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and sets off a train of signals to muscles that causes our foot placement to
change by just the right amount.
A basic ability to move our eyes to a simple target is probably innate,
although it becomes much more skilled with time. But other visually
guided movements must be learned from scratch, often with consider-
able eff ort.
Visual motor skills, such as walking, reaching for an object,
driving a car, or playing golf, go through well-documented stages, from
being extremely diffi cult and demanding complete attention to eff ortless
and being done automatically. Increasing levels of skill means that the
pathways linking perception and action are stronger and require less and
less high-level attention. Baseball players have highly developed pathways
specialized for catching or hitting fast-moving balls. Teenagers who play
video games for hundreds or thousands of hours have highly developed
visual-motor pathways for navigating through artifi cial three-dimensional
spaces. ese pathways are optimized, mapping the specifi c confi gura-
tion of buttons found in game controllers into movements through virtual
computer graphics-generated spaces.
ARTIFICIAL INTERACTIVE SPACES
In interactive video games, the critical aff ordances are artifi cial, and in a
sense, metaphoric. Because our mental models of space and gravity come
fi rst from the physical world, we assume that objects in the virtual world
of computer games will stay on tabletops. e real is a metaphor that
guides the design of the artifi cial.
It is only necessary for things to exhibit roughly the right physical
behavior for objects to appear normal when we interact with them. For
example, the way balls ricochet from each other can be altered in ways
that substantially distort physical laws and people will not notice. Vision
researchers call this the naïve physics of perception. It means that the mod-
els that are embedded in our nervous systems are only crude approximate
representations of physical reaction patterns. One consequence of this
is that we can make virtual worlds of video games in which the basics of
physics are distorted without people noticing. Video games often distort
the physics of action and reaction in extreme ways and even when we do
notice we can very rapidly adapt to such distortion so long as the pattern
linking perception and action is preserved. For example, game design-
ers usually reduce the force of gravity by a factor of two or more and still
players are able to control the characters with little or no diffi culty even
though they jump and fall more slowly than they should according to
strict realism.
Elizabeth Spelke and her co-workers
at Cornell University measured
babies’ looking behaviors, and used
the results to argue that we are not
born with an innate appreciation for
gravity, although we are born with an
appreciation for the permanence and
solidity of objects.
E.S. Spelke, K. Breinlinger, J. Macomber,
and K. Jacobsen, 1992. Origins of
Knowledge, Psychological Review.
99(4): 605–632.
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