103 research outputs found

    Trusting in Machines: How Mode of Interaction Affects Willingness to Share Personal Information with Machines

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    Every day, people make decisions about whether to trust machines with their personal information, such as letting a phone track one’s location. How do people decide whether to trust a machine? In a field experiment, we tested how two modes of interaction-”expression modality, whether the person is talking or typing to a machine, and response modality, whether the machine is talking or typing back-”influence the willingness to trust a machine. Based on research that expressing oneself verbally reduces self-control compared to nonverbal expression, we predicted that talking to a machine might make people more willing to share their personal information. Based on research on the link between anthropomorphism and trust, we further predicted that machines who talked (versus texted) would seem more human-like and be trusted more. Using a popular chatterbot phone application, we randomly assigned over 300 community members to either talk or type to the phone, which either talked or typed in return. We then measured how much participants anthropomorphized the machine and their willingness to share their personal information (e.g., their location, credit card information) with it. Results revealed that talking made people more willing to share their personal information than texting, and this was robust to participants’ self-reported comfort with technology, age, gender, and conversation characteristics. But listening to the application’s voice did not affect anthropomorphism or trust compared to reading its text. We conclude by considering the theoretical and practical implications of this experiment for understanding how people trust machines

    Aplicação de metodologias ágeis e colaborativas com foco em gamificação no processo de desenvolvimento de produtos tradicional

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    Dissertação (mestrado) - Universidade Federal de Santa Catarina, Campus Joinville, Programa de Pós-Graduação em Engenharia e Ciências Mecânicas, Joinville, 2021.Em um mercado cada vez mais exigente e com forte concorrência que proporcionam um aumento da variedade de produtos e em menor tempo, o processo de desenvolvimento de produtos torna-se fator chave de competitividade mercadológica. Sendo assim o processo de desenvolvimento de produtos precisa se reinventar para atender estas novas necessidades, a fim de garantir a entrega de um produto que atenda às necessidades do cliente e com a agilidade que o mercado exige. Atualmente na indústria de produtos físicos, se utiliza metodologias consideradas tradicionais, com processos estruturados por meio de etapas, as quais devem ser executadas de forma sistemática, onde a validação ou o teste do conceito é realizada quando uma grande quantidade de recursos já foi empregada, uma das oportunidades de melhoria identificadas neste processo, é validar os conceitos de forma mais rápida e eficiente. Neste sentido, as empresas do setor de tecnologia da informação iniciaram um processo de desenvolvimento diferenciado chamado de ágil, visto que tem como foco a agilidade das entregas e na validação rápida pelo usuário. Neste âmbito, este trabalho realizou uma aplicação de metodologias ágeis e colaborativas com ênfase na gamificação, no processo de desenvolvimento de produtos tradicional na fase de conceituação de um novo produto. Com o objetivo de compreender os impactos que as metodologias ágeis Design Sprint, Hackathon e a gamificação, trouxeram para o processo e analisar as vantagens e desvantagens da aplicação de metodologias ágeis no processo de criação e desenvolvimento do conceito de produto ou serviço. Desta forma, foi realizado um estudo de caso precedido pela pesquisa bibliográfica, a qual buscou mostrar o estado da arte deste tema. Como resultado, neste trabalho foi possível perceber o impacto positivo do envolvimento do cliente desde o início do processo de desenvolvimento, a busca de uma solução eficaz que atendas as necessidades do cliente de forma plena e o comprometimento dos participantes gerando um engajamento maior em relação aos projetos executados de forma tradicional. A aplicação gerou um grande número de informações que puderam ser utilizadas para novos projetos, a identificação de tendências futuras do negócio, a entrega de três propostas de conceitos finais validados pelo consumidor, e um protótipo funcional. Desta forma foi demonstrado que se pode utilizar novos processos para a criação de um conceito dentro do processo de desenvolvimento de produtos, que tornou o processo mais rápido, eficiente e assertivo.Abstract: In an increasingly demanding market and with strong competition that provides an increase in product variety and in less time, the product development process becomes a key factor of market competitiveness. Therefore, the product development process needs to reinvent itself to meet these new needs, in order to guarantee the delivery of a product that meets the customer's needs and with the agility that the market demands. Currently in the physical products industry, traditional methodologies are used, with processes structured by stages, which must be executed in a systematic way, where the concept validation or testing is performed when a large amount of resources have already been employed. One of the opportunities for improvement identified in this process is to validate the concepts in a faster and more efficient way. In this sense, companies in the information technology sector have started a differentiated development process called agile, since it focuses on the agility of the deliveries and on the fast validation by the user. In this context, this work carried out an application of agile and collaborative methodologies with emphasis on gamification, in the traditional product development process in the conceptualization phase of a new product. The objective was to understand the impacts that Design Sprint, Hackathon, and gamification brought to the process. Thus, a case study was conducted preceded by bibliographic research, which sought to show the state of the art of this theme. As a result, in this work it was possible to notice the positive impact of the customer's involvement from the beginning of the development process, the search for an effective solution that fully meets the customer's needs, and the commitment of the participants, generating greater engagement in relation to projects executed in a traditional way. The application generated a large amount of information that could be used for new projects, the identification of future business trends, the delivery of three final concept proposals validated by the consumer, and a functional prototype. In this way it was demonstrated that new processes can be used for the creation of a concept within the product development process, which made the process faster, more efficient, and assertive

