Most Cognitive Science students at Linköping’s University know who this famous philosopher is after their introductions course. This year we are proud to present the one and only: Peter Gärdenfors to KVIT 2015. Peter Gärdenfors is a swedish professor in Cognitive Science at Lunds University.


Title: How to socialize with robots

Robots not only appear in industries but they are entering our everyday lives. This brings out a number of questions on how we interact with them and how they can and should interact with us. I argue that research should focus on the robots’ capacities to read the minds of humans, that is their ability to understand the attention, intentions and maybe also the beliefs of the humans they interact with. For example, how does a robot interpret human pointing – and how do we interpret their pointing? It will become clear that the problems of human-robot interaction are indeed central for cognitive science.


We are proud to present Agneta Gulz, a professor in Cognitive Science. In her lecture she will talk about why Cognitive Science is crucial for the future of Sweden as a ”Nation of Knowledge”. 
Agneta Gultz
Here is her abstract:

School results in math keep dropping in Sweden. This is worrying. Math skills correlate strongly with how well students accomplish school overall.


Good news: There is a solution.  But not where politicians think. It is not ”calculation-guarantee in school or more math lessons in primary school”.


The solution lies in preschool and in a novel generation of digital play-&-learn-games.


Today there is an abundance of commercial, self-acclaimed educational early math games. But researchers have found the pedagogic quality of these games wanting. For one thing, most “learning games” are in essence “testing games”.


But, it is possible to develop powerful educational games, that build on validated theories and models from the cognitive and educational sciences and use crucial elements such as adaptive instruction and rich, informative feedback.


In the talk I will do two things:

  • Explain why this kind of venture is crucial for Sweden as a ”Nation of Knowledge”.

(We must help those children who have no learning problems but due to weak exposure are disadvantaged when they get to school ,and continue to fall behind all through school. We can do this via powerful play-&-learn-games.)

  • Depending on audience interests, go into aspects of: research results from intervention studies; design issues; how to build these games, etc.

We can proudly announce that Mark Granroth-Wilding will be one of our speakers at KVIT this year!
Mark is Research Associate at The University of Cambridge and will be talking about a subfield within AI research – Computational Creativity.Mark Granroth


What if computers had ideas of their own? Knowledge, Computational Creativity and the What-If Machine.

One of the key aims of Artificial Intelligence since its early days has been to construct models of knowledge and reasoning that give some insight into the working of the human mind. A great deal of what we do, ranging from mundane, everyday tasks to our greatest achievements, involves some element of creativity. In recent years, a new subfield of AI, Computational Creativity, has begun to address the problem of building computational models to carry out human tasks that we would describe as creative. In this talk, I will give an introduction to Computational Creativity, focussing particularly on ”fictional ideation” — the process of coming up with the core fictional ideas that form the basis for many creative artefacts, such as stories, paintings or adverts. I will motivate the approach of a currently ongoing project called the What-If Machine, that explores a model of ideation that automatically generates ideas and uses machine learning, combined with natural language processing and automated reasoning about narratives, to tell interesting or creative ideas apart from mundane or nonsensical ones.



We can proudly announce that Andrea Resmini will be one of our speakers at KVIT this year!Andrea Resmini

Andrea is an information architect (IA) that currently teach and research User Experience (UX) and IA at University of Borås.

Here is Andrea’s abstract:

Groundhogs in the Source Code

Of old, narrative and storytelling were used to weave useful pieces of information into stories that could be handed down orally, generation after generation. These stories were often conceived in the form of quests, rhythmically built on redundancy and interlacement and laid out on a map.

In the past hundred years, storytelling has progressively distanced itself from this model: mechanical reproduction of music, images, movement, and text has transformed the language of communication across these media and channels, turning seamless immersion into self-conscious reflection, physical struggles into psychological tensions, and traveling the world into traveling emotional landscapes.

Organizing space to represent or visualize experiences is a fundamental human trait, so, in what is both a predictable but unexpected turn of events, the Web, mobile, and digital media have brought once again spatial thinking, journeys, and quests center stage. Navigable space can both represent physical spaces and the abstract information spaces of Facebook or Uber, but what kind of space are we talking about? Some 21st century version of MS Bob? Some glorified FPS?

Using such examples as Bram Stoker’s Dracula, published in 1897, camp musical videos from the early 1980s, early 1990s videogames, and Hollywood movies, this talk argues that as digital and physical blend into unstable cross-channel experiences our conceptualizations shift towards direct manipulation and understanding of abstract navigational and place-making grammars, rather than towards literal, skeumorphic representations of the real.

Check out his website:


The website is currently undergoing maintenance for KVIT 2015!

We in the KVIT-committee hope that you are as excited as we are for this year :)