2,717 research outputs found
Lightweight Interactions for Reciprocal Cooperation in a Social Network Game
The construction of reciprocal relationships requires cooperative
interactions during the initial meetings. However, cooperative behavior with
strangers is risky because the strangers may be exploiters. In this study, we
show that people increase the likelihood of cooperativeness of strangers by
using lightweight non-risky interactions in risky situations based on the
analysis of a social network game (SNG). They can construct reciprocal
relationships in this manner. The interactions involve low-cost signaling
because they are not generated at any cost to the senders and recipients.
Theoretical studies show that low-cost signals are not guaranteed to be
reliable because the low-cost signals from senders can lie at any time.
However, people used low-cost signals to construct reciprocal relationships in
an SNG, which suggests the existence of mechanisms for generating reliable,
low-cost signals in human evolution.Comment: 13 pages, 2 figure
Evolution of Human-like Social Grooming Strategies regarding Richness and Group Size
Human beings tend to cooperate with close friends, therefore they have to
construct strong social relationships to recieve cooperation from others.
Therefore they should have acquired their strategies of social relationship
construction through an evolutionary process. The behavior of social
relationship construction is know as "social grooming." In this paper, we show
that there are four classes including a human-like strategy in evolutionary
dynamics of social grooming strategies based on an evolutionary game
simulation. Social relationship strengths (as measured by frequency of social
grooming) often show a much skewed distribution (a power law distribution). It
may be due to time costs constraints on social grooming, because the costs are
too large to ignore for having many strong social relationships. Evolution of
humans' strategies of construction of social relationships may explain the
origin of human intelligence based on a social brain hypothesis. We constructed
an individual-based model to explore the evolutionary dynamics of social
grooming strategies. The model is based on behavior to win over others by
strengthening social relationships with cooperators. The results of
evolutionary simulations show the four classes of evolutionary dynamics. The
results depend on total resources and the ratio of each cooperator's resource
to the number of cooperators. One of the four classes is similar to a human
strategy, i.e. the strategies based on the Yule--Simon process of power law.Comment: 21 pages, 10 figure
Two Types of Social Grooming Methods depending on the Trade-off between the Number and Strength of Social Relationships
Humans use various social bonding methods known as social grooming, e.g. face
to face communication, greetings, phone, and social networking sites (SNS). SNS
have drastically decreased time and distance constraints of social grooming. In
this paper, I show that two types of social grooming (elaborate social grooming
and lightweight social grooming) were discovered in a model constructed by
thirteen communication data-sets including face to face, SNS, and Chacma
baboons. The separation of social grooming methods is caused by a difference in
the trade-off between the number and strength of social relationships. The
trade-off of elaborate social grooming is weaker than the trade-off of
lightweight social grooming. On the other hand, the time and effort of
elaborate methods are higher than lightweight methods. Additionally, my model
connects social grooming behaviour and social relationship forms with these
trade-offs. By analyzing the model, I show that individuals tend to use
elaborate social grooming to reinforce a few close relationships (e.g. face to
face and Chacma baboons). In contrast, people tend to use lightweight social
grooming to maintain many weak relationships (e.g. SNS). Humans with
lightweight methods who live in significantly complex societies use various
social grooming to effectively construct social relationships.Comment: Accepted by Royal Society Open Scienc
Working Together in a PhamilySpace: Facilitating Collaboration on Healthy Behaviors Over Distance
Studies have shown that interpersonal relationships such as families and friends are an important source of support and encouragement to those who seek to engage in healthier habits. However, challenges related to geographic distance may hinder those relationships from fully collaborating and engaging in healthy living together. To explore this domain, we developed and deployed a lightweight photo-based application called PhamilySpace with a week-long intervention. Our goal is to examine family members\u27 and friends\u27 engagement and awareness on healthy behaviors while living apart. Our analysis of the semi-structured interviews, pre/post-intervention instruments, and application logs suggests three main benefits of interventions for health promotion in this context: (1) increased awareness on acts of health; (2) reciprocal sharing of health information supports social accountability over distance; and (3) positive dialogue around health enhances support on healthy living. By providing insights into distributed family/friends interactions and experiences with the application, we identify benefits, challenges, and opportunities for future design interventions that promote healthy behaviors
