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10th International e-Picturebooks as Cognitive Artifacts

Conference on How storytelling is shaped by cognitive niche construction


Design Principles &
Practices Thales Estefani, Pedro Atã, João Queiroz
PUC – Rio de Janeiro – Feb/2016
Iconicity Research Group - Federal University of Juiz de Fora (UFJF), Brazil
{thales.chaun, ata.pedro.1, queirozj}@gmail.com

Here we introduce a theoretical framework for investigation of the Fundamental assumptions Model proposal
cognitive and semiotic nature of digital storytelling. Our approach
analyzes e-picturebooks (digital picturebooks) as cognitive artifacts Problem space: the possible causal links between semiotic entities (facts) and A
and their impact on cognitive niche construction. Cognitive artifacts high level structures (narrative structures and themes, defined as boundary problem cognitive cognitive
conditions or organizational principles) that influence these links space artifacts abilities
have the power both to create new problems and to create means C
for solving these problems. When both these aspects are taken B
Storytelling: the semiotic organization and communication of facts
into account, cognitive artifacts can be seen as shaping cognition
itself: endowing it with both needs and capabilities, creating ever Cognitive artifacts: devices that allow navigation through the problem space A: cognitive artifacts participate in the creation of new problems and
(i.e., transition between problem states) problem-spaces
more specialized tools to deal with ever more specialized tasks.
B: problem spaces function as boundary conditions which have a downward
reduce the cognitive cost of an operation (such as when using a effect on the specific organization of cognitive artifacts
calculator to perform a division) C: cognitive artifacts may allow new capabilities impossible to the brain
alone
increase its precision and efficiency (such as using a ruler to measure an
Research questions and tentative answers object instead of just guessing its dimensions)
allow new capabilities that would be impossible to the brain alone (such Consequences
1 - How the problem space of storytelling is structured on cognitive artifacts? as using a graphical diagram to represent simultaneous relation between
2 - What are the specific semiotic features of e-picturebooks and how these a large number of entities and infer specific visual patterns from it)
features can alter storytelling production and interpretation? A framework for analyzing digital storytelling from the co-evolution of
3- How these alterations influence cognitive abilities regarding storytelling participate in the creation of new problems and problem-spaces. (such as problem space, cognitive artifacts and cognitive abilities.
tasks? arabic numerals creating new possibilities for arithmetic calculation)

Answering question 1 requires an operational definition of storytelling as a Semiotic features: material qualitative properties of cognitive artifacts Acknowledgements
problem space and identification of specific artifacts and semiotic features which gestural repertoire
produce effects that are observable and relevant for that problem space superposition of non-linear interactive elements
Pedro Atã and Thales Estefani would like to thank CAPES foundation.
tendency of gamification
Answering question 2 requires analysis of examples and comparison between navigation conditioned to a specific interaction
References:
e-picturebooks and other forms of storytelling (digital or not) multimodal textual forms 1. Laland, K., Kendal, J.R., Brown, G.R.: The Niche Construction Perspective: Implications for
multimedia resources (video, animation, audio) Evolution and Human Behaviour. Journal of Evolutionary Psychology. 5 (1–4), 51–66 (2007)
Answering question 3 requires a model of the integration of the semiotic 2. Sterelny, K.: Thought in a Hostile World: The Evolution of Human Cognition. Wiley-Blackwell,
features identified in the answer 2 and the inference of probable effects of these Cognitive abilities: examples include memory, perception, categorization, Oxford (2003)
3. Queiroz, J. & Merrell, F. (2009). On Peirce´s pragmatic notion of semiosis – a contribution for the
features in the storytelling niche. In the following paragraphs we present an analogical inference, causal reasoning, abductive reasoning (hypothesis design of meaning machines. Minds & Machines 19: 129-143.
initial plan for the investigation on the cognitive-semiotic nature of e- generation)... 4. Ribeiro, S., Loula, A., Araújo,I., Gudwin, R. & Queiroz, J. (2007). Symbols are not uniquely human.
picturebooks and some of its most salient features Biosystems 90: 263-272.

Example analysis

Jack and the beanstalk Monster’s socks Rita, the lizard Numberlys (Moonbot
(Nosy Crow, 2014). (Martin Hughes, (Irene Blasco Grau, Studios, 2012).
Semiotic feature: 2015). Semiotic 2012). Semiotic Semiotic feature:
superposition of non- feature: navigation feature: multimedia tendency of
linear interactive conditioned to resources. Each gamification. In the
elements. Before specific interaction. element on the story, the characters
he/she continues Without pulling the screen responds transform numbers into
reading, the reader can bridge, the story with a sound or letters, but each
feed the cow, clean it cannot continue. animation when it is transformation is a
with the brush and put Storytelling is touched. It result of a simple task
a bell around its neck. conditioned to increases the that the reader should
This interferes on the reader’s action engagement with perform. In this case,
visual characteristics of illustration. shooting at number 8.
the story These tasks require a
more direct
participation of the
reader in storytelling.

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