Foundations of representation: Where do graphical symbol systems come from? Simon Garrod1, Nicolas Fay2, John Lee3, Jon Oberlander3 & Tracy MacLeod1 1 University of Glasgow, Scotland University of Western Australia, Australia 3 University of Edinburgh, Scotland 2 Keywords: Graphical representation, Symbols, Icons, Signs, Communication Corresponding author: Professor Simon Garrod Department of Psychology University of Glasgow 56, Hillhead Street Glasgow, G12 8QT United Kingdom Email: [email protected] Tel: +44 141 3305033 Fax: +44 141 3304606 -1- Abstract It has been suggested that iconic graphical signs evolve into symbolic graphical signs through repeated usage. We report a series of interactive graphical communication experiments using a ‘pictionary’ task to establish the conditions under which the evolution occurs. Experiment 1 rules out a simple repetition based account in favour of an account that requires feedback and interaction between communicators. Experiment 2 shows how the degree of interaction affects the evolution of signs according a process of grounding. Experiment 3 confirms the prediction that those not involved directly in the interaction have trouble interpreting the graphical signs produced in Experiment 1. On the basis of these results we argue that icons evolve into symbols as a consequence of the systematic shift in the locus of information from the sign to the users’ memory of the sign’s usage supported by an interactive grounding process. -2- “Symbols grow. They come into being by development out of other signs, particularly from icons, or from mixed signs partaking of the nature of icons and symbols” Peirce, 1893. 1 Introduction From the cave paintings of Lascau to the earliest pictographic writing systems of the ancient Egyptians, early human settlements are marked by the use of simple graphical representations. Even today, graphical representation plays an important part in various sign systems, such as road traffic signs or the signs on a computer interface. In some cases they serve as direct iconic representations of objects (e.g., the trash can icon on many computer interfaces), but in other cases they serve as more abstract symbolic representations (e.g., the red triangle motif used in traffic signs to indicate warning). Like Pierce some argue that symbolic graphical representations evolved from earlier iconic representations. For example, the Assyrian symbolic writing system evolved from the iconic pictographic system of early Cuneiform via early Babylonian (Tversky, 1995). A similar observation can be made about the evolution of Chinese characters (See Figure 1). It has also been suggested that modern symbolic traffic signs incorporating the red triangle motif evolved from an earlier traffic sign that indicated danger (Krampen, 1983). Yet little is known about how or why icons evolve into symbols. This paper addresses the question of how graphical signs become symbolic by investigating the conditions under which graphical representations evolve during the course of a graphical communication task. ------- Insert Figure 1 about here -------- -3- Consider the following experimental set up. Pairs of participants are asked to communicate concepts to each other using only graphical means. The set up is similar to the popular parlour game ‘Pictionary’, except that the concepts are drawn from a fixed list which is known to both participants. One participant (the matcher) has to identify the concept drawn on a whiteboard by the other participant (the director) from a set of 16 alternatives. These include groups of easily confused concepts such as: art gallery, museum, parliament, theatre; Robert de Niro, Clint Eastwood, Arnold Schwarzenegger. The participants are able to make some minimal assumptions about each other’s shared cultural background (e.g., they might expect the other to know that Schwarzenegger has large muscles), but have relatively few shared resources for using the communication system. During the experiment, they carry out the task through a number of blocks, each consisting of twelve of the same 16 items, chosen arbitrarily, so the items regularly recur, though at random intervals. We will show that when participants carry out this task under most but not all conditions, three things happen to their drawings as illustrated by the sequence in Figure 2. As the game proceeds from block to block the drawings change: (1) they become graphically simpler (e.g., they contain fewer lines, fine details are lost etc.); (2) they become more schematic or abstract as representations of the concepts they stand for; and (3) when director’s alternate with each other their drawings increasingly converge with those of their partner. -----insert Figure 2 about here ----- Block 1 Block 2 -4- Block 3 Block 4 Block 5 Block 6 What proves to be critical for the development of the graphical representations in these three ways is the degree to which the participants can interact graphically with each other during the experiment. Our basic argument will be that interactive graphical communication enables participants to develop symbolic representations from what started out as primarily iconic representations through a “grounding process” similar to that proposed for interactive spoken communication (Clark & Brennan, 1991). The experiments we report use a communication task because signs are essentially communicative devices. However, understanding how graphical signs represent objects is fundamental to understanding the nature of graphical symbol systems as cognitive devices (Barsalou, 1999) and how graphical representations develop has a bearing on the evolution of conceptual systems in general (DeLoache, 2004; Karmiloff-Smith, 1990). First, we develop a framework for analyzing different kinds of graphical representation based on C.S.Peirce’s account of signs, using ideas from information theory. Then we review what is known about the development during early childhood of the use and interpretation of graphical representations. This leads to our main hypotheses: first, that communicative interaction is vital for iconic graphical representations to evolve into symbolic representations and second, that the evolution involves a shift in the locus of the information from the graphical sign to the mental representation required for successful interaction. In particular we will argue that during the evolution from iconic to symbolic graphical representation structural complexity migrates from the sign to memory representations in sign users. The remainder of the paper reports three graphical -5- communication experiments which test these predictions. 2 Classifying representations as icons, indices and symbols According to Peirce, a sign is a relation among three elements: the sign, the object being signified and what he called the interpretant or understanding of the sign (Peirce, 193158; see also Greenlee, 1973; Krampen, 1983). For example, the trash icon on a computer screen is a sign that relates to an object (i.e., the memory deletion buffer of the computer system) and has an interpretant (i.e., the understanding that it represents where to drag and drop another icon in order to delete that file). For Peirce it is the presence of all three elements that defines signification. But he distinguished between three kinds of sign, which he called icon, index and symbol. The three kinds of sign differ in terms of how the sign relates to its object. Icons exist by virtue of a salient perceptual/structural resemblance between sign and object (e.g., the picture of the trash can in the computer icon resembles a trash can itself). Most pictorial representations are therefore icons, because they usually reflect the appearance of the signified object. By contrast, indices relate to their objects in a causal way. For example, the level of mercury in a barometer is an index of atmospheric pressure; it does not resemble atmospheric pressure but it is causally linked to it. Similarly, smoke is an index of fire. Finally, symbols relate to their objects, neither in terms of resemblance nor causality, but purely on the basis of habit or convention. Thus, a symbol has to have been habitually or conventionally used to signify its object in order to operate as a sign for that object. Unlike icons and indices, symbols only bear an arbitrary relation to their objects. For example, both the words dog and chien act as symbols for canine creatures, but there is neither a resemblance between the sounds of the words and the sounds made by canine creatures nor is there any relationship between the sounds in the two words themselves. Peirce’s distinction between three kinds of sign is intuitively appealing. However, when it comes to classifying graphical productions of the sort shown in Figure 2, it often seems that the distinction between iconic and symbolic graphical signs is not binary, but rather a matter of degree. For example, the depiction of ‘cartoon’ on the left of Figure 2 is clearly -6- iconic because it resembles a cartoon character, as does the depiction in the middle. However, the later depiction on the right of Figure 2 has become so schematic that it no longer resembles the cartoon character and so becomes more a symbol for ‘cartoon’. In other words, its interpretation now depends to a greater degree on the fact that the part of the drawing (i.e., the part resembling the top of the cartoon character’s ears) has been habitually used to signify its object ‘cartoon’ over the course of the “pictionary” task and so is now sufficient to bring the object to the interpreter’s mind. Nevertheless the depiction still retains something of its original iconicity because it is still possible to see how it resembles a part of the cartoon character. So, like Krampen (1983) and to a certain extent Peirce (1893) himself we treat the distinction between iconic and symbolic representations as graded. Similar arguments can be applied to the distinction between index