Active sensing theory is founded upon the dynamic relationship between information sampling and an observer's evolving goals. Oculomotor activity is a well studied method of sampling; a mouse or a keyboard can also be used to access information past the current screen. We examine information access patterns of StarCraft 2 players at multiple skill levels. The first measures are analogous to existing eye-movement studies: fixation frequency, fixation targets, and fixation duration all change as a function of skill, and are commensurate with known properties of eye movements in learning. Actions that require visual attention at moderate skill levels are eventually performed with little visual attention at all. This (a) confirms the generalizability of laboratory studies of attention and learning using eye movements to digital interface use, and (b) suggests that a wide variety of information access behaviors may be considered as a unified set of phenomena.
Theorists have oversold the usefulness of predicate logic and generative grammar to the study of language origins. They have searched for models that correspond to semantic properties, such as truth, when what is needed is an empirically testable model of evolution. Such a model is required if we are to explain the origins of linguistic properties by appealing to general properties of linguistic engendering, rather than to the advent of genotypes with the propensity to produce certain brain mechanisms. While the latter sort of explanation has a place, no theory can be considered an ‘evolutionary’ theory without the former. We introduce a general notion of engendering, whose primary virtue is its freedom from assumptions regarding the nature of colloquial change. We use it to frame a conjecture about the evolution of centre embedded clauses; one which makes the fewest possible assumptions about the neural requirements upon individual brains. Keywords: biology of language; epigenesis; engendering; evolution; mutation; population; recursion
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