In this part of our work about a comparison between Kelly’s personal construct theory and phenomenology, we enter the fields of psychotherapy and research. The topic of intersubjectivity, meant as original recognition of the other’s subjectivity, provides a backdrop for both phenomenological clinic and Kellyan psychotherapy. Though Kelly never used the term “intersubjectivity,” his theory and the corollary of sociality in particular, reveals a view of interpersonal relationships as intercorporeality, which is much closer to phenomenological ideas than to the cognitive ones. Depending on such commonality, in either cases clinical relationship is not viewed as an “aspecific factor” of psychotherapy, but as the essential tool for the care of other. Furthermore, the core role of intersubjectivity in scientific knowledge implies a radical revision of the criteria of research. Consistently with the intent of a science of experience, it is no more a matter of collecting data, as of accepting meanings. Psychological research has to refound itself in continuity with life and recognize the need for a real involvement and real interaction with the subjects, as far as to reverse the traditional relation between clinic and research. It is nonsense to conceive clinic as an applicative sector of a pure science because clinic, on the contrary, is the place where one can know, in first-person, those meaningful realities which take shape in the intersubjective exchange of ideas, in order to make them comprehensible and controllable. Relevance: The publication explores the dimension of intersubjectivity in phenomenology (starting from Husserl) and personal construct theory, and its relevance in psychotherapy and research.
This paper attempts to establish a systems-semiotic framework explaining creativity in the design process, where the design process is considered to have as its basis the cognitive process. The design process is considered as the interaction between two or more cognitive systems resulting in a purposeful and ongoing transformation of their already complex representational structures and the production of newer ones, in order to ful?ll an ill-defined goal. Creativity is considered as the result of an emergence of organizational complexity in each cognitive system participating in the design process, while it is trying to purposefully incorporate new constraints in its meaning structures. The meanings generated in each system are identi?ed as the contingent and anticipatory content of its representations, and where self-organization is the dominant process in which they are continuously involved. Furthermore, Peircean semiotic processes appear to provide the functionality needed by the emergent representational structures in order to complete the cycle of a creative design process. Creativity originates in the abductive stage of the semiotic process, the fallible nature of which is maintained in the proposed framework by the fact that the respective emergent representations can be mis?ts. The nodal points of the framework are identified and analyzed showing that a cognitive system needs the whole interactive anticipatory cycle in order to engage in a creative design process.
This paper attempts to provide the basis for a broader naturalized account of agency. Naturalization is considered as the need for an ongoing and open-ended process of scientific inquiry driven by the continuous formulation of questions regarding a phenomenon. The naturalization of agency is focused around the interrelation of the fundamental notions of autonomy, functionality, intentionality and meaning. Certain naturalized frameworks of agency are criti¬cally considered in an attempt to bring together all the charac¬teristic properties that constitute an autonomous agent, as well as to indicate the shaping of these notions/properties during the development and the evolution of its agential capacity. Autonomy and interaction are proved to be key concepts in this endeavor.
This paper describes a transdisciplinary theoretical-practical research, which address on the discussion about the possible applications of Multi-agent Systems, underlying the Maturana and Varela’s autopoietic concept considering the achievement of emergent results as heuristics to creativity. Autopoiesis (from the Greek “auto” which means “itself” and “poiesis” which means “creation”) describes the autonomous systems, able to self-reproduce and self-regulate, while iterating with the environment. In order to explore those concepts, we present Zer0, a game that invites the player to drift in a universe ruled by geometric shapes. Through interactions with other shapes, the player is able to evolve from a single line shape to more complex ones. Zer0 is a multi-agent system able to compose emergent music in real time. As interactions occur, chain reactions create the game soundtrack. There are two main agents involved: the player and the other shapes. While the player enjoys the ride, the other shapes are trying to interact with each other in order to expand their lifespan. The communication between agents is made through generated pulses, which are emitted by them and also serves as sonar, in order to perceive the environment.
Research in mathematics education is a discursive process: It entails the analysis and production of texts, whether in the analysis of what learners say, the use of transcripts, or the publication of research reports. Much research in mathematics education is concerned with various aspects of mathematical thinking, including mathematical knowing, understanding and learning. In this paper, using ideas from discursive psychology, I examine the discursive construction of mathematical thinking in the research process. I focus, in particular, on the role of researchers’ descriptions. Specifically, I examine discursive features of two well-known research papers on mathematical thinking. These features include the use of contrast structures, categorisation and the construction of facts. Based on this analysis, I argue that researchers’ descriptions of learners’ or researchers’ behaviour and interaction make possible subsequent accounts of mathematical thinking.
