The value of the embodiment approach in the context of cognitive science is perhaps best explained by
Andy Clark. He makes the claim that the brain alone should not be the single focus for the scientific study of cognition The following examples used by Clark will better illustrate how embodied thinking is becoming apparent in scientific thinking.
Bluefin tuna Thunnus, or tuna, long baffled conventional biologists with its incredible abilities to accelerate quickly and attain great speeds. A biological examination of the tuna shows that it should not be capable of such feats. However, an answer can be found when taking the tuna's embodied state into account. The
bluefin tuna is able to take advantage of and exploit its local environment by finding naturally occurring currents to increase its speed. The tuna also uses its own physical body for this end as well, by utilizing its tailfin to create the necessary vortices and pressure so it can accelerate and maintain high speeds. Thus, the bluefin tuna is actively using its local environment for its own ends through the attributes of its physical body.
Robots Clark uses the example of the hopping
robot constructed by Raibert and Hodgins to demonstrate further the value of the embodiment paradigm. These robots were essentially vertical cylinders with a single hopping foot. The challenge of managing the robot's behavior can be daunting because in addition to the intricacies of the program itself, there were also the mechanical matters regarding how the foot ought to be constructed so that it could hop. An embodied approach makes it easier to see that in order for this robot to function, it must be able to exploit its system to the fullest. That is, the robot's systems should be seen as having dynamic characteristics as opposed to the traditional view that it is merely a command center that just executes actions.
Vision Clark distinguishes between two kinds of
vision, animate and pure vision. Pure vision is an idea that is typically associated with classical
artificial intelligence, in which vision is used to create a rich world model so that thought and reason can be used to fully explore the inner model. In other words, pure vision passively creates the external perceivable world so that the faculties of reason can be better used introspectively. Animate vision, by contrast, sees vision as the means by which real-time action can commence. Animate vision is then more of a vehicle by which visual information is obtained so that actions can be undertaken. Clark points to animate vision as an example of embodiment, because it uses both biological and local environment cues to create an active intelligent process. Consider the Clark's example of going to the drugstore to buy some Kodak film. In one's mind, one is familiar with the Kodak logo and its trademark gold color. Thus, one uses incoming visual stimuli to navigate around the drugstore until one finds the film. Therefore, vision should not be seen as a passive system but rather an active retrieval device that intelligently uses sensory information and local environmental cues to perform specific real-world actions.
Affordance Inspired by the work of the American psychologist
James J. Gibson, this next example emphasizes the importance of action-relevant sensory information, bodily movement, and local environment cues. These three concepts are unified by the concept of affordances, which are possibilities of action provided by the physical world to a given agent. These are in turn determined by the agent's physical body, capacities, and the overall action-related properties of the local environment as well. Clark uses the example of an outfielder in baseball to better illustrate the concept of
affordance. Traditional computational models would claim that an outfielder attempting to catch a fly-ball can be calculated by variables such as the running speed of the outfielder and the arc of the baseball. However, Gibson's work shows that a simpler method is possible. The outfielder can catch the ball so long as they adjust their running speed so that the ball continually moves in a straight line in their field of vision. Note that this strategy uses various affordances that are contingent upon the success of the outfielder, including their physical body composition, the environment of the baseball field, and the sensory information obtained by the outfielder. Clark points out here that the latter strategy of catching the ball as opposed to the former has significant implications for perception. The affordance approach proves to be non-linear because it relies upon spontaneous real-time adjustments. On the contrary, the former method of computing the arc of the ball is linear as it follows a sequence of perception, calculation and performing action. Thus, the affordance approach challenges the traditional view of perception by arguing against the notion that computation and introspection are necessary. Instead, it ought to be replaced with the idea that perception constitutes a continuous equilibrium of action adjustment between the agent and the world. Ultimately Clark does not expressly claim this is certain but he does observe the affordance approach can explain adaptive response satisfactorily. This is because they utilize environmental cues made possible by perceptual information that is actively used in the real-time by the agent. == General principles of intelligent behavior ==