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Embodiment - Science topic
Explore the latest questions and answers in Embodiment, and find Embodiment experts.
Questions related to Embodiment
Embodiment is the idea that the brain does not need a detailed representation of the world, since the world is always present to organisms via an intact sensorimotor apparatus (Clark 1998). An extreme example of embodiment is the way in which the late Stephen Hawking (who suffered from the neurodegenerative disease amyotrophic lateral sclerosis, ALS) delivered his university lectures at Cambridge. Although he could communicate at only 0.1 bits per second [corrected for information redundancy, Reed and Durlach 1998] using a synthetic device (that was responsive to his cheek muscles, De Lange 2011) his lecture could be delivered at a normal rate of ~ 40 bits per second. Like most professors, his lecture would need to be prepared in advance. But in addition, the interface used by Hawking for communication was programmed with a word-prediction algorithm that had access to the entire lecture (Denman et al. 1997). Based on the characters initially uttered by Hawking, complete paragraphs could be summoned and delivered automatically through his voice synthesizer. Thus, there was no need for Hawking to memorize his lecture (which is also true for many of us who prepare slides in advance). In the absence of the algorithm, however, I am sure he would have had no problem communicating the contents of his lecture—but at a rate of 0.1 bits per second, which is far too slow for anyone to understand his speech. It is noteworthy that many people with Hawking’s condition pass away within several years of being overcome by ALS. For Hawking, it was his love of physics that kept him alive for his many decades of productive existence.
PRAGMATICS AND HUMOR
It is amazing how many ways we have of displaying and presenting various types of lexical and pragmatic information. These displays and presentations are at various levels of abstraction, detail and presentation medium. They are chosen to represent time, space, significance, and other relative differences.
Consider the following: Advertisement, Audio-Visual Aid, Bar Graph, Bell-Shaped Curve, Blood Lines, Caricature, Cartoon, Category, Cause-Effect Line, Chain of Command, Chinese Boxes, Drawing, Family Tree, Floor Plan, Flow Chart, Hierarchy, Map, Matrix, Musical Score, Outline, Photograph, Diagram (e.g. Reed Kellogg), Set, Sketch, Time Line, Tree Diagram, Venn Diagram, etc. This lexical and pragmatic information can be presented over various mediums. Consider the following: Book, Card Catalogue, Catalogue, Chalk Board, Cell Phone, Internet, Journal, Magazine, Movie, PowerPoint, Radio, Skype, Teleconference, Telephone, Video Stream, Webinar, White Board, Zoom, etc. And information can be organized alphabetically, numerically, sequentially, spatially, etc.
Lexical items can also be semantically weighted, and related to other lexical items in various ways, and these weightings and relationships can be quantified (always, usually, sometimes, seldom, never, etc. I believe that the most important feature of Linguistics Pragmatics is that it is unlike all of the other levels of linguistics (Phonology, Morphology, Syntax, and Semantics) by being a non-linear approach. Kenneth Pike said that language can be viewed as Particles, as Waves (assimilation or dissimilation), or as Field. It is only Pragmatics that looks at language as Field (see above).
Another very important aspect of Pragmatics is the developing field of Script-Model Grammar. Victor Raskin is a linguist, and linguists tend to deal with one sentence at a time. Script Model Grammar allows linguists to deal with larger texts. Raskin talks about the structure of a joke by saying that everything in the set-up of the joke is ambiguous but primed in the direction of the mundane. What the punch line of a joke does is to change the priming of the joke from the mundane to the dramatic, or scatological, etc. At this point the audience is able to see that the entire joke—set-up and punch line—have been ambiguous, and that the punch line has just changed the priming. Because the punch line allows the audience to see all of the ambiguity of the joke (both mundane and dramatic), the punch line is very epiphanal.
Using the techniques of Script-Model Grammar as developed by Victor Raskin, Salvatore Attardo and others, develop a number of mundane scripts for your computer, as follows:
Eating at a restaurant
Getting a haircut
Getting dressed in the morning
Going to a concert
Going to a movie
Telling a joke or a story
Traveling by car
Traveling by plane
Traveling by subway
Traveling by train
Etc.
Tell your computer the details of the script in terms of a sequence of behaviors. For example, consider the script of “eating at a restaurant.”