and icon. For example, a photograph is usually taken to be an index of its subject, because the pattern of pixels on the photographic paper is caused by the light reflecting from the subject. However, the photo is also iconic to the extent that it resembles the subject. So we shall treat signs as exhibiting different degrees of iconicity, symbolicity and indexicality. One way of characterising the difference between iconicity, symbolicity and indexicality is in terms of the knowledge required to produce or interpret signs. Because icons signify through resemblance to their object they only depend upon perceptual knowledge. By contrast, indices depend on world knowledge about the causal chain that relates the index to its object. Finally, symbols only depend on communicative associations between signs and their objects. Now, if it is true that a given sign may be simultaneously iconic, indexical and/or symbolic for a given individual, it follows that various kinds of knowledge about a sign—perceptual, causal, communicative —can co-exist. We can also characterise the difference between icons and symbols in information theoretic terms by looking at how information is distributed between the sign itself and the user’s knowledge of how the sign has been used in the past. Because iconic signs depend on a structure mapping between sign and object they carry information in their graphical structure. If a sign for an object maps some of the structure of the object, then -7- we can see that the structure in the sign is carrying information. And this sign is functioning iconically. Other things being equal the more structured the sign, the more iconic the sign is. On the other hand, when symbols are used complexity (or information) resides in the users’ knowledge of previous uses of the symbol. To this extent a symbol only requires enough structure to be recognisable as that symbol distinct from any other. Hence, symbols can become graphically simpler than icons. We can now express key differences between icons and symbols of the kind seen in the ‘pictionary’ task. Over an extended sequence of interactions, we hypothesise there is a shift of the locus of information in the interaction from the sign itself to the communicators’ representations of the sign’s usage. If there is no structure in the interlocutors’ representations of how the sign is used, then all the information must be carried by the sign. But as structure builds up elsewhere, then signs can become less complex. At the beginning of the ‘pictionary’ experiment communicators need to be able to recognise the object from the sign and they can only do this through the visual resemblance between sign and object. So the sign functions iconically. Sometime later in the interaction, the same concept needs to be communicated. Now, a much-reduced drawing serves to secure recognition. What differs is the shared experience of the interaction that the participants now possess. In particular, recognition of a sign will involve checking the current sign against a memory representation built up from a variety of previous recognition events, classified as involving variants of the same sign. To the extent that resemblance matters at all, it is resemblance between sign and sign, not between sign and object. Depending on the precise conditions of interaction, particular aspects or features of the original iconic drawing will have been accentuated and others diminished or removed. Thus, a very simple sign can be used very precisely to communicate something very specific and at any level of complexity. Under such circumstances the sign is functioning symbolically. The more structured the interaction history behind the sign, the more symbolic it can become. -8- Notice that this means that a sign can be simultaneously iconic and symbolic, if the sign contains much structure, and so does the interaction history. But, while redundancy in a communication system is useful (particularly in noisy conditions), efficiency considerations will tend to replace one kind of structure with another. The iconic to symbolic transition thus involves a transfer of structure (or complexity) away from the sign. We predict that indices should undergo a similar transformation. Whereas an icon visually resembles its object, an index is only causally related to its object; but there still has to be a visual representation of the index, and to begin with this will represent features of the index iconically. For example, to signify ‘fire’ with the index ‘smoke’ we need an iconic depiction of smoke. Via interaction, the iconic component of any indexical sign should become simpler and thereby increasingly symbolic. In what follows, we will rarely distinguish such index-based icons from icons in general. It is worth noting, however, that Deacon (1997) argues for a reinterpretation of index, which covers cases we might consider genuinely symbolic. For now, we note that we do not follow Deacon’s usage, but we will return to discuss relations between our account and his in the final section of this paper. To sum up, the Peircean notions of icon, symbol and index are useful tools in approaching the topic of representation in general, and graphical representation in particular. Thinking about where structure (and hence, information) lies within an interaction helps us see how signs can function in more than one way at once, and that a sign may function one way at one time, and another way later on. We have suggested that if an interaction is structured in some way, the burden of information-carrying will shift from individual signs into history. As a consequence what began as a graphically complex icon can evolve into a graphically simpler and more abstract symbol. But if this does happen in the way we have supposed, what mechanism underlies it? Which kinds of interaction encourage the evolution of icons and indices into symbols? The experiments we report later directly address these questions. Before reporting those experiments we -9- give a brief review of the psychological literature on graphical representation which has mainly been concerned with developmental issues. 2. Development of graphical representations Research on the development of graphical representations has addressed 3 main questions. First, the perceptual question of how an infant comes to recognize what a picture is of; second, the cognitive question of when the infant starts to treat a picture as a distinct representation of its object, and third, the communicative question of when the child starts to be able to treat graphical representations (in the form of drawings) as conveying information about objects even when there is relatively little resemblance between drawing and object. In relation to the perceptual question, dishabituation studies confirm that infants as young as 3 months old have no trouble recognizing a photograph of their mother as such (Barrera & Maurer, 1981). This and other related findings indicate that recognizing the perceptual relationship between a two-dimensional picture and its object does not seem to have to be learned, but rather is built into the perceptual system(Ittelson, 1996). In fact, slightly older infants (around 9 months) will sometimes manipulate and explore a photograph as if it were the object itself (DeLoache, Pierroutsakos, Uttal, Rosengren, & Gottlieb, 1998). This last finding suggests that initially infants do not treat pictures as distinct representations (i.e., signs in Peirce’s sense), rather they treat them as an alternative means of perceiving objects. The cognitive ability to appreciate that a picture is a distinct representation only emerges later at around 18 months when children respond by looking for and pointing to the pictured object rather than interacting with the picture itself (Pierroutsakos & DeLoache, 2003). De Loache (2004)attributes the older child’s ability to treat graphical depictions as sign-like representations to their emerging capacity for dual representation. In other words, it depends on the child’s being able to maintain two separate representations one for the picture and another for its object. She argues that this explains why young children (2-3 year olds) have trouble using a picture or physical model to interact with the world depicted if the model itself is made too salient. The more - 10 - that the child interacts with the model the less they are able to use it to interpret what is going on in the situation. Zaitchik (1990) also found that 4 year olds often treat pictures as if they are causally related to their objects, imagining that changes in the object will be reflected in changes in a previously recorded photograph of the object. Interestingly, this last finding suggests that the preschoolers sometimes treat photographs as indexical rather than iconic signs. However, the research reviewed so far does not address how or why abstract symbolic graphical representations emerge. As we argued above iconic representations differ from symbolic representations in terms of how much they resemble their objects. Bloom and Markson (1998) investigated the extent to which a child’s understanding of a drawing depends upon the degree to which it resembles its object. They had 3-4 year olds draw pictures of confusable objects (e.g., a lollipop and a balloon) and then required them to name the drawings after a delay. Despite the fact that the drawings were quite insufficient to identify the objects on the basis of their likenesses (i.e., the pictures were easily confusable) both the 3 and the 4 year olds were surprisingly good at naming the pictures correctly. Furthermore, when the experimenter subsequently queried the children they were adamant that the picture was of the object that they had intended to draw rather than the alternative object that the picture also resembled. Bloom and Markson concluded that the children (particularly the 4 year olds) considered drawings as representations of what they were