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A modular, interactive approach to active learning in Philosophy and Cognitive Science.
 
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All the flash movies used in the Inquiry modules are listed here, sorted alphabetically. A short description follows each item.

Right click on the *.swf file and click 'Save File As...' to download the flash movie. To embed that movie in an web page, click on the *.html page with the same name, copy and paste that into your html document, and place the *.swf file in the same directory. To learn how to use the movie in a Powerpoint show, click here: http://www.macromedia.com/support/flash/ts/documents/flash_powerpoint.htm.

To test the movie in your browser, click on 'Launch'. To check which modules this movie appears in, click on 'More Info'.

New
The three presidential debates from Campaign 2004 are now available embedded in a browsable flash movie. Click here to browse!

Important!

All Materials listed on this page are © 2003 The Inquiry Team

All flash movies written by Peter Bradley

There are currently 249 flash resources in the Inquiry system.

Back to Resources Page

ThumbnailTitleFile NameLaunch Location
The Four Card Problem - version 14Card.swf 4Card.html  
 This is a simple demonstration of the 'four-card' problem often used to teach conditionals. In this case, 35 cards are presented, each with a number on one side and a letter on the other. Students are asked to determine if the statement 'If a card has a vowel on one side, it has an even number on the other' is true of this set of cards. Turning over a card costs $10, and getting the problem correct rewards $200. The conditional is false. Turing over the '3' card yields and 'I'.
The Four Card Problem - version 24Card2.swf 4Card2.html  
 This is a simple demonstration of the 'four-card' problem often used to teach conditionals. In this case, 35 cards are presented, each with a number on one side and a letter on the other. Students are asked to determine if the statement if a card had an even number on it, it has a consonant on the other side.' is true of this set of cards. Turning over a card costs $10, and getting the problem correct rewards $200. The conditional is true.
The Four Card Problem - version 34Card3.swf 4Card3.html  
 This is a simple demonstration of the 'four-card' problem often used to teach conditionals. In this case, 35 cards are initially presented, each with a number on one side and a letter on the other. However, in this version, each card is replaced after it is turned over. Students are asked to determine if the statement 'if a card does not have a consonant on it, it does not have an even number on the other side.' is true of this set of cards. Turning over a card costs $10, and getting the problem correct rewards $200. The conditional is false. Turning over the 'U' card yields an '8'.
8 Ball - version 18ball.swf 8ball.html  
 This is a simple animated movie to introduce the concepts of necessary and sufficient conditions in causal theory. An 8 ball is presented rolling into a pocket. Three sufficient conditions are then presented: the 8 ball is struck by a cue ball, the 8 ball is struck by a cue, and the 8 ball falls into the pocket due to an earthquake.
8 Ball - version 28ball2.swf 8ball2.html  
 This is a simple animated movie to introduce the concepts of necessary and sufficient conditions in causal theory. An 8 ball is presented rolling into a pocket. Three sufficient conditions are then presented: the 8 ball is struck by a cue ball, the 8 ball is struck by a cue, and the 8 ball falls into the pocket due to an earthquake.
8 Ball - version 38ball3.swf 8ball3.html  
 This is a simple animated movie to introduce the concepts of necessary and sufficient conditions in causal theory. An 8 ball is presented rolling into a pocket. In this case, the goal is to show how a sufficient condition is not also necessary. When the cue ball strikes the 8 ball and earthquake occurs, the 8 ball does *not* drop into the pocket. The non-interfering condition, as well as the basic earthquake condition is also presented.
8 Ball - version 48ball4.swf 8ball4.html  
 This is a simple animated movie to introduce the concepts of necessary and sufficient conditions in causal theory. An 8 ball is presented rolling into a pocket. Two conditions are presented, both of which begin by the cue ball striking the 8 ball. In the first, an earthquake occurs and the 8 ball does *not* drop. In the second, the earthquake does *not* occur, and the 8 ball does drop.
 actionPotential.swf actionPotential.html  
 actionPotentialWithCell.swf actionPotentialWithCell.html  
  argumentAC.swf argumentAC.html  
  argumentDA.swf argumentDA.html  
  argumentDS1.swf argumentDS1.html  
  argumentDS2.swf argumentDS2.html  
  argumentHS.swf argumentHS.html  
  argumentMP.swf argumentMP.html  
  argumentMT.swf argumentMT.html  
 beer-coke.swf beer-coke.html  
 beer-coke2.swf beer-coke2.html  
  berlinAndKayPartial.swf berlinAndKayPartial.html  
 biconditional.swf biconditional.html  
Blind Spot 1blindSpot1.swf blindSpot1.html  
 The first of a series of flash movies that allow students to investigate their blind spot. All of these are based on Ramachandran 1993. In this case, the object that passes into the blind spot is centered between red and green vertical lines.
Blind Spot 2blindSpot2.swf blindSpot2.html  
 The second of a series of flash movies that allow students to investigate their blind spot. All of these are based on Ramachandran 1993. In this case, the object that passes into the blind spot is centered in the middle of a lopsided 'X', in which the red leg is longer than the green leg.
Blind Spot 3blindSpot3.swf blindSpot3.html  
 The third of a series of flash movies that allow students to investigate their blind spot. All of these are based on Ramachandran 1993. In this case, the object that passes into the blind spot is centered in a line of similar objects.
