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

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(Pylyshyn, 2007, p. 32). Part <strong>of</strong> Pylyshyn’s theory <strong>of</strong> visual cognition is also connectionist,<br />

because he appeals to non-classical mechanisms to deliver visual representations<br />

(i.e., natural computation), as well as to connectionist networks (in particular,<br />

to winner-take-all mechanisms; see Feldman & Ballard, 1982) to track entities after<br />

they have been individuated with attentional tags (Pylyshyn, 2001, 2003c). Finally,<br />

parts <strong>of</strong> Pylyshyn’s theory <strong>of</strong> visual cognition draw on embodied cognitive science.<br />

For instance, the reason that tracking element identities—solving the correspondence<br />

problem—is critical is because Pylyshyn assumes a particular embodiment <strong>of</strong><br />

the visual apparatus, a limited-order retina that cannot take in all information in<br />

a glance. Similarly, Pylyshyn uses the notion <strong>of</strong> cognitive scaffolding to account for<br />

the spatial properties <strong>of</strong> mental images.<br />

8.6 Indexing Objects in the <strong>World</strong><br />

Pylyshyn’s theory <strong>of</strong> visual cognition began in the late 1970s with his interest in<br />

explaining how diagrams were used in reasoning (Pylyshyn, 2007). Pylyshyn and<br />

his colleagues attempted to investigate this issue by building a computer simulation<br />

that would build and inspect diagrams as part <strong>of</strong> deriving pro<strong>of</strong>s in plane geometry.<br />

From the beginning, the plans for this computer simulation made contact with<br />

two <strong>of</strong> the key characteristics <strong>of</strong> embodied cognitive science. First, the diagrams created<br />

and used by the computer simulation were intended to be external to it and to<br />

scaffold the program’s geometric reasoning.<br />

Since we wanted the system to be as psychologically realistic as possible we did not<br />

want all aspects <strong>of</strong> the diagram to be ‘in its head’ but, as in real geometry problemsolving,<br />

remain on the diagram it was drawing and examining. (Pylyshyn, 2007, p. 10)<br />

Second, the visual system <strong>of</strong> the computer was also assumed to be psychologically<br />

realistic in terms <strong>of</strong> its embodiment. In particular, the visual system was presumed<br />

to be a moving fovea that was <strong>of</strong> limited order: it could only examine the diagram in<br />

parts, rather than all at once.<br />

We also did not want to assume that all properties <strong>of</strong> the entire diagram were<br />

available at once, but rather that they had to be noticed over time as the diagram<br />

was being drawn and examined. If the diagram were being inspected by moving<br />

the eyes, then the properties should be within the scope <strong>of</strong> the moving fovea.<br />

(Pylyshyn, 2007, p. 10)<br />

These two intersections with embodied cognitive science—a scaffolding visual<br />

world and a limited order embodiment—immediately raised a fundamental information<br />

processing problem. As different lines or vertices were added to a diagram,<br />

or as these components were scanned by the visual system, their different identities<br />

had to be maintained or tracked over time. In order to function as intended,<br />

Seeing and Visualizing 383

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