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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In the paper
“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.”
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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
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Items 301–400 of 1,470
What is design knowledge and how do we teach it
Hoadley, C. P., & Cox, C. (2008) · Cited by 43
Clark, A. (2022) · Australasian Journal of Philosophy · doi:10.1080/00048402.2022.2122523 · Cited by 63
“Actions whose job is to improve or transform information rather than achieve immediate practical ends are sometimes called ‘ epistemic actions ’ [Kirsh and Maglio 1994].”
BackgroundEmotions as pragmatic and epistemic actions
Wilutzky, W. (2015) · Frontiers in Psychology · doi:10.3389/fpsyg.2015.01593 · Cited by 39
“The unique contribution which Kirsh and Maglio’s article (Kirsh and Maglio, 1994) made to cognitive science, and which has thus far not been related to the philosophy of emotions, is the insight that not all actions are necessarily pragmatic in their function.”
InfluentialAKTiveSA: A Technical Demonstrator System For Enhanced Situation Awareness
Smart, P. R., Russell, A., Shadbolt, N. R., schraefel, M. C., & Carr, L. A. (2007) · The Computer Journal · doi:10.1093/comjnl/bxm067 · Cited by 36
“This strategy has much in common with the notion of ‘epistemic action’ in which a problemsolving agent initiates actions to restructure the problemsolving environment in a manner that simplifies subsequent problem-solving operations [7].”
BackgroundCreating Social Orientation Through Language: A socio-cognitive theory of situated social meaning
Langlotz, A. (2015) · Cited by 36
Minds Online: The Interface between Web Science, Cognitive Science and the Philosophy of Mind
Smart, P. R., Clowes, R. W., & Heersmink, R. (2017) · now publishers, Inc. eBooks · doi:10.1561/1800000026 · Cited by 42
What the Jeweller’s Hand Tells the Jeweller’s Brain: Tool Use, Creativity and Embodied Cognition
Baber, C., Chemero, T., & Hall, J. (2017) · Philosophy & Technology · doi:10.1007/s13347-017-0292-0 · Cited by 36
“For example, in their study of Tetris playing, Kirsh and Maglio (1994) distinguish between the pragmatic acts involved in moving the pieces to form patterns, and the epistemic actions involved in moving the pieces in an exploratory manner to see whether patterns are available.”
BackgroundThe Movement of Eye and Hand as a Window Into Language and Cognition
Spivey, M. J., Richardson, D. C., & Dale, R. A. C. (2008) · Oxford University Press eBooks · doi:10.1093/oso/9780195309980.003.0012 · Cited by 39
Meta-T: TetrisⓇ as an experimental paradigm for cognitive skills research
Lindstedt, J. K., & Gray, W. D. (2015) · Behavior Research Methods · doi:10.3758/s13428-014-0547-y · Cited by 33
“3 An approach that focused less on overall Tetris performance and more on details of game play was taken by Kirsh and Maglio (1994) and Maglio and Kirsh (1996) to advance the general (i.”
BackgroundDesign of Visualizations for Human-Information Interaction: A Pattern-Based Framework
Sedig, K., & Parsons, P. (2016) · Synthesis lectures on visualization · doi:10.2200/s00685ed1v01y201512vis005 · Cited by 39
How to study the mind: An introduction to embodied cognition
Anderson, M. L. (2005) · CogPrints (University of Southampton) · Cited by 35
Rahimian, F. P., Ibrahim, R., Rahmat, R. W. O. K., Abdullah, M. T., & Jaafar, M. S. (2011) · Teesside University Research Portal (Teesside University) · doi:10.26687/archnet-ijar.v5i1.221 · Cited by 35
“Besides, relying on the literature (Kirsh and Maglio, 1994) the study posited that the epistemic actions facilitated by the rich interface offloaded the designers’ mental cognition partly into the physical world, thus letting them have freer mind to create more design ideas.”
MethodDe Smedt, J., & De Cruz, H. (2011) · Adaptive Behavior · doi:10.1177/1059712310396382 · Cited by 33
“Kirsh and Maglio (1994), for example, compared the performance of subjects playing Tetris who were allowed to physically rotate blocks to fit them into the slots with players who were forced to mentally rotate them.”
BackgroundMusical Ecologies in Video Games
Kamp, M. (2013) · Philosophy & Technology · doi:10.1007/s13347-013-0113-z · Cited by 34
“Kirsh and Maglio (1994) have argued that these kinds of “ epistemic actions ” facilitate spatial cognition in Tetris , making it easier for players to complete the game — in ecological terms this suggests that the environment affords puzzle solving.”
