In CHapter 7 we spend quite a bit of time looking at the concept of embodiment, and how it relates to the "grounding" of experiences. In particular we're interested in how a virtual world environment might be able to provide a virtual human with the same (or at least sufficient) experience of embodiment and grounding as a physical human gets from the physical world.

Within embodiment we look at:
  • From Symbolic to Embodied Artificial Intelligence
  • Embodiment and Cognition
  • Grounding
  • Enactive AI
  • Challenges to Embodied AI
  • Virtual Humans and Virtual Worlds

We'll post further analysis and useful models as our (and other's) thoughts in this area evolve.

Selected References

Anderson, M. L. (2003). Embodied cognition: A field guide. Artificial intelligence, 149(1), 91-130.

Froese T. & Ziemke T. (2009) Enactive artificial intelligence: Investigating the systemic organization of life andmind, Artificial Intelligence 173 Issues 3–4, 466-500

Harnad, S. (1990). The symbol grounding problem. Physica D: Nonlinear Phenomena, 42(1-3), 335-346.

Merleau-Ponty, M. (1962). Phenomenology of perception. London: Routledge.

Piaget, J. (1954). The construction of reality in the child. London: Routledge.

Pfeifer, R., & Bongard, J. (2006). How the body shapes the way we think: a new view of intelligence. Cambridge: MIT press.

Slater, S., & Burden, D. (2009). Emotionally responsive robotic avatars as characters in virtual worlds. In Games and Virtual Worlds for Serious Applications VS-GAMES'09. Conference in (pp. 12-19). IEEE. (Slide Presentation)

Varela, F.J., Thompson, E., & Rosch, E. (1991) The Embodied Mind: Cognitive Science and Human Experience. Cambridge, MA: MIT Press,

Zeimke, T. (2001). Are Robots Embodied?. In Proc. Of the First Intl. Workshop on Epigenetic Robotic. Lund University Cognitive Studies, vol. 85, Lund, Sweden.