Blind Spot 4blindSpot4.swf blindSpot4.html  
 The fourth of a series of flash movies that allow students to investigate their blind spot. All of these are based on Ramachandran 1993. In this case, the object that passes into the blind spot is centered in the middle of a radial 'spoke' pattern.
  brandIdentity.swf brandIdentity.html  
Anomalous Playing Cardscards.swf cards.html  
 Seven playing cards are presented numerous times - in each case, the length of time each card is presented increases. One of the cards (the Queen of Spades) is anonalous: the spade is red. Users are asked to click a button when they notice an anomaly, and the data is recorded in a table in the inquiry database.
 catandmat.swf catandmat.html  
 catandmatv2.swf catandmatv2.html  
 causalGraph1.swf causalGraph1.html  
 causalGraph1b.swf causalGraph1b.html  
 causalGraph1c.swf causalGraph1c.html  
 causalGraph2.swf causalGraph2.html  
 causalGraph3.swf causalGraph3.html  
  causalGraph4.swf causalGraph4.html  
 causalGraphPlay.swf causalGraphPlay.html  
 The Wheel of Cognitive Science - Mastercgsci_wheel.swf cgsci_wheel.html  
 An animated, interactive version of the wheel of cognitive science found in the introduction to "The Companion of Cognitive Science" by Bechtel and Graham. In this case, the wheel develops through three stages: Gestation, Initial Maturation and Current
The Wheel of Cognitive Science - Collaborationcgsci_wheelCollaboration.swf cgsci_wheelCollaboration.html  
 An animated, interactive version of the wheel of cognitive science found in the introduction to "The Companion of Cognitive Science" by Bechtel and Graham. The wheel is presented only in its 'current' state and the links between the disciplines are labeled.
The Wheel of Cognitive Science - Historycgsci_wheelHistory.swf cgsci_wheelHistory.html  
 An animated, interactive version of the wheel of cognitive science found in the introduction to "The Companion of Cognitive Science" by Bechtel and Graham. The wheel is presented through three stages: Gestation, Initial Maturation and Current. In its 'current' state and the links between the disciplines are labeled.
The Wheel of Cognitive Science - Journalscgsci_wheelJournals.swf cgsci_wheelJournals.html  
 An animated, interactive version of the wheel of cognitive science found in the introduction to "The Companion of Cognitive Science" by Bechtel and Graham. The wheel is presented only in its 'current' state and the links between the disciplines contain links to journals relevant to that discipline.
 The Wheel of Cognitive Science - Linkscgsci_wheelLinks.swf cgsci_wheelLinks.html  
 An animated, interactive version of the wheel of cognitive science found in the introduction to "The Companion of Cognitive Science" by Bechtel and Graham. The wheel is presented only in its 'current' state and the links between the disciplines contain links to researchers who work in that discipline.
The Wheel of Cognitive Science - Organizationcgsci_wheelOrganization.swf cgsci_wheelOrganization.html  
 An animated, interactive version of the wheel of cognitive science found in the introduction to "The Companion of Cognitive Science" by Bechtel and Graham. The wheel is presented only in its 'current' state and the links between the disciplines contain links to professional organizations that support these disciplines.
The Wheel of Cognitive Science - Peoplecgsci_wheelPeople.swf cgsci_wheelPeople.html  
 An animated, interactive version of the wheel of cognitive science found in the introduction to "The Companion of Cognitive Science" by Bechtel and Graham. The wheel is presented only in its 'current' state and the links between the disciplines contain links to researchers who work in that discipline.
Population Demonstration version 1chaosv2instance1.swf chaosv2instance1.html  
 Graphs the number of whortises in a population where the number of new whortis = RX(100,000-X)/100,000 where X is the number of whortis in the previous generation. In this case, R=0.75 and the starting population is 10,000. The population drops steadily to 0.
Population Demonstration version 2chaosv2instance2.swf chaosv2instance2.html  
 Graphs the number of whortises in a population where the number of new whortis = RX(100,000-X)/100,000 where X is the number of whortis in the previous generation. In this case, R=1.5 and the starting population is 10,000. The population increases steadily to 33,333.
Population Demonstration version 3chaosv2instance3.swf chaosv2instance3.html  
 Graphs the number of whortises in a population where the number of new whortis = RX(100,000-X)/100,000 where X is the number of whortis in the previous generation. In this case, R=3.2 and the starting population is 10,000. The population oscillates regularly.
Population Demonstration version 4chaosv2instance4.swf chaosv2instance4.html  
 Graphs the number of whortises in a population where the number of new whortis = RX(100,000-X)/100,000 where X is the number of whortis in the previous generation. In this case, R=3.8 and the starting population is 10,000. The population reaches a chaotic state.
Searle's Chinese RoomChineseRoom.swf ChineseRoom.html  
 An animated version of John Searle's famous Chinese Room thought experiment. A man sits in a room. Two strings of Chinese characters pass through a slot into the room. Using a set of conditional rules, the man produces another string of Chinese characters.