originally intended to depict rather than representations of what the drawing happened to resemble. This experiment does not directly address what underlies this more symbolic understanding of pictures, but together with the findings reviewed in the previous paragraph indicates the increasing development during the preschool years of an understanding of depictions as distinct objects intended to represent other objects – in other words as Piercian signs. A clue as to what might drive the development of this representational ability comes from a study by Callaghan(1999). She had 2-4 year olds first draw simple objects (e.g., a plain ball and a spiked ball) in a free drawing task and then subsequently draw them again as part of a simple communication game with the experimenter. She compared the two sets - 11 - of drawings in terms of how many features of the objects each drawing represented and found that the older children’s (3-4 years) drawings improved markedly when they were employed as part of the communication task. A subsequent experiment ruled out practice as an explanation for the improvement and showed that negative feedback (i.e., the experimenter indicating failure to understand the drawing) also produced more effective drawings from the older children. Although this study does not address development of the use of symbolic as opposed to iconic graphical representation it does underline the importance of the communicative context and communicative feedback in refining the older children’s use of drawings as signs. In the developmental literature graphical representations are treated as symbols whether or not the representation resembles its object (See e.g., DeLoache, 2004). But this obscures the important question raised at the beginning of the paper of where abstract symbolic graphical representations come from. The interpretation of iconic representations is straightforward because of the perceptual resemblance between representation and object. However, this is not the case for symbolic representations. If symbolic representations evolve from their iconic or indexical precursors understanding this process of evolution would give a straightforward explanation of how symbols arise. 3. Hypotheses about how iconic and indexical representations evolve into symbols In the Introduction, we made some preliminary observations about how the drawings in the ‘pictionary’ task change when repeated over the course of the experiment. Basically, they seem to become graphically simpler and more schematic with repeated use, evolving from a clear iconic representation of their object to a more abstract symbolic representation. What is responsible for this shift? We consider two hypotheses: (1) Simplification and refinement through repeated production of the sign; and (2) Simplification and refinement through grounding. According to the first hypothesis, the simplification of the drawings comes about through - 12 - repeated production. The basic idea is that directors (i.e., those drawing the pictures) will increasingly refine their drawings on the basis of their prior experience and come to depict only the ‘important’ aspects of the object in the drawing. In other words, as the task proceeds the director will discover how to produce the most efficient sign – the one which is most unique and diagnostic. Tversky (1995) offers a version of this hypothesis to explain the increased simplification in written signs as they evolve from pictographic to more abstract writing systems.1 Notice that for simplification-by-repetition, feedback from the interpreter of the sign is not required. However, for simplification-by-grounding, feedback of some kind is required. According to this hypothesis graphical simplification occurs because the interpreter can indicate when the drawing is sufficiently clear to identify the object and so ground that sign. Successful grounding then helps to fix the sign-object interpretation in both the director’s and the matcher’s memories. Notice that when there is no grounding or it is unsuccessful (e.g., when a matcher queries a drawing) then the sign-object interpretation is less likely to be fixed in memory. With repeated use of the sign (i.e., the drawing) increasingly less information will be needed to recover the sign-object interpretation. The drawer can then increasingly simplify the sign so long as it can be grounded on each occasion of use. To the extent that simplification through grounding depends upon feedback, we can further hypothesise that the rate and degree of simplification will depend upon the quality of the communicative feedback that is given. Opportunity for giving feedback can be manipulated in various ways in the ‘pictionary’ task. First, one can have situations in which there is the same director and the same matcher throughout the experiment, where the matcher is allowed to offer graphical feedback but not required to depict the object themselves. For example, the matcher can indicate when they have ‘understood’ the drawing by producing a tick next to the drawing or can annotate the director’s drawing in an attempt to check their interpretation. Second, one can have a situation in which both communicators act as director or matcher at different points in the experiment. So, both at some time depict the same object. This means that a matcher who subsequently draws a concept in a similar fashion to that of the - 13 - director can demonstrate his or her understanding of the drawing and both participants can increasingly reduce the information in their pictures on the basis of this reciprocal understanding of the sign-object interpretation. This process should eventually lead to sign-object interpretations that represent what is mutually intelligible to the two participants. When both participants act as director we predict two outcomes; (1) participants should become better at identifying the drawings, and (2) their respective drawings should start to converge. It is also possible to further manipulate the quality of the interactive feedback by allowing both director and matcher to be co-present during drawing process as opposed to separating them during drawing. The experiments reported here manipulated the quality of the feedback that could be given in all these ways. 4. Experiments To test the two basic hypotheses, the first experiment compared graphical communication under three conditions. First, there was a Single Director with no Feedback (SD-F) condition, in which one participant repeatedly drew items but for an imaginary audience. This tests whether repeated production alone is sufficient to produce refinement and simplification. Second, there was a Single Director with Feedback (SD+F) condition, in which there were two participants present: one who drew (the director) and one who matched (the matcher). This condition allowed for simple feedback and so tests the basic grounding hypothesis. And finally, there was a Double Director with Feedback (DD+F) condition, in which the role of director and matcher alternated between the two participants between blocks. This meant that both participants acted as directors and matchers over the course of the experiment. The DD+F condition tests the above predictions that reciprocal production should improve communicative success and the prediction that the two directors’ drawings should converge. In the second experiment we explore the Double Director situation further by varying the degree of interaction available to the two participants. We contrasted a DD+F condition of Experiment 1 with a condition in which both director and matcher were co-present during the “pictionary” task affording a higher degree of interaction [Double Director Copresent (DDC) condition]. And, in the third and final experiment, we aim to establish - 14 - whether non-participants (‘overseers’) have difficulty in understanding graphical signs, compared to the participants. 4.1 Experiment 1 The experimental task was the graphical equivalent of a verbal referential communication task. Like the game ‘Pictionary’, participants were required to depict various concepts, in such a way that a partner could identify them. Again, like ‘Pictionary’, participants were not allowed to speak or use letters in their drawings. Unlike ‘Pictionary’, concepts were drawn from a list of 16 items, which were known to both participants. Concepts included easily confused groups such as drama, soap opera, theatre, Clint Eastwood and Robert DeNiro (see Figure 3 for a complete listing). The director, or drawer, was instructed to depict the first 12 items from an ordered list (12 targets plus 4 distracters) such that the matcher could identify each drawing from their unordered list. Places Theatre Art gallery Museum Parliament ---Insert Figure 3 about here ---People Programmes Objects Robert De Niro Drama Television Arnold Soap opera Computer monitor Schwarzenegger Clint Eastwood Cartoon Microwave Abstract Loud Homesick Poverty 4.1.1 Design and procedure The experiment had three conditions. In two conditions (SD-F, SD+F) there was a single director throughout the experiment and each director was paired with one matcher. However, in the SD-F condition the matcher only saw and identified the drawings once the director had finished drawing all the items over a series of four blocks, so there was no matcher feedback. In the SD+F condition the director and matcher were separated by a screen while the drawing was taking place. However, after each drawing was completed - 15 - the matcher was taken around the screen to identify it. At this point the matcher was able to give graphical feedback. Matchers were instructed that they could annotate or modify the director’s drawing or simply indicate that they had identified the concept by marking it with a tick. The director could then modify the drawing and if necessary receive further graphical feedback until the matcher was satisfied that he or she had interpreted the picture correctly. In