2,886 research outputs found

    Internal Consistency and Reliability of the Networked Minds\ud Measure of Social Presence

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    This study sought to develop and test a measure\ud of social presence. Based on review of current\ud definitions and measures, a synthesis of the\ud theoretical construct that meets the criteria and\ud dimensions [1] is proposed for a broad successful\ud measure of social presence. An experiment was\ud conducted to test the internal consistency and\ud criterion validity of the measures as determined by\ud theory, specifically the ability of the measure to\ud distinguish levels of social presence that almost all\ud theories suggest exist between (1) face-to-face\ud interaction and mediated interaction, and (2)\ud different levels of mediated interaction

    Artifacts as Social Agents

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    Owning an overweight or underweight body: distinguishing the physical, experienced and virtual body

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    Our bodies are the most intimately familiar objects we encounter in our perceptual environment. Virtual reality provides a unique method to allow us to experience having a very different body from our own, thereby providing a valuable method to explore the plasticity of body representation. In this paper, we show that women can experience ownership over a whole virtual body that is considerably smaller or larger than their physical body. In order to gain a better understanding of the mechanisms underlying body ownership, we use an embodiment questionnaire, and introduce two new behavioral response measures: an affordance estimation task (indirect measure of body size) and a body size estimation task (direct measure of body size). Interestingly, after viewing the virtual body from first person perspective, both the affordance and the body size estimation tasks indicate a change in the perception of the size of the participant’s experienced body. The change is biased by the size of the virtual body (overweight or underweight). Another novel aspect of our study is that we distinguish between the physical, experienced and virtual bodies, by asking participants to provide affordance and body size estimations for each of the three bodies separately. This methodological point is important for virtual reality experiments investigating body ownership of a virtual body, because it offers a better understanding of which cues (e.g. visual, proprioceptive, memory, or a combination thereof) influence body perception, and whether the impact of these cues can vary between different setups

    Affordances, context and sociality

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    Affordances, i.e. the opportunity of actions offered by the environment, are one of the central research topics for the theoretical perspectives that view cognition as emerging from the interaction between the environment and the body. Being at the bridge between perception and action, affordances help to question a dichotomous view of perception and action. While Gibson’s view of affordances is mainly externalist, many contemporary approaches define affordances (and micro-affordances) as the product of long-term visuomotor associations in the brain. These studies have emphasized the fact that affordances are activated automatically, independently from the context and the previous intention to act: for example, affordances related to objects’ size would emerge even if the task does not require focusing on size. This emphasis on the automaticity of affordances has led to overlook their flexibility and contextual-dependency. In this contribution I will outline and discuss recent perspectives and evidence that reveal the flexibility and context-dependency of affordances, clarifying how they are modulated by the physical, cultural and social context. I will focus specifically on social affordances, i.e. on how perception of affordances might be influenced by the presence of multiple actors having different goals

    Not all the bots are created equal:the Ordering Turing Test for the labelling of bots in MMORPGs

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    This article contributes to the research on bots in Social Media. It takes as its starting point an emerging perspective which proposes that we should abandon the investigation of the Turing Test and the functional aspects of bots in favor of studying the authentic and cooperative relationship between humans and bots. Contrary to this view, this article argues that Turing Tests are one of the ways in which authentic relationships between humans and bots take place. To understand this, this article introduces the concept of Ordering Turing Tests: these are sort of Turing Tests proposed by social actors for purposes of achieving social order when bots produce deviant behavior. An Ordering Turing Test is method for labeling deviance, whereby social actors can use this test to tell apart rule-abiding humans and rule-breaking bots. Using examples from Massively Multiplayer Online Role-Playing Games, this article illustrates how Ordering Turing Tests are proposed and justified by players and service providers. Data for the research comes from scientific literature on Machine Learning proposed for the identification of bots and from game forums and other player produced paratexts from the case study of the game Runescape

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles
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