Interactional Expertise and the Imitation Game

Author(s):  
Robert Evans ◽  
Harry Collins
Author(s):  
Harry Collins ◽  
Robert Evans

The research programme known as Studies of Expertise and Experience (SEE), often referred to as the “Third Wave of Science Studies,” treats expertise as real and as the property of social groups. This chapter explains the foundations of SEE and sets out the theoretical and methodological innovations created using this approach. These include the development of a new classification of expertise, which identifies a new kind of expertise called “interactional expertise,” and the creation of a new research method known as the Imitation Game designed to explore the content and distribution of interactional expertise. It concludes by showing how SEE illuminates a number of contemporary issues such as the challenges of interdisciplinary working and the role of experts in a “post-truth” society.


2021 ◽  
Vol 12 ◽  
Author(s):  
Güler Arsal ◽  
Joel Suss ◽  
Paul Ward ◽  
Vivian Ta ◽  
Ryan Ringer ◽  
...  

The study of the sociology of scientific knowledge distinguishes between contributory and interactional experts. Contributory experts have practical expertise—they can “walk the walk.” Interactional experts have internalized the tacit components of expertise—they can “talk the talk” but are not able to reliably “walk the walk.” Interactional expertise permits effective communication between contributory experts and others (e.g., laypeople), which in turn facilitates working jointly toward shared goals. Interactional expertise is attained through long-term immersion into the expert community in question. To assess interactional expertise, researchers developed the imitation game—a variant of the Turing test—to test whether a person, or a particular group, possesses interactional expertise of another. The imitation game, which has been used mainly in sociology to study the social nature of knowledge, may also be a useful tool for researchers who focus on cognitive aspects of expertise. In this paper, we introduce a modified version of the imitation game and apply it to examine interactional expertise in the context of blindness. Specifically, we examined blind and sighted individuals’ ability to imitate each other in a street-crossing scenario. In Phase I, blind and sighted individuals provided verbal reports of their thought processes associated with crossing a street—once while imitating the other group (i.e., as a pretender) and once responding genuinely (i.e., as a non-pretender). In Phase II, transcriptions of the reports were judged as either genuine or imitated responses by a different set of blind and sighted participants, who also provided the reasoning for their decisions. The judges comprised blind individuals, sighted orientation-and-mobility specialists, and sighted individuals with infrequent socialization with blind individuals. Decision data were analyzed using probit mixed models for signal-detection-theory indices. Reasoning data were analyzed using natural-language-processing (NLP) techniques. The results revealed evidence that interactional expertise (i.e., relevant tacit knowledge) can be acquired by immersion in the group that possesses and produces the expert knowledge. The modified imitation game can be a useful research tool for measuring interactional expertise within a community of practice and evaluating practitioners’ understanding of true experts.


Screen Bodies ◽  
2020 ◽  
Vol 5 (2) ◽  
pp. 81-95
Author(s):  
Carlos Rojas

Taking as its starting point the “original” variant of Alan Turing’s famous “imitation game” (in which a test subject attempts to differentiate, based purely on textual output, between a man and a woman), this article considers the ways in which gender and sexuality are simulated in the contemporary genre of virtual romance or dating video games. The article focuses on three Sinitic games, each of which strategically queers this predominantly heteronormative genre. In queering desire, moreover, these Sinitic games simultaneously suggest ways in which Chinese society itself may also be strategically queered.


2021 ◽  
Vol 42 (1) ◽  
pp. 12-28
Author(s):  
Elia Powers

Journalism job advertisements send important signals about valued skills and attributes. How such advertisements articulate journalistic expertise, including interactional expertise, has been studied, but signals about verbal communication usually have been overlooked. Little is known about how journalism employers define the most valued communication skills and the ideal journalistic voice. This signaling theory study explores expectations advertisements convey for how journalists should sound through a thematic analysis of U.S. journalism job listings (n = 510) specifying substantial verbal communication. Requirements for exceptional verbal skills and explicit calls for vocal clarity raise barriers to entry for journalists with speech disabilities or speech anxiety.


2018 ◽  
Vol 72 (1) ◽  
pp. 87-116
Author(s):  
Basile Zimmermann

Abstract Chinese studies are going through a period of reforms. This article appraises what could constitute the theoretical and methodological foundations of contemporary sinology today. The author suggests an approach of “Chinese culture” by drawing from recent frameworks of Science and Technology Studies (STS). The paper starts with current debates in Asian studies, followed by a historical overview of the concept of culture in anthropology. Then, two short case studies are presented with regard to two different STS approaches: studies of expertise and experience and the notion of interactional expertise, and the framework of waves and forms. A general argument is thereby sketched which suggests how “Chinese culture” can be understood from the perspective of materiality.


2007 ◽  
Vol 38 (4) ◽  
pp. 722-740 ◽  
Author(s):  
Evan Selinger ◽  
Hubert Dreyfus ◽  
Harry Collins

Cell ◽  
2021 ◽  
Vol 184 (9) ◽  
pp. 2278-2281
Author(s):  
Ilon Liu ◽  
Olivia A. Hack ◽  
Mariella G. Filbin
Keyword(s):  

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