BackgroundKhooshabeh, P., & Hegarty, M. (2010) · Human-Computer Interaction · doi:10.1080/07370020903586704 · Cited by 33
“For example, Kirsh and Maglio (1994) found that experienced players of Tetris often rotated the Tetris pieces on the computer screen rather than mentally rotating them.”
BackgroundSocial Interaction and the City: The Effect of Space on the Reduction of Entropy
Netto, V. M., Meirelles, J., & Ribeiro, F. L. (2017) · Complexity · doi:10.1155/2017/6182503 · Cited by 33
Abrahamson, D., & Abdu, R. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-020-09805-1 · Cited by 39
Evidence for the role of self-priming in epistemic action: Expertise and the effective use of memory
Maglio, P. P., Wenger, M. J., & Copeland, A. M. (2007) · Acta Psychologica · doi:10.1016/j.actpsy.2007.02.001 · Cited by 34
“In four experiments, we systematically investigated two predictions that follow from Maglio and Kirsh’s epistemic action hypothesis ( Kirsh & Maglio, 1994; Maglio, 1995): specifically, (a) that additional previews prime memory effectively in Tetris, and (b) that these previews increase capacity so much that the benefi…”
BackgroundMethodResultInfluentialSelf-citationAn Inquiry into the Practice of Proving in Low-Dimensional Topology
Toffoli, S. D., & Giardino, V. (2014) · Boston studies in the philosophy of science · doi:10.1007/978-3-319-10434-8_15 · Cited by 33
“13Epistemic actions have been characterized by Kirsh and Maglio (1994) as “actions performed to uncover information that is hidden or hard to compute mentally” in contrast to pragmatic actions, which are “actions performed to bring one physically closer to a goal.”
BackgroundScientific Models Are Not Fictions
Magnani, L. (2012) · Studies in applied philosophy, epistemology and rational ethics · doi:10.1007/978-3-642-29928-5_1 · Cited by 33
FUSE: An Alternative Infrastructure for Empowering Learners in Schools
Stevens, R., Jona, K., Penney, L. S., Champion, D., Ramey, K. E., Hilppö, J. A., Echevarria, R., & Penuel, W. R. (2016) · doi:10.22318/icls2016.162 · Cited by 34
Tracing the Roots of Cognition in Predictive Processing
Pezzulo, G. (2017) · Theoretical Philosophy/MIND Group – JGU Mainz · doi:10.15502/9783958573215 · Cited by 33
“…is “externalized” or off-loaded to the environment, as in the case of using a computer (or even an abacus) to do maths, or rotating Tetris pieces to aid in deciding where to place them (the latter was indeed an early example of “epistemic action” in the literature, cf. Kirsh and Maglio 1994).”
BackgroundFingerhut, J. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.635993 · Cited by 41
“16 For the concept of epistemic action see Kirsh and Maglio (1994) and the discussion in Clark and Chalmers (1998).”
BackgroundCognitive Science Progresses Toward Interactive Frameworks
Spivey, M. J. (2023) · Topics in Cognitive Science · doi:10.1111/tops.12645 · Cited by 41
Tylén, K., Fusaroli, R., Bjørndahl, J. S., Rączaszek‐Leonardi, J., Østergaard, S., & Stjernfelt, F. (2014) · Pragmatics & Cognition · doi:10.1075/pc.22.2.06tyl · Cited by 31
Sève, C., Saury, J., Leblanc, S., et al. (2005) · European Review of Applied Psychology · doi:10.1016/j.erap.2005.04.001 · Cited by 33
“Borrowing Kirsh and Maglio’s (1994) distinction, we can say that there are two categories of action in sports: pragmatic Table 4 Protocol excerpt and EUM labels illustrating an occurrence of the typical executory sequence “Vary strokes to maintain effectiveness””
BackgroundExperiencing the reading glove
Tanenbaum, K., Tanenbaum, T. J., Antle, A. N., Bizzocchi, J., Seif el-Nasr, M., & Hatala, M. (2010) · Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction · doi:10.1145/1935701.1935728 · Cited by 35
“One common claim for tangible interfaces is that they can provide scaffolding and structures for external cognition, by allowing users to offload information on to the physical arrangement of the tangible objects [10].”