1. You get hungry.
2. You look for a restaurant.
3. You find a restaurant.
4. You walk into the restaurant.
5. You’re seated by someone.
6. The server brings you a menu.
7. You look at the menu.
8. You order your meal.
9. You eat your meal.
10. Someone brings you a bill.
11. You pay the bill.
12. You leave a tip.
13. You leave the restaurant.
But what if one or more of the sequence of behaviors is missing? Or what if one or more behaviors are added to the sequence? The computer can then ask, “Why didn’t he leave a tip? Or “Why did he take his bike into the restaurant?” The computer has been taught how to speculate.
What Victor Raskin did for jokes (small texts), Salvatore Attardo and others did for larger texts (paragraphs, chapters plays, novels, trilogies, etc.). And rather than just dealing with the set-up, the punch-line, and the epiphany of the joke, Attardo developed ways of dealing with double entendre, embodiment, irony, metaphor, metonymy, paradox, parody, sarcasm, satire, synecdoche, allegory, and other types of “language play.” An even more important contribution of Script-Model Grammar, is its applications to the field of Artificial Intelligence. This brings us to the contributions of Christian Hempelmann, Anton Nijholt, Dallin Oaks, Leo Obrst, Maxim Petrenko, Graeme Ritchie, Julia Taylor, Willibald Ruch, Oliviero Stock, Carlo Strapparava, Igor Suslov, and Tony Veale.
Note that Noam Chomsky’s Generative Transformational Grammar has now become Deep Learning in the field of computers. Computers are now able to generate both language and images by receiving input from the entire internet, recombining this information in very sophisticated ways, and producing computer-generated material that is the same as human-generated material, only better. It’s very scary.
PRAGMATICS AND HUMOR
It is amazing how many ways we have of displaying and presenting various types of lexical and pragmatic information. These displays and presentations are at various levels of abstraction, detail and presentation medium. They are chosen to represent time, space, significance, and other relative differences.
Consider the following: Advertisement, Audio-Visual Aid, Bar Graph, Bell-Shaped Curve, Blood Lines, Caricature, Cartoon, Category, Cause-Effect Line, Chain of Command, Chinese Boxes, Drawing, Family Tree, Floor Plan, Flow Chart, Hierarchy, Map, Matrix, Musical Score, Outline, Photograph, Diagram (e.g. Reed Kellogg), Set, Sketch, Time Line, Tree Diagram, Venn Diagram, etc. This lexical and pragmatic information can be presented over various mediums. Consider the following: Book, Card Catalogue, Catalogue, Chalk Board, Cell Phone, Internet, Journal, Magazine, Movie, PowerPoint, Radio, Skype, Teleconference, Telephone, Video Stream, Webinar, White Board, Zoom, etc. And information can be organized alphabetically, numerically, sequentially, spatially, etc.
Lexical items can also be semantically weighted, and related to other lexical items in various ways, and these weightings and relationships can be quantified (always, usually, sometimes, seldom, never, etc. I believe that the most important feature of Linguistics Pragmatics is that it is unlike all of the other levels of linguistics (Phonology, Morphology, Syntax, and Semantics) by being a non-linear approach. Kenneth Pike said that language can be viewed as Particles, as Waves (assimilation or dissimilation), or as Field. It is only Pragmatics that looks at language as Field (see above).
Another very important aspect of Pragmatics is the developing field of Script-Model Grammar. Victor Raskin is a linguist, and linguists tend to deal with one sentence at a time. Script Model Grammar allows linguists to deal with larger texts. Raskin talks about the structure of a joke by saying that everything in the set-up of the joke is ambiguous but primed in the direction of the mundane. What the punch line of a joke does is to change the priming of the joke from the mundane to the dramatic, or scatological, etc. At this point the audience is able to see that the entire joke—set-up and punch line—have been ambiguous, and that the punch line has just changed the priming. Because the punch line allows the audience to see all of the ambiguity of the joke (both mundane and dramatic), the punch line is very epiphanal.
Using the techniques of Script-Model Grammar as developed by Victor Raskin, Salvatore Attardo and others, develop a number of mundane scripts for your computer, as follows:
Eating at a restaurant
Getting a haircut
Getting dressed in the morning
Going to a concert
Going to a movie
Telling a joke or a story
Traveling by car
Traveling by plane
Traveling by subway
Traveling by train
Etc.
