Social cues through rhythm and meter in Johannes Brahms's Sieben Fantasien Op. 116, No. 7: Capriccio

2021 ◽  
pp. 81-96
Author(s):  
Cora S. Palfy
Keyword(s):  
2003 ◽  
Author(s):  
Cynthia L. Pickett ◽  
Wendi L. Gardner ◽  
Megan Knowles

2020 ◽  
Author(s):  
Abdulaziz Abubshait ◽  
Patrick P. Weis ◽  
Eva Wiese

Social signals, such as changes in gaze direction, are essential cues to predict others’ mental states and behaviors (i.e., mentalizing). Studies show that humans can mentalize with non-human agents when they perceive a mind in them (i.e., mind perception). Robots that physically and/or behaviorally resemble humans likely trigger mind perception, which enhances the relevance of social cues and improves social-cognitive performance. The current ex-periments examine whether the effect of physical and behavioral influencers of mind perception on social-cognitive processing is modulated by the lifelikeness of a social interaction. Participants interacted with robots of varying degrees of physical (humanlike vs. robot-like) and behavioral (reliable vs. random) human-likeness while the lifelikeness of a social attention task was manipulated across five experiments. The first four experiments manipulated lifelikeness via the physical realism of the robot images (Study 1 and 2), the biological plausibility of the social signals (Study 3), and the plausibility of the social con-text (Study 4). They showed that humanlike behavior affected social attention whereas appearance affected mind perception ratings. However, when the lifelikeness of the interaction was increased by using videos of a human and a robot sending the social cues in a realistic environment (Study 5), social attention mechanisms were affected both by physical appearance and behavioral features, while mind perception ratings were mainly affected by physical appearance. This indicates that in order to understand the effect of physical and behavioral features on social cognition, paradigms should be used that adequately simulate the lifelikeness of social interactions.


2016 ◽  
Vol 1 (3) ◽  
Author(s):  
Noorriati Din ◽  
Lennora Putit ◽  
Muhammad Naqib Mohd Noor

Having an attractive and innovative web design could serve as a basis for both offline and online retailers to provide detailed information towards satisfying potential buying intention amongst online shoppers, and subsequently contribute traffic flow to the intended website. This study revealed that both graphic design and social cues attributes were found to have a positive and significant relationship with customer loyalty. Given the valuable experience to the site, the aim of this study is to investigate the extent to which website design attributes affects customer loyalty towards a particular brand or product.© 2016. The Authors. Published for AMER ABRA by e-International Publishing House, Ltd., UK. Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies, Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, MalaysiaKeywords: Website design; social cue design; grahic design; customer loyalty


1991 ◽  
Vol 17 (1) ◽  
pp. 41-55 ◽  
Author(s):  
Mel E. Schnake

This research investigates the effects of negative social cues on worker quantitative task performance, internal work motivation, and job satisfaction. Negative social cues may create an effect similar to a class of social dilemma phenomena in small groups known as the "sucker effect." The sucker effect was originally identified as a particular form of social loafing and stems from the perceptions that others in the group are withholding, or intend to withhold, effort. Individuals who hold this perception then withhold effort themselves to avoid being played for a "sucker" Although most social loafing research has examined the sucker effect in situations where individuals performed additive or disjunctive tasks, this experimental research investigates the degree to which the sucker effect occurs among individuals working in co-acting groups. Two common managerial strategies, goal setting and punishment, are examinedfor their ability to reduce the sucker effect. The results show that the sucker effect does occur in co-acting groups and that both punishment and goal setting may be used to reduce it. Further, goal setting was a more effective strategy than punishment.


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