“More than just Space” : Designing to Support Assemblage in Virtual Creative Hubs
This paper aims to understand interactions at creative hubs, and how this understanding can be used to inform the design of virtual creative hubs – i.e., social-technical infrastructures that support hub-like interactions amongst people who aren’t spatially or temporally co-located. We present findings from a qualitative field study in UK creative hubs, in which we conducted seventeen observations and ten interviews in three sites. Our findings reveal a range of key themes that define interactions within creative hubs: smallness of teams; neutrality of the hubs; value of the infrastructure; activities and events; experience sharing; and community values and rules. These interactions together form a network and elements that influence one another to make a creative hub more than just physical space. We employ the concept of Assemblage introduced by Deleuze and Guattari to explore this network of interactions and, in doing so, reveal implications for the design of virtual creative hubs that seek to replicate them
Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education
[EN] Gamification has been identified as an interesting technique to foster collaboration in educational contexts. However, there are not many approaches that tackle this in primary school learning environments. The most popular technologies in the classroom are still traditional video consoles and desktop computers, which complicate the design of collaborative activities since they are essentially mono-user. The recent popularization of handheld devices such as tablets and smartphones has made it possible to build affordable, scalable, and improvised collaborative gamifled activities by creating a multi-tablet environment. In this paper we present Quizbot, a collaborative gamifled quiz application to practice different subjects, which can be defined by educators beforehand. Two versions of the system are implemented: a tactile for tablets laid on a table, in which all the elements are digital; and a tangible in which the tablets are scattered on the floor and the components are both digital and physical objects. Both versions of Quizbot are evaluated and compared in a study with eighty primary-schooled children in terms of user experience and quality of collaboration supported. Results indicate that both versions of Quizbot are essentially equally fun and easy to use, and can effectively support collaboration, with the tangible version outperforming the other one with respect to make the children reach consensus after a discussion, split and parallelize work, and treat each other with more respect, but also presenting a poorer time management.We would like to thank Universitat Politecnica de Valencia's Summer School for their collaboration during the development of this study, as well as Colegio Internacional Ausias March for their support in the development of educational content.This work is supported by Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional
Fund (EDRF-FEDER) with Project TIN2014-60077-R. It is also supported by fellowship ACIF/2014/214 within the VALi+d program
from Conselleria d’Educació, Cultura i Esport (Generalitat Valenciana), and by fellowship FPU14/00136 within the FPU program
from Spanish Ministry of Education, Culture, and SportGarcĂa Sanjuan, F.; El Jurdi, S.; JaĂ©n MartĂnez, FJ.; Nácher-Soler, VE. (2018). Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education. Computers & Education. 123:65-84. https://doi.org/10.1016/j.compedu.2018.04.011S658412
Sustainable Cooperation in Peer-To-Peer Networks
Traditionally, peer-to-peer systems have relied on altruism and reciprocity.
Although incentive-based models have gained prominence in new-generation
peer-to-peer systems, it is essential to recognize the continued importance of
cooperative principles in achieving performance, fairness, and correctness. The
lack of this acknowledgment has paved the way for selfish peers to gain unfair
advantages in these systems. As such, we address the challenge of selfish peers
by devising a mechanism to reward sustained cooperation. Instead of relying on
global accountability mechanisms, we propose a protocol that naturally
aggregates local evaluations of cooperation. Traditional mechanisms are often
vulnerable to Sybil and misreporting attacks. However, our approach overcomes
these issues by limiting the benefits selfish peers can gain without incurring
any cost. The viability of our algorithm is proven with a deployment to 27,259
Internet users and a realistic simulation of a blockchain gossip protocol. We
show that our protocol sustains cooperation even in the presence of a majority
of selfish peers while incurring only negligible overhead
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