2,485 research outputs found

    Mainstream News Articles Co-Shared with Fake News Buttress Misinformation Narratives

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    Most prior and current research examining misinformation spread on social media focuses on reports published by 'fake' news sources. These approaches fail to capture another potential form of misinformation with a much larger audience: factual news from mainstream sources ('real' news) repurposed to promote false or misleading narratives. We operationalize narratives using an existing unsupervised NLP technique and examine the narratives present in misinformation content. We find that certain articles from reliable outlets are shared by a disproportionate number of users who also shared fake news on Twitter. We consider these 'real' news articles to be co-shared with fake news. We show that co-shared articles contain existing misinformation narratives at a significantly higher rate than articles from the same reliable outlets that are not co-shared with fake news. This holds true even when articles are chosen following strict criteria of reliability for the outlets and after accounting for the alternative explanation of partisan curation of articles. For example, we observe that a recent article published by The Washington Post titled "Vaccinated people now make up a majority of COVID deaths" was disproportionately shared by Twitter users with a history of sharing anti-vaccine false news reports. Our findings suggest a strategic repurposing of mainstream news by conveyors of misinformation as a way to enhance the reach and persuasiveness of misleading narratives. We also conduct a comprehensive case study to help highlight how such repurposing can happen on Twitter as a consequence of the inclusion of particular narratives in the framing of mainstream news

    The Interview Box:Notes on a Prototype System for Video-Recording Remote Interviews

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    Video-recording remote interviews can sometimes be necessary or desirable, such as in news broadcasting or documentary-making. However, remote interviews are not currently well-supported by digital tools. Unresolved questions about best practices and the kinds of support needed to facilitate remote interviews have become increasingly relevant since the Covid-19 pandemic. To reflect on these questions and explore the design space for systems to support high quality, remote video-recorded interviews, we conducted an exploratory Research through Design study, drawing on professional media-making techniques, novel interviewing methods and a bespoke intervention: The Interview Box. We provide a detailed summary of our design process and, reflecting on both the successes and failures of our interventions, construct two contributions: technical insights relating to the practical challenges of designing and implementing a remote video interview system, and general insights into the broader interaction design challenges of designing for remote video-recorded interviews

    Social Cognition Psychometric Evaluation: Results of the Initial Psychometric Study

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    Measurement of social cognition in treatment trials remains problematic due to poor and limited psychometric data for many tasks. As part of the Social Cognition Psychometric Evaluation (SCOPE) study, the psychometric properties of 8 tasks were assessed. One hundred and seventy-nine stable outpatients with schizophrenia and 104 healthy controls completed the battery at baseline and a 2–4-week retest period at 2 sites. Tasks included the Ambiguous Intentions Hostility Questionnaire (AIHQ), Bell Lysaker Emotion Recognition Task (BLERT), Penn Emotion Recognition Task (ER-40), Relationships Across Domains (RAD), Reading the Mind in the Eyes Task (Eyes), The Awareness of Social Inferences Test (TASIT), Hinting Task, and Trustworthiness Task. Tasks were evaluated on: (i) test-retest reliability, (ii) utility as a repeated measure, (iii) relationship to functional outcome, (iv) practicality and tolerability, (v) sensitivity to group differences, and (vi) internal consistency. The BLERT and Hinting task showed the strongest psychometric properties across all evaluation criteria and are recommended for use in clinical trials. The ER-40, Eyes Task, and TASIT showed somewhat weaker psychometric properties and require further study. The AIHQ, RAD, and Trustworthiness Task showed poorer psychometric properties that suggest caution for their use in clinical trials

    Open design at the intersection of making and manufacturing

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    This one-day workshop aims to consider the opportunities for HCI at the intersection of maker culture and professional, industrial manufacturing. In particular, we are interested in exploring how the concept of “open design” could help support productive interactions between professional manufacturers and non-professional makers. Our proposal builds on momentum established by previous related workshops (including one at CHI2016) and aims to respond critically to several key industry and government reports published in 2015-2016 on the ‘maker movement’

