TY - JOUR
T1 - Planet Braitenberg
T2 - Experiments in virtual psychology
AU - Smart, Paul R.
N1 - UIDB/00183/2020
UIDP/00183/2020
PY - 2020/12
Y1 - 2020/12
N2 - Braitenberg vehicles are simple robotic platforms, equipped with rudimentary sensor and motor components. Such vehicles have typically featured as part of thought experiments that are intended to show how complex behaviours are apt to emerge from the interaction of inner control mechanisms with aspects of bodily structure and features of the wider (extra-agential) environment. The present paper describes a framework for creating Braitenberg-like vehicles, which is built on top of a widely used and freely available game engine, namely, the Unity game engine. The framework can be used to study the behaviour of virtual vehicles within a multiplicity of virtual environments. All aspects of the vehicle's design, as well as the wider virtual environment in which the vehicle is situated, can be modified during the design phase, as well as at runtime. The result is a general-purpose simulation capability that is intended to provide the foundation for studies in so-called computational situated cognition—a field of study whose primary objective is to support the computational modelling of cognitive processes associated with the physically-embodied, environmentally-embedded, and materially-extended mind.
AB - Braitenberg vehicles are simple robotic platforms, equipped with rudimentary sensor and motor components. Such vehicles have typically featured as part of thought experiments that are intended to show how complex behaviours are apt to emerge from the interaction of inner control mechanisms with aspects of bodily structure and features of the wider (extra-agential) environment. The present paper describes a framework for creating Braitenberg-like vehicles, which is built on top of a widely used and freely available game engine, namely, the Unity game engine. The framework can be used to study the behaviour of virtual vehicles within a multiplicity of virtual environments. All aspects of the vehicle's design, as well as the wider virtual environment in which the vehicle is situated, can be modified during the design phase, as well as at runtime. The result is a general-purpose simulation capability that is intended to provide the foundation for studies in so-called computational situated cognition—a field of study whose primary objective is to support the computational modelling of cognitive processes associated with the physically-embodied, environmentally-embedded, and materially-extended mind.
KW - Artificial intelligence
KW - Artificial life
KW - Computational simulation
KW - Embodied cognition
KW - Game engine
KW - Situated cognition
KW - Unity
KW - Virtual environment
KW - Virtual robotics
UR - http://www.scopus.com/inward/record.url?scp=85089427791&partnerID=8YFLogxK
UR - https://apps.webofknowledge.com/full_record.do?product=WOS&search_mode=GeneralSearch&qid=19&SID=C4cbYLnpnL2BsvBLNQE&page=1&doc=1
U2 - 10.1016/j.cogsys.2020.06.001
DO - 10.1016/j.cogsys.2020.06.001
M3 - Article
AN - SCOPUS:85089427791
VL - 64
SP - 73
EP - 95
JO - Cognitive Systems Research
JF - Cognitive Systems Research
ER -