Simple Circuitcircuit.swf circuit.html  
 The first of a series of demonstrations using a ceiling fan and light. In this case, the fan is dependent on the left chain being pulled and the circuit breaker being closed. The light is dependent on the right chain being pulled, the wall switch being on, and the circuit breaker being closed.
 coherence.swf coherence.html  
Simple Collisioncollision.swf collision.html  
 A movie to set-up the Michotte demonstration later. A 3-ball is presented, a 2-ball rolls in from the left, collides with the 3-ball, and the 3-ball rolls out of the movie to the right.
Simple Collision with Spatial Displacementcollision_with_spatial_displacement.swf collision_with_spatial_displacement.html  
 A movie to set-up the Michotte demonstration later. A 3-ball is presented, a 2-ball rolls in from the left and then the 3-ball rolls out of the movie to the right. The trick is that the 3-ball is displaced from the spot of collision by a few pixels.
Collision with Temporal Displacementcollision_with_temporal_displacement.swf collision_with_temporal_displacement.html  
 A movie to set-up the Michotte demonstration later. A 3-ball is presented, a 2-ball rolls in from the left and the 3-ball rolls out of the movie to the right. In this one, the 3-ball does not move away from the 2-ball until a few seconds have passed.
Colorscolors.swf colors.html  
 Little movie used in early modules to engage students. Text is presented on three backgrounds - grey, red/yellow flashing, and placating green.
Simple Common CausecommonCause.swf commonCause.html  
 A simple movie relating two variables ('Amount of Heartburn' and 'Decrease in Arthritis Pain') in a simplified version of a causal graph
A Common CausecommonCause2.swf commonCause2.html  
 A simple movie relating four variables ('Eating Hot Peppers', 'Increased Blood Flow', 'Increase of Heartburn' and 'Decrease in Arthritis Pain') in a simplified version of a causal graph. In this case, 'Eating Hot Peppers' is linked to 'Increased blood Flow', which is the common cause of the remaining two variables.
Another Common CausecommonCause3.swf commonCause3.html  
 A simple movie relating four variables ('Snow on ground', 'Cold Temperature', 'My Parking in the side Lot' and 'John's parking in the side Lot') in a simplified version of a causal graph. In this case, 'Snow on ground' is linked to 'My Parking in the side Lot' and 'Cold Temperature' is linked to 'John's parking in the side lot'. The correlation between the causes and the effects is also shown.
 conditional.swf conditional.html  
  conditionalContraposition.swf conditionalContraposition.html  
 conditionalNecessary.swf conditionalNecessary.html  
 conditionalNecessaryandSufficient.swf conditionalNecessaryandSufficient.html  
 conditionalSufficiency.swf conditionalSufficiency.html  
Confusing Cause and EffectconfusingCauseAndEffect.swf confusingCauseAndEffect.html  
 Two variables ('Level of Violence in Society' and 'Level of Violence in Lyrics') are displayed with a question mark over the causal connection.
Confusing Cause and Effect 2confusingCauseAndEffect2.swf confusingCauseAndEffect2.html  
 Two variables ('Level of Violence in Society' and 'Level of Violence in Lyrics') are displayed once again, but this time, the direction of causation is from the first to the second.
 conjunction.swf conjunction.html  
Ambiguity and Context 1context0.swf context0.html  
 A figure that can be interpreted either as a 'B' or as a '13' without context. The user clicks 'next' to reveal the letters 'A' and 'C' arranged vertically. Another click reveals '12' and '14' arranged horizontally.
Ambiguity and Context 2context1.swf context1.html  
 A figure of a boy running to the right. The first click reveals a girl running in front. The second reveals a lion running behind.
Ambiguity and Context 3context2.swf context2.html  
 A black shape is displayed. A click shrinks and moves the shape onto the head of a little boy, suggesting a 'Mickey-mouse' hat.
Ambiguity and Context 4context3.swf context3.html  
 A black shape is displayed. A reveals three lines emanating from the center of the shape. Another click reveals a man 'sitting' in the shape, in order to suggest an arm chair.
Ambiguity and Context 5context4.swf context4.html  
 A grumpy frog is displayed, prompting users to think about the connection with that same black shape. A click reveals the frog walking away, suggesting foot prints.
Context and seeing a device in use 1contextUse0.swf contextUse0.html  
 A strange object is presented. A click reveals it in use as a corn cob stripper.
Context and seeing a device in use 2contextUse1.swf contextUse1.html  
 A strange object is presented. A click reveals it in use as an apple peeler.
Context and seeing a device in use 3contextUse2.swf contextUse2.html  
 A strange object is presented. A click reveals it in use as an olive pitter.
Conway's Game of LifeConway.swf Conway.html  
 A version of Conway's game of life in Macromedia Flash. No starting condition is given - users can turn any of the blocks on and run the game on that starting set.
Conway's Game of Life - GliderConway1.swf Conway1.html  
 A small version of Conway's Game of Life in which the starting conditions define a 'Glider' - a set of cells that move down and to the right in successive generations.
Conway's Game of Life - GliderConway2.swf Conway2.html  
 A small version of Conway's Game of Life in which the starting conditions eventually stabilizes.
  correlationVCausation.swf correlationVCausation.html  
  delineatingMemory.swf delineatingMemory.html  
Social Structure of a Departmentdepartment.swf department.html  
 A photo of our department is displayed. Rolling the mouse over each person brings up a description of their roll, including 'Assistant Professor', 'Full Professor', 'Post Doc', 'Grad Student' and others.
 disjunction.swf disjunction.html  
Duck Rabbitduck-rabbit.swf duck-rabbit.html  
 Another version of the famous duck-rabbit ambiguous figure. In order to help the observer, the user is allowed to click on 'Duck', which colors the figure, or 'Rabbit', which rotates the figure.