We present a tentative proposal for a quantitative measure of autonomy. This is something that, surprisingly, is rarely found in the literature, even though autonomy is considered to be a basic concept in many disciplines, including artificial life. We work in an information theoretic setting for which the distinction between system and environment is the starting point. As a first measure for autonomy, we propose the conditional mutual information between consecutive states of the system conditioned on the history of the environment. This works well when the system cannot influence the environment at all and the environment does not interact synergetically with the system. When, in contrast, the system has full control over its environment, we should instead neglect the environment history and simply take the mutual information between consecutive system states as a measure of autonomy. In the case of mutual interaction between system and environment there remains an ambiguity regarding whether system or environment has caused observed correlations. If the interaction structure of the system is known, we define a “causal” autonomy measure which allows this ambiguity to be resolved. Synergetic interactions still pose a problem since in this case causation cannot be attributed to the system or the environment alone. Moreover, our analysis reveals some subtle facets of the concept of autonomy, in particular with respect to the seemingly innocent system–environment distinction we took for granted, and raises the issue of the attribution of control, i.e. the responsibility for observed effects. To further explore these issues, we evaluate our autonomy measure for simple automata, an agent moving in space, gliders in the game of life, and the tessellation automaton for autopoiesis of Varela et al.
Open peer commentary on the target article “Who Conceives of Society?” by Ernst von Glasersfeld. First paragraph: Issues such as social interaction and communication play an essential role in my recent approach to knowledge management called “Knowledge Cooperation”, conceived as “the participative cultivation of knowledge in a voluntary, informal social group”. Radical Constructivism (RC) provides a substantial support to the foundations of this approach, which aims at equilibrating intellectual and social capital. So I warmly welcome Ernst von Glasersfeld’s clarification of the constructivist position in regard to “society.”
Context: The discipline of knowledge management (KM) begins to understand a) that it should move towards a user-centred, socialized KM and b) which business objectives provide motivation to do so. However, it lacks ideas on how to reach the objective that it suggests and justifies. We contend in this paper that this change requires a more viable understanding of knowledge combined with a suitable model of social interaction, otherwise it will fail. Problem: The problem to be solved is to find a way to blend a model of social interaction and a suitable understanding of knowledge so that together they can contribute to the objective of implementing a “user-centred KM.” In this paper we show a solution articulated in several conceptual and experimental components and phases. Method: We use a systemic and cybernetic approach: systemic analysis of the problem, conception of a cybernetic approach, design of a systemic solution, and its evaluation in an experiment. The main methods used are systems engineering, cybernetic modelling, and knowledge engineering. Results: We propose seven interrelated results: 1. A defect analysis of KM; 2. The concept of knowledge as the “Logic of Experience”; 3. A set of five KM design principles; 4. The principle of “Knowledge Identity”; 5. The model of “Knowledge Cooperation”; 6. The architecture of a user-centred KM system; and 7. Insights from a KM experiment. Implications: Our results are useful for any stakeholder in today’s knowledge economy when they need to understand, design, build, nurture and support an organization’s capacity to learn and innovate for the benefit not only of the company’s financial owners but also of the individuals who work in it. Future research should urgently address the issues of “knowledge identity” and the “knowledge contract” and KM practice should design its next steps for moving towards a user-centred KM in conformity with the principle of “knowledge identity.” The paper links explicitly to radical constructivism and argues in favour of a radical constructivist foundation for KM in which knowledge is seen as the “Logic of Experience.” It also shows how this KM foundation can be extended with a social perspective and by that allow the individual and the social to be conceived of as complementary elements in one single KM system.
In this article a constructivist framework is proposed in order to integrate emergentist thought with systemic studies on biological autonomy – specifically: the autopoietic theory - which are focused on the role of organization. A particular attention is paid to the role of the observer’s activity, especially to the different operations he performs in order to identify the pertinent elements at each descriptive level and to the relationships between the different models he builds from them. An epistemological notion of emergence as non-derivability – that of “complex emergence” – is introduced, that allows a) a distinction between autonomy and self-organization, and b) a reinterpretation of downward causation not as a direct or indirect influence of the whole on its parts, but instead as an epistemological problem of interaction between descriptive domains.
Open peer commentary on the article “A Computational Constructivist Model as an Anticipatory Learning Mechanism for Coupled Agent–Environment Systems” by Filipo Studzinski Perotto. Upshot: Interaction-based models of cognition force anticipatory and constructivist models. The CALM model offers significant development of such models within a machine learning framework. It is suggested that moving to an entirely interactive-based model offers still further advantages.