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Mind, Body, World- Foundations of Cognitive Science, 2013a

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growing variety <strong>of</strong> models <strong>of</strong> reorientation are appearing in the literature, including<br />

models consistent with the symbol-manipulating fundamental <strong>of</strong> classical cognitive<br />

science (Cheng, 1986; Gallistel, 1990), neural network models that are part <strong>of</strong> connectionist<br />

cognitive science (Dawson et al., 2010), and behaviour-based robots that<br />

are the domain <strong>of</strong> embodied cognitive science (Dawson, Dupuis, & Wilson, 2010;<br />

Nolfi, 2002). All <strong>of</strong> these models have two things in common. First, they can produce<br />

rotational error and many <strong>of</strong> its nuances. Second, this error is produced as a natural<br />

byproduct <strong>of</strong> a reorientation algorithm; the errors produced by the models are used<br />

in aid <strong>of</strong> their validation.<br />

3.13 The Impenetrable Architecture<br />

Classical cognitive scientists <strong>of</strong>ten develop theories in the form <strong>of</strong> working computer<br />

simulations. These models are validated by collecting evidence that shows<br />

they are strongly equivalent to the subjects or phenomena being modelled. This<br />

begins by first demonstrating weak equivalence, that both model and subject are<br />

computing the same input-output function. The quest for strong equivalence is furthered<br />

by using intermediate state evidence, relative complexity evidence, and error<br />

evidence to demonstrate, in striking detail, that both model and subject are employing<br />

the same algorithm.<br />

However, strong equivalence can only be established by demonstrating an additional<br />

relationship between model and subject. Not only must model and subject be<br />

employing the same algorithm, but both must also be employing the same primitive<br />

processes. Strong equivalence requires architectural equivalence.<br />

The primitives <strong>of</strong> a computer simulation are readily identifiable. A computer<br />

simulation should be a collection <strong>of</strong> primitives that are designed to generate a<br />

behaviour <strong>of</strong> interest (Dawson, 2004). In order to create a model <strong>of</strong> cognition, one<br />

must define the basic properties <strong>of</strong> a symbolic structure, the nature <strong>of</strong> the processes<br />

that can manipulate these expressions, and the control system that chooses when to<br />

apply a particular rule, operation, or process. A model makes these primitive characteristics<br />

explicit. When the model is run, its behaviour shows what these primitives<br />

can produce.<br />

While identifying a model’s primitives should be straightforward, determining<br />

the architecture employed by a modelled subject is far from easy. To illustrate this,<br />

let us consider research on mental imagery.<br />

Mental imagery is a cognitive phenomenon in which we experience or imagine<br />

mental pictures. Mental imagery is <strong>of</strong>ten involved in solving spatial problems<br />

(Kosslyn, 1980). For instance, imagine being asked how many windows there are on<br />

the front wall <strong>of</strong> the building in which you live. A common approach to answering<br />

this question would be to imagine the image <strong>of</strong> this wall and to inspect the image,<br />

106 Chapter 3

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