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Affordance

About: Affordance is a research topic. Over the lifetime, 3102 publications have been published within this topic receiving 63887 citations. The topic is also known as: Affordance.


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Journal ArticleDOI
TL;DR: I was quietly lurking in the background of a CHI-Web discussion, when I lost all reason: I just couldn't take it anymore, and out came this article: I don't know if it changed anyone's minds, but it brought the discussion to a halt (not what good list managers want to happen).
Abstract: I was quietly lurking in the background of a CHI-Web discussion, when I lost all reason: I just couldn't take it anymore. " I put an affordance there, " a participant would say, " I wonder if the object affords clicking … " Affordances this, affordances that. And no data, just opinion. Yikes! What had I unleashed upon the world? " No! " I screamed, and out came this article. I don't know if it changed anyone's minds, but it brought the CHI-Web discussion to a halt (not what good list managers want to happen). But then, Steven Pemberton asked me to submit it here. Hope it doesn't stop the discussion again. Mind you, this is not the exact piece I dashed off to CHI-Web: it has been polished and refined: the requirements of print are more demanding than those of e-mail discussions.

1,673 citations

Proceedings ArticleDOI
07 Dec 2015
TL;DR: This paper proposes to map an input image to a small number of key perception indicators that directly relate to the affordance of a road/traffic state for driving and argues that the direct perception representation provides the right level of abstraction.
Abstract: Today, there are two major paradigms for vision-based autonomous driving systems: mediated perception approaches that parse an entire scene to make a driving decision, and behavior reflex approaches that directly map an input image to a driving action by a regressor. In this paper, we propose a third paradigm: a direct perception approach to estimate the affordance for driving. We propose to map an input image to a small number of key perception indicators that directly relate to the affordance of a road/traffic state for driving. Our representation provides a set of compact yet complete descriptions of the scene to enable a simple controller to drive autonomously. Falling in between the two extremes of mediated perception and behavior reflex, we argue that our direct perception representation provides the right level of abstraction. To demonstrate this, we train a deep Convolutional Neural Network using recording from 12 hours of human driving in a video game and show that our model can work well to drive a car in a very diverse set of virtual environments. We also train a model for car distance estimation on the KITTI dataset. Results show that our direct perception approach can generalize well to real driving images. Source code and data are available on our project website.

1,420 citations

Posted Content
TL;DR: The imbrication metaphor is used to suggest how a human agency approach to technology can usefully incorporate notions of material agency into its explanations of organizational change.
Abstract: Employees in many contemporary organizations work with flexible routines and flexible technologies. When those employees find that they are unable to achieve their goals in the current environment, how do they decide whether they should change the composition of their routines or the materiality of the technologies with which they work? The perspective advanced in this paper suggests that the answer to this question depends on how human and material agencies – the basic building blocks common to both routines and technologies – are imbricated. Imbrication of human and material agencies creates infrastructure in the form of routines and technologies that people use to carry out their work. Routine or technological infrastructure used at any given moment is the result of previous imbrications of human and material agencies. People draw on this infrastructure to construct a perception that a technology either constrains their ability to achieve their goals, or that the technology affords the possibility of achieving new goals. The case of a computer simulation technology for automotive design is used to illustrate this framework suggests that perceptions of constraint leads people to change their technologies while perceptions of affordance lead people to change their routines. I use this imbrication metaphor to suggest how a human agency approach to technology can usefully incorporate notions of material agency into its explanations of organizational change.

1,166 citations

Journal ArticleDOI
TL;DR: In this article, a theory of affordances is outlined according to which affordances are relations between the abilities of animals and features of the environment, which are both real and perceivable but are not properties of either the environment or the animal.
Abstract: A theory of affordances is outlined according to which affordances are relations between the abilities of animals and features of the environment. As relations, affordances are both real and perceivable but are not properties of either the environment or the animal. I argue that this theory has advantages over extant theories of affordances and briefly discuss the relations among affordances and niches, perceivers, and events.

1,054 citations

Journal ArticleDOI
TL;DR: In this article, a human and material agency metaphor is used to suggest how a human agency approach to technology can usefully incorporate notions of material agency into its explanations of organizational change.
Abstract: Employees in many contemporary organizations work with flexible routines and flexible technologies. When those employees find that they are unable to achieve their goals in the current environment, how do they decide whether they should change the composition of their routines or the materiality of the technologies with which they work? The perspective advanced in this paper suggests that the answer to this question depends on how human and material agencies-the basic building blocks common to both routines and technologies-are imbricated. Imbrication of human and material agencies creates infrastructure in the form of routines and technologies that people use to carry out their work. Routine or technological infrastructure used at any given moment is the result of previous imbrications of human and material agencies. People draw on this infrastructure to construct a perception that a technology either constrains their ability to achieve their goals, or that the technology affords the possibility of achieving new goals. The case of a computer simulation technology for automotive design used to illustrate this framework suggests that perceptions of constraint lead people to change their technologies while perceptions of affordance lead people to change their routines. This imbrication metaphor is used to suggest how a human agency approach to technology can usefully incorporate notions of material agency into its explanations of organizational change.

998 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
20231,071
20222,158
2021238
2020261
2019248
2018238