Notes on Perception and Action Podcast: J.J. Gibson's Affordance Theory
Introduction
- Host: Rob Gray from Arizona State University
- Series: Contributions of J.J. Gibson to perception in action
- Focus: Affordance theory and its application to sports
- Concept: Understanding how we use perceptual information for motor control
Gibson's Affordance Theory
- Definition: Surfaces afford or provide opportunities for actions (e.g., flat surfaces afford rest).
- Direct Perception: We perceive affordances directly from the environment.
- Invariance: Despite changes in the retinal image, we pick up direct information relevant to action (e.g., time to contact, speed).
Cognitive Processing vs. Direct Perception
- Indirect Perception: Involves cognitive processing, memory use, and inference.
- Gibson's View: Cognitive processing displaces the problem from the environment to the brain; prefers explaining behavior control without relying on cognition.
Application to Sports
- Example: A baseball infielder uses affordances to catch a ball based on direct perception of information.
- Affordances as Action Opportunities: Instead of abstract physical properties, perception is of meaningful units of action.
Affordances Specific to Individuals
- Action Capabilities: Affordances are relative to an individual's capabilities (e.g., bat speed affects hitting affordance).
- Dispositional vs. Relational: Debate on whether affordances are independent properties or emergent from interactions with the environment.
Key Aspects of Affordances
- Creativity in Behavior: Affordances allow perceiving actions beyond designed uses (e.g., sitting on tables).
- Dynamic Nature: Affordances change moment-to-moment (e.g., passability in sports).
- Prospective Control: Affordances use the same information for decision-making and action execution.
- Misperception: Errors occur if misinformation is picked up.
Implications for Sports Coaching
- Training Design: Use affordances to influence decision-making and control in practice.
- Practice Adjustments: Modify constraints to manipulate information and action capabilities (e.g., player numbers, fatigue).
- Control for Free: Teaching decisions using information needed for action execution.
- Task Difficulty: Design activities based on affordances (e.g., passability, shootability) rather than physical units.
Conclusion
- Affordances provide a framework for understanding perception and action in terms of functional semantics.
- Emphasizes ecological approach—understanding behavior through direct interaction with environment.
For more information, contact Rob Gray at [email protected] or follow on Twitter @shakyweights. Support the podcast at patreon.com/perceptionaction.