the third DD+F condition participants alternated roles (director and matcher) from block to block. Otherwise the instructions were identical to that in the SD+F condition. Contrasting task performance (i.e., accuracy of identification of the drawings by the matcher) in SD+F versus DD+F conditions tests whether reciprocal production and comprehension of drawings improves mutual understanding, as predicted above. It also makes it possible to investigate both graphical refinement and convergence in drawings from the two communicators (we leave analysis of convergence until after reporting Experiment 2.) Participants went through 4 blocks in the SD-F condition. In Block 1 the single directors drew 12 of the 16 target items in isolation. In Block 2 they again drew 12 of the 16 items (in a different random order) in isolation. They did this twice more (Blocks 3&4). Thus, each participant drew a total of 48 items, with each of the 12 target items recurring four times. Participants in the SD+F condition also drew 12 of the 16 items but across six blocks, so that each item recurred six times during the experiment. Unlike participants in the SD-F condition after each drawing was completed the matcher was allowed to give feedback (see above). In the DD+F condition participants again drew 12 of the 16 items (presented in a different random order for each block) over six blocks, but in this condition the director and matcher alternated across blocks. So by the end of the experiment each participant had drawn the 12 items three times as director and matched 12 drawings of the same items as matcher. Drawing took place on a standard whiteboard using white board marker pens, with each participant using a different coloured pen. The different colours were used to aid in the analysis of the feedback. The completed drawings were recorded on digital camera for subsequent analysis. - 16 - 4.1.2 Subjects Twenty-four undergraduate participants took part in the SD-F condition. Twelve of them acted as directors and the other 12 matchers subsequently identified the drawings after all had been drawn. Thirty-two undergraduates (working in pairs) took part in the SD+F condition. Another 32 undergraduates (working in pairs) took part in the DD+F condition. Each participant was paid £5. 4.1.3 Data analysis Graphical Complexity To quantify graphical complexity we adopted the Perimetric Complexity (PC) measure first defined by Attneave and Arnoult (1956) and subsequently developed by Pelli, Burns, Farrell and Moore (2003). (PC = Inside +outside Perimeter2/Ink Area.) This measure is obtained by first identifying the inside and outside perimeter of the graphic by removing all pixels not on an edge, squaring the result and then dividing it by the ink area (i.e., all the black pixels in the graphic). Perimetric Complexity has been identified as a scale-free measure of the graphical information in a picture and Pelli et al. have convincingly demonstrated that the inverse of the PC of a graphic predicts the efficiency with which observers can identify the graphic from a learned set of competitors. For example, they show that the PC of a letter in a particular font is inversely correlated with the efficiency of identifying the letter in that font when masked with Gaussian noise (log efficiency correlates with log complexity with r = -0.90). -------- insert Fig. 4 about here -----(a) - 17 - Block 1 Block 5 Perimetric complexity = Perimetric complexity = 1388 650 (b) Block 1 Block 5 Perimetric complexity = Perimetric complexity = 877 892 (c) Block 1 Block 5 Perimetric complexity = Perimetric complexity = 467 504 - 18 - To illustrate the relationship between PC and perceived complexity examples of drawings together with their perimetric complexity are shown in Fig. 4. In general the PC measure does a good job of capturing intuitive judgments of graphical complexity (see 4a). Taking a subset of the drawings (268 drawings taken from the first and last drawings of pairs in the DD+F condition), we had a naïve participant rank the members of each pair of drawings in terms of perceived graphical complexity and then compared those rankings with the rankings produced by Pelli et. al.’s (2003) PC measure (continuous measure transformed to rank order). There was 82% agreement between the two sets of rankings (Kappa = 0.64). Examining the 18% cases where there was a discrepancy in the rank ordering suggested that the human observer treated graphics with filled areas as more complex than those with unfilled areas (see Fig. 4c for an example of such a discrepancy due to the filled sunglasses) and graphics with more distinct meaningful elements as more complex than those with less distinct meaningful elements (see Fig. 4b). In other words, when a picture has two distinct meaningful elements such as the man and the roulette table in Figure 4b(left) it is judged more complex than when it only has one meaningful element as when there is only the roulette table in Figure 4b (right). Such semantic complexity is not reflected in the pure PC measure. Because we are interested in establishing only the structural complexity of the graphics as opposed to their semantic complexity (see Final Discussion for a detailed discussion of this), we take PC as an objective measure of the graphical complexity of the drawings. - 19 - Feedback The drawings from each trial in the SD+F and DD+F conditions were analysed for evidence of graphical feedback. (It was possible to identify instances of feedback from the different coloured inks used by directors and matchers in the task). The feedback was then classified according to whether it was minimal (a tick), or more interactive (involving one or more rounds of annotation from both director and matcher). This data was used to measure the extent of feedback across different conditions 4.1.3 Results Overall task performance For the two feedback conditions (SD+F, DD+F) identification accuracy was based on the performance of the communicators themselves. For the no feedback SD-F condition identification accuracy was based on the performance of the second group of 12 matchers who were paired with a particular director and given the sequence of drawings produced by that director. Figure 5 shows the identification rates (as proportion correct) for the SDF, SD+F and DD+F conditions across blocks. ---- Insert Figure 5 ----- Identification Accuracy (proportion) 1.00 0.95 0.90 0.85 SD-F SD+F DD+F 0.80 0.75 0.70 0.65 0.60 0.55 0.50 1 2 3 4 Block - 20 - 5 6 As can be seen from the figure, identification accuracy improved across blocks in all three conditions. However, overall identification rates were lower in the SD-F condition than in the SD+F or DD+F conditions. Finally, unlike the SD+F condition, where identification accuracy plateaus with a slight fall after block 4, in the DD+F condition matchers maintain identification performance across the final 2 blocks of the experiment. Analysis of Variance (ANOVA) on the error proportions confirms these observations. Both by-subject (F1) and by-item (F2) analyses were conducted. F1 analyses used a 3 X 4/6 mixed design ANOVA, treating Block (1-4 or 1-6) as a within subject factor and Condition (SD-F, SD+F and DD+F) as between. F2 analyses were more powerful, treating both Block and Condition as within subject factors. For all effects reported in this paper p<0.05 unless otherwise stated. The first set of analyses, conducted over blocks 1 to 4, produced a main effect of Block [F1(3, 123)=14.79; F2(3, 45)= 6.16] and a main effect of Condition in the by-items analysis [F2(2,30)=6.19] but not in the less powerful by-subjects analysis(p>0.1). There was no reliable interaction between Condition and Block. Further analysis of the Condition effect revealed that there was reliable difference by-items between SD-F and DD+F [F2(1,15)=9.71] and marginally also between SD-F and SD+F [F2(1,15)=4.23, p=.057]. A separate analysis was conducted across the six blocks of the SD+F and DD+F conditions. There was a reliable effect of Block [F1(5, 150)=8.82; F2(5, 75)=3.04] and of Condition in the by-items analysis [F2(1, 15)=8.98], but no interaction (Fs<1). However, tests of simple effects showed that prior to block 6 there was no difference in identification rate between the SD+F and DD+F conditions (Fs<2.14). However, after this point there were reliable differences between the conditions [Block 6. F1(1, 180)=3.77; F2(1, 15)=6.18]. These analyses confirm that the main effect of Condition between SD+F and DD+F was caused by the greater identification accuracy for the DD+F communicators compared with the SD+F communicators at Block 6. - 21 - Graphical Complexity Figure 6 gives examples of sequences of drawings from the SD-F and the SD+F conditions. It is clear from these examples that the refinement in drawings across trials is quite different for the two cases. This difference can be noted in the PC measures shown in Figure 7 [Mean scores were calculated after removal of scores 2.5 standard deviations (2% of data) from the condition mean and replaced with scores corresponding to the mean plus or minus 2.5 standard deviations.] ------insert Figure 6 about here ------- Block 1 (SD-F) Block 2 (SD-F) Block 3 (SD-F) Block 1 (SD+F) Block 2 (SD+F) Block 3 (SD+F) Block 4 (SD+F) Block 5 (SD+F) Block 6 (SD+F) - 22 - Block 4 (SD-F) Block 1 (DD+F) Block 2 (DD+F) Block 3 (DD+F) Block 4 (DD+F) Block 5 (DD+F) Block 6 (DD+F) As can be seen from the figure, in contrast to the SD-F condition where graphical complexity increases across blocks of the experiment, in the SD+F and DD+F conditions graphical complexity decreases. Furthermore, graphical complexity starts at, and decreases at, a similar rate in these last two conditions. Tests by ANOVA validate these observations. ---------- insert Figure 7 about here -------- - 23 - 3000 Complexity 2500 2000 SD-F SD+F DD+F 1500 1000 500 0 1 2 3 4 5 6 Block Again ANOVA was conducted both by subject (F1) and by item (F2). F1 analyses treated Block as a within subject factor and Condition as between. F2 analyses treated both Block and Condition as within subject factors. The by-items analysis (across the four blocks of each condition) produced a main effect of Block [F2(3, 45)=3.68] with a marginally significant effect also in the by-subjects analysis [F1(3, 123)=2.08, p=.10]. There was also an effect of Condition [F1(2, 41)=10.46; F2(2, 30)=109.84]. More importantly, there was a reliable interaction between Block and Condition [F1(6, 123)=11.27; F2(6, 90)=43.96]. This was due to the increasing complexity of graphical representations in the SD-F condition [F1(3, 123)=8.28; F2(3, 45)=18.38] compared with their decreasing complexity in the SD+F condition [F1(3, 123)=9.50; F2(3, 45)=15.56] and the DD+F condition [F1(3, 123)=6.82; F2(3, 45)=10.91]. There was no difference in the complexity pattern between the SD+F and DD+F conditions (ts<1.65). Feedback Figure 8 shows an example of a complex sequence of graphical feedback from a matcher - 24 - and director in the first block of the DD+F condition. The director is trying to portray Robert De Niro (picture 1 in the sequence). In picture 2 the matcher graphically queries the depiction, asking something along the lines 'Is this a drawing of someone who can be seen on television?'