Marocco, 2002).”
Background4E cognition and the dogma of harmony
Aagaard, J. (2021) · Philosophical Psychology · doi:10.1080/09515089.2020.1845640 · Cited by 73
“Kirsh and Maglio (1994) showed that skilled Tetris players rotate falling blocks on-screen rather than mentally.”
BackgroundChange processes in development: The concept of coactive scaffolding
Mascolo, M. F. (2005) · New Ideas in Psychology · doi:10.1016/j.newideapsych.2006.05.002 · Cited by 72
“In this example, deliberate or inadvertent actions on the part of the player (i.e., re-configuring letter tiles) produce environmental changes that prompt novel meanings and cognitive operations (Clark, 1997; Kirsh & Maglio, 1994).”
Kilfoyle, E., Richardson, A. J., & MacDonald, L. D. (2013) · Accounting Organizations and Society · doi:10.1016/j.aos.2013.08.001 · Cited by 70
Care and conversing in dialogical systems
Steffensen, S. V. (2012) · Language Sciences · doi:10.1016/j.langsci.2012.03.008 · Cited by 72
An Active Inference view of cognitive control
Pezzulo, G. (2012) · Frontiers in Psychology · doi:10.3389/fpsyg.2012.00478 · Cited by 68
“In some cases, the overt loop is recruited for planning and thinking, too, such as for instance when Tetris players rotate blocks to better decide where to place them (Kirsh and Maglio, 1994).”
BackgroundOrganization of the information flow in the perception-action loop of evolved agents
Klyubin, A. S., Polani, D., & Nehaniv, C. L. (2004) · NASA/DoD Conference on Evolvable Hardware · doi:10.1109/eh.2004.1310828 · Cited by 70
“The perception-action loop can also help uncover hidden information, as demonstrated by Kirsh and Maglio [ 7 ].”
BackgroundGu, N., Kim, M. J., & Maher, M. L. (2010) · Automation in Construction · doi:10.1016/j.autcon.2010.10.004 · Cited by 72
“Epistemic action refers to “exploratory” motor activity, where users would get the final stage through performing a lot of physical actions evenwith no specific goal [33,34].”
BackgroundThe Cognitive Architecture of Digital Externalization
Skulmowski, A. (2023) · Educational Psychology Review · doi:10.1007/s10648-023-09818-1 · Cited by 76
The strategic nature of changing your mind
Walsh, M. M., & Anderson, J. R. (2008) · Cognitive Psychology · doi:10.1016/j.cogpsych.2008.09.003 · Cited by 66
“For instance, in the video game Tetris, experts rotate shape ‘‘zoids” manually rather than mentally to discover where the zoid best fits (Kirsh & Maglio, 1994).”
BackgroundResultMinding the Body Interacting socially through embodied action
Lindblom, J. (2007) · KTH Publication Database DiVA (KTH Royal Institute of Technology) · Cited by 69
The Neglected Networks of Material Agency: Artefacts, Pictures and Texts
Knappett, C. (2008) · Springer eBooks · doi:10.1007/978-0-387-74711-8_8 · Cited by 71
“This is, in fact, often the kind of scenario selected for analysis by those working in distributed cognition: Kirsh and Maglio’s Tetris, for example ( Kirsh and Maglio 1994 ).”
MethodUsing dual eye-tracking to unveil coordination and expertise in collaborative Tetris
Jermann, P., Nüssli, M.-A., & Li, W. (2010) · Electronic workshops in computing · doi:10.14236/ewic/hci2010.7 · Cited by 67
“It is therefore very likely that there is a strong link between eyemovements and the cognitive processes involved in solving the task (see [9] for a detailed analysis).”
BackgroundGamelike features might not improve data
Hawkins, G. E., Rae, B., Nesbitt, K. V., & Brown, S. D. (2013) · Behavior Research Methods · doi:10.3758/s13428-012-0264-3 · Cited by 61
Kulms, P., & Kopp, S. (2018) · Frontiers in Digital Humanities · doi:10.3389/fdigh.2018.00014 · Cited by 66
Promoting Representational Competence with Molecular Models in Organic Chemistry
Stull, A. T., Gainer, M. J., Padalkar, S., & Hegarty, M. (2016) · Journal of Chemical Education · doi:10.1021/acs.jchemed.6b00194 · Cited by 68
White, L. (2015) · European Journal of Operational Research · doi:10.1016/j.ejor.2015.07.032 · Cited by 65
“The analysis also includes a pragmatist element (Kirsh and Maglio, 1994; Ormerod, 2006; White, 2006b; Locke et al, 2008) in the sense that an abductive approach was pursued where alternative counterfactual explanation played a key role in the development of the framework.”
MethodMatusov, E., & 宮崎, 清. (2014) · Dialogic Pedagogy A Journal for Studies of Dialogic Education · doi:10.5195/dpj.2014.121 · Cited by 65
“Some researchers name the action referred to in the last half of the above phrase as “epistemic action” compared to “pragmatic action” (Kirsh & Maglio, 1994).”
Background
Metadata
- Authors
- Kirsh, D., & Maglio, P.
- Affiliations
- University of California San Diego (US)
- Corresponding author
- Kirsh, David
- Venue
- Cognitive Science
- Publisher
- Wiley
- Published
- 1994-10
- Volume
- 18
- Issue
- 4
- Pages
- 513-549
- ISSN
- 0364-0213 (ISSN-L)
- 1551-6709
- OpenAlex
- W2128922568
- Cited by
- 1,641
- References
- 46
- Citations by year
- 2026: 63 · 2025: 123 · 2024: 47 · 2023: 64 · 2022: 112 · 2021: 50 · 2020: 104 · 2019: 89 · 2018: 60 · 2017: 60 · 2016: 66 · 2015: 83 · 2014: 71 · 2013: 83 · 2012: 57
- FWCI
- 4.51
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Cognitive Science (publishedVersion)
- PhilPapers (PhilPapers Foundation) (submittedVersion)
- Topics
- Life Sciences › Neuroscience › Cognitive Neuroscience › Embodied and Extended Cognition
- Physical Sciences › Computer Science › Artificial Intelligence › AI-based Problem Solving and Planning
- Social Sciences › Psychology › Social Psychology › Action Observation and Synchronization
- Keywords
- epistemic actions, Tetris, video gaming, cognition and action, information processing model, problem solving, philosophy of action
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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