 Ebbinghaus Bar GraphebbinghausBarGraph.swf ebbinghausBarGraph.html  
 A bar graph of the data recorded by memoryProblem.swf. It retrieves its data via '../processes/getEbbinghausCount.php?mod_id=XX' where XX is the module ID of the module in which it is embeded. The data is formated in XML. Unused in the current deployment.
Ebbinghaus HistogramebbinghausHistogram.swf ebbinghausHistogram.html  
 A histogram of the data recorded by memoryProblem.swf. It retrieves its data via '../processes/getEbbinghausCount.php?mod_id=XX' where XX is the module ID of the module in which it is embeded. The data is formated in XML.
Echoic MemoryechoicMemory.swf echoicMemory.html  
 A 5x5 grid of letters is displayed for 30 seconds. The letters then disappear, and one of the rows or columns is chosen randomly. The user is asked to recall the letters that were in that row or column. Data is *not* collected.
 existentialGeneralization.swf existentialGeneralization.html  
 experimentation0.swf experimentation0.html  
 experimentation1.swf experimentation1.html  
 experimentation2.swf experimentation2.html  
 experimentation3.swf experimentation3.html  
 experimentation4.swf experimentation4.html  
 experimentation5.swf experimentation5.html  
  experimentation6.swf experimentation6.html  
 experimentation6_0.swf experimentation6_0.html  
 experimentation7.swf experimentation7.html  
 experimentation8.swf experimentation8.html  
 experimentation9.swf experimentation9.html  
 experimentation10.swf experimentation10.html  
Face / Vaseface-vase.swf face-vase.html  
 An interactive version of the famous face / vase ambiguous figure. A black figure is displayed on a white background. A click brings up the image of a face, another click shades the figure suggesting a vase.
Helmholtz - Young Theory of Color 1falsificationColor.swf falsificationColor.html  
 Lateral slice through the head of a figure. Light reflects of a red object, the light passes through the retina and into the optic nerve, yielding a 'Sensation of red' in the visual cortex
Helmholtz - Young Theory of Color 2falsificationColor2.swf falsificationColor2.html  
 Lateral slice through the head of a figure. Three options are available - one projects Longwave light into the eye, yielding an experience of red. Another projects Middle-wavelength light into the eye, yielding an experince of green, and the third projects short wavelength light yielding an experience of purple.
Helmholtz - Young Theory of Color 3falsificationColor3.swf falsificationColor3.html  
 Lateral slice through the head of a figure. In this case, projecting 50% middle and 50% long wavelength light yields an experience of yellow.
Game Theory 1gameTheoryExample1.swf gameTheoryExample1.html  
 An 3-row 2-col introductory game with no saddle point. The user plays both roles.
Game Theory 2gameTheoryExample2.swf gameTheoryExample2.html  
 A 4x4 introductory game with one saddle point. The user plays both roles.
Game Theory 3gameTheoryExample3.swf gameTheoryExample3.html  
 An 2x2 introductory game with no saddle point. This game is used in the description of Nash equillibrium. The user plays both roles.
  gizmo.swf gizmo.html  
  gizmo2.swf gizmo2.html  
 gizmoDaughter.swf gizmoDaughter.html  
  gizmoModel.swf gizmoModel.html  
 gizmoVersion1.swf gizmoVersion1.html  
 gizmoVersionLesion.swf gizmoVersionLesion.html  
 gizmoVersionRecord.swf gizmoVersionRecord.html  
 gizmoVersionStimulate.swf gizmoVersionStimulate.html  
Halley's Comethalley.swf halley.html  
 An animated demonstration of Halley's comet's path through the solar system. The 9 planets are shown moving in their orbits. The user can control the scale and the speed (in number of years / second) for the demonstration. Planet orbits are calculated as circles in order to save computational power.
A Simple Histogramhistogram.swf histogram.html  
 Draws a histogram based on data contained in a textbox in the same movie. The demonstration can *not* handle negative values.
Hypothesis 1hypotheses1.swf hypotheses1.html  
 Simple demonstration of how a hypothesis many vary between 'Folk' and 'Technical'. Clicking on 'Folk' brings up 'More Studying produces more learning', while clicking on 'Techincal' shows 'Comets orbit the sun in elliptical orbits'.
Hypothesis 2hypotheses2.swf hypotheses2.html  
 Simple demonstration of how a hypothesis many vary between 'General' and 'Specific'. Clicking on 'General' brings up 'Nature matters more than nurture', while clicking on 'Specificl' shows 'Unrelated children living in the same household...'.