. The director then emphasizes who is being depicted by circling the head of the 'to be identified' representation and adds a star to indicate that this person is indeed a film/television 'star' (picture 3). The matcher then queries this depiction by drawing a question mark and an arrow linking the question mark to the 'to be identified picture’ (picture 4). This indicates that the depiction is inadequate for identification purposes. Next, by drawing a circle with an arrow and using additional arrows to link this to his/her depiction, the director indicates that his/her depiction is of a male (picture 5). But this is still insufficient and the matcher has to draw a gun with a question mark, asking whether the person depicted is 'an action hero' (picture 6). Finally, the director replies by drawing three figures (the competing action figures used in the task) and indicating with arrows that it is the mid-sized action hero. This appears to resolve the drawing ambiguity, as the matcher makes his/her selection. -----Insert Figure 8 about here----- Block 1 Picture 1 Block 1 Picture 5 Block 1 Picture 2 Block 1 Picture 6 - 25 - Block 1 Picture 3 Block 1 Picture 7 Block 1 Picture 4 In fact this kind of complex repair process proved to be extremely rare. Figure 9 shows the proportion of trials with more than minimal feedback (i.e., involving more than just a tick) across all blocks for the SD+F and the DD+F conditions. For the first block only 17% of trials in the SD+F and 7% in the DD+F were accompanied with more than minimal feedback. By the third block the percentages were less than 1% in either condition. So on most occasions matchers were happy to offer the minimal tick against the initial depiction to indicate recognition. Feedback Trials (proportion) ----- Insert Figure 9 about here -----0.25 0.20 0.15 SD+F DD+F 0.10 0.05 0.00 1 2 3 4 5 6 Block The proportion of trials with more than minimal feedback were entered into a 2-way ANOVA with Condition (SD+F, DD+F) and Block (Games 1-6) as factors. The bysubjects analysis treated Condition as a between subject factor and Block as within, whereas the by-items analysis treated both Condition and Block as within-subjects factors. The ANOVAs showed a main effect for Block [F1(5, 130) = 17.25; F2(5,75) = 9.23] and a main effect of Condition in the by-items analysis [F2(1,15) = 7.07] but not by subjects. These main effects were qualified by an interaction between Block and Condition [F1(5,130) = 2.99; F2(5,75) = 10.44]. The interaction reflected the fact that there was more above-minimal feedback in the first Block for the SD+F condition than the DD+F [F1(1,180) = 16.7; F2(1, 15) = 33.95], but no difference in subsequent Blocks - 26 - (all Fs < 1). For all subsequent games there was no difference between the two conditions. Presumably matchers in the SD+F condition are aware that they will not have an opportunity to draw themselves so they more readily engage the drawer when the referent of the drawing is unclear. This stands in contrast to those in the DD+F condition who are afforded the opportunity to A) indicate understanding by adopting the previously used representation or B) offer an alternative, potentially more effective representation. 4.1.4 Discussion The results from Experiment 1 allow us to rule out a simplification through repeated production explanation for the transformation of the graphical signs in the ‘pictionary’ task. In fact, the complexity results from the SD-F condition indicate that drawings become increasingly complex with repeated production in the absence of any feedback from matchers (compare the example drawings in Fig 5). This result is reminiscent of findings in referential communication tasks. When speakers have to repeatedly describe the same picture to an imaginary audience their descriptions often become longer and more complex over trials (Krauss & Weinheimer, 1967; Hupet and Chantraine, 1992). One speculation is that directors in the absence of feedback think of more features of the objects/concepts to be communicated on each occasion and include these additional features in each successive representation. By contrast, the overall pattern of results is consistent with the grounding explanation whereby feedback enables matchers and directors to ground each representation and commit it to memory. On each subsequent occasion the director can then produce a reduced representation sufficient to elicit the prior use of that representation which is then grounded again through feedback. Finally, the results from the performance measure do point to a difference between the effect of comprehension-based feedback alone and the effect of reciprocal production and comprehension. Participants in the DD+F condition continued to improve and/or maintain their performance across the whole six blocks of the experiment, whereas those in the SD+F condition became poorer after the fifth block. Although not reliably different the graphical complexity measures are numerically lower - 27 - for the DD+F than SD+F drawings. This means that the improved performance on the task was not at the expense of increased complexity in the drawings, if anything quite the opposite. Experiment 1 demonstrates that communicative feedback is required to support the increased simplification of graphical signs in the ‘pictionary’ situation, as predicted by the grounding hypothesis. Interestingly, in the vast majority of cases a simple mark of recognition is sufficient for this to happen. More complex feedback was extremely rare (particularly in the DD+F condition). The results also support the hypothesis that reciprocal production and comprehension enhances the mutual intelligibility of the grounded graphical signs. The second experiment was designed to manipulate the quality of interactive feedback available to participants and establish the extent to which quality of feedback affects the rate of simplification of graphical signs. 4.2 Experiment 2 4.2.1 Design and procedure Experiment 2 had two conditions corresponding to different levels of interaction for the Double Director arrangement in Experiment 1. In the concurrent feedback (CF) condition, graphical interaction took place in real time, partners standing side-by-side at the whiteboard. In the non-concurrent feedback (NCF) condition, a visual barrier separated the partners during drawing, but after each drawing episode was finished they were able to interact graphically (as in the SD+F and DD+F conditions in Expt.1). Whereas the concurrent feedback condition simulates face-to-face conversation in which feedback can accompany the speaker’s production, the non-concurrent condition simulates e-mail communication in that participants can only exchange graphics once they have completed them. In both CF and NCF conditions participants alternated between acting as director and acting as matcher as for the DD+F condition in Experiment 1. In all other respects the procedure was the same as that for DD+F condition of Experiment 1. - 28 - 4.2.2 Subjects The participants were 56 undergraduates, each of whom was randomly assigned to concurrent or non-concurrent feedback conditions. 12 pairs participated in the CF condition and16 in the NCF condition. Members of each pair had never met each other prior to the experiment and each participant was paid £5 for taking part. 4.2.3 Results Overall performance As can be seen from Figure 10, identification rates (proportion of items correctly identified by matchers) in the CF and NCF conditions were comparable. In both cases, identification rates improved across Blocks. --------- insert Figure 10 about here ------- Identification Accuracy (proportion) 1.00 0.95 0.90 0.85 0.80 NCF CF 0.75 0.70 0.65 0.60 0.55 0.50 1 2 3 4 5 6 Block Proportion scores were entered into a 2 x 6 ANOVAs carried out by subject (F1) and by item (F2). The by-subject ANOVA used a mixed design, treating Type of Feedback (CF, NCF) as a between subject factor and Block (1 to 6) as within, whereas by-item tests treated both factors as within. Analyses showed a main effect of Block [F1(5, 130) = 11.59; F2(5, 75) = 13.46] but no effect of Type of Feedback, or interaction between Block and Type of Feedback (Fs < 1.87). Thus, participants’ ability to identify the referent of their partner’s drawing was not influenced by the nature of the feedback. - 29 - Graphical Complexity. To illustrate the typical changes in representational form across blocks we provide an example from CF conditions in Figure 11. ------- insert Figure 11 about here ------ Block 1 (CF) Block 2 (CF) Block 3 (CF) Block 4 (CF) Block 5 (CF) Block 6 (CF) The first drawings from each participant take an iconic