Social bias insights concern judgments rather than real-world decisions

2021 ◽  
Author(s):  
Michal Bialek ◽  
Igor Grossmann

Judgments differ from decisions. Judgments are more abstract, decontextualized and bear fewer consequences for the agent. In pursuit of experimental control, psychological experiments on bias create a simplified, bare-bone representation of social behavior. These experiments resemble conditions in which people judge others, but not how they make real-world decisions.

2016 ◽  
Vol 62 (9) ◽  
pp. 2563-2580 ◽  
Author(s):  
Miguel Godinho de Matos ◽  
Pedro Ferreira ◽  
Michael D. Smith ◽  
Rahul Telang

2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Jian Xing ◽  
Shupeng Wang ◽  
Xiaoyu Zhang ◽  
Yu Ding

Fake news can cause widespread and tremendous political and social influence in the real world. The intentional misleading of fake news makes the automatic detection of fake news an important and challenging problem, which has not been well understood at present. Meanwhile, fake news can contain true evidence imitating the true news and present different degrees of falsity, which further aggravates the difficulty of detection. On the other hand, the fake news speaker himself provides rich social behavior information, which provides unprecedented opportunities for advanced fake news detection. In this study, we propose a new hybrid deep model based on behavior information (HMBI), which uses the social behavior information of the speaker to detect fake news more accurately. Specifically, we model news content and social behavior information simultaneously to detect the degrees of falsity of news. The experimental analysis on real-world data shows that the detection accuracy of HMBI is increased by 10.41% on average, which is the highest of the existing model. The detection accuracy of fake news exceeds 50% for the first time.


Author(s):  
Greg Walsh

Innovative and engaging video games can be created if the target audience is included in the design process. Co-design is the process of working with your intended audience as colleagues in the design of technology. Co-design requires techniques that bring together designers in a way to create new technologies. New design techniques are developed to be used in real-world situations, but they require refinement through their own use. Video games offer technique designers an abundant source of material to design and refine techniques in real-world scenarios. This chapter discusses co-design, and the use of co-design techniques in the design of a serious video game to explore history, to help children be more environmentally minded, and a virtual world that reinforces positive social behavior.


Author(s):  
Matthew C. Fysh ◽  
Iliyana V. Trifonova ◽  
John Allen ◽  
Cade McCall ◽  
A. Mike Burton ◽  
...  

AbstractExperimental psychology research typically employs methods that greatly simplify the real-world conditions within which cognition occurs. This approach has been successful for isolating cognitive processes, but cannot adequately capture how perception operates in complex environments. In turn, real-world environments rarely afford the access and control required for rigorous scientific experimentation. In recent years, technology has advanced to provide a solution to these problems, through the development of affordable high-capability virtual reality (VR) equipment. The application of VR is now increasing rapidly in psychology, but the realism of its avatars, and the extent to which they visually represent real people, is captured poorly in current VR experiments. Here, we demonstrate a user-friendly method for creating photo-realistic avatars of real people and provide a series of studies to demonstrate their psychological characteristics. We show that avatar faces of familiar people are recognised with high accuracy (Study 1), replicate the familiarity advantage typically observed in real-world face matching (Study 2), and show that these avatars produce a similarity-space that corresponds closely with real photographs of the same faces (Study 3). These studies open the way to conducting psychological experiments on visual perception and social cognition with increased realism in VR.


2018 ◽  
Vol 29 (11) ◽  
pp. 1807-1823 ◽  
Author(s):  
Chujun Lin ◽  
Ralph Adolphs ◽  
R. Michael Alvarez

While inferences of traits from unfamiliar faces prominently reveal stereotypes, some facial inferences also correlate with real-world outcomes. We investigated whether facial inferences are associated with an important real-world outcome closely linked to the face bearer’s behavior: political corruption. In four preregistered studies ( N = 325), participants made trait judgments of unfamiliar government officials on the basis of their photos. Relative to peers with clean records, federal and state officials convicted of political corruption (Study 1) and local officials who violated campaign finance laws (Study 2) were perceived as more corruptible, dishonest, selfish, and aggressive but similarly competent, ambitious, and masculine (Study 3). Mediation analyses and experiments in which the photos were digitally manipulated showed that participants’ judgments of how corruptible an official looked were causally influenced by the face width of the stimuli (Study 4). The findings shed new light on the complex causal mechanisms linking facial appearances with social behavior.


2019 ◽  
Vol 32 (2) ◽  
pp. 266-283 ◽  
Author(s):  
Jared McDonald

Abstract Although vignettes featuring hypothetical politicians are popular in survey experiments, political scientists rarely explore the tradeoffs between realism and experimental control. In this manuscript, I argue for greater use of “mirror experiments” in political science, or controlled survey experiments that use real politicians and mimic real world situations. This article demonstrates that cognitive burden, brought on by the lack of familiarity with a hypothetical politician, can bias experimental results. Without prior knowledge of a politician, attitudes toward political actors are artificially malleable in laboratory settings, exaggerating treatment effects on traditional approval questions. This article concludes with two empirical demonstrations of these issues, and provides a set of criteria for judging when realistic or hypothetical survey vignettes should be used.


Author(s):  
Irenaeus J. A. te Boekhorst ◽  
Charlotte K. Hemelrijk

We explore some unorthodox models for studying primate societies as self-organized and, hence, nonlinear complex systems. The incentive is that the conventional rationalist-analytic approach often leads to superfluous and contrived explanations. This is due to the habit of seeking separate explanations for each observed phenomenon, the tendency to ascribe social patterns solely to cognitive or genetic qualities of individuals, and the use of a short-sighted logic that yields naive predictions. These practices stem from the desire to produce testable predictions derived from a normative perspective, leading to a disregard of real world properties like nonlinear dynamics, the effects of numerous parallel interactions, and the importance of local spatial configurations. We illustrate how dynamical systems and individualoriented models explicitly include these features by starting from a synthetic perspective. As a result, they generate versatile, and often counterintuitive, insights into primate social behavior. The hypotheses derived in this way are parsimonious in the sense that a multitude of patterns can be traced back to one and the same minimal set of interactive dynamics. This type of model therefore leads to more integrating and comprehensive explanations than the purely function- alistic top-down approaches of cognitive science and neo-Darwinian evolutionary theory. We suggest that building autonomous robots and studying their performance might yield additional understanding of self-organized collective behavior in the real world. As mechanistic implementations of principles discovered in silica, robots form an interesting extension to individual-oriented models because they confront us with important real world conditions and physical constraints that are hard to program or would go otherwise unnoticed. In this chapter we use examples from primatology to tackle problems in the study of (small-scale) human societies. In contrast to the usual rationale, our objective is not to learn about our own kind by regarding monkeys and apes as simplified versions of humans. Instead, we argue that certain features of both human and nonhuman social behavior rest on common principles of selfstructuring and that studying these may shed light on general issues of social organization.


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