TOWARD AN EXPERIMENTAL METHOD FOR STUDYING THE EMERGENCE OF HUMAN COMMUNICATION SYSTEMS Bruno Galantucci, Carol A. Fowler and Michael J. Richardson Haskins Laboratories and University of Connecticut bruno.galantucci@haskins.yale.edu Ludwig Wittgenstein proposed that we understand language under the guidance of two related metaphors: The metaphor of language as a game and the metaphor of words as tools (Wittgenstein, 1953). In the fifty years elapsed since Wittgenstein's proposal, the metaphors have turned into fully fledged theories (Clark, 1996; Millikan, 2004). One of the central tenets of these theories is that our understanding of natural languages should be grounded in the study of the procedures humans develop to coordinate their cooperative activities. Methods that allow systematic investigations of the emergence of human communication systems provide ideal opportunities to test these theories. Typically, investigators study the emergence of human communication systems either via natural experiments (e.g., Bickerton, 1981; Goldin Meadow & Feldman, 1977; Kegl, 1994) or via simulations with artificial agents (Cangelosi & Parisi, 2001). The latter option has the desirable feature of allowing experimental control, the former that of preserving the richness of human behavior. This paper introduces a method that combines the two features. In brief, the method focuses on how communication procedures emerge from the exchange of visual signals between adults. Two participants play a videogame with two interconnected computers located in different rooms. Players do not know each other's identity but share the virtual environment of a game that requires them to communicate for coordinating their moves. However, the experimental set-up does not support the use of conventional communication systems. Spoken language is not possible because there is no audio channel. Visual communication is possible, but occurs through a device whose parameterization effectively prevents the use of handwriting or print. More in detail, players communicate with each other by using a magnetic stylus on a small digitizing pad. The resultant tracings are relayed to both players' screens and quickly fade. Crucially, while the horizontal component of the player's movements directly controls the horizontal movements of the trace on the screen, the trace's vertical component is independent from the player's movements, moving with a constant downward drift. In such conditions, the use of letters or other common graphic symbols such as numbers is practically impossible. (The problem players face is similar to the problem one would encounter in making a polygraph write words or numbers.) Hence, success in the game depends on the pair's ability to generate a novel communication system that befits the available channel. The paper presents a study conducted with thirteen pairs of participants that is designed to assess the viability of the method for research. In brief, the study demonstrates that the method is viable. Pairs developed novel communication systems in a reasonable time-frame, often adopting fairly sophisticated communication systems. The results of the study will be discussed in the context of an assessment of the potential and the limitations of the proposed method for research on human communication. Bickerton, D. (1981). Roots of language. Ann Arbor MI: Karoma. Cangelosi, A. & D. Parisi, Eds. (2001). Simulating the evolution of language. London, Springer-Verlag. Clark, H. H. (1996). Using language. Cambridge: Cambridge University Press. Goldin Meadow, S., & Feldman, H. (1977). Development of language-like communication without a language model. Science, 197(4301), 401-403. Kegl, J. (1994). The nicaraguan sign language project: An overview. Signpost, 7(1), 24-31. Millikan, R. G. (2004). Varieties of meaning. Cambridge, Massachusetts: MIT Press. Wittgenstein, L. (1953). Philosophical Investigations (G. E. M. Anscombe, Trans.). Oxford: Basil Blackwell.