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Brian Marick에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 Brian Marick 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
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E44: The offloaded brain, part 4: an interview with David Chapman

43:55
 
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Manage episode 387686331 series 3373101
Brian Marick에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 Brian Marick 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.

In the '80s, David Chapman and Phil Agre were doing work within AI that was very compatible with the ecological and embodied cognition approach I've been describing. They produced a program, Pengi, that played a video game well enough (given the technology of the time) even though it had nothing like an internal representation of the game board and barely any persistent state at all. In this interview, David describes the source of their crazy ideas and how Pengi worked.

Pengi is more radically minimalist than what I've been thinking of as ecologically-inspired software design, so it makes a good introduction to the next episode.

Sources

Chapman links

Other

  • A recording of a Pengo game
  • The foundational text of ethnomethodology is notoriously (and, some – waves – think, gratuitously) opaque. I found Heritage's Garfinkel and Ethnomethodology far more readable. I've enjoyed the Em does Ca (conversational analysis) Youtube series. The episode on turn-construction units hits me where I live. She talks about how people know when, in a conversation, they're allowed to talk. I'm mildly bad at that in person. I'm somewhat worse when talking to a single person over video. I'm horrible at it when on a multiple-person conference call, with or without postage-stamp-sized video images of faces.

Credits

The Pengo image is by Arcade Addiction. Retrieved from Wikipedia. Fair use.

  continue reading

48 에피소드

Artwork
icon공유
 
Manage episode 387686331 series 3373101
Brian Marick에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 Brian Marick 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.

In the '80s, David Chapman and Phil Agre were doing work within AI that was very compatible with the ecological and embodied cognition approach I've been describing. They produced a program, Pengi, that played a video game well enough (given the technology of the time) even though it had nothing like an internal representation of the game board and barely any persistent state at all. In this interview, David describes the source of their crazy ideas and how Pengi worked.

Pengi is more radically minimalist than what I've been thinking of as ecologically-inspired software design, so it makes a good introduction to the next episode.

Sources

Chapman links

Other

  • A recording of a Pengo game
  • The foundational text of ethnomethodology is notoriously (and, some – waves – think, gratuitously) opaque. I found Heritage's Garfinkel and Ethnomethodology far more readable. I've enjoyed the Em does Ca (conversational analysis) Youtube series. The episode on turn-construction units hits me where I live. She talks about how people know when, in a conversation, they're allowed to talk. I'm mildly bad at that in person. I'm somewhat worse when talking to a single person over video. I'm horrible at it when on a multiple-person conference call, with or without postage-stamp-sized video images of faces.

Credits

The Pengo image is by Arcade Addiction. Retrieved from Wikipedia. Fair use.

  continue reading

48 에피소드

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