15 research outputs found

    Deception and communication media

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    Much research investigating deception and its detection has focused upon face-to-face communication, but over recent years the variety and extent of new communication media has changed the contexts in which deception might take place. Although work has attempted to characterise communication media, a much smaller body of research exists which has investigated the frequency with which people lie with different media and the detection of deceit under different communication media conditions. Through questionnaires and experimental studies, this work investigated the perceptions that both deceivers (senders) and those attempting to identify lies (receivers) have about communication media and how this relates to their observed behaviour. Results from questionnaire studies suggested that both the characteristics of deception and media influence people's perceived discomfort and believability when lying and the media choices they might make if they are planning to deceive. Some important factors appeared to be the seriousness of the deception, who senders are lying to, and the general frequency with which they use particular means to communicate. Communication media were judged to be similar and dissimilar to each other on a range of characteristics which may impact their appropriateness for deception and lie detection. There was evidence that media used at low frequency in daily life may be more likely to be chosen for deception. In laboratory studies, senders were found to lie more frequently using audio-only media compared to audio-video. There was evidence from experimental studies that detection of deceit was more successful when communication was audio only compared to audio-video. There was little consistent evidence that judgement biases varied between media conditions, but a truth bias was identified in experimental studies. No evidence was identified that interactivity between senders and receivers significantly influenced response biases or lie detection accuracy. A small corpus of messages recorded under audio-video and audio-only conditions were selected for their detectability or believability from two senders, and presented in modified formats to receivers. Stimuli had video removed or introduced, and were presented as audio-only, audio-video, text-only and video-only. The results suggested that detectability of audio-video and audio-only stimuli was dependent upon the condition stimuli were recorded under rather than presented. When messages were only seen and not heard or read, accuracy of lie detection was compromised. There was evidence that judging transcriptions could allow successful detection, but the accuracy of lie detection was typically lower than demonstrated in richer media conditions. These findings may imply that a combination of information channels and/or paraverbal information is important for accurate classification of honesty and lies. Limitations of the studies and directions for further research were discussed

    Deception and communication media

    Get PDF
    Much research investigating deception and its detection has focused upon face-to-face communication, but over recent years the variety and extent of new communication media has changed the contexts in which deception might take place. Although work has attempted to characterise communication media, a much smaller body of research exists which has investigated the frequency with which people lie with different media and the detection of deceit under different communication media conditions. Through questionnaires and experimental studies, this work investigated the perceptions that both deceivers (senders) and those attempting to identify lies (receivers) have about communication media and how this relates to their observed behaviour. Results from questionnaire studies suggested that both the characteristics of deception and media influence people's perceived discomfort and believability when lying and the media choices they might make if they are planning to deceive. Some important factors appeared to be the seriousness of the deception, who senders are lying to, and the general frequency with which they use particular means to communicate. Communication media were judged to be similar and dissimilar to each other on a range of characteristics which may impact their appropriateness for deception and lie detection. There was evidence that media used at low frequency in daily life may be more likely to be chosen for deception. In laboratory studies, senders were found to lie more frequently using audio-only media compared to audio-video. There was evidence from experimental studies that detection of deceit was more successful when communication was audio only compared to audio-video. There was little consistent evidence that judgement biases varied between media conditions, but a truth bias was identified in experimental studies. No evidence was identified that interactivity between senders and receivers significantly influenced response biases or lie detection accuracy. A small corpus of messages recorded under audio-video and audio-only conditions were selected for their detectability or believability from two senders, and presented in modified formats to receivers. Stimuli had video removed or introduced, and were presented as audio-only, audio-video, text-only and video-only. The results suggested that detectability of audio-video and audio-only stimuli was dependent upon the condition stimuli were recorded under rather than presented. When messages were only seen and not heard or read, accuracy of lie detection was compromised. There was evidence that judging transcriptions could allow successful detection, but the accuracy of lie detection was typically lower than demonstrated in richer media conditions. These findings may imply that a combination of information channels and/or paraverbal information is important for accurate classification of honesty and lies. Limitations of the studies and directions for further research were discussed

    From front-end to back-end and everything in-between: work practice in game development

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    This paper addresses a paucity in the literature of studies of actual game development. It presents the initial findings from a questionnaire addressed to game development companies together with an ethnographic case study that drills into how resources are actually used and how the workflow and coordination are actually accomplished. It finds a number of challenges that can be seen to confront the development of new game authoring tools, centred around the intensely co-present character of design-related interaction and collaboration in this domain. These findings are used to articulate a range of potential requirements

    From front-end to back-end and everything in-between: work practice in game development

    Get PDF
    This paper addresses a paucity in the literature of studies of actual game development. It presents the initial findings from a questionnaire addressed to game development companies together with an ethnographic case study that drills into how resources are actually used and how the workflow and coordination are actually accomplished. It finds a number of challenges that can be seen to confront the development of new game authoring tools, centred around the intensely co-present character of design-related interaction and collaboration in this domain. These findings are used to articulate a range of potential requirements

    House rules: the collaborative nature of policy in domestic networks

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    We draw on ethnographic studies to understand the collaborative nature of network policies or rules in domestic settings. We outline the technical nature of network policy in enterprise domains and how this contrasts with the social or collaborative nature of rules in everyday life. We then consider the deployment of network control and policy system interfaces in domestic settings, highlighting the ways in which household members collaboratively exploited these to support network governance. Our results suggest that an important feature of network policy in domestic contexts is that rules about network activity are shaped by and answerable to the moral reasoning that governs domestic life. This reframes our understanding of how rules are oriented to and used in the home and has significant implications for the design of home network policy systems

    Abstract machines: overlaying virtual worlds on physical rides

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    Overlaying virtual worlds onto existing physical rides and altering the sensations of motion can deliver new experiences of thrill, but designing how motion is mapped between physical ride and virtual world is challenging. In this paper, we present the notion of an abstract machine, a new form of intermediate design knowledge that communicates motion mappings at the level of metaphor, mechanism and implementation. Following a performance-led, in-the-wild approach we report lessons from creating and touring VR Playground, a ride that overlays four distinct abstract machines and virtual worlds on a playground swing. We compare the artist's rationale with riders' reported experiences and analysis of their physical behaviours to reveal the distinct thrills of each abstract machine. Finally, we discuss how to make and use abstract machines in terms of heuristics for designing motion mappings, principles for virtual world design and communicating experiences to riders

    Shaping Next Generation CAQDAS Tools

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    This is a project report from an NCRM collaborative project in 2008-09. The aims of this project were: i) To foster a working relationship with DReSS and MiMeG; ii) To explore the mapping of the intellectual processes involved in bringing together disparate sources of data, drawing on psychology, micro-sociology and cognitive perspectives in education; iii) To develop our expertise where the development of technology and methods for handling diverse data types outpaces our mainstream provision of training and awareness raising events; iv) To expand our expertise in the different potentials of team research projects and how they are managed; v) To begin the process of extending and expanding relevant and enduring QUIC node TCB resources

    Indoors and outdoors: designing mobile experiences for Cité de l’espace

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    The CHESS project has been working with Cité de l’espace, a space technology centre, to explore the use of tablets and mobile phones to deliver visitor experiences that integrate across multiple experiences. In this paper, we articulate three key challenges present at Cité, describe a prototype experience developed by CHESS, and present a set of observations developed through an evaluation conducted in October 2012
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