Hypothesis 3hypotheses3.swf hypotheses3.html  
 Simple demonstration of how a hypothesis many vary between 'Vague' and 'Precise'. Clicking on 'Vague' brings up 'The internal body temperature of normal humans is 100 degrees F', while clicking on 'Precisel' shows 'The internal body temperature of normal humans is 98.6 degrees F'.
  index.swf index.html  
Jack's strange behaviorjack.swf jack.html  
 A stick figure stands in the middle with the days of the week arranged on top. The user clicks on one of the days and drags it to the stick figure's head. Some of them cause the stick figure to stand on his head, others do not. The user is supposed to determine what property is causally responsible for the figure's behavior (having 6 letters)
Left Blind Spot 1leftBlindSpot.swf leftBlindSpot.html  
 A demonstration of the Blind Spot. A black dot is presented on a red dot. By using the arrow keys, the user can move the black dot, eventually placing it in their blind spot. The distance between the two dots is shown (in pixels).
Left Blind Spot 2leftBlindSpot1.swf leftBlindSpot1.html  
 A demonstration of the Blind Spot. A black dot is presented on a red dot. By using the arrow keys, the user can move the black dot, eventually placing it in their blind spot. The distance between the two dots is shown (in pixels).
Left Blind Spot 3leftBlindSpot2.swf leftBlindSpot2.html  
 A demonstration of the Blind Spot. A black dot is presented on a red dot. By using the arrow keys, the user can move the black dot, eventually placing it in their blind spot. The distance between the two dots is shown (in pixels).
 logGraph1.swf logGraph1.html  
 logGraph2.swf logGraph2.html  
  machineTable1.swf machineTable1.html  
  machineTable1b.swf machineTable1b.html  
  machineTable2.swf machineTable2.html  
  machineTable3.swf machineTable3.html  
  machineTableTemplate.swf machineTableTemplate.html  
SternbergmathematicalSternberg.swf mathematicalSternberg.html  
 A version of Sternberg's experiment described in the Mathematical Modeling modules. A random number (between 1 & 9) of digits are shown, each for 1 second. After a brief pause, a digit is presented, and the student is asked to tell if that digit was contained in the original set or not. Upon receiving an answer, the flash movie sends a javascript command to the module page to tally the data.
Levels of Mechanistic ExplanationmechanisticExample1.swf mechanisticExample1.html  
 A mouse is presented. Clicking on a small red circle zooms in until the hippocampus is shown. Another click zooms in further to reveal the mechanism of long-term potentiation. A final click reveals the NMDA receptors. Drawings by Carl Craver.
Ebbinghaus' experimentmemoryProblem.swf memoryProblem.html  
 A simplified version of Ebbinghaus' famous memory experiments. 12 one-syllable words are presented, each for 1 second. At the end of the list, users are asked to recall as many as possible. The experiment is repeated 3 times. Once complete, the flash movie sends a javascript command to the module page in order to load the results into the database.
Michotte with Pool Ballsmichotte.swf michotte.html  
 Two balls roll into the frame, collide and roll out. This version allows the user to control aspects of the scene relevant to the perception of causation: Where the balls start and stop, when the motion of the balls begins, and whether or not a sound accompanies the collision.
Mill's Method of Agreementmill.swf mill.html  
 10 green objects start floating around a field, some of which turn red after a while. The task is to decide what all the red objects have in common in virtue of which they turned red. The solution is that there is one special object that turns the others red during a collision.
Mill's Method of DifferencemillDifference.swf millDifference.html  
 Jack and Jill are presented - After a binge, Jill gets sick and Jack does not. The task is to feed 5 of the 6 items Jill ate to Jack, in order to determine which of the 6 items made Jill sick. The answer is the hamburger.
Mill's Method of Concomitant VariationmilllVariation.swf milllVariation.html  
 Jake is presented with 4 food items. The more of one Jake eats, the more he 'wakes up'. The task is to determine which (the coffee)
Mill's Method of ResiduesmillResidues.swf millResidues.html  
 Same as the method of Differences, except that both Jack and Jill eat all 6 items. We are forced to hypothesize that the cause of Jill's illness is an unknown factor.
 modalDemo.swf modalDemo.html  
 modalDemo0.swf modalDemo0.html  
Momentum Demonstrationmomentum.swf momentum.html  
 One black ball collides with another, launching it. The user is allowed to adjust the mass of both balls, and encouraged to discover how that effects the resultant velocity of the second ball.
Momentum Demonstration with Frictionmomentum2.swf momentum2.html  
 One black ball collides with another, launching it. The user is allowed to adjust the mass of both balls, and encouraged to discover how that effects the resultant velocity of the second ball. In this version, the user can also vary the amount of friction.
The Moon Illusionmoonill.swf moonill.html  
 An interactive demonstration of the moon illusion. The moon is presented just above the horizon in a landscape as well as the foreground. Users can, by clicking and dragging, move either moon around the scene to see its apparant size change according to its location on the background.
 Multiple Object Tracking ProgramMOT.swf MOT.html  
 A *very* simple multiple object tracking program: 8 objects are presented, four of which blink. The 8 objects move around for 30 seconds, and the user is asked which of the 8 blinked. Unused in any module.
Mouse TrapmouseTrap.swf mouseTrap.html  
 A mouse trap is presented. Users set the trap by dragging a piece of cheese to the trigger. They are then encouraged to try to snatch the cheese before the trap fires.
Mouse TrapmouseTrap2.swf mouseTrap2.html  
 A mouse trap is presented. Users set the trap by dragging a piece of cheese to the trigger. They are then encouraged to try to snatch the cheese before the trap fires.