BackgroundDiagrammatic Reasoning in Mathematics
Giardino, V. (2017) · Springer handbooks · doi:10.1007/978-3-319-30526-4_22 · Cited by 32
Marichal, S., Rosales, A., Perilli, F. G., Pires, A. C., Bakała, E., Sansone, G., & Blat, J. (2017) · International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI) · doi:10.1145/3098279.3098536 · Cited by 35
“This specific action reduces the memory involved and the probability of error in mental computation[24].”
BackgroundMulti-Armed Bandits with Fairness Constraints for Distributing Resources to Human Teammates
Claure, H., Chen, Y., Modi, J., Jung, M. F., & Nikolaidis, S. (2020) · ACM/IEEE International Conference on Human-Robot Interaction (HRI) · doi:10.1145/3319502.3374806 · Cited by 57
“[30, 36]).”
Schlimm, D., & Neth, H. (2008) · Cited by 32
Interaction, External Representation and Sense Making
Kirsh, D. (2009) · eScholarship (California Digital Library) · Cited by 32
Self-citationModeling design as situated and distributed process
Roth, W. (2001) · Learning and Instruction · doi:10.1016/s0959-4752(00)00029-3 · Cited by 32
Enactive theorists do it on purpose: Toward an enactive account of goals and goal-directedness
McGann, M. (2007) · Phenomenology and the Cognitive Sciences · doi:10.1007/s11097-007-9074-y · Cited by 31
“our limited working memory systems can be altered completely when we can symbolically represent the different elements of the task, giving us new ways of interacting with the problem, organising and reorganising its components in what Kirsch and Maglio (1994) term “epistemic actions”.”
BackgroundIntelligent problem-solvers externalize cognitive operations
Bocanegra, B. R., Poletiek, F. H., Ftitache, B., & Clark, A. (2019) · Nature Human Behaviour · doi:10.1038/s41562-018-0509-y · Cited by 33
Designing Interactions for Navigation in 3D Mobile Maps
Nurminen, A., & Oulasvirta, A. (2008) · Lecture notes in geoinformation and cartography · doi:10.1007/978-3-540-37110-6_10 · Cited by 32
“In their influential paper, Kirsh and Maglio (1994) distinguished between two kinds of action: pragmatic and epistemic.”
Semiotics and Intelligent Systems Development
Gudwin, R., & Queiroz, J. (2006) · doi:10.4018/978-1-59904-063-9 · Cited by 32
Locating Oneself on a Map in Relation to Person Qualities and Map Characteristics
Liben, L. S., Myers, L. J., & Kastens, K. A. (2008) · Lecture notes in computer science · doi:10.1007/978-3-540-87601-4_14 · Cited by 32
“Aligning a map with the referent space is an epistemic action, defined by Kirsch and Maglio as an action in which an agent manipulates objects in the environment with the goal of acquiring information [33].”
BackgroundMind beyond the Net: Implications of Cognitive Neuroscience for Cultural Psychiatry
Henningsen, P., & Kirmayer, L. J. (2000) · Transcultural Psychiatry · doi:10.1177/136346150003700401 · Cited by 32
“(Kirsh & Maglio, 1994: 545; emphases in original) Seen from this point of view, the usual experimental approach in brain function imaging studies is unable to capture relevant aspects of agent–environment interactions.”
BackgroundTwisted Tales: Causal Complexity and Cognitive Scientific Explanation
Clark, A. (1998) · Minds and Machines · doi:10.1023/a:1008238431527 · Cited by 32
Planning Skills and Negotiator Goal Accomplishment
JORDAN, J. M., & Roloff, M. E. (1997) · Communication Research · doi:10.1177/009365097024001002 · Cited by 31
Locked-in Syndrome, BCI, and a Confusion about Embodied, Embedded, Extended, and Enacted Cognition
Walter, S. (2009) · Neuroethics · doi:10.1007/s12152-009-9050-z · Cited by 35
“Or consider David Kirsh and Paul Maglio’s research on “epistemic actions” [32] which highlights a similar kind of environmental “offloading” or “outsourcing”: proficient players of the computer game Tetris use button presses to rotate the figures on the screen rather than rotate them mentally because it is cognitively…”
BackgroundGaining design insight through interaction prototyping tools
Hartmann, B. (2009) · Cited by 30
Visual Mathematics and Cyberlearning
Martinović, D., Freiman, V., & Karadağ, Z. (2012) · Mathematics education in the digital era · doi:10.1007/978-94-007-2321-4 · Cited by 33
MonTI. Monografías de Traducción e Interpretación. N. Especial 1 (2014)
varios, A., Calvo Rigual, C., & Muñoz Martín, R. (2014) · MonTi Monografías de Traducción e Interpretación · doi:10.6035/monti.2014.ne1 · Cited by 30
Cognitive Transformations and Extended Expertise
Menary, R., & Kirchhoff, M. D. (2013) · Educational Philosophy and Theory · doi:10.1080/00131857.2013.779209 · Cited by 34
“…resource——pen and paper, say——transforms and alters the informational structure of the local environment so as to appropriately augment and aid the completion of cognitive tasks: enabling faster, more efficient and more reliable processing of information (Kirsh & Maglio, 1994, p. 515).”
