2,717 research outputs found

    Lightweight Interactions for Reciprocal Cooperation in a Social Network Game

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    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

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    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

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    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

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    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

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    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

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    [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 SportGarcía Sanjuan, F.; El Jurdi, S.; Jaén Martínez, 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

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    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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