Mouse Trap 3mouseTrap3.swf mouseTrap3.html  
 A mouse trap is presented. Users set the trap by dragging a piece of cheese to the trigger. They are then encouraged to try to snatch the cheese before the trap fires. This time, the process of trapping is broken down into steps so the user can observe the causal / mechanical relationships between the components of the trap.
McCollough - Pitts Neuronsmpneurons.swf mpneurons.html  
 A simplified demonstration of McCollough-Pitts Neurons. If the sum of the value of the input nodes exceeds the value of the threshold of the center node, the output node gets value '1'.
The Necker Cubenecker.swf necker.html  
 An interactive version of the necker cube. Bars pass 'through' the cube, in an attempt to force the pop-out affect.
 negation.swf negation.html  
Simple Networknetwork.swf network.html  
 A simple network used as a base for other flash movies based on networks. Each node either adds or subtracts the values of its inputs.
An Overdetermined CircuitoverdeterminedCircuit.swf overdeterminedCircuit.html  
 An interactive diagram used to demonstrate overdetermination. The light is on iff one of the two switches is in the 'on' position.
Parallaxparallax.swf parallax.html  
 A demonstration of the parallax effect. A red dot is presented in front of a static screen. A camera views the scene. Two views are displayed: from the "top" and "through" the camera. The user is encouraged to move the dot and camera to investigate where the dot appears in relation to the static screen.
Phone BookphoneBook.swf phoneBook.html  
 A few entries from the UCSD phone book. Clicking on a name brings up the number. After viewing the phone book, students are asked to recall the numbers without using the movie.
Game Theory 4: The Prisoner's DilemmaprisonersDilemma.swf prisonersDilemma.html  
 The famed prisoner's dilemma. The user plays Colin, the computer Rose. The computer plays tit-for-tat (try to cooperate in the first round, but then play the other player's last move in a successive rounds). By using this strategy, the computer cannot be beaten in infinite play (the user can have a higher score than the computer iff the user's score <= 0).
Problem SpaceproblemSpace.swf problemSpace.html  
 A diagram to demonstrate Newell's notion of a "Problem Space". A problem is presented ("Should I do my homework?") and the students are encouraged to choose 'yes' or 'no'. Each answer gives rise to new questions.
Ambiguous Perception: The Ramonesramones.swf ramones.html  
 The song "Judy is a punk rocker" is played while one of two sets of lyrics scroll up in time. One set contains the correct lyrics; the other set contains often-misheard lyrics. The set presented is chosen randomly. At the end of the clip, the user is asked to rate their confidence that the lyrics they heard were the lyrics they read.
 random.swf random.html  
Rat Manratman.swf ratman.html  
 An ambiguous figure is presented after 'priming' the user with 4 pictures of faces. The same figure is then presented after priming with 4 pictures of animals. Users often report seeing the figure as an old man in the first pass, and then a rat in the second.
Ambiguous Perception: REMREM.swf REM.html  
 The song "Its the end of the world as we know it" is played while one of two sets of lyrics scroll up in time. One set contains the correct lyrics; the other set contains often-misheard lyrics. The set presented is chosen randomly. At the end of the clip, the user is asked to rate their confidence that the lyrics they heard were the lyrics they read.
  REM2.swf REM2.html  
 rhetoricMillerRNC2004.swf rhetoricMillerRNC2004.html  
 rhetoricQuayleBensonDebate1988.swf rhetoricQuayleBensonDebate1988.html  
Right Blind SpotrightBlindSpot.swf rightBlindSpot.html  
 A demonstration of the Blind Spot. A black dot is presented on a red dot. By using the arrow keys, the user can move the black dot, eventually placing it in their blind spot. The distance between the two dots is shown (in pixels).
Rotational MotionrotationMotion2.swf rotationMotion2.html  
 Two demonstrations side by side of an object orbiting the earth. When the user clicks 'Drop', the object falls to earth. On the left, it falls according to Aristotelian Physics, on the right, Newtonian.
  simpleNetwork1.swf simpleNetwork1.html  
Simple Network: LesionablesimpleNetwork2.swf simpleNetwork2.html  
 A simple mathematical network in which all nodes other than the inputs either add or subtract the values of its inputs. The user can, by clicking on a node, remove that node from the network. The task for the user is to determine whether a particular node is an addition or subtraction node.
Simple Network: LesionablesimpleNetwork3.swf simpleNetwork3.html  
 A simple mathematical network in which all nodes other than the inputs either add or subtract the values of its inputs. The user can, by clicking on a node, remove that node from the network. The task for the user is to determine whether a particular node is an addition or subtraction node. Slightly more complex, and therefore, difficult, than 'simpleNetwork2'.
Simple Network: AdditionsimpleNetworkAddition.swf simpleNetworkAddition.html  
 A simple mathematical network. The output node takes as its value the sum of all the values of its inputs.
Simple Network: SubtractionsimpleNetworkSubtract.swf simpleNetworkSubtract.html  
 A simple mathematical network. The output node takes as its value the difference between the values of its inputs.
  simpleNN.swf simpleNN.html  
Simple Neural Network: And GatesimpleNNAnd.swf simpleNNAnd.html  
 A simple feed-forward architecturally-dependent neural network. If a node is 'on', its activation is 1 (and its color is red). Nodes other than input nodes activate (with value '1') iff the sum of the activation values of its inputs is greater than its threshold (shown in a textbox on the node). Activate nodes by clicking on them, change thresholds by clicking the textbox. Click 'run' and then 'Step' to run. This network is set up to perform like and 'And' gate.