BackgroundInfluentialThe Micro-genesis of Improvisational Co-creation
Kimmel, M., & Hristova, D. (2021) · Creativity Research Journal · doi:10.1080/10400419.2021.1922197 · Cited by 34
“Active engagement can serve epistemic functions and information search can often even be nested within pragmatic actions that impact the world (Kirsh & Maglio, 1994).7 Furthermore, incipient action may suggest creative pathways and “actionables,” as in Napoleon’s famous dictum “first we engage,…”
BackgroundContextualizing bodies: human infants and distributed cognition
Cowley, S. J. (2004) · Language Sciences · doi:10.1016/j.langsci.2004.09.005 · Cited by 30
Active internalism and open dynamical systems
Yoshimi, J. (2011) · Philosophical Psychology · doi:10.1080/09515089.2011.569919 · Cited by 30
“Kirsh and Maglio (1994) famously showed that subjects perform better in the video game Tetris when they actively manipulate blocks than when they perform these operations in their heads.”
BackgroundMemory-motor transformations are impaired in Parkinson's disease
Ketcham, C. J., Hodgson, T. L., Kennard, C., & Stelmach, G. E. (2003) · Experimental Brain Research · doi:10.1007/s00221-002-1332-1 · Cited by 32
“Our study suggests that an important component of performing spatial memory tasks efficiently may be the generation of eye movement strategies which minimize the load on internal cognitive resources (Clark 1997; Kirsh and Maglio 1994; Hodgson et al. 2000).”
BackgroundExploring Brick-Based Navigation and Composition in an Augmented Reality
Fjeld, M., Voorhorst, F., Bichsel, M., Lauche, K., Rauterberg, M., & Krueger, H. (1999) · Lecture Notes in Computer Science · doi:10.1007/3-540-48157-5_11 · Cited by 30
Esteves, A., Bakker, S., Antle, A. N., May, A., Warren, J. L., & Oakley, I. (2015) · International Conference on Tangible, Embedded, and Embodied Interaction (TEI) · doi:10.1145/2677199.2680546 · Cited by 29
Using Invariances in Geometrical Diagrams: Della Porta, Kepler and Descartes on Refraction
Heeffer, A. (2017) · Archimedes · doi:10.1007/978-3-319-50215-1_7 · Cited by 29
The pervasive impact of ignorance
Kirfel, L., & Phillips, J. (2022) · Cognition · doi:10.1016/j.cognition.2022.105316 · Cited by 29
Role of Interaction in Enhancing the Epistemic Utility of 3D Mathematical Visualizations
Liang, H., & Sedig, K. (2010) · International Journal of Computers for Mathematical Learning · doi:10.1007/s10758-010-9165-7 · Cited by 29
“Research from Kirsh and associates suggests that in everyday life people usually perform some simple actions that change or adapt their environment in order to assist them to perform more complex activities (see Kirsh and Maglio 1994; Kirsh 1996; Hollan et al. 2000).”
BackgroundPande, P. (2020) · Phenomenology and the Cognitive Sciences · doi:10.1007/s11097-020-09686-y · Cited by 35
“(non-neural) structures, in terms of her actions with, and/or navigation in, those external structures (Chandrasekharan and Nersessian 2015; Clark and Chalmers 1998; Hutchins 2014; Kirsh 2010; Kirsh and Maglio 1994).”
BackgroundThe Origin of Epistemic Structures and Proto-Representations
Chandrasekharan, S., & Stewart, T. C. (2007) · Adaptive Behavior · doi:10.1177/1059712307076256 · Cited by 29
“The term is derived from the distinction between epistemic and pragmatic action developed by Kirsh and Maglio (1994) .”
