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Cognition In The Wild

01 Jan 2016-
TL;DR: The cognition in the wild is universally compatible with any devices to read and is available in the digital library an online access to it is set as public so you can download it instantly.
Abstract: Thank you very much for reading cognition in the wild. Maybe you have knowledge that, people have look hundreds times for their favorite books like this cognition in the wild, but end up in malicious downloads. Rather than enjoying a good book with a cup of coffee in the afternoon, instead they cope with some harmful virus inside their laptop. cognition in the wild is available in our digital library an online access to it is set as public so you can download it instantly. Our book servers spans in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Merely said, the cognition in the wild is universally compatible with any devices to read.
Citations
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01 Jan 2014
TL;DR: In this article, the role of Mexican and Brazilian cultures, primarily as they pertain to gender, race/ethnicity, and poverty, in Latin American trafficking victimization is examined.
Abstract: OF THESIS Submitted in partial fulfillment of the requirements for the degree of Master of Science in Criminology and Criminal Justice in the College of Social Sciences and Humanities Northeastern University May, 2014 3 Human trafficking has recently garnered much publicity, often being considered the second or third most profitable black market trade after drugs and weapons. In this paper the role of Mexican and Brazilian cultures, primarily as they pertain to gender, race/ethnicity, and poverty, in Latin American trafficking victimization is examined. It determines that there is a great lack of research into Latin America, both in human trafficking and in anthropological studies, but suggests that there is a connection between how culture treats gender, race/ethnicity and poverty, the interplay of those factors, and the likelihood that a person will be trafficked for sex or labor.

5 citations


Cites background from "Cognition In The Wild"

  • ...Culture is not a stagnant thing but is rather a process that changes to account for changes in the local environment — physical or social — by accumulating “partial solutions to frequently encountered problems” (Hutchins 1995:354)....

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Dissertation
01 Jan 2014
TL;DR: This work proposes a tool STATUSCOPE that allows to explore the design space of status communication in highly automated vehicles in a tangible and dynamic form and extends the concept of design space within the automotive domain, but also extends it to a hands-on tool facilitating interaction design.
Abstract: The task of designing human-machine interfaces for automated driving remains a largely unexplored area. The research on human factors in context of vehicle automation provides insights into a number of aspects that need to be considered. Specific requirements and recommendations can be found as well as proposals for design frameworks. Although extensive knowledge on automated systems exists, its implications for design are not always straightforward. This work thus bridge the gap between current research findings and the request for new design solutions by proposing a tool STATUSCOPE that allows to explore the design space of status communication in highly automated vehicles in a tangible and dynamic form. By exploring the design space of status communication for automated driving via categories, aspects and their properties, the STATUSCOPE tool provides designers with a starting point to approach this challenge. The proposed aid can serve to generate new ideas, make conscious decisions about design as well as analyze existing concepts. It is to be used in a group or individually, and can be especially suitable for teams where designers need to mediate with experts of various fields. Both human-centered and technology-driven development is supported. The design space represented in the STATUSCOPE has been identified by a structured literature review, with use of content analysis methods, and tested with industry experts in workshops. The format of this design support was created in an iterative process in which it has been continuously improved. The benefit of the tool is that it delivers research findings in a format that can be readily used in design-oriented activities, thus transforming the complexity of the subject into a tangible and playful creativity support. This approach not only applies the concept of design space within the automotive domain, but also extends it to a hands-on tool facilitating interaction design.

4 citations

Book Chapter
01 Jan 2017
TL;DR: In this paper, a detailed analysis of the history of boat building in Finland and Russia is presented, which is divided into four layers or threads of history making, namely personal history, boat community history, political history of the nations and their relations, and boat-building activity history.
Abstract: By skillfully shaping and producing objects human beings externalize and make real their future-oriented imaginaries and visions. Material objects created by skilled performance make human lifeworlds durable. From the point of view of history making, wooden boat building is a particularly rich domain of skilled performance. This chapter is based on two research sites, one in Finland and the other in Russia. The analysis is divided into four layers or threads of history making, namely personal history, the history of the wooden boat community, the political history of the nations and their relations, and the history of the boats themselves as objects of boat-building activity. The chapter ends by discussing our findings and their implications for the understanding of skilled performance and history making in work activities and organizations.

4 citations


Cites background from "Cognition In The Wild"

  • ...A moment of skilled performance is always an intersection of multiple threads of history (Hutchins, 1995: 372)....

