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P. Maglio [3]Paul Maglio [2]
  1. On distinguishing epistemic from pragmatic action.David Kirsh & Paul Maglio - 1994 - Cognitive Science 18 (4):513-49.
    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 rather than by performing computational actions in the head alone. We have found that some translations and rotations are best understood as using the world to improve cognition. These actions are not used to implement a plan, or to implement a reaction; they are used to (...)
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  2. Interactive Skill in Scrabble.David Kirsh, P. Maglio, T. Matlock, D. Raphaely & B. Chernicky - 1999 - Proceedings of the 21st Annual Conference of the Cognitive Science Society.
    An experiment was performed to test the hypothesis that people sometimes take physical actions to make themselves more effective problem solvers. The task was to generate all possible words that could be formed from seven Scrabble letters. In one condition, participants could use their hands to manipulate the letters, and in another condition, they could not. Results show that more words were generated with physical manipulation than without. However, an interaction was obtained between the physical manipulation conditions and the specific (...)
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  3. Some Epistemic Benefits of Action-Tetris, a Case Study.David Kirsh & P. Maglio - 1992 - Proceedings of the 14th Annual Conference of the Cognitive Science Society.
    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 rather than by performing computational actions in the head alone. We have found that some translations and rotations are best understood as being used to implement a plan, or to implement a reaction. To substantiate our position we have implemented a computational laboratory that lets us record keystrokes and game (...)
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  4. Reaction and Reflection in Tetris.David Kirsh & P. Maglio - 1992 - First Annual International Conference on AI Planning Systems.
    To discover how to couple reflection with reaction we have been studying how people play the computer game Tetris. Our basic intuition is that the job of the reasoned is to monitor the environment and the agent’s behavior over time to discover trends or deviations from the agent’s normative policy and tune the priorities of the Attentional system accordingly.
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  5. Perceptive Actions in Tetris.David Kirsh & Paul Maglio - 1992 - Proceedings of the AAAI Spring Symposium.
    Cognitive organisms have three rather different techniques for intelligently regulating their intake of environmental information. In order of the time needed to uncover information they are: 1. control of attention: within an image produced by a given sensor certain elements can be selected for additional processing; 2. control of gaze: the orientation and resolution (center of foveation) of the sensor can be regulated to create a new image; 3. control of activity: certain non-perceptual actions can be performed to increase the (...)
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