BackgroundDesigning learning representations around physical manipulation
Manches, A., & Price, S. (2011) · ACM International Conference on Interaction Design and Children (IDC) · doi:10.1145/1999030.1999040 · Cited by 29
“Under this theme, Antle distinguishes between the ‘Role of Actions in Embodied Cognition’ and ‘Epistemic and Pragmatic actions’ (drawing on the work of Kirsh & Maglio [19]).”
BackgroundInteractivity fosters Bayesian reasoning without instruction.
Vallée-Tourangeau, G., Abadie, M., & Vallée‐Tourangeau, F. (2015) · Journal of Experimental Psychology General · doi:10.1037/a0039161 · Cited by 28
“Finally, the “epistemic activity” included actions aiming to support mental computations or uncover information that is hidden (Kirsh & Maglio, 1994), such as sampling the cards and counting.”
BackgroundThe relationship between atypical visual processing and social skills in young children with autism
Hellendoorn, A., Langstraat, I., Wijnroks, L., Buitelaar, J. K., van Daalen, E., & Leseman, P. P. M. (2013) · Research in Developmental Disabilities · doi:10.1016/j.ridd.2013.11.012 · Cited by 32
“Epistemic actions are actions which humans take with the intent of facilitating cognition, for instance first structuring the physical environment before starting to work (Kirsh & Maglio, 1994).”
BackgroundZander, S., Wetzel, S., & Bertel, S. (2016) · Computers & Education · doi:10.1016/j.compedu.2016.10.007 · Cited by 33
Posing and Acting as Input for Personalizing Furniture
Lee, B., Cho, M., Joonhee, M., & Saakes, D. P. (2016) · Nordic Conference on Human-Computer Interaction · doi:10.1145/2971485.2971487 · Cited by 31
“This type of epistemic action [11] was frequently observed just prior to the participants specifying a dimension.”
BackgroundKonkel, M. K., Ullmer, B., Shaer, O., & Mazalek, A. (2019) · ACM International Symposium on Pervasive Displays (PerDis) · doi:10.1145/3321335.3324953 · Cited by 28
“Active tokens could be lifted from the workspace and held, placed, or exchanged with other users to support varying styles of epistemic cognition [67]. for manipulation in a conventional spreadsheet, or to a wall-scale display for presentation use.”
BackgroundSenathirajah, Y., Henry, S. B., & Kaufman, D. R. (2014) · Journal of Biomedical Informatics · doi:10.1016/j.jbi.2014.09.002 · Cited by 28
“studied ‘epistemic action’, which they define as actions that are not required as part of the goal task but which provide an advantage for intermediate mental processing [58].”
Children’s embodied intuitive interaction — Design aspects of embodiment
Desai, S., Blackler, A. L., & Popović, V. (2019) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2019.06.001 · Cited by 29
Menary, R., & Gillett, A. J. (2022) · Topics in Cognitive Science · doi:10.1111/tops.12604 · Cited by 32
How Did We Get from There to Here? An Evolutionary Perspective on Embodied Cognition
Wilson, M. (2008) · Elsevier eBooks · doi:10.1016/b978-0-08-046616-3.00019-0 · Cited by 33
Proactive Action Preparation: Seeing Action Preparation as a Continuous and Proactive Process
Pezzulo, G., & Ognibene, D. (2012) · Motor Control · doi:10.1123/mcj.16.3.386 · Cited by 27
“A popular example of these so-called epistemic actions is rotating a piece of the Tetris game so to decide where to put it more easily and with less cognitive load (Kirsh & Maglio, 1994).”
BackgroundCollective representational content for shared extended mind
Bosse, T., Jonker, C. M., Schut, M. C., & Jan Treur, A. (2006) · Cognitive Systems Research · doi:10.1016/j.cogsys.2005.11.007 · Cited by 29
“The authors build on the ideas of Kirsh and Maglio (1994) of epistemic actions that alter the world so as to aid and augment cognitive processes such as recognition and search.”
The To-and-Fro of Sense Making
Hornecker, E. (2016) · ACM Transactions on Computer-Human Interaction · doi:10.1145/2882785 · Cited by 29
“We thus can see elements of " epistemic action " [Kirsh and Maglio 1994], and of John using the world as a representation of itself, fluidly switching and cross referencing between two views.”