Back Propagating Neural Network: AnysimpleNNAny.swf simpleNNAny.html  
 Shows the back propagation solution for the conditional truth table. In this case, the user can specify the truth table the network should solve. After clicking 'Run', the user clicks 'Train' to train the network. Inputs are fed in from a truth table, resulting in changes in the connection weights and node biases.
Back Propagating Neural Network: XORsimpleNNBP.swf simpleNNBP.html  
 Shows the back propagation solution for the XOR truth table. After clicking 'Run', the user clicks 'Train' to train the network. Inputs are fed in from a truth table, resulting in changes in the connection weights and node biases.
  simpleNNCorL.swf simpleNNCorL.html  
Simple Neural Network: ExamplesimpleNNExample.swf simpleNNExample.html  
 A simple feed-forward architecturally-dependent neural network. If a node is 'on', its activation is 1 (and its color is red). Nodes other than input nodes activate (with value '1') iff the sum of the activation values of its inputs is greater than its threshold (shown in a textbox on the node). Activate nodes by clicking on them, change thresholds by clicking the textbox. Click 'run' and then 'Step' to run. This network is set up to show how activation propagates through different layers.
  simpleNNGizmoModel.swf simpleNNGizmoModel.html  
Back Propagating Neural Network: ConditionalsimpleNNIf.swf simpleNNIf.html  
 Shows the back propagation solution for the conditional truth table. After clicking 'Run', the user clicks 'Train' to train the network. Inputs are fed in from a truth table, resulting in changes in the connection weights and node biases.
Simple Neural Network: 'Inverse Conditional' gatesimpleNNInverseConditional.swf simpleNNInverseConditional.html  
 A simple feed-forward architecturally-dependent neural network. If a node is 'on', its activation is 1 (and its color is red). Nodes other than input nodes activate (with value '1') iff the sum of the activation values of its inputs is greater than its threshold (shown in a textbox on the node). Activate nodes by clicking on them, change thresholds by clicking the textbox. Click 'run' and then 'Step' to run. This network is set up to output a '1' iff the first node is '1' and the second '0'.
Simple Neural Network: MajoritysimpleNNMajority.swf simpleNNMajority.html  
 A simple feed-forward architecturally-dependent neural network. If a node is 'on', its activation is 1 (and its color is red). Nodes other than input nodes activate (with value '1') iff the sum of the activation values of its inputs is greater than its threshold (shown in a textbox on the node). Activate nodes by clicking on them, change thresholds by clicking the textbox. Click 'run' and then 'Step' to run. This network is set up to output a '1' iff a majority of its inputs are '1'.
Simple Neural Networks: Make Your OwnsimpleNNMakeYourOwn.swf simpleNNMakeYourOwn.html  
 A movie that lets the user create and investigate their own simple feed-forward architecturally-dependent neural networks.
  simpleNNMaster.swf simpleNNMaster.html  
Simple Neural Network: ExamplesimpleNNOr.swf simpleNNOr.html  
 A simple feed-forward architecturally-dependent neural network. If a node is 'on', its activation is 1 (and its color is red). Nodes other than input nodes activate (with value '1') iff the sum of the activation values of its inputs is greater than its threshold (shown in a textbox on the node). Activate nodes by clicking on them, change thresholds by clicking the textbox. Click 'run' and then 'Step' to run. This network is set up as an 'Or' gate.
  simpleNNTorI.swf simpleNNTorI.html  
  simpleNNTorI_1.swf simpleNNTorI_1.html  
  simpleNNTorI_2.swf simpleNNTorI_2.html  
Simple Neural Network: XORsimpleNNXOR.swf simpleNNXOR.html  
 A simple feed-forward architecturally-dependent neural network that can solve for the XOR truth table. It outputs a '1' iff one of the two input nodes is '1' and the other '0'. This is the simplest use of a hidden layer.
Simple ParserSimpleParser.swf SimpleParser.html  
 A simple natural language parser based on a Turing machine. A simple machine table, whose columns are based on parts of speech, is presented and simple sentences are parsed accordingly. Students are encouraged to input new sentences, change the part of speech database, and find the occasions in which the parser fails to parse the sentence.
  SimpleParser0.swf SimpleParser0.html  
  SimpleParser1.swf SimpleParser1.html  
  SimpleParser1recursive.swf SimpleParser1recursive.html  
A LabsocailLabPeople.swf socailLabPeople.html  
 A photograph of a working lab. Rolling the mouse of individuals brings up a brief description of the role that person plays in the lab.
A Soda Machine Machine TablesodaMachine.swf sodaMachine.html  
 An exercise to help understand machine tables. A soda machine is presented. It takes 2 inputs, 50c and $1, and has two outputs, a soda and 50c. Students are asked to investigate all the input and output conditions, in order to write out a table specifying the input-output relations.
Linnaeus' taxonomyspecies.swf species.html  
 An animated version of Linnaeus' taxonomy, in which Kingdom breaks down into Family, which leads to Order, then Genus and then Species.
