13 research outputs found
The vividness of happiness in dynamic facial displays of emotion.
Rapid identification of facial expressions can profoundly affect social interactions, yet most research to date has focused on static rather than dynamic expressions. In four experiments, we show that when a non-expressive face becomes expressive, happiness is detected more rapidly anger. When the change occurs peripheral to the focus of attention, however, dynamic anger is better detected when it appears in the left visual field (LVF), whereas dynamic happiness is better detected in the right visual field (RVF), consistent with hemispheric differences in the processing of approach- and avoidance-relevant stimuli. The central advantage for happiness is nevertheless the more robust effect, persisting even when information of either high or low spatial frequency is eliminated. Indeed, a survey of past research on the visual search for emotional expressions finds better support for a happiness detection advantage, and the explanation may lie in the coevolution of the signal and the receiver
The Law of Averages and Insurances: A High School Project
Written by William Henry Fouse: The writing of these pages is the outgrowth of attempts made by the author in trying to solve real, puzzling problems that confronted him in the schools room. The first part of this little work is a record of the attempt to reduce the drudgery involved m finding averages. Part two is the outgrowth of attempts to keep down the breakage of window glass in our school building. It is hoped that the reading of these pages will be of enough interest -to some teacher to urge him to make a far more reaching contribution to the teaching craft than has the feeble efforts represented -by this pamphlet.https://digitalcommons.otterbein.edu/william_henry_fouse/1026/thumbnail.jp
Understanding Team Cognition through Communication Analysis: Measuring Team Interaction Patterns Using Recurrence Plots
abstract: By extracting communication sequences from audio data collected during two separate five-person mission-planning tasks, interaction patterns in team communication were analyzed using a recurrence-based, nonlinear dynamics approach. These methods, previously successful in detecting pattern change in a three-person team task, were evaluated for their applicability to larger team settings, and their ability to detect pattern change when team members switched roles or locations partway through the study (Study 1) or change in patterns over time (Study 2). Both traditional interaction variables (Talking Time, Co-Talking Time, and Sequence Length of Interactions) and dynamic interaction variables (Recurrence Rate, Determinism, and Pattern Information) were explored as indicators and predictors of changes in team structure and performance. Results from these analyses provided support that both traditional and dynamic interaction variables reflect some changes in team structure and performance. However, changes in communication patterns were not detected. Because simultaneous conversations are possible in larger teams, but not detectable through our communication sequence methods, team pattern changes may not be visible in communication sequences for larger teams. This suggests that these methods may not be applicable for larger teams, or in situations where simultaneous conversations may occur. Further research is needed to continue to explore the applicability of recurrence-based nonlinear dynamics in the analysis of team communication.Dissertation/ThesisM.S. Applied Psychology 201
The role of antimilitarism in postwar Japanese political legitimacy
The dissertation confronts the dominant view over the past twenty years regarding the role of economic factors in postwar Japanese democratic support. I argue that the dominant economic model of Japanese postwar democratic legitimacy relies disproportionately upon analysis of elite level political actors at the expense of a proper consideration of mass attitudes and value priorities. The central theme of the analysis is a comparison of the influence of economic factors with the impact that postwar antimilitarist values have had upon Japanese democratic system support. I set the data analysis within the backdrop of a historical narrative of the early postwar peace movement that established a broad consensus upon citizens' control over decisions related to national defense as the bedrock of legitimacy in a democratic state. The data analysis is then composed of two parts. The first part compares Japanese democratic system support with the United States, West Germany and Spain using data from the 1995-1997 World Values Survey. A second regression analysis is then carried out using data collected in a nationwide survey by the author during a period of peak economic instability early in 1999. Results of these analyses demonstrate that diffuse support for democratic values in Japan is firmly based in a postwar political culture that rejects a return to the militaristic form of government that preceded democracy. The antipathy to militarism in postwar Japan provides roots for democratic values that can aid in sustaining the political system during periods of economic and political turmoil. Thus the implications of the empirical results point toward a much more stable political system than popular economic models of Japanese postwar legitimacy would suggest.Ph.D