BackgroundInput/Output Devices and Interaction Techniques
Wigdor, D. (2014) · Chapman & Hall/CRC eBooks · doi:10.1201/b16812-25 · Cited by 30
“Epistemic gestures are exploratory movements to acquire haptic or tactile information; see also (Kirsh, 1995; Kirsh & Maglio, 1994).”
BackgroundInsights and their emergence in everyday practices
Trasmundi, S. B., & Linell, P. (2017) · Pragmatics & Cognition · doi:10.1075/pc.17002.tra · Cited by 27
The links between experiential learning and 4E cognition
Lebert, A., & Vilarroya, Ó. (2024) · Annals of the New York Academy of Sciences · doi:10.1111/nyas.15238 · Cited by 47
“81 For Kirsh and Maglio, epistemic actions are physical external actions that an agent performs to change their own computational state in order to make such brain computations easier, faster, or more reliable.”
A Cook's tour: Towards a framework for measuring the social impact of social purpose organisations
White, L. (2017) · European Journal of Operational Research · doi:10.1016/j.ejor.2017.06.015 · Cited by 27
“In this way ‘best’ or ‘good enough’ can be defined by pragmatic qualities such as whether the materials are interesting, useful, straightforward and so on (Kirsh and Maglio, 1994).”
BackgroundArias‐Hernández, R., Green, T. M., & Fisher, B. (2012) · Interdisciplinary Science Reviews · doi:10.1179/0308018812z.0000000001 · Cited by 27
“This argument was consistent with research done by Larkin and Simon (1987), Norman (1993), Kirsh and Maglio (1994), Kirsh (1995), and Scaife and Rogers (1996).”
ResultOrientation Tasks with Multiple Views of Space: Strategies and Performance
Gunzelmann, G., Anderson, J. R., & Douglass, S. (2004) · Spatial Cognition and Computation · doi:10.1207/s15427633scc0403_2 · Cited by 27
“The fact that so much of the model derives from basic ACT-R mechanisms supports the idea that participants tend to use well-practiced perceptual and memory-based processes when they can, to avoid using more complicated procedures (e.g., Kirsh and Maglio, 1994 ).”
BackgroundMethodPhysical games or digital games?
Esteves, A., van den Hoven, E., & Oakley, I. (2013) · International Conference on Tangible, Embedded, and Embodied Interaction (TEI) · doi:10.1145/2460625.2460651 · Cited by 27
“Rather it highlights that epistemic actions are readily achievable in the digital domain, a suggestion supported by Kirsh’s seminal work introducing the concept using a traditional (and purely virtual) version of the Tetris video game [15].”
BackgroundAre You Sure You’re Faster When Using a Cognitive Tool?
Virgo, J., Pillon, J., Navarro, J., Reynaud, E., & Osiurak, F. (2017) · The American Journal of Psychology · doi:10.5406/amerjpsyc.130.4.0493 · Cited by 25
Trasmundi, S. B. (2020) · Pragmatics & beyond. New series · doi:10.1075/pbns.309 · Cited by 27
Mueller, F., & Bianchi‐Berthouze, N. (2009) · Human-computer interaction series · doi:10.1007/978-1-84882-963-3_11 · Cited by 26
Sève, C., & Leblanc, S. (2003) · Recherche & formation · doi:10.3406/refor.2003.1827 · Cited by 26
Perspective on and Re-orientation of Physical Proxies in Object-Focused Remote Collaboration
Feick, M., Mok, T., Tang, A., et al. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3173855 · Cited by 26
“They suggest that the complex interplay between epistemic action (actions used to understand the object) and pragmatic action (actions used to explain object functionality) caused this [22].”
BackgroundThe Extended Mind and Borderline Personality Disorder
Bray, A. (2008) · Australasian Psychiatry · doi:10.1080/10398560701636930 · Cited by 25
“That is, players were performing calculations outside of the brain, using their hands, the screen, and the computer’s calculating apparatus to extend their own minds.(8) This process of active, two-way interaction with an external system that supplements the brain’s capabilities is known as coupling.”
BackgroundGenerative Artificial Intelligence and Extended Cognition in Science Learning Contexts
Novoa, Á. R., & Arias, D. A. D. (2025) · Science & Education · doi:10.1007/s11191-025-00660-1 · Cited by 41
“In contrast to these traditional views, the situated mind approach emerges based on the theses of Kirsh and Maglio (1994) and Hutchins (2006), who explain that there is a constitutive, and not only causal, link between the mind, the body, and the world.”
