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Do all aspects of learning benefit from iconicity? Evidence from motion capture

Part of: Iconicity

Published online by Cambridge University Press:  14 October 2019

ASHA SATO*
Affiliation:
Centre for Language Evolution, University of Edinburgh
MARIEKE SCHOUWSTRA
Affiliation:
Centre for Language Evolution, University of Edinburgh
MOLLY FLAHERTY
Affiliation:
Centre for Language Evolution, University of Edinburgh
SIMON KIRBY
Affiliation:
Centre for Language Evolution, University of Edinburgh
*
*Address for correspondence: e-mail: Asha.S.Sato@ed.ac.uk
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Abstract

Recent work suggests that not all aspects of learning benefit from an iconicity advantage (Ortega, 2017). We present the results of an artificial sign language learning experiment testing the hypothesis that iconicity may help learners to learn mappings between forms and meanings, whilst having a negative impact on learning specific features of the form. We used a 3D camera (Microsoft Kinect) to capture participants’ gestures and quantify the accuracy with which they reproduce the target gestures in two conditions. In the iconic condition, participants were shown an artificial sign language consisting of congruent gesture–meaning pairs. In the arbitrary condition, the language consisted of non-congruent gesture–meaning pairs. We quantified the accuracy of participants’ gestures using dynamic time warping (Celebi et. al., 2013). Our results show that participants in the iconic condition learn mappings more successfully than participants in the arbitrary condition, but there is no difference in the accuracy with which participants reproduce the forms. While our work confirms that iconicity helps to establish form–meaning mappings, our study did not give conclusive evidence about the effect of iconicity on production; we suggest that iconicity may only have an impact on learning forms when these are complex.

Information

Type
Article
Copyright
Copyright © UK Cognitive Linguistics Association 2019 
Figure 0

Fig. 1. Example gestures and labels.

Figure 1

Fig. 2. In the arbitrary condition, 16 of the 32 gestures are selected, and are randomly allocated labels from the non-selected set. This ensures that the label L1 corresponding to gesture G1 to play guitar would never appear in the same arbitrary language as the gesture G1 to play guitar, avoiding languages that were actively misleading.

Figure 2

Fig. 3. Participant iconicity ratings based on their first impression at first exposure to the mapping (iconicity rating 1) and post hoc impression having completed the experiment (iconicity rating 2).

Figure 3

Fig. 4. Learning of the mapping: Proportion of correct responses in pre-imitation guessing task in the two conditions. Dashed line represents chance.

Figure 4

Fig. 5. The normalised DTW distance between the impressionistically similar model gestures to clean and to knock on a door is 36.22. The distance between to clean and the impressionistically dissimilar gesture to swim is 219.57.

Figure 5

Fig. 6. Normalised dynamic time warping distance to the model gesture for target and non-target items.

Figure 6

Fig. 7. Accuracy copying the form. Mean nDTW to target gesture by condition, and using participants’

Figure 7

Fig. 8. Consistency producing the form. Mean nDTW distance between the 4 tokens produced by each participant during training, by condition and using participants’ own iconicity ratings.