Tell your computer the details of the script in terms of a sequence of behaviors. For example, consider the script of “eating at a restaurant.”
1. You get hungry.
2. You look for a restaurant.
3. You find a restaurant.
4. You walk into the restaurant.
5. You’re seated by someone.
6. The server brings you a menu.
7. You look at the menu.
8. You order your meal.
9. You eat your meal.
10. Someone brings you a bill.
11. You pay the bill.
12. You leave a tip.
13. You leave the restaurant.
But what if one or more of the sequence of behaviors is missing? Or what if one or more behaviors are added to the sequence? The computer can then ask, “Why didn’t he leave a tip? Or “Why did he take his bike into the restaurant?” The computer has been taught how to speculate.
What Victor Raskin did for jokes (small texts), Salvatore Attardo and others did for larger texts (paragraphs, chapters plays, novels, trilogies, etc.). And rather than just dealing with the set-up, the punch-line, and the epiphany of the joke, Attardo developed ways of dealing with double entendre, embodiment, irony, metaphor, metonymy, paradox, parody, sarcasm, satire, synecdoche, allegory, and other types of “language play.” An even more important contribution of Script-Model Grammar, is its applications to the field of Artificial Intelligence. This brings us to the contributions of Christian Hempelmann, Anton Nijholt, Dallin Oaks, Leo Obrst, Maxim Petrenko, Graeme Ritchie, Julia Taylor, Willibald Ruch, Oliviero Stock, Carlo Strapparava, Igor Suslov, and Tony Veale.
Note that Noam Chomsky’s Generative Transformational Grammar has now become Deep Learning in the field of computers. Computers are now able to generate both language and images by receiving input from the entire internet, recombining this information in very sophisticated ways, and producing computer-generated material that is the same as human-generated material, only better. It’s very scary.
Hi, I'm Yusuke Mikami, a master's student doing LLM for embodied control
I'm personally making a list of LLM-related papers here
[Notion table] https://potent-twister-29f.notion.site/b0fc32542854456cbde923e0adb48845?v=e2d14d2ef0c848f5a1d5b71f9977d7c5
However, I am a very new person in this field, so I want to have help from you.
Please post interesting papers and keywords at
Embodiment and the V.A.R.I.E.S. Model of Language and Culture Variation
Don and Alleen Nilsen are suggesting the VARIES acronym to explain how embodiment affects language variation. The VARIES acronym explains linguistic diversity in the following ways:
V-VOCATIONAL JARGON AND HUMOR
Computer Guys, Doctors, Lawyers, Linguists, Teachers
A-AGE-RELATED LANGUAGE AND HUMOR
Children, Teenagers, Old People
R-REGIONAL LANGUAGE AND HUMOR
California, Canada, New York, South
I-INFORMAL OR FORMAL LANGUAGE AND HUMOR
Casual Acquaintances, Lovers, Friends, Relatives
E-ETHNIC LANGUAGE AND HUMOR
Blacks, Jews, Mexicans, Native Americans
S-SEX-RELATED LANGUAGE AND HUMOR
Males, Females, Lesbians, Gays
Give examples of how our world view is affected by our bodies: tall vs. short, fat vs. skinny, old vs. young, athletic vs. intellectual, boy vs. girl, etc.
It is amazing how many ways we have of displaying and presenting various types of lexical and pragmatic information. These displays and presentations are at various levels of abstraction, detail and presentation medium. They are chosen to represent time, space, significance, and other relative differences.
Consider the following: Advertisement, Audio-Visual Aid, Bar Graph, Bell-Shaped Curve, Blood Lines, Caricature, Cartoon, Category, Cause-Effect Line, Chain of Command, Chinese Boxes, Drawing, Family Tree, Floor Plan, Flow Chart, Hierarchy, Map, Matrix, Musical Score, Outline, Photograph, Diagram (e.g. Reed Kellogg), Set, Sketch, Time Line, Tree Diagram, Venn Diagram, etc. This lexical and pragmatic information can be presented over various mediums. Consider the following: Book, Card Catalogue, Catalogue, Chalk Board, Cell Phone, Internet, Journal, Magazine, Movie, PowerPoint, Radio, Skype, Teleconference, Telephone, Video Stream, Webinar, White Board, Zoom, etc. And information can be organized alphabetically, numerically, sequentially, spatially, etc.
