18,848 research outputs found
Third-Party Effects
Most theories about effects of social embeddedness on trust define mechanisms that assume someoneâs decision to trust is based on the reputation of the person to be trusted or on other
available information. However, there is little empirical evidence about how subjects use the information that is available to them. In this chapter, we derive hypotheses about the effects of
reputation and other information on trust from a range of theories and we devise an experiment that allows for testing these hypotheses simultaneously. We focus on the following mechanisms: learning, imitation, social comparison, and control. The results show that actors learn particularly from their own past experiences. Considering third-party information, imitation seems to be especially important
Third-Party Effects
Most theories about effects of social embeddedness on trust define mechanisms that assume someoneâs decision to trust is based on the reputation of the person to be trusted or on other
available information. However, there is little empirical evidence about how subjects use the information that is available to them. In this chapter, we derive hypotheses about the effects of
reputation and other information on trust from a range of theories and we devise an experiment that allows for testing these hypotheses simultaneously. We focus on the following mechanisms: learning, imitation, social comparison, and control. The results show that actors learn particularly from their own past experiences. Considering third-party information, imitation seems to be especially important
Quality of Information in Mobile Crowdsensing: Survey and Research Challenges
Smartphones have become the most pervasive devices in people's lives, and are
clearly transforming the way we live and perceive technology. Today's
smartphones benefit from almost ubiquitous Internet connectivity and come
equipped with a plethora of inexpensive yet powerful embedded sensors, such as
accelerometer, gyroscope, microphone, and camera. This unique combination has
enabled revolutionary applications based on the mobile crowdsensing paradigm,
such as real-time road traffic monitoring, air and noise pollution, crime
control, and wildlife monitoring, just to name a few. Differently from prior
sensing paradigms, humans are now the primary actors of the sensing process,
since they become fundamental in retrieving reliable and up-to-date information
about the event being monitored. As humans may behave unreliably or
maliciously, assessing and guaranteeing Quality of Information (QoI) becomes
more important than ever. In this paper, we provide a new framework for
defining and enforcing the QoI in mobile crowdsensing, and analyze in depth the
current state-of-the-art on the topic. We also outline novel research
challenges, along with possible directions of future work.Comment: To appear in ACM Transactions on Sensor Networks (TOSN
Competition fosters trust
We study the effects of reputation and competition in a stylized market for
experience goods. If interaction is anonymous, such markets perform poorly:
sellers are not trustworthy, and buyers do not trust sellers. If sellers are
identifiable and can, hence, build a reputation, efficiency quadruples but is still
at only a third of the first best. Adding more information by granting buyers
access to all sellersâ complete history has, somewhat surprisingly, no effect. On
the other hand, we find that competition, coupled with some minimal
information, eliminates the trust problem almost completely
Dynamics of Trust Reciprocation in Heterogenous MMOG Networks
Understanding the dynamics of reciprocation is of great interest in sociology
and computational social science. The recent growth of Massively Multi-player
Online Games (MMOGs) has provided unprecedented access to large-scale data
which enables us to study such complex human behavior in a more systematic
manner. In this paper, we consider three different networks in the EverQuest2
game: chat, trade, and trust. The chat network has the highest level of
reciprocation (33%) because there are essentially no barriers to it. The trade
network has a lower rate of reciprocation (27%) because it has the obvious
barrier of requiring more goods or money for exchange; morever, there is no
clear benefit to returning a trade link except in terms of social connections.
The trust network has the lowest reciprocation (14%) because this equates to
sharing certain within-game assets such as weapons, and so there is a high
barrier for such connections because they require faith in the players that are
granted such high access. In general, we observe that reciprocation rate is
inversely related to the barrier level in these networks. We also note that
reciprocation has connections across the heterogeneous networks. Our
experiments indicate that players make use of the medium-barrier reciprocations
to strengthen a relationship. We hypothesize that lower-barrier interactions
are an important component to predicting higher-barrier ones. We verify our
hypothesis using predictive models for trust reciprocations using features from
trade interactions. Using the number of trades (both before and after the
initial trust link) boosts our ability to predict if the trust will be
reciprocated up to 11% with respect to the AUC
Economic Growth, Innovation, Cultural Diversity. What Are We All Talking About? A Critical Survey of the State-of-the-art
This report constitutes the first deliverable of the project ENGIME â Economic Growth and Innovation in Multicultural Environments, financed by the European Commission â FP5 â Key Action: Improving socio-economic knowledge base. Contract HPSE-CT2001-50007Multiculturalism, Diversity, Economic Growth
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