    Handshaking Promotes Cooperative Dealmaking

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    Humans use subtle sources of information—like nonverbal behavior—to determine whether to act cooperatively or antagonistically when they negotiate. Handshakes are particularly consequential nonverbal gestures in negotiations because people feel comfortable initiating negotiations with them and believe they signal cooperation (Study 1). We show that handshakes increase cooperative behaviors, affecting outcomes for integrative and distributive negotiations. In two studies with MBA students, pairs who shook hands before integrative negotiations obtained higher joint outcomes (Studies 2a and 2b). Pairs randomly assigned to shake hands were more likely to openly reveal their preferences on trade-off issues, which improved joint outcomes (Study 3). In a fourth study using a distributive negotiation, pairs of executives assigned to shake hands were less likely to lie about their preferences and crafted agreements that split the bargaining zone more equally. Together, these studies show that handshaking promotes the adoption of cooperative strategies and influences negotiation outcomes

    Mistaking minds and machines: How speech affects dehumanization and anthropomorphism.

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    Treating a human mind like a machine is an essential component of dehumanization, whereas attributing a humanlike mind to a machine is an essential component of anthropomorphism. Here we tested how a cue closely connected to a person's actual mental experience-a humanlike voice-affects the likelihood of mistaking a person for a machine, or a machine for a person. We predicted that paralinguistic cues in speech are particularly likely to convey the presence of a humanlike mind, such that removing voice from communication (leaving only text) would increase the likelihood of mistaking the text's creator for a machine. Conversely, adding voice to a computer-generated script (resulting in speech) would increase the likelihood of mistaking the text's creator for a human. Four experiments confirmed these hypotheses, demonstrating that people are more likely to infer a human (vs. computer) creator when they hear a voice expressing thoughts than when they read the same thoughts in text. Adding human visual cues to text (i.e., seeing a person perform a script in a subtitled video clip), did not increase the likelihood of inferring a human creator compared with only reading text, suggesting that defining features of personhood may be conveyed more clearly in speech (Experiments 1 and 2). Removing the naturalistic paralinguistic cues that convey humanlike capacity for thinking and feeling, such as varied pace and intonation, eliminates the humanizing effect of speech (Experiment 4). We discuss implications for dehumanizing others through text-based media, and for anthropomorphizing machines through speech-based media. (PsycINFO Database Recor

    A (Creative) Portrait of the Uncertain Individual: Self-Uncertainty and Individualism Enhance Creative Generation

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    Building on findings that self-uncertainty motivates attempts to restore certainty about the self, particularly in ways that highlight one’s distinctiveness from others, we show that self-uncertainty, relative to uncertainty in general, increases creative generation among individualists. In Studies 1 to 3, high (but not low) individualists performed better on a creative generation task after being primed with self-uncertainty as opposed to general uncertainty. In Study 4, this effect emerged only among those who were told that the task measured creative as opposed to analytical thinking, suggesting that the positive effects of self-uncertainty on performance are specific to tasks that bolster perceptions of uniqueness. In Study 5, self-uncertain individualists experienced a restoration of self-clarity after being induced to think about themselves as more (vs. less) creative. Implications for compensatory responses to self-uncertainty and factors that influence creativity are discussed