Lexical items can also be semantically weighted, and related to other lexical items in various ways, and these weightings and relationships can be quantified (always, usually, sometimes, seldom, never, etc. I believe that the most important feature of Linguistics Pragmatics is that it is unlike all of the other levels of linguistics (Phonology, Morphology, Syntax, and Semantics) by being a non-linear approach. Kenneth Pike said that language can be viewed as Particles, as Waves (assimilation or dissimilation), or as Field. It is only Pragmatics that looks at language as Field (see above).
Another very important aspect of Pragmatics is the developing field of Script-Model Grammar. Victor Raskin is a linguist, and linguists tend to deal with one sentence at a time. Script Model Grammar allows linguists to deal with larger texts. Raskin talks about the structure of a joke by saying that everything in the set-up of the joke is ambiguous but primed in the direction of the mundane. What the punch line of a joke does is to change the priming of the joke from the mundane to the dramatic, or scatological, etc. At this point the audience is able to see that the entire joke—set-up and punch line—have been ambiguous, and that the punch line has just changed the priming. Because the punch line allows the audience to see all of the ambiguity of the joke (both mundane and dramatic), the punch line is very epiphanal.
Using the techniques of Script-Model Grammar as developed by Victor Raskin, Salvatore Attardo and others, develop a number of mundane scripts for your computer, as follows:
Eating at a restaurant
Getting a haircut
Getting dressed in the morning
Going to a concert
Going to a movie
Telling a joke or a story
Traveling by car
Traveling by plane
Traveling by subway
Traveling by train
Etc.
Tell your computer the details of the script in terms of a sequence of behaviors. For example, consider the script of “eating at a restaurant.”
1. You get hungry.
2. You look for a restaurant.
3. You find a restaurant.
4. You walk into the restaurant.
5. You’re seated by someone.
6. The server brings you a menu.
7. You look at the menu.
8. You order your meal.
9. You eat your meal.
10. Someone brings you a bill.
11. You pay the bill.
12. You leave a tip.
13. You leave the restaurant.
But what if one or more of the sequence of behaviors is missing? Or what if one or more behaviors are added to the sequence? The computer can then ask, “Why didn’t he leave a tip? Or “Why did he take his bike into the restaurant?” The computer has been taught how to speculate.
What Victor Raskin did for jokes (small texts), Salvatore Attardo and others did for larger texts (paragraphs, chapters plays, novels, trilogies, etc.). And rather than just dealing with the set-up, the punch-line, and the epiphany of the joke, Attardo developed ways of dealing with double entendre, embodiment, irony, metaphor, metonymy, paradox, parody, sarcasm, satire, synecdoche, allegory, and other types of “language play.” An even more important contribution of Script-Model Grammar, is its applications to the field of Artificial Intelligence. This brings us to the contributions of Christian Hempelmann, Anton Nijholt, Dallin Oaks, Leo Obrst, Maxim Petrenko, Graeme Ritchie, Julia Taylor, Willibald Ruch, Oliviero Stock, Carlo Strapparava, Igor Suslov, and Tony Veale.
QUESTION: Should the growing fields of Script-Model Grammar, and Humor Studies be subfields of Pragmatics?
Under the increasingly fierce competition among countries for cultural soft power and international discourse, it is important to build a national translation capacity that is compatible with China's rising status as a great power and the needs of international communication in the new era.
National translation capability does not only refer to the ability of language conversion, nor is it the capability of a certain individual or institution, but is the centralized embodiment of a country's overall capability in the field of translation, and is the comprehensive capability of constructing foreign discourse, carrying out cultural communication and shaping national image through the act of translation. The national translation capability covers various fields such as construction of translation talents, construction of foreign discourse system, layout of key language construction, research and development and application of translation technology, organization and coordination of major translation projects, and management and service of translation industry, covering various aspects such as government, market and industry, etc. It is an important embodiment of national language capability, an important component of cultural soft power and international communication capability, and an important guarantee for playing the role of a great power and enhancing international discourse. It is an important guarantee for playing the role of a great power and enhancing international discourse.
We use different languages to promote a global community of destiny and use cultural exchanges to promote the common development of economy and trade.
Is there evidence of sensory-motor activation during visual word recognition?
Is there a relationship between embodiment and satisfactory occupational performance, respectively daily living?
If so, which aspects of embodiment influence our capacity for occupational performance?
