scholarly journals Endogenizing Epistemic Actions

Studia Logica ◽  
2021 ◽  
Author(s):  
Adam Bjorndahl ◽  
Will Nalls
Keyword(s):  
2020 ◽  
Vol 43 ◽  
Author(s):  
Giovanni Pezzulo ◽  
Laura Barca ◽  
Domenico Maisto ◽  
Francesco Donnarumma

Abstract We consider the ways humans engage in social epistemic actions, to guide each other's attention, prediction, and learning processes towards salient information, at the timescale of online social interaction and joint action. This parallels the active guidance of other's attention, prediction, and learning processes at the longer timescale of niche construction and cultural practices, as discussed in the target article.


Synthese ◽  
2015 ◽  
Vol 193 (1) ◽  
pp. 71-94 ◽  
Author(s):  
Seumas Miller

Author(s):  
Kirsten Foot ◽  
Carole Groleau

This article develops the concept of multilevel contradictions in organizing processes, from the perspective of cultural-historical activity theory. In most activity theory-based scholarship, systemic contradictions are collapsed into a singular, generic construct, and the generative force of the different levels of contradictions in socio-organizational relations is overlooked. In contrast, we explicate when, how and why four distinct layers of contradiction precipitate one another, provoke distinct epistemic actions from different sets of organizational actors, and catalyze the development of organizing processes.


2001 ◽  
Vol 32 (2) ◽  
pp. 195 ◽  
Author(s):  
Rina Hershkowitz ◽  
Baruch B. Schwarz ◽  
Tommy Dreyfus

2018 ◽  
Vol 22 (1) ◽  
pp. 187-197
Author(s):  
Åsa Harvard Maare

Abstract This paper looks at how players of a card game create spatial arrangements of playing cards, and the cognitive and communicative effects of such arrangements. The data is an episode of two 8-year old children and a teacher playing the combinatorial card game Set, in the setting of the leisure-time center. The paper explores and explains how the visual resources of the game are used for externalizing information in terms of distributed cognition and epistemic actions. The paper also examines how other participants attend to the visual arrangements and self-directed talk of the active player. The argument is that externalizing information may be a strategy for reducing cognitive load for the individual problem-solver, but it is also a communicative behaviour affecting other participants and causing them to engage with the problem and the problem-solver. Seeing and hearing players who have succeeded in finding a set provide observers with rich learning opportunities, and increases their motivation to play the game. From the point of view of learning design, the consequence of this is that bystanders merit to be considered as the potential learners of a pedagogical game as much as the players themselves


2015 ◽  
Author(s):  
◽  
Tilanka Chandrasekera

The aim of the study is to investigate how VR and AR interfaces affect the creative design process in design education. Theories from cognitive psychology, information sciences, and design cognition are provide an explanatory mechanism to indicate that epistemic action reduces cognitive load, thereby reducing fixation in the design process and enhancing the creative design process. Thirty undergraduate design students were randomly divided into two groups that used AR or VR to complete a simple project that required students to design the interior of an office. Mixed qualitative and quantitative methods were used. A linkography protocol was used to understand the effect of different interfaces on the creative design process and a questionnaire was administered to examine the effect of user characteristics on the creative design process. Results of the study indicated that AR interfaces tend to encourage more epistemic actions during the design process than the VR interfaces. Epistemic actions were found to reduce the cognitive load thereby reducing fixation in the creative design process. From calculating entropy of the design process, AR appeared to provide a more conducive environment for creativity than VR. The second part of the study focuses on how individual characteristics of the students moderate the effect of technology traits in enhancing the creative design process. Learner preferences were analyzed through learning styles and technology acceptance was measured to understand how different learning styles affect technology acceptance of the two media types of AR and VR. The theoretical background suggests that perceived ease of use correlates with creativity. Hence, learner preferences were hypothesized to affect the use of different types of media in the creative design process. The results did not indicate that learner preferences affected the creative design process but did support the conclusion that certain user preferences lead to higher acceptance levels for technology.


2021 ◽  
Author(s):  
Lara Kirfel ◽  
David Lagnado

Did Tom’s use of nuts in the dish cause Billy’s allergic reaction? According to counterfactual theories of causation, an agent is judged a cause to the extent that their action made a difference to the outcome (Gerstenberg, Goodman, Lagnado, & Tenenbaum, 2020; Gerstenberg, Halpern, & Tenenbaum, 2015; Halpern, 2016; Hitchcock & Knobe, 2009). In this paper, we argue for the integration of epistemic states into current counterfactual accounts of causation. In the case of ignorant causal agents, we demonstrate that people’s counterfactual reasoning primarily targets the agent’s epistemic state – what the agent doesn’t know –, and their epistemic actions – what they could have done to know – rather than the agent’s actual causal action. In four experiments, we show that people’s causal judgment as well as their reasoning about alternatives is sensitive to the epistemic conditions of a causal agent: Knowledge vs. ignorance (Experiment 1), self-caused vs. externally caused ignorance (Experiment 2), the number of epistemic actions (Experiment 3), and the epistemic context (Experiment 4). We see two advantages in integrating epistemic states into causal models and counterfactual frameworks. First, assuming the intervention on indirect, epistemic causes might allow us to explain why people attribute decreased causality to ignorant vs. knowing causal agents. Moreover, causal agents’ epistemic states pick out those factors that can be controlled or manipulated in order to achieve desirable future outcomes, reflecting the forward-looking dimension of causality. We discuss our findings in the broader context of moral and causal cognition.


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