The Emergent Rhythms of a Robot Vacuum Cleaner—An Empirically Grounded Account of Agential Realism
Abstract
1. Introduction
what is important about causal intra-actions is that “marks are left on bodies”: bodies differentially materialize as particular patterns of the world as a result of the specific cuts and reconfigurings that are enacted. Cause and effect emerge through intra-actions.(p. 176, [2])
1.1. Background: Toward Non-Causal Computation and Anticipation
1.2. Aim and Research Questions
- How do changing material-discursive constraints (such as physical hardware and gameplay rules) reconfigure anticipation and enact emergent agency within a complex interactive system?
- How can an agential realist understanding of these emergent dynamics be translated into actionable design principles that encourage relational complexity rather than transactional interaction?
- What conceptual properties are required for a computational architecture to support and value non-linear, emergent relational rhythms rather than static goal optimization?
2. Materials and Methods
2.1. Participants
2.2. Data Collection
- 1.
- Subjects and agency: how subject/object relations unfolded and how agency was distributed.
- 2.
- Emergent dynamics: how reconfigured relational constraints gave rise to emergent gameplay.
2.3. Interpretive Analysis and Alternative Readings
2.4. The Workshop Plan
3. Results
3.1. Preparation
- You are about to take on the role of a robot vacuum cleaner.
- You have a controller board—this is the brain of your vacuum. There is a number on the back of the board; remember your number.
- You will select four out of six input types. These inputs give you the following abilities, but you will not know until the game starts which input number is tied to what action.
- –
- Drive forward;
- –
- Turn left;
- –
- Turn right;
- –
- Vacuum.
- You can view the status of your vacuum cleaner in the overview panel on the left. You have a battery that you need to manage. Using all inputs at once will drain your battery faster.
- You have a dust bag that will fill up after a while when vacuuming.
- To charge your battery and empty your dust bag, you need to go to a charging station (Note: only one vacuum cleaner can be charged at a time).
- If you run out of battery, your vacuum cleaner will stop. Then, you will need to be pushed to a charging station.
3.2. Play
3.3. Summary of the Play Sessions
4. Discussion
I was not truly a subject, at least not in the pure Cartesian sense; I was no thought and all extension (p. 45, [28]). […] Finally, two hours after a muscle memory of sorts first became apparent in my play, I used the one word to describe Link that I had previously consciously avoided: I.(p. 49, [28])
4.1. Why an Agential Realist Interpretation?
4.2. Limitations and Generalization
5. Conclusions
5.1. Design Principles for Organizing Relational Complexity
5.1.1. Design for Relational Emergence (Embracing Non-Linear Dynamics)
- Observation: This became dramatically evident when the conditions of the game changed. In Team mode, a simple rearrangement of relational constraints caused the previous social structure to collapse, and new antagonistic relations (“block”, “hinder”, or “attack”) emerged. The system’s identity shifted non-linearly, and the original competitive goal was entirely forgotten.The emergent dynamics observed did not rely on the subjective intentions of ten individuals, nor are they the result of pre-programmed rules within the system. The participants did not decide to feel like a vacuum, nor did the software force an ‘attack mode’. The agential cut was drawn by the intra-action of the human, physical controller, the digital rules, and the social context.
- Design Implication: The object of design must shift from scripting a system’s final form to organizing the initial material-discursive constraints. Importantly, designing for emergence does not imply the absence of rules or prior instruction; rather, it focuses on how the salience, meaning, and enacted relevance of those rules can shift over time through the unfolding relational configuration of the system. The different room configurations (Figure 1), together with the physical social arrangement, functioned as contextual ‘stages’ that allowed the identity of the system to shift. When the relational constraints shifted in the Garage room (Figure 1c), the initial goal collapsed and new antagonistic relations emerged.