Dear community,
We will conduct an experiment in which participants will learn a manufacturing procedure either with immersive or Desktop Virtual Reality. As a theoretical basis to explain potential differences I have chosen the embodied cognition theory since the ability to interact with gestures in immersive Virtual Reality is one of the biggest differences between the two media.
To quantify this relationship, I would like to measure the level of embodiment/enactment participants feel after either intervention. Are you aware of any standard questionnaires or recommendations to measure embodiment?
Thanks in advance for your help!
Dear all,
I am currently developing a framework about learning with immersive Virtual Reality. So far, I have categorized "Number of mistakes" and "Time to completion" as performance /objective factors and satisfaction, self-efficacy and motivation as affective factors. However, I also want to include embodiment, usability and cognitive load. I currently cannot come up with a suitable summary keyword. They all refer to the experience while learning, but I would prefer a different category than "learning experience". Do you have any ideas how I could categorize the three concepts?
Thank you very much in advance for your help!
What has changed since this Pezzulo et al Paper?
Hello everyone
The UMI3D Consortium's working group dedicated to embodiment is currently looking for a device agnostic way to manage navigation in Collaborative Virtual Environment (CVE).
Are you aware of existing research in the field ?
The objective would be to extend of the UMI3D protocol to handle the followings issues:
- Sharing a common representation of a 3D environment's "navigable" areas to asymmetrical devices.
- Managing the collisions between the users and the virtual environment.
Our assumptions are the following:
- It is not desirable to continuously control the movement of the user (e.g. sliding of the virtual cabin) because of the network latencies which would cause significant motion sickness.
- It is difficult / undesirable to impose the same navigation technique (e.g. go-go) on all devices (due to different good practices and context of use).
- The correct way to manage the collisions between a user and virtual objects differs from one device to another (e.g. freezing some dof of the camera on a PC is common but it is causing motion sickness in a VR headset).
Thanks a lot for your help
Kind regards,
Julien Casarin
I am wondering if there is any literature review or any other types of information about the consumption of different materials, e.g. cement, concrete, and steel in the construction of different building types, i.e. residential and non-residential, especially in Australia. I also would like to know if there is any literature review about the embodied energy of the different materials, and the impacts of the consumption of the different materials on energy consumption and Co2 and GHG emission the building operation phases? As you know, building materials have somehow lots of things to do with building efficiency during the operation phases by affecting cooling, heating, ventilation, and even lightning, hence have lots of things to do with Co2 and GHG emission, and have an essential role to be considered in any mitigation action plans.
My book: Embodiment, How Animals and Humans Make Sense of Things, to be published next month, deals only with sekected North American animals, but your project stirs my curiosity about Pandas. I have a chapter on black bears, which is as close as I come. My field is primarily psychology, but I have a long standing interest in "other" animals. My guess is that Pandas have many resemblances to us.
Theory of embodiment ,developed on cognizing way brain for codifying the communication of human body based cognition of self and environment ,does it work for animals the same ?
doi: 10.1016/j.aip.2017.02.002
It is freely accessible until June 14, 2017 at:
Best, Sabine
I am conducting a meta-analysis on the effect of facial feedback on emotional experience. I am seeking any unpublished studies, data sets, or “in press” papers that include a manipulation of facial posture (including facial posing, facial expression suppression, and Botox treatment) and self-reported emotional experience.
Please let me know by December 1st whether you have unpublished data you want to share.
Recent research of enactive and embodied cognition approach the study of cognition by testing the effects of language upon simple experimental tasks, but in natural conversations, the effect upon behaviour is not obvious in many cases, as the final effect upon behaviour may occur much later in time than the end of the conversation.
Hello researchers.
I am currently searching for a publications that made the first attempts defining embodiment in a phylosophical as well as in an neuroscientific context. Is there something like a basic work ?
I'm carry out a research on PV panels embodied energy and carbon to understand if they are carbon effective or if they produce more carbon in the production phase than what they save during the operational stage.
This is how I describe it: "the notion - morphological computation - in soft robotics views the mechanical circuits in the embodiment as a computational resource for both perception and action."
As a psychotherapist I am interested in research on embodied, situated, grounded cognition. Hickoks critique of these approaches seems to be sound. Since I am not an expert in the field of neuropsychology I would like to know if there are arguments to question his position. How do the protagonists of embodied cognition object to his arguments?