form, resembling the concepts they depict. However, over the course of the experiment directors strip unnecessary information from the initial representation, leaving only the salient aspects of the image. Note also, that as a result of the interaction participants’ drawings converge; contrast the first drawings by Director1 and Director 2 of computer monitor (i.e., the first two drawings in Figure 11) with the last drawings by the same participants (i.e., the last two drawings in Figure 11). - 30 - The mean PC scores for the drawings were calculated after replacing scores more than 2.5 standard deviations from the condition mean (1.92% of data). Figure 12 shows the result across Blocks in the CF and NCF conditions (for comparison measures of complexity for the SD-F condition of Experiment1 are also shown). -------- insert Figure 12 about here ------3000 Complexity 2500 2000 SD-F NCF CF 1500 1000 500 0 1 2 4 3 5 6 Block The figure shows that the complexity of drawings decreases more rapidly, and more smoothly in the CF condition than the NCF condition. These observations are corroborated by ANOVA. Complexity scores were entered into 2 x 6 ANOVA. By-subject analysis used a mixed design, treating Type of Feedback (CF, NCF) as a between subject factor and Block (1 to 6) as within, whereas by-item analysis treated both factors as within. There were main effects of Type of Feedback [F1(1, 26)=2.85;F2(1,15)=16.7] and Block[F1(5,190)=16.66; F2(5,75)=40.35]. These effects were qualified by a reliable interaction in the by-items analysis [F2(5,75)=5.78]. Tests of simple effects show that images produced in the CF condition increasingly become simpler than those in the NCF condition [Type of Feedback at Block 4, F1(1,156)=3.47, p=.06; F2(1,15)=6.66; at Block 5, F1(1,156)=2.56, p=.1; F2(1,15)=5.40; at Block 6, F1(1,156)=4.9;F2(1,15)=10.59]. - 31 - Feedback As in Experiment 1 there were very few trials in which there was more than minimal feedback given. Even in the first block only around7% trials in the NCF and the CF conditions were successfully negotiated with just a tick of recognition. After this more than minimal feedback was given on less than 1% of occasions. Figure 13 shows the proportion of trials with different degrees of feedback for the CF and NCF conditions of the experiment. It is interesting to note that there is only minimal feedback given in either condition. Thus the increased rate of simplification of the drawings in the CF condition as compared to the NCF can only be attributed to the improved nature of the feedback (i.e., that it can be given during the drawing process) rather than to the amount or complexity of the feedback given. Because the proportions of more than minimal feedback trials was so low ANOVA was considered inappropriate for this data. ------- insert Figure 13 about here ------- Proportion Interaction Trials 0.25 0.20 0.15 CF NCF 0.10 0.05 0.00 1 2 3 4 Block - 32 - 5 6 Graphical Convergence We examined graphical convergence in the drawings produced in the CF and NCF conditions. For each pair, the drawings for each item (e.g. drama, as drawn by each subject in the pair) were placed in three categories: early (block 1 and 2 images), middle (block 3 and 4 images) and late (block 5 and 6 images). Two independent judges then rated each pair of images (presented in random order) for similarity on a ten-point scale (1= dissimilar to 10 = very similar). The inter-coder agreement was high with a correlation of r= 0.85 between the similarity judgements for each pair of drawings. The mean similarity judgments for early, middle and late drawings from the pairs are shown in Figure 14. ------ Insert Figure 14 about here ----- Convergence Rating (0-9) 8 7 6 NCF CF 5 4 3 1&2 3&4 5&6 Drawings As can be seen from the figure graphical convergence increased across blocks for both the CF and NCF conditions with no apparent difference between the two conditions. These data were entered into ANOVAs. The by-subjects ANOVA was a mixed design with Block (early, middle, late) as a within subject factor and condition as between subject factor. For the by-items analysis both Block and Condition were treated as withinsubject factors. The results confirm our observations yielding a main effect for Block - 33 - [F1(2, 52)=31.1; F2(2,30)=45.4]. No other effects or interactions approached significance (All Fs<1). Thus, as is the case in verbal communication, in which conversational partners entrain one another’s verbal expressions, partners’ graphical expressions converge through interaction (Garrod & Anderson, 1987; Brennan & Clark 1996). Interestingly the degree of convergence was not influenced by the quality of feedback. 4.2.4 Discussion The results from Experiment 2 extend the findings from Experiment 1 in two ways. First, comparison of the relative reduction in graphical complexity of drawings indicates that the more direct the feedback between participants the greater the tendency to reduce the complexity of the drawings over the course of the experiment. This increased graphical refinement occurs without any loss in identification accuracy, because there was no difference in the overall performance of the two groups. The second finding is that the drawings of each director in both CF and NCF conditions increasingly converge. These results are interestingly comparable to those found in other referential communication tasks (Hupet & Chantraine, 1992; Clark & Wilkes-Gibbs, 1986; Krauss & Weinheimer, 1967). In the same way that referential descriptions become increasingly shortened in the presence of listener feedback graphical signs become increasingly simple and in line with our earlier argument they become more symbolic. Similarly, in the absence of any listener feedback referential descriptions become more complex with repetition (Hupet & Chantraine, 1992) and so do graphical signs. Furthermore, in line with our earlier arguments they retain their iconicity. We attribute this pattern to a general interactive communicative mechanism that is in common to the two situations. As communicators ground the signs successfully they can increasingly leave out nonessential information. Notice that such collaborative reduction in the sign’s complexity depends upon the prior history of use of that sign by those communicators. In the referential communication literature the importance of this shared history of interaction was shown by comparing an ‘overhearer’s’ ability to understand the referential description with that of a communicative participant. Schober and Clark (1989) - 34 - demonstrated that ‘overhearers’ performed systematically more poorly than conversational partners when it came to identifying the intended referent of a description. The third experiment was designed to establish whether ‘overseers’ would have the same problem with graphical signs produced in the ‘pictionary’ experiments as ‘overhearers’ do with referential descriptions. 4.3 Experiment 3 In this experiment ‘overseers’ were given complete sets of drawings taken from those produced by the participants in the SD+F and DD+F conditions of Experiment 1. The drawings were presented in the order in which they had been produced during the original experiment and ‘overseers’ were required to identify each drawing in relation to the list of alternatives presented to the original Matchers in Experiment 1. There were two groups of ‘overseers’ that corresponded to Schober and Clark’s (1989) early and late ‘overhearers’. The early ‘overseers’ saw all the drawings produced starting with block 1 and moving through to block 6, whereas the late ‘overseers’ were only exposed to drawings produced in the final 3 blocks (blocks 4-6). The prediction is that both early and late ‘overseers’ will perform consistently less well than the original matchers, because they cannot engage in any interaction with the original director to help clarify the meaning of the drawing. Furthermore, late ‘overseers’ should perform consistently less well than early ‘overseers’. This is because they do not have access to the full communicative history of that drawing. As a consequence they will be in a less favourable position to establish its symbolic interpretation than the early ‘overseers’. 4.3.1 Method 28 complete sets of drawings were sampled from 14 pairs of players in the SD+F and 14 pairs of players in DD+F conditions of Experiment 1. Each set formed a stimulus set for a different participant. 28 participants took part in the early overseer with 14 in the SD+F condition and 14 in the DD+F condition. Each participant identified a set of images generated across all blocks (1-6) from one pair of either SD+F or DD+F drawers. In the - 35 - late overseer condition, 28 different participants did the same for drawings from blocks 46. Again each participant identified only one set of images within the conditions. In both conditions, participants were given a table of items, including four distracter items, and were instructed to choose which object they thought that the picture represented. 