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“Perceptual Symbol Systems”. L. W. Barsalou (1999), Brain and Behavior Science , 22, 577-660. An overview of Barsalou’s Perceptual Symbol System theory. James Sulzen June 6, 2001. Psychology 264 Gordon Bower Spring 2001. Terminology. P-state - “Perceptual state”
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“Perceptual Symbol Systems” L. W. Barsalou (1999), Brain and Behavior Science, 22, 577-660. An overview of Barsalou’s Perceptual Symbol System theory James Sulzen June 6, 2001 Psychology 264 Gordon Bower Spring 2001
Terminology • P-state - “Perceptual state” • A combination of multimodal percepts constituting an experience or some aspect of perception of the real world. • P-sym (or p-symbol) - “Perceptual symbol” • Recalled or constructed subset of p-states which symbolically stands for a referent of some sort • PSS - Perceptual Symbol System • System of symbols and processes which operate on them to produce cognitive processes. • Frame • Simulation
Amodal Symbol Systems • Amodal systems transduce p-states into amodal equivalents.
Amodal vs. Modal Issues • Evidence: Little/no direct evidence for amodal systems • Neuroscience & Psychology: Much evidence for modal processing • Awkwardness: Certain computations are very amodally awkward (i.e. spatio-temporal) • Transduction and symbol grounding: Amodal systems are essentially arbitrary. (Grounding/associating amodal representations back to perceptual ones just ultimately rates to make the amodal systems redundant.) • Too much power: Amodal systems ultimately are too powerful: They can explain anything. Modal systems have a priori limitations (modal ones do not). Modal systems are open to falsifiability and provocative hypothesis
PSS Core Properties • P-syms - Stand in as referents • Frames - These combine p-syms & frames with relationships • Simulators - dynamically bind other elements • Language - Can stand for or drive other elements
PSS Core Properties • P-syms • Have a neural representation / substrate • Are schematic representations of p-states (see Fig. 1) • Arise from repeated exposure [neuronal recruitment / exclusion] • Are inherently multimodal (including proprioception and introspection) • Selective attention operates to extract p-sym attributes • Frames • Organize p-syms (i.e., define primitive relationships - up/down, in/out) • Combine together: • Predicates • Attribute-value bindings • Constraints • Recursion
Multimodal Organization of Knowledge Sensory registers V- vision G - Gustatory H - Haptic K - Kinesthetic & proprioceptive O - Olfactory A - Auditory L - Language S - Spatial E - Emotional Other systems certainly exist - Each modality can be thought of as a representational system - Each provides certain affordances
Frames Establishing an initial frame for car after processing a first instance. Evolution after processing a second instance. Creating a simulation of second instance from frame in B
Simulators • Simulators • [This is an area requiring more development in the theory] • Frames a set of p-syms, frames, & simulators to create higher-level structures • Temporally dynamic integration of other elements • Can be dynamically constructed, modified, componentized, and executed • Comparable to mental models, schema, concepts, etc. • Simulation • This is the execution of a simulator • Are always sketchy and incomplete - are never veridical • Idealization occurs (i.e., Gestaltist principles apply) • Example: Categorization - “if a category simulator can produce a satisfactory simulation of a perceived entity, then the entity belongs in the category” (p. 587) • Derived properties of simulators • Productivity: Can be combinatorially and recursively combined • Propositions: Can be bound to individual entities [framing?] • Variability: Implement variable embodiment • Abstraction: Can combine physical and introspective events to represent abstractions
Simulator Productivity Object categories Spatial relationships Combinatorialproductivity Recursiveproductivity
Prop- ositions Proposition representation (“the balloon is above the cloud”) Complex hierarchicalproposition (balloon above cloud) Alternative proposition (balloon below cloud) simulators simulations Perceived situations
Language • Can be linked any other element (p-sym, frame, simulator) • Can be used to construct and control simulators • [Language is probably the amodal basis of cognition and memory?]
PSS Symbol Manipulation • Barsalou essentially shows that p-syms, frames, simulators, etc can: • Be composed, associated, combined, subtracted, and so on • They constitute a symbol manipulation system • He does not demonstrate a formal correspondence between his PSS and an amodal symbol system(such as a semantic knowledge network) • Such a demonstration would constitute a form of completeness proof • Language as a representational system [and can serve the role of an amodal symbol system]
Abstractions • Metaphor (anger => liquid exploding out of a container) • Not adequate in & of itself to represent all abstractions • Abstraction are constructed from three main elements • Framing: Are framed against the background of a simulation • Selectivity: Selective attention highlights the core content of the concept in the context of the simulation • Introspective symbols (i-syms): These are central to representing abstract concepts (i-syms are the internal sense of an experience or internal perception) • Methodology for identifying abstractions • Find a frame that characterizes the abstraction • Identify seeming p-syms and i-syms • Identify the focal element that characterizes the abstraction
Truth & Falsity Mapping succeeds:“truth” • Simulated event seq. frames the concept • The abstraction is only a focal part of the simulation (i.e., the outcome that construes the concept) • Introspective symbols are central to the construing of the meaning of the concept • After many mappings, a simulator develops for truth Mapping fails:“falsity” After many mappings abstractionsimulatorbecomes established
Anger • Anger involves • Appraisal of an initiating event, and that the agent’s goal is blocked by the event • Intense affective states • Behavioral responses (i.e., disapproval, revenge, and redirecting goals) • Core component: Blocked goal • A goal is a simulated state that the agent desires to achieve • A blocked goal is a failed mapping when it is expected to successfully map • Similar to falsity • A simulated situation fails to map to a perceived situation • Except that affective states and behavioral responses are also associated with anger • Lie • A statement induces a simulation purported to be true that is actually not(i.e., simulation is negative in liar’s simulation, but false in the deceived’s) (P. 602)
Disjunction Attempted reconstruction Partial recall Original event