Thanks for your ideas, Michael
In the past five years, many theorists of Cognitive Science noticed that the Embodied Cognition Theory as a new theoretical model did not have embodied research methods. It was argued that the methods that use language or objective observation (laboratory experiments) were not sufficient to assess the nature of the embodied experience. Is there some embodied method to overcome the classical cognitive science methodology? Does this have to do with a return to philosophical Phenomenology? How do we reconcile phenomenological experience with a cognitive science that aims to create explanatory models in objective terms?
Looking to find any specific guidelines on measuring embodied energy in Australia. Thus far have only been able to find this page from the the government
Any help would be great, thanks.
Integral and uniform modeling of hardware (both analog and digital), software (both system and application), and cyberware (knowledge structures, ontology contents, and data structures) of complex systems in the pre-embodiment and embodiment phases of development seems to be a challenge. Finding methods and tools, which cover each of the three domains, is difficult in the literature. Please advise if any trans-disciplinary method exist for architectural and operational, or possibly for a hybrid modeling, of complex systems.
I am looking for heterosexual women, 21 years or older, who struggle with compulsive sexual behaviors and their intimate/sexual relationships with men.
Using a standard histogram doesn't provide much information on which colors a human beholder would recognize. Are there any open/ free algorithms to evaluate the amount of, say, ten basic colors in any given RGB computer image?
I am researching on the distinction between manner-in-verb languages (e.g., English and German) and path-in-verb languages (e.g., Spanish and Greek). This issue has been researched extensively, both theoretically -- esp. by Dan Slobin -- and empirically -- e.g. by Lera Boroditsky and Anna Papafragou, with diverging results.
In relation to other areas in the battlefield of linguistic relativity (e.g., colour or gender categorization), the topic of motion seems to be the hardest 'nut to crack,' with research shedding totally opposite results. Now, I can think of two reasons for that, namely
(1) it is still unclear what speakers really focus on in their general attention to the world, as biased by their language. That is, where most research seems to indicate that we'll focus on what's encoded in our own language, there are also indications of the opposite (i.e. Papafragou, Hulbert & Trueswell 2008: 'participants spontaneously studied those aspects of the scene that their language does not routinely encode in verbs').
and (2) so-called manner-in-verb languages actually tend to encode path information with great frequency and detail (albeit as a satellite to the verb, e.g. the leaf floated OUT OF THE CAVE AND RIGHT INTO THE HOLE ON THE DRIFTING LOG), such that the language-specific dichotomy is a little blurry.
I would highly appreciate any opinions on these issues. Also, would you please direct me towards any recent publications of relevance (other than Gumperz&Levinson 1999, Boroditsky and Papafragou)? Thank you so much.
The Hard Problem of Consciousness is based on the assumption that conscious contents are composed of subjective qualities experienced in the first-person perspective. The problem consists of explaining consciousness using the modern scientific method, which is based on making observations and experiments in the third-person perspective. Please find below the link to David Chalmers' TED talk describing the problem.
There are several proposals about how to solve the problem, but no consensus today. Some deny the existence of such subjective qualities; others look for broadening of the scientific method to encompass them.
Chalmers himself suggests that pan-psychism - the idea that physical nature contains the elements of conscious experience - could solve it.
Another approach to the discussion is strong emergentism, the thesis that consciousness emerges from physical nature in such a way that cannot be deduced from physical laws and principles.
Many attempts have also been made to support the claim that subjective experiences are embodied (present to the living body) and embedded (inserted in an environment), therefore having an objective side. The living body has been identified as a system that can be viewed from both perspectives, making possible that an adequate analysis of behavior (overt and covert) could reveal important features of consciousness.
All these approaches seem to make positive contributions, but also have limitations. Could one of them solve the problem, or is it necessary a combination of them?
A recent issue of the Journal of Integrative Neuroscience discusses several approaches to the problem: http://www.worldscientific.com/toc/jin/13/02
The imagery techniques, such as those used in Taiji, provides a way to control the flow of experience. It also means working on the ability to feel and perceive the qualities of movement and postures through a sort of "inside view". This learning experience emerges especially in terms of bodily awareness and only later become a key element in the personal search path as self-care and self-awareness.
We can transfer and generalize this quality respect to other areas of body experience?