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Journal ArticleDOI
26 Aug 2016
TL;DR: This paper found that the information practices at the library makerspace were social in nature, embodied through materials and tools, and embedded in the formal educational system; this study also sheds light on the affordances and constraints of the materials and computers in the students' activities at the makerspace.
Abstract: This study aims to understand what brought a group of middle students to their school library makerspace, their questions, information practices, and barriers in their participation. Informed by Dervin’s sense-making verbing approach and sociocultural approaches to learning, qualitative data were collected through initial interviews, surveys, follow-up interviews, and weekly field observations over six months. The findings show that the school library makerspace was a social and informal learning environment for the students to have fun, be creative and develop skills in science, technology, engineering, mathematics and arts. Their information practices ranged from tinkering with materials and technologies, and getting help from interpersonal resources. This study highlights the information practices at the library makerspace were social in nature, embodied through materials and tools, and embedded in the formal educational system; this study also sheds light on the affordances and constraints of the materials and computers in the students’ activities at makerspace.

4 citations


Cites background from "Cognition In The Wild"

  • ...…theories to create a hybrid theoretical framework, which incorporates Dervin's (1999) sense-making verbing approach and sociocultural approaches to learning, in particular, situated learning (Lave & Wenger, 1991), embodied knowing (e.g., Shapiro, 2010), and distributed cognition (Hutchins, 1995)....

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  • ...Distributed cognition (Cole & Engeström, 1993; Hutchins, 1995) The mediating role of shared objects (including both tangible objects and conceptual artefacts) in collaborative activities....

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  • ...Further, this study draws on the notion of distributed cognition to understand the roles of materials such as tools, objects, and artefacts as culturally mediated (Cole & Engeström, 1993; Hutchins, 1995)....

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  • ..., Shapiro, 2010), and distributed cognition (Hutchins, 1995)....

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  • ...Distributed cognition (Cole & Engeström, 1993; Hutchins, 1995) The mediating role of shared objects (including both tangible objects and conceptual artefacts) in collaborative activities....

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Journal ArticleDOI
22 Jul 2016
TL;DR: This work sought to employ a distributed cognition approach to examine how information flows across the activity system to support clinicians’ problem-solving in the coordination of patient-care processes.
Abstract: Patient-centered cognitive support has been shown to be critically important to facilitate the effective use of health information technologies (HIT). There is a well-documented need to better understand HIT-mediated clinical workflow. Current technologies can burden clinicians’ cognitive resources, which is associated with patient safety risks and medical errors. We sought to employ a distributed cognition approach to examine how information flows across the activity system to support clinicians’ problem-solving. Specifically, we studied the propagation of representational states across media, conversations, actors and time in the coordination of patient-care processes. We examined multiple instances of work and information flow in a real-world setting, revealing problems in information flow: a) use of paper artifacts has limitations to facilitating coordination of care, b) clinicians challenged in developing shared awareness, c) responsibility of representing patient states is distributed across documen...

4 citations


Cites background or methods from "Cognition In The Wild"

  • ...A representational state is defined by Hutchins as “a configuration of the elements in a medium that can be interpreted as a representation” (p117) (Hutchins, 1995)....

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  • ...In DCog, workflow can be characterized as the sequence, or propagation, of internal and external representational states across media, settings and time (Hutchins, 1995)....

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  • ...Importantly, the activity system can be construed as the unit of analysis (Hazlehurst et al., 2007; Hutchins, 1995)....

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  • ...The proposed methodology draws on the theory of distributed cognition (DCog) (Hutchins, 1995), which emphasizes how cognition is distributed across people and the environment (material, social, cultural), and depends upon the coordination of both internal and external representations....

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References
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Journal ArticleDOI
TL;DR: The authors argue that the affordances an environment offers to an animal are dependent on the skills the animal possesses and that the landscape of affordances we inhabit as humans is very rich and resourceful.
Abstract: How broad is the class of affordances we can perceive? Affordances (Gibson, 1979/1986) are possibilities for action provided to an animal by the environment—by the substances, surfaces, objects, and other living creatures that surround it. A widespread assumption has been that affordances primarily relate to motor action—to locomotion and manual behaviors such as reaching and grasping. We propose an account of affordances according to which the concept of affordances has a much broader application than has hitherto been supposed. We argue that the affordances an environment offers to an animal are dependent on the skills the animal possesses. By virtue of our many abilities, the landscape of affordances we inhabit as humans is very rich and resourceful.

