scholarly journals Social Learning in the Real-World: ‘Over-Imitation’ Occurs in Both Children and Adults Unaware of Participation in an Experiment and Independently of Social Interaction

PLoS ONE ◽  
2016 ◽  
Vol 11 (7) ◽  
pp. e0159920 ◽  
Author(s):  
Andrew Whiten ◽  
Gillian Allan ◽  
Siobahn Devlin ◽  
Natalie Kseib ◽  
Nicola Raw ◽  
...  
2017 ◽  
Vol 29 (1) ◽  
pp. 126-146
Author(s):  
Jennifer Henke

Abstract This article discusses the role of the body in Alex Garland’s film Ex Machina (2015). It focuses on Ava’s female cyborg body against the backdrop of both classic post-humanist theories and current reflections from scholars in the field of body studies. I argue that Ex Machina addresses but also transcends questions of gender and feminism. It stresses the importance of the body for social interaction both in the virtual as well as the real world. Ava’s lack of humanity results from her mind that is derived from the digital network Blue Book in which disembodied communication dominates. Moreover, the particular construction of Nathan’s progeny demonstrates his longing for a docile sex toy since he created Ava with fully functional genitals but without morals. Ex Machina further exhibits various network metaphors both on the visual and the audio level that contribute to the (re)acknowledgement that we need a body in order to be human.


2019 ◽  
Vol 129 (623) ◽  
pp. 2779-2804 ◽  
Author(s):  
Tingting Ding ◽  
Andrew Schotter

Abstract While the mechanisms that economists design are typically static, one-shot games, in the real world, mechanisms are used repeatedly by generations of agents who engage in them for a short period of time and then pass on advice to their successors. Hence, behaviour evolves via social learning and may diverge dramatically from that envisioned by the designer. We demonstrate that this is true of school matching mechanisms—even those for which truth-telling is a dominant strategy. Our results indicate that experience with an incentive-compatible mechanism may not foster truthful revelation if that experience is achieved via social learning.


Author(s):  
Jason Netherton

This chapter offers a handful of suggestions for further research into online niche black metal communities, extending primarily from the perspective of media studies and medium theory. Principally, it is noted that the fragmentary, fleeting nature of the online context can provide only a partial representation of the broader complexity that characterizes the real world, international black metal community. In this sense, while online communities can provide a dynamic space for constructing subcultural meaning and identity, the online context can also provide a setting for greater fragmentation, alienation, medium fatigue, and filter “bubbles” that stifle meaningful social interaction (and hence informative analysis). Lastly, it is suggested that an understanding of the black metal community’s deep relationship with its own analog-media past (which is also connected to notions of authenticity in the scene) can assist in better contextualizing current investigations into how both meaning and identity are constructed in the online, digital context.


K ta Kita ◽  
2018 ◽  
Vol 5 (3) ◽  
pp. 100-106
Author(s):  
Richard Lawrence

Throughout the years RPG games have developed so much to such a way that it is not only a media for playing, but also a media for telling interesting stories based on characters’ interactions. In this study, I observe the process of simulation in the game Persona 4 and how it affects the characters and the over world. With the assumption that the TV world is paralleled to the real one in the sense that they reflect each other and that the characters in the TV world unmask the personalities of the characters in the real world in the way that the TV world version is the representation of the real version’s desire, I would like to analyze the way the TV world acts as an imitation to the real world and how the characters from the TV world unmask the personality of the characters in the real world.  In analyzing the game, I use the theory of simulation and simulacra which was proposed by Jean Baudrillard. In gathering the materials, I play the game and also watch videos of people playing the game in order to get footage and story context which will later be used as proofs. In the analysis I find that social interaction is the main element that makes the TV world parallel to the real world. The parallelism between the TV world and the real world can be seen trough the encounter between the characters from the real world and their counterpart from the TV world.


2019 ◽  
pp. 427-430
Author(s):  
Diane S. Berry ◽  
Julie C. Landry-Pester ◽  
Jane S. Hansen

2010 ◽  
Vol 20 (3) ◽  
pp. 100-105 ◽  
Author(s):  
Anne K. Bothe

This article presents some streamlined and intentionally oversimplified ideas about educating future communication disorders professionals to use some of the most basic principles of evidence-based practice. Working from a popular five-step approach, modifications are suggested that may make the ideas more accessible, and therefore more useful, for university faculty, other supervisors, and future professionals in speech-language pathology, audiology, and related fields.


2006 ◽  
Vol 40 (7) ◽  
pp. 47
Author(s):  
LEE SAVIO BEERS
Keyword(s):  

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