5.1.2. Design for Re-Membering (Fostering Recursive Reconfiguration)
- Observation: When participants first built their controllers, it created an irrevocable historicity. Initially, players used a vocabulary tied strictly to the physical materiality of their hardware (“press”, “push”, “twist”, “turn”, or “slide”). However, as the history of the system progressed into Team mode, this material history became recursively reconfigured; the controller was re-membered and embodied as an instrument to “attack” and “block”.The temporal reconfiguration was not a deliberate cognitive choice where participants decided to change the meaning of their tools, nor was it a pre-programmed state transition within the system’s software. The past intra-actions reverberated into the present, where the utility of the controllers was co-constituted by the entire material-discursive arrangement.
- Design Implication: Systems should be designed so that their past actively shapes their future organization through structural coupling rather than static retrieval. By allowing a system to re-member, designers can create architectures where the meaning of tools is continually and temporarily co-constituted within the unfolding context. The choice of input boards (Figure 3) and assembled controllers (Figure 5) created an irrevocable historicity; while initially built for vacuuming, these physical artifacts were re-membered—embodied as instruments for attacking as the system’s history progressed.
5.1.3. Design for Emergent Patterns (Valuing Processual Emergence)
- Observation: The workshop revealed distinct rhythms that were never explicitly programmed. The initial rhythm was based on a relation with the on-screen robot as a separate entity. This transitioned into the FFA rhythm with a diffuse separation, where the system emerged as a busy socio-technical arrangement. Finally, the impassioned Team rhythm took over. These rhythms are an observation of a system’s ability for homeorhesis, which means the ability to temporarily stabilize on a new trajectory of change.The rhythms were not chosen by the participants. They were the result of the entanglement of human, controller, and social context. The rhythms were not hard-coded into the game rules. They resulted from the entire socio-technical assemblage temporarily stabilizing in different rhythms.
- Design Implication: Designing for emergent patterns means expressing dynamics through temporal patterns across the entire socio-technical assemblage. The true value in design and participant experience lies not in optimizing for a specified goal (e.g., collecting dust), but in curating the rich and unexpected variety of emergent socio-material dynamics. The technical and physical setup (Figure 4) facilitated emergent rhythms, such as the helpful social dynamic of pushing competitors to a charging station. These rhythms were never explicitly programmed. These patterns represent the system’s true identity as a continuous process of becoming.
5.2. Implications for Computational Architectures: From Homeostasis to Homeorhesis
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| AI | Artificial Intelligence |
| ANT | Actor–Network Theory |
| AT | Activity Theory |
| DC | Distributed Cognition |
| HCI | Human–Computer Interaction |
| OSC | Open Sound Control |
| RC | Reservoir Computing |
| USB | Universal Serial Bus |
References
- Barad, K. Posthumanist Performativity: Toward an Understanding of How Matter Comes to Matter. Signs J. Women Cult. Soc. 2003, 28, 801–831. [Google Scholar] [CrossRef]
- Barad, K. Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning; Duke University Press: Durham, NC, USA, 2007. [Google Scholar]
- Dourish, P. Where the Action Is: The Foundations of Embodied Interaction; The MIT Press: Cambridge, MA, USA, 2001. [Google Scholar] [CrossRef]
- Wakkary, R.; Oogjes, D.; Hauser, S.; Lin, H.W.; Cao, C.; Ma, L.; Duel, T. Morse Things: A Design Inquiry into the Gap Between Things and Us. In Proceedings of the Conference on Designing Interactive Systems; Association for Computing Machinery: New York, NY, USA, 2017; pp. 503–514. [Google Scholar]