Decomposing Spikespike.swf spike.html  
 A picture of 'Spike', professor Craver's late dog, is presented. Clicking 'Jumble' decomposes Spike into blocks and rearranges them randomly.
Decomposing Spike - A GamespikeGame.swf spikeGame.html  
 A picture of 'Spike', professor Craver's late dog, is presented. Clicking 'Jumble' decomposes Spike into blocks and rearranges them randomly. In this version, the user can try to rearrange Spike.
 SquareOfOpposition.swf SquareOfOpposition.html  
 SquareOfOppositionModern.swf SquareOfOppositionModern.html  
Ambiguous Perception: The Stonesstones.swf stones.html  
 The song "Tumblin' Dice" is played while one of two sets of lyrics scroll up in time. One set contains the correct lyrics; the other set contains often-misheard lyrics. The set presented is chosen randomly. At the end of the clip, the user is asked to rate their confidence that the lyrics they heard were the lyrics they read.
 Stress Causes MistakesstressCausesMistakes.swf stressCausesMistakes.html  
 Two textboxes are displayed linked by a causal relationship. The user is asked to fill in the boxes. The correct values are 'Stress' and 'Mistakes'. Unused in any current module.
Successive ContrastSuccessiveContrast.swf SuccessiveContrast.html  
 A simple flash movie to produce afterimages in observers. Two squares (one yellow, one blue) are presented for 30 seconds, after which they disappear. Observers often report seeing yellow in the place where the blue square was presented and vice-versa.
Ebbinghaus' experimentsyllables.swf syllables.html  
 A simplified version of Ebbinghaus' famous memory experiments. 12 one-syllable words are presented, each for 1 second. At the end of the list, users are asked to recall as many as possible. The experiment is repeated 3 times. Once complete, the flash movie sends a javascript command to the module page in order to load the results into the database.
  tables.swf tables.html  
  tables2.swf tables2.html  
  TheClash.swf TheClash.html  
  TheRamones2.swf TheRamones2.html  
  TheStones2.swf TheStones2.html  
  towerOfHanoi.swf towerOfHanoi.html  
  truthTable.swf truthTable.html  
  truthTableAffirmingTheConsequentv2.swf truthTableAffirmingTheConsequentv2.html  
  truthTableConditional.swf truthTableConditional.html  
  truthTableDenyingTheAntecedentv2.swf truthTableDenyingTheAntecedentv2.html  
  truthTableDisjunction.swf truthTableDisjunction.html  
  truthTableDisjunctiveSyllogism.swf truthTableDisjunctiveSyllogism.html  
  truthTableDisjunctiveSyllogism2.swf truthTableDisjunctiveSyllogism2.html  
  truthTableDS1v2.swf truthTableDS1v2.html  
  truthTableDS2v2.swf truthTableDS2v2.html  
  truthTableDSFallacy1v2.swf truthTableDSFallacy1v2.html  
  truthTableDSFallacy2v2.swf truthTableDSFallacy2v2.html  
  truthTableHypotheticalSyllogism.swf truthTableHypotheticalSyllogism.html  
  truthTableModusPonensv2.swf truthTableModusPonensv2.html  
  truthTableModusTollensv2.swf truthTableModusTollensv2.html  
Turing Machine: Successor FunctionturingMachine.swf turingMachine.html  
 A Turing machine that computes the successor of any number. Numbers are encoded thus: Every number starts with a '0', the number of '1's following the '0' is the number. Therefore, the string '011' represents '2', and '0111' represents '3'. The table comes from Kleene, 1957.
Turing Machine: AdditionturingMachineAdd.swf turingMachineAdd.html  
 A Turing machine adds two numbers on the tape. Numbers are encoded as in the 'Successor function' machine. The user can reset the machine with new numbers by using the two textboxes and clicking 'reset machine'.
Turing Machine: The SimplestturingMachineSimple.swf turingMachineSimple.html  
 A Turing machine that counts in binary. The string starts with a '1' to mark the end of tape. A two-row machine table defines a function that will produce, in succession, '1', '01', '11', '001', '101', '011', etc.
Universal Turing Machine: CountingturingMachineUniversal.swf turingMachineUniversal.html  
 With a completed tape, the universal machine computes the machine table loaded into the left half of the tape, and counts in binary - exactly like 'turingMachineSimple' - on the right half.
Universal Turing Machine: First Set-upturingMachineUniversalSetUP.swf turingMachineUniversalSetUP.html  
 Shows how to create a universal Turing machine by splitting the tape into two infinite halves. The portion to the left will hold the encoded machine table, the portion to the right will act as the tape. The halves are delimited by an 'X' and 'Y', which mark off 2 blocks. These blocks hold a digit specifying the state of the machine and the last value read from the tape. As this is a two-row two-column machine table, these two are enough to specify the condition of the machine.
Universal Turing Machine: Second Set-upturingMachineUniversalsetUP2.swf turingMachineUniversalsetUP2.html  
 Once the tape is split into two halves, the encoded machine table is loaded into the left side of the tape. By pressing 'rewind', the user can verify that the machine table has been loaded successfully.
 universalAndExistential.swf universalAndExistential.html  
 universalAndExistentialVenn.swf universalAndExistentialVenn.html