    BKV-infection in kidney graft dysfunction

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    AbstractIntroductionBKV nephropathy (BKN) causes kidney graft loss, whose specific diagnosis is invasive and might be predicted by the early detection of active viral infection.ObjectiveDetermine the BKV-infection prevalence in late kidney graft dysfunction by urinary decoy cell (DC) and viral DNA detection in urine (viruria) and blood (viremia; active infection).MethodsKidney recipients with >1 month follow-up and creatinine >1.5mg/dL and/or recent increasing >20% (n=120) had their urine and blood tested for BKV by semi-nested PCR, DC searching, and graft biopsy. PCR-positive patients were classified as 1+, 2+, 3+. DC, viruria and viremia prevalence, sensitivity, specificity, and likelihood ratio (LR) were determined (Table 2×2). Diagnosis efficacy of DC and viruria were compared to viremia.ResultsDC prevalence was 25%, viruria 61.7%, and viremia 42.5%. Positive and negative patients in each test had similar clinical, immunossupressive, and histopathological characteristics. There was no case of viremia with chronic allograft nephropathy and, under treatment with sirolimus, patients had a lower viruria prevalence (p=0.043). Intense viruria was the single predictive test for active infection (3+; LR = 2.8).1,6-4,9ConclusionDC, BKV-viruria and -viremia are commun findings under late kidney graft dysfunction. Viremia could only be predicted by intense viruria. These results should be considered under the context of BKN confirmation

    ENSINO DE GEOGRAFIA PARA SURDOS: UMA QUESTÃO DE LÍNGUA E LINGUAGEM

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    Muitas discussões e desafios que envolvem o ensino para surdos vêm sendo realizadas no campo das licenciaturas e, consequentemente, na Geografia. Para os professores que trabalham nesta área, a Língua de Sinais Brasileira (Libras) é fundamental para o despertar de ideias, de questionamentos, de reflexões e de transformações junto aos alunos surdos. A partir disso, o texto aborda a relevância do conhecimento e da utilização da Libras e dos sinais específicos da Geografia no contexto do ensino de surdos, tendo em vista os deslocamentos ocorridos, também, na Geografia escolar. O tema é relevante diante dos debates, das políticas públicas e dos direitos relacionados aos campos da Educação Especial, da Educação de Surdos e da Educação Inclusiva que se tornam cada vez mais visíveis em nossa sociedade. Assim, a partir de levantamento bibliográfico, apresentamos uma reflexão relativa à importância de conhecimentos relacionados à Libras para o ensino de Geografia para surdos. Nosso objetivo tem a ver com o tensionamento de didáticas, especialmente, na Geografia enquanto matéria escolar. Diante disto, observamos que é necessário investimento, por parte de profissionais, no sentido de compreenderem que a Libras e seus sinais específicos geográficos são fundamentais para um ensino de Geografia que prioriza a visão crítica do espaço

    Brazilian adults’ attitudes and practices regarding the mandatory COVID-19 vaccination and their hesitancy towards childhood vaccination

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    Background: This study investigated the attitudes and practices of Brazilian adults regarding the mandatory COVID-19 vaccination and their hesitancy towards the vaccination of children. Methods: Between March and May 2022, Brazilian adults answered an online questionnaire distributed through social media. The SAGE-WG questionnaire was adapted to measure hesitancy to the vaccination of children. Results: Of the 1007 participants, 67.4% believed that adult COVID-19 vaccination should be mandatory. Just over half of the participants (51.5%) believed that parents and/or guardians should decide if their children should be vaccinated against COVID-19 or not and 9.1% were unsure. Individuals who were younger, non-religious and had higher awareness of COVID-19 risks and critics of the federal government’s performance in combating the pandemic were more likely to agree with mandatory adult vaccination. However, less agreement among parents and/or guardians concerning children’s vaccination was observed, with lower scores for hesitancy to the vaccination of children. Conclusion: In Brazil, there is still far from a consensus on mandatory COVID-19 vaccination for adults and a significant proportion of the population believes that parents and/or guardians should be free to decide on their children’s vaccination. These views are associated with age, religion, knowledge of COVID-19 risks and political inclination

    Computational ethics

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    Technological advances are enabling roles for machines that present novel ethical challenges. The study of 'AI ethics' has emerged to confront these challenges, and connects perspectives from philosophy, computer science, law, and economics. Less represented in these interdisciplinary efforts is the perspective of cognitive science. We propose a framework – computational ethics – that specifies how the ethical challenges of AI can be partially addressed by incorporating the study of human moral decision-making. The driver of this framework is a computational version of reflective equilibrium (RE), an approach that seeks coherence between considered judgments and governing principles. The framework has two goals: (i) to inform the engineering of ethical AI systems, and (ii) to characterize human moral judgment and decision-making in computational terms. Working jointly towards these two goals will create the opportunity to integrate diverse research questions, bring together multiple academic communities, uncover new interdisciplinary research topics, and shed light on centuries-old philosophical questions.publishedVersio
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