    Workshop Report: Trust me? I'm an autonomous system

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    This research is in support of the UKRI Trustworthy Autonomous Systems (TAS) Hub project. In this report we describe the findings from a workshop titled ‘Trust Me? I’m and Autonomous Machine’, designed to engage with experts in industry and academia in order to capture some high-level understandings of pertinent issues around trust in automated systems. The findings indicate that trust is a ‘distributed concern’ - in other words, trust is a constitution of complex relationships, multiple concerns, and stakeholder perspectives from, for example, social, legal, technical, and business sectors. These factors and the emergent themes discussed in this report will be used in the next stage of the Trust Me? I’m an autonomous machine research activities to represent ‘expert narratives’ on trust within public consultations

    Play at Work:Virtual Conferencing in Game Space

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    The Covid-19 pandemic accelerated the adoption of video conferencing, making it a prominent space that our work and social lives are lived within. For many this transition to virtual co-presence has been joyless, highlighting the shortcomings of mainstream video conferencing. In contrast the video gaming community had already pleasurably adopted and occupied online shared spaces for decades prior to the pandemic. In this paper we discuss the designed affordances of the video conferencing platform Gather Town, which adapts some of the conventions of video games and implements them to better support video conferencing. In this research we consider whether gaming conventions—including interactive spatial design, use of avatars, and a retro art style—may enable us to inject more joy into remote working. By critically considering Gather Town’s affordances through our own experimental spaces within it, we seek to encourage the design of more diverse and engaging digital spaces, which will enable more enjoyable remote work and social events

    Friendship Village : Exploring the Critical Economic Development and Urban Design Link for Sustainable Development

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    Presented on December 3, 2008 from 6:30 to 8:30 pm in the Center for Quality Growth and Regional Development 2nd floor classroom.Full report: Friendship Village Exploring the Critical Economic Development and Urban Design Link for Sustainable Development, January 2009Runtime: 77:11 minutes (Presentation)Runtime: 23:27 minutes (Q & A)The Friendship Village group had the charge of advising a large-scale land developer on directions for promoting sustainability in the plans for a 210 acre multi-use project in south Fulton County, Georgia. Their work included site design recommendations modeled after traditional town centers in ten case studies but also included innovative open space and stormwater management proposals and ideas about educational and health care facilities. The diverse professional audience expressed admiration and the developer’s lead representative indicated that results exceeded her expectations.Faculty Advisors: Nancey Green Leigh, Professor of City and Regional Planning ; Richard Dagenhart, Associate Professor of Architecture ; John Skach, Adjunct Professor; Senior Associate, Urban Collag

    Association of 6-Minute Walk Performance and Physical Activity With Incident Ischemic Heart Disease Events and Stroke in Peripheral Artery Disease.

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    BackgroundWe determined whether poorer 6-minute walk performance and lower physical activity levels are associated with higher rates of ischemic heart disease (IHD) events in people with lower extremity peripheral artery disease (PAD).Methods and resultsFive hundred ten PAD participants were identified from Chicago-area medical centers and followed prospectively for 19.0±9.5 months. At baseline, participants completed the 6-minute walk and reported number of blocks walked during the past week (physical activity). IHD events were systematically adjudicated and consisted of new myocardial infarction, unstable angina, and cardiac death. For 6-minute walk, IHD event rates were 25/170 (14.7%) for the third (poorest) tertile, 10/171 (5.8%%) for the second tertile, and 6/169 (3.5%) for the first (best) tertile (P=0.003). For physical activity, IHD event rates were 21/154 (13.6%) for the third (poorest) tertile, 15/174 (8.6%) for the second tertile, and 5/182 (2.7%) for the first (best) tertile (P=0.001). Adjusting for age, sex, race, smoking, body mass index, comorbidities, and physical activity, participants in the poorest 6-minute walk tertile had a 3.28-fold (95% CI 1.17 to 9.17, P=0.024) higher hazard for IHD events, compared with those in the best tertile. Adjusting for confounders including 6-minute walk, participants in the poorest physical activity tertile had a 3.72-fold (95% CI 1.24 to 11.19, P=0.019) higher hazard for IHD events, compared with the highest tertile.ConclusionsSix-minute walk and physical activity predict IHD event rates in PAD. Further study is needed to determine whether interventions that improve 6-minute walk, physical activity, or both can reduce IHD events in PAD
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