- Gemeinboeck, P. The Aesthetics of Encounter: A Relational-Performative Design Approach to Human-Robot Interaction. Front. Robot. AI 2021, 7, 577900. [Google Scholar] [CrossRef] [PubMed]
- Barad, K. Getting Real: Technoscientific Practices and the Materialization of Reality. Differ. J. Fem. Cult. Stud. 1998, 10, 87–128. [Google Scholar] [CrossRef]
- de Petris, L.; Khatibi, S. Organizing Relational Complexity—Design of Interactive Complex Systems. Multimodal Technol. Interact. 2025, 9, 81. [Google Scholar] [CrossRef]
- Heath-Carpentier, A. (Ed.) The Challenge of Complexity: Essays by Edgar Morin; Liverpool University Press: Liverpool, UK, 2023. [Google Scholar] [CrossRef]
- Scholz, J. Agential realism as an alternative philosophy of science perspective for quantitative psychology. Front. Psychol. 2024, 15, 1410047. [Google Scholar] [CrossRef] [PubMed]
- Poli, R. Anticipation: A new thread for the human and social sciences? Cadmus 2014, 2, 23–36. [Google Scholar]
- Nadin, M. Anticipation and computation: Is anticipatory computing possible? In Anticipation Across Disciplines; Springer: Cham, Switzerland, 2015; pp. 283–339. [Google Scholar]
- Nadin, M. Anticipation and Medicine; Springer: Cham, Switzerland, 2017. [Google Scholar]
- Williams, M.A.; Gärdenfors, P.; Johnston, B.; Wightwick, G. Anticipation as a strategy: A design paradigm for robotics. In Proceedings of the Knowledge Science, Engineering and Management: 4th International Conference (KSEM 2010); Springer: Berlin/Heidelberg, Germany, 2010; pp. 341–353. [Google Scholar]
- Bokulich, A. Searching for Non-Causal Explanations in a Sea of Causes. In Explanation Beyond Causation: Philosophical Perspectives on Non-Causal Explanations; Oxford University Press: Oxford, UK, 2018. [Google Scholar]
- Baumeler, Ä.; Wolf, S. Non-causal computation. Entropy 2017, 19, 326. [Google Scholar] [CrossRef]
- de Petris, L.; Gullbrandson, F.; Falk, A.; Zhou, Y.; Khatibi, S. Agential RealistAnticipation. In Proceedings of the IEEE Gaming, Entertainment and Media (GEM 2025), Kaohsiung, Taiwan, 16–18 July 2025. [Google Scholar]
- Barad, K. Transmaterialities: Trans*/matter/realities and queer political imaginings. GLQ J. Lesbian Gay Stud. 2015, 21, 387–422. [Google Scholar] [CrossRef]
- Varela, F.J.; Thompson, E.; Rosch, E. The Embodied Mind, Revised Edition: Cognitive Science and Human Experience; MIT Press: Cambridge, MA, USA, 2017. [Google Scholar]
- Kaptelinin, V.; Nardi, B.A. Acting with Technology: Activity Theory and Interaction Design; MIT Press: Cambridge, MA, USA, 2006. [Google Scholar]
- Hollan, J.; Hutchins, E.; Kirsh, D. Distributed cognition: Toward a new foundation for human-computer interaction research. ACM Trans. Comput.-Hum. Interact. (TOCHI) 2000, 7, 174–196. [Google Scholar] [CrossRef]
- Latour, B. Reassembling the Social: An Introduction to Actor-Network-Theory; Oxford University Press: Oxford, UK, 2005. [Google Scholar]
- Gibson, J.J. The Ecological Approach to Visual Perception: Classic Edition; Psychology Press: New York, NY, USA, 2014. [Google Scholar]
- Ehn, P. Participation in Design Things. In Proceedings of the Tenth Anniversary Conference on Participatory Design; Association for Computing Machinery: New York, NY, USA, 2008; pp. 92–101. [Google Scholar]
- Tekinbas, K.S.; Zimmerman, E. Rules of Play: Game Design Fundamentals; MIT Press: Cambridge, MA, USA, 2003. [Google Scholar]
- Juul, J. Half-Real: Video Games Between Real Rules and Fictional Worlds; MIT Press: Cambridge, MA, USA, 2011. [Google Scholar]
- Gaver, W.W.; Beaver, J.; Benford, S. Ambiguity as a resource for design. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems; Association for Computing Machinery: New York, NY, USA, 2003; pp. 233–240. [Google Scholar]
- Nintendo. The Legend of Zelda: Twilight Princess; Nintendo: Kyoto, Japan, 2006. [Google Scholar]
- Leibovitz, L. God in the Machine: Video Games as Spiritual Pursuit; Templeton Foundation Press: Conshohocken, PA, USA, 2014. [Google Scholar]