4.3.2 Results In addition to the original identification rates (taken from the SD+F/DD+F conditions of Experiment 1), early ‘overseer’ (SDO1 for the SD+F ‘overseers’ and DDO1 for the DD+F ‘overseers’) and late ‘overseer’ (SDO2 and DDO2) identification rates are plotted in Figure 15. As hypothesised, ‘overseers’ performed consistently less well than the original matchers across all blocks. Identification accuracy was better in the DD+F condition than for both early/late ‘overseers’ (DDO1/DDO2) early ‘overseers’ were better at identifying the items than late ‘overseers’. Similarly, Identification accuracy was better for the SD+F condition than for both early and late ‘overseers’ (SD01, SD02) and early ‘overseers’ were better than late ‘overseers’. - 36 - Identification accuracy across conditions Accuracy (proportion) 1 0.9 0.8 SD+F 0.7 DD+F SD01 0.6 DD01 SD02 0.5 DD02 0.4 0.3 0.2 1 2 3 4 5 6 Block ---- insert Figure 15 about here ----ANOVAs were carried out to confirm the observed differences. Because each participant had a different set of the original stimuli (i.e., all items in the population of drawings sampled were assigned to different subjects on a one-to-one basis) only by-subjects ANOVAs are appropriate (Clark, 1973). The first ANOVA had one between subject factor Condition (SD+F/DD+F from Experiment 1 and early ‘overseer’ SDO1/DDO1 from Experiment 3) and one within factor Block (Blocks 1-6). The analysis showed significant main effects of Condition [F(3,52)=21.9] and Block [F(5,260)=18.3], but no interaction (F < 1). Planned pair-wise comparisons show that accuracy for the original matchers in the SD+F condition was significantly better than for the early ‘overseers’ in the same condition (SDO1) [F(3,52)=34]. Accuracy of the original DD+F matchers was also significantly higher than for the early ‘overseer’ (DDO1) [F(3,52)=28]. Overall, ‘overseers’ of the more interactive condition (DDO1) were not significantly more accurate than those of the less interactive condition (SDO1) (F< 2). - 37 - The second ANOVA analysed blocks 4-6 of the original and early overseer identification (SD+F/DD+F/SDO1/DDO1) and late overseer identification (SDO2/DDO2). In this 3 (blocks) X 6 (conditions) ANOVA the design treated Blocks as within and Condition as between. There was a significant main effect of Condition [F(5,78)=17.7] with no main effect of Block or interaction between the two (Fs<1.4). Planned pair-wise comparisons show that the accuracy of original SD+F matchers was significantly greater than for early overseers (SDO1) [F(5,78)=18.9]. In addition, the accuracy for early overseers (SDO1) was significantly greater than for that of late overseers (SDO2) [F(5,78)=4.5]. Similarly, the accuracy across blocks 4-6 of the original DD+F condition was significantly greater than for the late overseers (DDO2) [F(5,78)=39.5]. And, the accuracy of early overseers (DDO1) was significantly greater than late overseers (DDO2) [F(5,78)=5.0]. 4.3.3 Discussion As hypothesised, both early and late overseer groups showed similar patterns of identification accuracy to that of the original matchers only at significantly lower accuracy rates. This is in line with Schober and Clark’s (1989) finding that ‘overhearers’ who did not participate in the interaction were significantly less accurate in identifying referents than original interlocutors. For early ‘overseers’ identification improved across blocks 1-3 in both the SD and DD conditions. As with the original matchers, this improvement reached a plateau in the SD condition at block 3, thereafter only increasing for the more interactive DD condition. Late ‘overseers’, not exposed to the original interaction and refinement of the drawings, found identifying later symbolic drawings significantly more difficult than both original matchers and early overseers. The results from the overseer experiment support the hypothesis that the drawings are refined as a result of feedback given in the original SD+F and DD+F situations. Without being able to engage in the interaction itself ‘overseers’ are much poorer at interpreting the drawings than the original participants. This is exactly as predicted by our hypothesis that the locus of structure moves from the sign into the communicators’ memory - 38 - representations as a consequence of grounding the signs during the course of the interaction. In this respect performance in the graphical communication task is strikingly similar to that observed in referential communication tasks using speech. This raises the question of whether the general simplification and convergence of pictorial representations is driven by the same interactive constraints that apply in the language cases. 5 Final Discussion This paper set out to investigate the origin of graphical symbols. It is straightforward to explain how iconic graphical representations arise because their interpretation is based on perceptual resemblance to their objects. It is not so obvious how graphical symbols arise because their interpretation depends upon prior understanding of the arbitrary relationships between the sign and its object. However, if it can be shown that graphical symbols systematically evolve from the repeated use of iconic/indexical signs, then this would account for the problem. Although such an evolution is suggested by the historical development of many symbolic writing systems, which start out as iconic representations, it is not clear precisely what drives the evolution. We argued for an information theoretic account of the basis of iconicity and symbolicity of signs; whereas iconic signs carry information in their structure and hence are structurally complex, symbolic signs rely on information in the communicators’ memory representations arising from the prior use of the signs to signify their particular objects. The key question was what mechanisms underlie the systematic evolution from icon to symbol: is it simply repeated production, or does it require interaction and feedback between sign users? The results from the experiments clearly show that this evolution depends upon interaction between communicators. Experiment 1 showed that in the SD-F condition in which there was no interaction between director and matcher the drawings became increasingly complex with repetition and retained their iconic character, whereas with even minimal opportunity for feedback in the SD+F condition the drawings became - 39 - increasingly simple and more symbolic in character. Furthermore, the experiment showed that when both communicators are able to produce the drawings (DD+F condition) the communication becomes more effective. Matchers become better at identifying the drawings while the drawings become at least as simple if not slightly simpler than in the SD+F condition. Experiment 2 showed that the rate at which the drawings become simpler and more abstract is affected by the quality of the interactive feedback allowed by the task. This experiment also demonstrated that the drawings produced by each communicator increasingly converge with those of their partner. Experiment 3 demonstrated that interpreting the drawings appropriately depended on being party to the interaction that drives their simplification and abstraction. ‘Overseers’ not engaged in the original communication process perform consistently less well at identifying the drawings than the original participants. According to our argument in Section 1, this process of simplification and abstraction reflects a transformation from iconic graphical signs to symbolic graphical signs. So in summary, these graphical communication studies offer an insight into the evolution of graphical symbols from iconic and indexical signs. Also they are consistent with the information theoretic account of the basic nature of signs. In this account iconic (and indexical) signs are inherently more complex than symbolic signs because they need to reflect the structure of their objects in the structure of the sign itself according to the structure mapping principle. Symbolic signs only require enough structure to enable users to identify that sign from its competitors in the set. However, this brings us to an aspect of signification apparent in many of the drawings produced in the ‘pictionary’ experiments that we have not considered thus far, which introduces the problem of compositionality and systematicity of signs. ------ insert Figure 16 about here ----- - 40 - Block 1 Block 2 Block 3 Block 4 Block 5 Block 6 Compositionality and systematicity of signs Consider the series of drawings for ‘art gallery’ shown in Figure 16, which were produced by a pair in Experiment 1. Like many of the graphical depictions encountered in the ‘pictionary’ experiments, all of the examples are semantically complex. In other words, they contain distinct graphical elements each with its own semantic interpretation, which in turn combine with the interpretations of the other elements to produce an interpretation of the whole. Each drawing contains three different elements: (1) an iconic depiction of a building; (2) a pair of diverging lines similar to a ‘less than’ symbol; and, (3) an iconic depiction of a painting. The interpretation of the whole drawing is derived from interpreting the ‘less than’ symbol as indicating that the object signified on its left contains the object(s) signified on its right: hence, it is a building that contains paintings. With repeated use, the drawings become graphically simpler, and the iconic components depicting the building and the painting become more symbolic, but nevertheless the whole sign retains its semantic complexity. It is perhaps worth emphasising that semantic complexity need not be retained in every case: in another series of drawings which - 41 - incorporated the ‘less than’ sign to signify containment, the whole sign eventually evolved until this was the only element left. Now, compare two hypothetical symbol systems: one containing semantic complexity like this, and the other without it. As argued in the introduction we can move structure from individual signs into representations that reflect the history of interaction. We can also put it into the structure of the coding system. But we can detach the graphical complexity of a single sign (its lines and details) from its semantic complexity. The latter corresponds to the extent to which it contains independent subcomponents. When these subcomponents occur across multiple signs, each sign associated with a different object, there is structure within the coding scheme. When a subcomponent only occurs in signs associated with a family of related objects, then the coding scheme’s structure corresponds to (indeed, structure-maps) at least some of the structure within the domain of objects. This is very different from the structure mapping found in icons: there, subparts of drawings correspond to sub-parts of the objects they resemble. Here, sub-parts of