A cognition paradigm clash: Simon,situated cognitionand the interpretation of bounded rationality
Petracca, E. (2017) · Journal of Economic Methodology · doi:10.1080/1350178x.2017.1279742 · Cited by 25
“…cognition frameworks emphasized a non-pragmatic foundation for action under the notion of ‘epistemic action’: action is not only ‘pragmatic’ but it is also ‘epistemic,’ in the sense of being able to elicit information from the environment that would otherwise be unattainable (Kirsh & Maglio, 1994).”
BackgroundQuétard, B., Quinton, J., Mermillod, M., Barca, L., Pezzulo, G., Colomb, M., & Izaute, M. (2016) · Journal of Vision · doi:10.1167/16.11.28 · Cited by 25
Socially Extended Cognition and Shared Intentionality
Lyre, H. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2018.00831 · Cited by 33
“Krueger (2011), for instance, has discussed some of the basic mechanisms, in particular gesture, body posture, and facial expression, in the context of extended cognition and argues for seeing these mechanisms as an interactive form of shared action-space management of embodied agents (“we-space” management).”
BackgroundDo You Want to Learn Physics? Please Play Angry Birds (But With Epistemic Goals)
de Aldama, C., & Pozo, J. I. (2019) · Journal of Educational Computing Research · doi:10.1177/0735633118823160 · Cited by 34
“According to Kirsh and Maglio (1994), pragmatic actions are those aiming to bring one physically closer to a goal, whereas epistemic actions pursue to uncover information that is hidden or hard to compute mentally.”
BackgroundOn Hostile and Oppressive Affective Technologies
Spurrett, D. (2024) · Topoi · doi:10.1007/s11245-023-09962-x · Cited by 25
“Cash-based play enabled players to engage in epistemic (Kirsh and Maglio 1994) or other self-management actions like entering the venue carrying only as much as they were willing to lose.”
lo Storto, C. (2013) · Applied Ergonomics · doi:10.1016/j.apergo.2013.03.031 · Cited by 25
Knowledge‐ and Evidence‐Based Education: Reasons, Trends, and Contents
Pasquinelli, E. (2011) · Mind Brain and Education · doi:10.1111/j.1751-228x.2011.01128.x · Cited by 25
Set as an Instance of a Real‐World Visual‐Cognitive Task
Nyamsuren, E., & Taatgen, N. A. (2013) · Cognitive Science · doi:10.1111/cogs.12001 · Cited by 25
Creating Social Orientation Through Language
Langlotz, A. (2015) · Converging evidence in language and communication research · doi:10.1075/celcr.17 · Cited by 54
Exploratory modeling with collaborative design spaces
Talton, J. O., Gibson, D., Yang, L., Hanrahan, P., & Koltun, V. (2009) · ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia (SIGGRAPH Asia) · doi:10.1145/1661412.1618513 · Cited by 25
Multimodal Abduction: External Semiotic Anchors and Hybrid Representations
Magnani, L. (2006) · Logic Journal of IGPL · doi:10.1093/jigpal/jzk009 · Cited by 25
“In this sense Kirsh and Maglio [29] distinguish actions into two categories, namely pragmatic actions and epistemic actions.”
BackgroundCowley, S. J., & MacDorman, K. F. (2006) · Connection Science · doi:10.1080/09540090600879703 · Cited by 25
“Expert human players exhibit (information-seeking) epistemic action ‘in abundance almost from the moment a piece enters the screen’ (Kirsh and Maglio 1994: 524).”
BackgroundTracking Information Flow through the Environment: Simple Cases of Stigmergy
Pollack, J. B., Bedau, M. A., Husbands, P., et al. (2004) · Cited by 25
Disentangling Notions of Embodiment
Ziemke, T. (2001) · Cited by 25
On the core elements of the experience of playing video games
Gámez, E. H. C. (2009) · UCL Discovery (University College London) · Cited by 25
MeetUp! A Corpus of Joint Activity Dialogues in a Visual EnvironmentPreprint
Ilinykh, N., Zarrieß, S., & Schlangen, D. (2019) · arXiv (Cornell University) · doi:10.48550/arxiv.1907.05084 · Cited by 24
“In (1-e) – (1-g), private navigation actions are performed, which here are both epistemic actions (changing the environment to change perceptual state) as well as pragmatic actions (task level actions that potentially advance towards the goal), in the sense of Kirsh and Maglio (1994).”
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
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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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