- Froese, T.; Ziemke, T. Enactive artificial intelligence: Investigating the systemic organization of life and mind. Artif. Intell. 2009, 173, 466–500. [Google Scholar] [CrossRef]
- Lukoševičius, M.; Jaeger, H. Reservoir computing approaches to recurrent neural network training. Comput. Sci. Rev. 2009, 3, 127–149. [Google Scholar] [CrossRef]
- Jaeger, H. The “Echo State” Approach to Analysing and Training Recurrent Neural Networks-with an Erratum Note; German national research center for information technology GMD technical report 148; German National Research Center for Information Technology: Bonn, Germany, 2001. [Google Scholar]
- Beer, R.D. Toward the evolution of dynamical neural networks for minimally cognitive behavior. In From Animals to Animats 4: Proceedings of the Fourth International Conference on Simulation of Adaptive Behavior; MIT Press: Cambridge, MA, USA, 1996; pp. 421–429. [Google Scholar]





| Core Concept | Theoretical Definition | Empirical Focus |
|---|---|---|
| Intra-action | The premise that interaction does not happen between independent, pre-existing entities; rather, it is a process that constitutes the entities themselves. | Observing how human players, physical custom controllers, and digital game rules co-constitute one another to form an inseparable emergent assemblage during play. |
| Agential Cut | Contextual reconfigurations that temporarily determine specific boundaries and properties of an entity, enacting a specific causal structure. | Analyzing linguistic and behavioral shifts to see how participants dynamically draw, or blur, boundaries between themselves (subject) and the technology (object). |
| Anticipation | An active, future-creating, embodied, and situated force operating in an indeterminate world, distinct from a cognitive prediction of a fixed future. | Examining how anticipation operates as a continuous, situated force—a shifting disposition of an entangled human-technology subject that dynamically reconfigures in response to the evolving relational context of the game. |
| Re-membering | The ongoing process where the past is not passively recalled, but actively reconnected and dynamically reshaped in the present. | Tracing how static physical hardware is dynamically given new meaning, purpose, and utility as the relational context of the game evolves over time. |
| Emergent Rhythms | The unfolding patterns of state change that characterize a system’s ongoing becoming and form its true identity. | Identifying distinct, unprogrammed phases of gameplay that arise organically from relational constraints rather than from explicit game rules or goals. |
| Homeorhesis | A system’s ability to maintain a stable trajectory or rhythm of change, contrasting with homeostasis (maintaining a static internal state). | Observing the system’s capacity to seamlessly stabilize into entirely new trajectories of play when rules change, rather than forcing a return to the originally intended task. |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
de Petris, L.; Khatibi, S.; Zhou, Y. The Emergent Rhythms of a Robot Vacuum Cleaner—An Empirically Grounded Account of Agential Realism. Multimodal Technol. Interact. 2026, 10, 36. https://doi.org/10.3390/mti10040036
de Petris L, Khatibi S, Zhou Y. The Emergent Rhythms of a Robot Vacuum Cleaner—An Empirically Grounded Account of Agential Realism. Multimodal Technologies and Interaction. 2026; 10(4):36. https://doi.org/10.3390/mti10040036
Chicago/Turabian Stylede Petris, Linus, Siamak Khatibi, and Yuan Zhou. 2026. "The Emergent Rhythms of a Robot Vacuum Cleaner—An Empirically Grounded Account of Agential Realism" Multimodal Technologies and Interaction 10, no. 4: 36. https://doi.org/10.3390/mti10040036
APA Stylede Petris, L., Khatibi, S., & Zhou, Y. (2026). The Emergent Rhythms of a Robot Vacuum Cleaner—An Empirically Grounded Account of Agential Realism. Multimodal Technologies and Interaction, 10(4), 36. https://doi.org/10.3390/mti10040036