Measuring Patterns in Team Interaction Sequences Using a Discrete Recurrence Approach
Objective: Recurrence-based measures of communication determinism and pattern information are described and validated using previously collected team interaction data. Background: Team coordination dynamics has revealed that “mixing” team membership can lead to flexible interaction processes, but keeping a team “intact” can lead to rigid interaction processes. We hypothesized that communication of intact teams would have greater determinism and higher pattern information compared to that of mixed teams. Method: Determinism and pattern information were measured from three-person Uninhabited Air Vehicle team communication sequences over a series of 40-minute missions. Because team members communicated using push-to-talk buttons, communication sequences were automatically generated during each mission. Results: The Composition × Mission determinism effect was significant. Intact teams’ determinism increased over missions, whereas mixed teams’ determinism did not change. Intact teams had significantly higher maximum pattern information than mixed teams. Conclusion: Results from these new communication analysis methods converge with content-based methods and support our hypotheses. Application: Because they are not content based, and because they are automatic and fast, these new methods may be amenable to real-time communication pattern analysis. </jats:sec
Artificial Social Intelligence for Successful Teams (ASIST) Study 4 Dragon Testbed Dataset
Artificial Social Intelligence for Successful Teams (ASIST) Study 4 Dragon Testbed Dataset was developed in a human subjects research study designed to assess the capability of artificial intelligence to instantiate a Machine Theory of Teams and apply it to generate and issue (or withhold) advice to team members that improve team state (e.g., motivation), process (e.g., synchronization), and mission effects (e.g., game score). These agents -- called Artificial Social Intelligence Advisors (ASI Advisors) -- draw measurements of team states and processes from agents called Analytic Components (AC). They take inputs from survey responses and behaviors of a three-person team executing a bomb disposal task in Minecraft.
This material is based upon work supported by the Defense Advanced Research Projects Agency (DARPA) under Contract No. HR001119C0130. Any opinions, findings conclusions, or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the DARPA.
Data Overview
The dataset was collected between 2023-08-03 and 2023-11-20. This dataset consists of 1160 games that had valid end states, and 1112 of them included post-trial surveys. Each game has one Zip file (e.g., 230804001812+P000003_P000004_P000005_1+NO_ADVISOR+9c5f329e-0c52-4254-b165-60f3a57b4fd3.zip). The Zip file name starts with a UTC in the form of YYMMDDHHMMSS, followed by the team name in the format of the three participants' ID in ascending order and the number of games the team has played together, followed by one of three advisor types (i.e., NO_ADVISOR, ASI_DOLL_TA1_RITA, or ASI_CMU_TA1_ATLAS), and followed by the unique 36 digit trial ID. Inside the Zip file, it has seven files: the testbed data in .metadata format, an overview of the testbed data in JSON format, and five CSV files (i.e., agent_tests, chat_measures, individual_measures, intervention_measures, trial_measures). The metadata files include all the raw data, such as surveys, chat messages, state of the task environment, etc. The CSV files are data extracted from the metadata files to show certain aspects of the data variables for the convenience of those not used to reading metadata files.
The Study 4 dataset has a size of 4GB.
A readme file (README.txt) describes the dataset contents in detail.
For full details on methods available for downloading files, please see the ASU Research Data Repository Depositor Guide page on downloading files.
For a quick reference on using the download methods mentioned in the ASU Research Data Repository guide, please download and view the ASIST Dataset File Downloads Instructions PDF file.</p
Reaction times to correctly identify the stimulus as a function of the type of dynamic expression (becoming angry vs. becoming happy) and its location.
<p>Standard error bars are included to provide a sense of variability across subjects, but do not correspond to the within-subjects hypothesis tests reported in the text. <i>Experiment 2 Results.</i></p
Reaction times to correctly identify the stimulus as a function of the type of dynamic expression (becoming angry vs. becoming happy), its location, and whether it was high or low pass filtered.
<p>Standard error bars are included to provide a sense of variability across subjects, but do not correspond to the within-subjects hypothesis tests reported in the text.</p
Two possible morph sequences, timed to give the impression of a video clip in real time (endpoint images adapted from Tottenham, et al., 2009; the people displayed provided consent for publication of the photos in publications and on the web).
<p>Two possible morph sequences, timed to give the impression of a video clip in real time (endpoint images adapted from Tottenham, et al., 2009; the people displayed provided consent for publication of the photos in publications and on the web).</p