628 citations

Book ChapterDOI
01 Nov 2014
TL;DR: Situative analyses include hypotheses about principles of coordination that support communication and reasoning in activity systems, including construction of meaning and understanding as discussed by the authors, which is a program of research in the learning sciences that I call "situative".
Abstract: This chapter discusses a program of research in the learning sciences that I call “situative.” The defining characteristic of a situative approach is that instead of focusing on individual learners, the main focus of analysis is on activity systems : complex social organizations containing learners, teachers, curriculum materials, software tools, and the physical environment. Over the decades, many psychologists have advocated a study of these larger systems (Dewey, 1896, 1929/1958; Lewin, 1935, 1946/1997; Mead, 1934; Vygotsky, 1987), although they remained outside the mainstream of psychology, which instead focused on individuals. Situative analyses include hypotheses about principles of coordination that support communication and reasoning in activity systems, including construction of meaning and understanding. Other terms for the perspective I refer to as situative include sociocultural psychology (Cole, 1996; Rogoff, 1995), activity theory (Engestrom, 1993; 1999), distributed cognition (Hutchins, 1995a), and ecological psychology (Gibson, 1979; Reed, 1996). I use the term “situative” because I was introduced to the perspective by scholars who referred to their perspective as situated action (Suchman, 1985), situated cognition (Lave, 1988), or situated learning (Lave & Wenger, 1991). I prefer the term “situative,” a modifier of “perspective,” “analysis,” or “theory,” to “situated,” used to modify “action,” “cognition,” or “learning,” because the latter adjective invites a misconception: that some instances of action, cognition, or learning are situated and others are not. During the 1980s and 1990s these scholars and others provided analyses in which concepts of cognition and learning are relocated at the level of activity systems.

545 citations

Journal ArticleDOI
TL;DR: This work argues that advances in digital technologies increase innovation network connectivity by reducing communication costs and increasing its reach and scope and increase the speed and scope of digital convergence, which increases network knowledge heterogeneity and need for integration.
Abstract: The increased digitization of organizational processes and products poses new challenges for understanding product innovation. It also opens new horizons for information systems research. We analyse how ongoing pervasive digitization of product innovation reshapes knowledge creation and sharing in innovation networks. We argue that advances in digital technologies 1 increase innovation network connectivity by reducing communication costs and increasing its reach and scope and 2 increase the speed and scope of digital convergence, which increases network knowledge heterogeneity and need for integration. These developments, in turn, stretch existing innovation networks by redistributing control and increasing the demand for knowledge coordination across time and space presenting novel challenges for knowledge creation, assimilation and integration. Based on this foundation, we distinguish four types of emerging innovation networks supported by digitalization: 1 project innovation networks; 2 clan innovation networks; 3 federated innovation networks; and 4 anarchic innovation networks. Each network involves different cognitive and social translations - or ways of identifying, sharing and assimilating knowledge. We describe the role of five novel properties of digital infrastructures in supporting each type of innovation network: representational flexibility, semantic coherence, temporal and spatial traceability, knowledge brokering and linguistic calibration. We identify several implications for future innovation research. In particular, we focus on the emergence of anarchic network forms that follow full-fledged digital convergence founded on richer innovation ontologies and epistemologies calling to critically re-examine the nature and impact of modularization for innovation.

418 citations

Journal ArticleDOI
TL;DR: A blind IQA model is proposed, which learns qualitative evaluations directly and outputs numerical scores for general utilization and fair comparison and is not only much more natural than the regression-based models, but also robust to the small sample size problem.
Abstract: This paper investigates how to blindly evaluate the visual quality of an image by learning rules from linguistic descriptions. Extensive psychological evidence shows that humans prefer to conduct evaluations qualitatively rather than numerically. The qualitative evaluations are then converted into the numerical scores to fairly benchmark objective image quality assessment (IQA) metrics. Recently, lots of learning-based IQA models are proposed by analyzing the mapping from the images to numerical ratings. However, the learnt mapping can hardly be accurate enough because some information has been lost in such an irreversible conversion from the linguistic descriptions to numerical scores. In this paper, we propose a blind IQA model, which learns qualitative evaluations directly and outputs numerical scores for general utilization and fair comparison. Images are represented by natural scene statistics features. A discriminative deep model is trained to classify the features into five grades, corresponding to five explicit mental concepts, i.e., excellent, good, fair, poor, and bad. A newly designed quality pooling is then applied to convert the qualitative labels into scores. The classification framework is not only much more natural than the regression-based models, but also robust to the small sample size problem. Thorough experiments are conducted on popular databases to verify the model’s effectiveness, efficiency, and robustness.

360 citations

Journal ArticleDOI
TL;DR: The current state of the descriptive information-processing model, and its relation to the major topics in empirical aesthetics today, including the nature of aesthetic emotions, the role of context, and the neural and evolutionary foundations of art and aesthetics are reviewed.
Abstract: About a decade ago, psychology of the arts started to gain momentum owing to a number of drives: technological progress improved the conditions under which art could be studied in the laboratory, neuroscience discovered the arts as an area of interest, and new theories offered a more comprehensive look at aesthetic experiences. Ten years ago, Leder, Belke, Oeberst, and Augustin (2004) proposed a descriptive information-processing model of the components that integrate an aesthetic episode. This theory offered explanations for modern art's large number of individualized styles, innovativeness, and for the diverse aesthetic experiences it can stimulate. In addition, it described how information is processed over the time course of an aesthetic episode, within and over perceptual, cognitive and emotional components. Here, we review the current state of the model, and its relation to the major topics in empirical aesthetics today, including the nature of aesthetic emotions, the role of context, and the neural and evolutionary foundations of art and aesthetics.

329 citations