drawings need not correspond to sub-parts of objects (and the overall drawing need not resemble the overall object). Rather, sub-parts of drawings correspond to taxonomic subparts of the domain of objects as a whole. For instance, in the art gallery example, the building sub-component could turn out to be associated with all and only the institutions in the domain of objects. Thus, a system of signs can exhibit structure that constitutes a kind of systematicity, and signs within that system can have compositional structure. Their overall meaning will depend on their components, and their mode of combination. In the art gallery example, part of the drawing is the ‘less than’ symbol, a connective which helps the knowledgeable viewer calculate the overall meaning of the drawing from the more iconic elements which it links. It seems plausible that natural systems of signs can mix systematic with nonsystematic signs: and systematic signs can contain both iconic and symbolic subcomponents. But the more structure there is in the coding system, the more prevalent compositionality will be. Such systematicity has advantages for new users of the sign system. Learners are more likely to guess correctly how to associate objects with signs - 42 - they have never used before, thanks to structure in the domain, coupled with the elements the new signs may have in common with other signs that they have encountered. Systematicity of this kind has a likely effect on the discriminability of symbols from one another. Where there is no semantic complexity or systematicity, users of a set of symbols benefit if each symbol is perceptually discriminable from other members of the set. Thus, one might expect the symbols to evolve to be globally discriminable from one another, and hence resemble one another less and less. However, where there is systematicity, subsets of symbols (which correspond to a subset of related domain objects) will continue to resemble one another to some extent. At the same time, these subsets will still tend to be discriminable from other subsets. And within a subset, more local differences will help locally discriminate related symbols from one another; there will thus be a collection of non-arbitrary perceptual similarities and differences between sets of symbols. Our account of the evolution of sets of icons into sets of symbols, and of sets of symbols into sets of systematic symbols has some direct parallels in Deacon’s (1997) Peircean account of signs. Obviously, there are some terminological differences, and Hurford (1998) argues forcefully that Deacon’s terminology is non-standard. As noted in the introduction, where we would use the term ‘symbol’, Deacon reserves the term ‘index’ for a sign regularly associated with an object. And while we consider a set of such associations to be a kind of symbol system, Deacon additionally requires the properties we have associated with systematicity (p99). It is also true that Deacon discusses symbol systems in terms of compositionality and predication, whereas we have only discussed systematicity and reference. But in spite of these differences, there are several parallels. For instance, he too emphasises how perceptual categorisation, memory, and prediction must interact to lead to fully developed symbol systems (p78); and he emphasises that the set of relations between signs can come to resemble the set of relations between objects (p88). - 43 - There remain some deeper differences. First, as we have just noted, even in a set of signs without systematicity, there can be relationships between the signs, via global discriminability; and so it seems reasonable to see these sets of signs as being symbolic in a traditional way. More importantly, we also expect local discriminability when a set of signs contains members exhibiting semantic complexity. What is particularly notable is that, in practice, these symbols retain sub-parts which have iconic properties. In Deacon’s discussion, this issue does not arise. The reason for this is that, although he argues that symbolic relations depend on lower-level indexical and iconic relations, when he discusses symbolic systems, he assumes that an object is (indexically) picked out by a purely arbitrary sign. The assumption of arbitrariness drives a distinct wedge between sets of icons and sets of symbols. Here, we have emphasised that sets of symbols may evolve from sets of icons; and hence, members of a set of symbols may possess a significant degree of residual iconicity. It means that whether a system of signs is compositional (or systematic) or not, and whether its signs retain iconicity or not, are orthogonal questions. The idea that systematicity and iconicity vary independently fits with a number of other theories and observations. For instance, Barsalou’s (1999) perceptual symbol systems theory makes room for mental representations composed of parts which perceptually resemble objects. And in natural language, there has been continuing interest in the extent to which supposedly arbitrary compositional systems possess iconic features. For instance, structure in syntax and discourse often iconically represents temporal structure or task structure (Haiman 1985). More recently, Shillcock et al. (in submission) have argued that resemblances between words in the English lexicon are non-arbitrary, so that perceptual similarities in phonological form can be a guide to underlying similarities in meaning, and vice versa. And, work on American Sign Language (ASL) has argued that such non-arbitrary “richly grounded” forms can co-exist with arbitrary forms (Macken et al. 1993). Furthermore, ASL can be compared with homesign languages, where deaf individuals in non-signing households develop their own communication systems (eg Goldin-Meadow and Mylander 1998). Reviewing such work, Morford (1996:166-7) - 44 - suggests that iconicity is retained when “symbols are used with individuals unfamiliar with the system”. Thus, we advocate further investigation of the ways in which icons can evolve into symbols, the constraints on simplification-by-grounding, and the ways in which symbol systems can sustain residual iconicity. 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Examples of first and last drawings from pairs in the DD+F condition of Experiment 1 together with their Perimetric Complexity scores. In 4a the Perimetric Complexity scores agree with graphical complexity judgements from a human rater. In 4b and 4c they do not (see text). Figure 5. Proportion of correct identification of drawings by matchers as a function of experiment block for Experiment 1. Figure 6. An example of the drawing of “art gallery” over the 4 blocks of the SD-F condition and the 6 blocks of the SD+F condition and of “De Niro” over the 6 blocks of the DD+F condition from Experiment1. Figure 7. Perimetric Complexity of items drawn in the SD-F, SD+F and DD+F conditions of Experiment 1. Figure 8. Examples of the 7 rounds of feedback needed to identify a drawing of “De Niro” from the first block of a pair in the DD+F condition of Experiment 1. Figure 9. Proportion of trials with more than minimal feedback in the SD+F and DD+F conditions of Experiment 1. Figure 10. Proportion of items correctly identified by matchers in the NCF and CF - 49 - conditions across the 6 Blocks of Experiment 2. Figure 11. Examples of drawings of “Computer Monitor” over 6 Blocks in from the CF condition of Experiment 2, Figure 12. Perimetric Complexity of items in the NCF and CF conditions of Experiment 2 (the complexity scores for the SD-F condition of Experiment 1 are shown for comparison). Figure 13. Proportion of more than minimal feedback given in the NCF and CF conditions of Experiment 2. Figure 14. Similarity ratings from the two judges for early (rounds 1&2), middle (rounds 3&4) and late (rounds 5&6) drawings produced in the NCF and CF conditions of Experiment 2. Figure 15. Identification accuracy for original matchers in the SD+F and DD+F conditions of Experiment 1 compared with that of early ‘overseers’ (SD01/DDO1) and late ‘overseers’ (SD02/DD02) from Experiment 3. Figure 16. Depictions of art gallery from a pair in Experiment 1 illustrating increasing simplicity without reduction in semantic complexity. - 50 - - 51 - Block 1 Block 2 Block 3 Block 4 Block 5 Block 6 - 52 - - 53 - Identification Accuracy (proportion) 1.00 0.95 0.90 0.85 SD-F SD+F DD+F 0.80 0.75 0.70 0.65 0.60 0.55 0.50 1 2 3 4 Block - 54 - 5 6 Block 1 (SD-F) Block 2 (SD-F) Block 3 (SD-F) Block 1 (SD+F) Block 2 (SD+F) Block 3 (SD+F) Block 4 (SD+F) Block 5 (SD+F) Block 6 (SD+F) Block 1 (DD+F) Block 2 (DD+F) Block 3 (DD+F) - 55 - Block 4 (SD-F) Block 4 (DD+F) Block 5 (DD+F) - 56 - Block 6 (DD+F) 3000 Complexity 2500 2000 SD-F SD+F DD+F 1500 1000 500 0 1 2 3 4 Block - 57 - 5 6 Block 1 Picture 1 Block 1 Picture 5 Block 1 Picture 2 Block 1 Picture 6 - 58 - Block 1 Picture 3 Block 1 Picture 7 Block 1 Picture 4 Feedback Trials (proportion) 0.25 0.20 0.15 SD+F DD+F 0.10 0.05 0.00 1 2 3 4 Block - 59 - 5 6 Identification Accuracy (proportion) 1.00 0.95 0.90 0.85 0.80 NCF CF 0.75 0.70 0.65 0.60 0.55 0.50 1 2 3 4 Block - 60 - 5 6 Block 1 (CF) Block 2 (CF) Block 3 (CF) Block 4 (CF) Block 5 (CF) Block 6 (CF) - 61 - 3000 Complexity 2500 2000 SD-F NCF CF 1500 1000 500 0 1 2 3 4 Block - 62 - 5 6 Proportion Interaction Trials 0.25 0.20 0.15 CF NCF 0.10 0.05 0.00 1 2 3 4 Block - 63 - 5 6 Convergence Rating (0-9) 8 7 6 NCF CF 5 4 3 1&2 3&4 Drawings - 64 - 5&6 Identification accuracy across conditions Accuracy (proportion) 1 0.9 0.8 SD+F 0.7 DD+F SD01 0.6 DD01 SD02 0.5 DD02 0.4 0.3 0.2 1 2 3 4 Block - 65 - 5 6 Block 1 Block 2 Block 3 Block 4 Block 5 Block 6 - 66 - Endnotes 1 Tversky includes additional factors in her production driven account such as the changes in writing media (e.g., from stone to papyrus to hand held clay tablets) that also attended the changes in the writing systems that she talks about. - 67 -
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