In a growing trend in digital psychiatry, algorithmic systems are used to determine correlations between data that is collected using wearable devices and self‐reports of mood. They then offer recommendations for behaviour modification for improved mood. The present study consists of observations of the development of one of these systems. Descriptions of the trial emphasise the powerful role of the intrinsically motivated, responsible participant on one hand and the empowering machine learning (ML)‐based technology on the other. This conceptualisation is shown to extend the neoliberal paradox of a freedom that, to be maintained, must be continually adjusted through discipline. Because of the paradoxical nature of this formulation, laboratory members disagree about the balance of agency between the objective machine learning system and the empowered participant. The guides who help participants interpret ML outputs and implement system recommendations are ascribed a replaceable role in formal accounts. Observations of this guidance practice make clear not only the important role played by guides but also how their work is relegated to the technological side of the broader formulation of the trial and further how this conceptualisation affects the way they conduct their work.
In digital cartography, Google Maps and Google Street View (GSV) are often used side-by-side at the computer interface. This study consists of an analysis of recordings of Geoguessr, an online game that presents players with GSV imagery and challenges them to guess the location of the images on a digital map. Gameplay requires semiotic moves that put the diagrammatic signs of the GSV images and the map into a dynamic interplay. By specifying these practices, the present analysis offers a processual, practice-oriented perspective on theoretical debates in the study of digital mapping. Rather than existing a priori, the constructed or transparent nature of the map, as well as the kind of cartographical subject involved in manipulations of the map both emerge and change through the practical use of the two representations. Furthermore, the abductive inferences that characterize particular moments of gameplay constitute an intersection of reasoning and play.
Neurons called place cells are selectively activated in correspondence with the location or place field that a rodent occupies. In a phenomenon that neuroscientists call replay, place cell activation sequences rapidly repeat during subsequent periods of rest and grooming. Replay has been theorized as a mechanism for reinforcement learning of the spatial trajectories represented by place cell coactivation. Preplay is a competing theory that suggests that these sequences also occur before a novel run and that sequences are not recordings of position made in real time, but rather pre-made repertoires that an organism selects from as it makes a trajectory through space. The preplay theory maintains the language of representation while breaking from the entailment of the conceptual metaphor “MEMORIES ARE RECORDINGS” that recordings are produced simultaneously to the experiences that they represent. It does so through a conceptual blend that affords preplay researchers flexibility in their theorizing about memory without requiring a break from representationalism. Broadly, these findings demonstrate how the blending of conceptual metaphors is a viable approach for the implicit development and contestation of theories of representation in the neural and cognitive sciences.
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