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The Media Equation By
Byron Reeves & Clifford Nass
Presenter, Wen Geng & Zaki Haider
“… individuals’ interactions with computers, television, and new media are fundamentally social and natural” (Reeves & Nass, 1996, P. 5)
• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces(p.5).CSLIPublicationsandCambridgeuniversitypress.• Cartoons.(n.d.).RetrievedNovember23,2015,fromhttp://drawnbytom.com/cartoons
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• Lumière,A.,&Lumière,L.(Directors).(1896).L'arrivéed'untrainàLaCiotat[Motionpicture].France:.LumièreBrothers.Asdisplayedin,• Scorsese,M.(Director).(2011).Hugo[Motionpicture].U.S.A.:GKFilms.Retrievedfrom:https://www.youtube.com/watch?v=FL_RR1iDA2k
Guess, what happened
when the first motion picture was shown in
a Carnival in 1896 by the Lumière
Brothers?
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• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.• Cartoons.(n.d.).RetrievedNovember23,2015,fromhttp://drawnbytom.com/cartoons
Who believes… Media = Real Life
Children Do not have the knowledge
Novices Do not have the experience
Experts think it is easier and efficient to accept the metaphor
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• Nass,C.,Steuer,J.,Tauber,E.,&Reeder,H.(1993,April).Anthropomorphism,agency,andethopoeia:computersassocialactors.InINTERACT'93andCHI'93conferencecompaniononHumanfactorsincomputingsystems(pp.111-112).ACM.
• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.(pp.12)CSLIPublicationsandCambridgeuniversitypress.• Cartoons.(n.d.).RetrievedNovember23,2015,fromhttp://radiofreethinker.com
Reeves & Nass proposes,
Everyone believes
Media = Real Life “The human brain evolved in a world in which only humans exhibited rich social behaviors, and a world in which all received objects were real physical objects.
Anything that seemed to be real person or place was real.” (Reeves & Nass, 1996, P. 12)
Computer (and Media) act as social actors. (Nass et al. 1993)
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• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces(p.11).CSLIPublicationsandCambridgeuniversitypress.
Step 1. Find a well supported social science research about peoples’ interaction with other people Ex. People would react to other people politely
Step 2. Summarize the rule Ex. People are polite to those who ask questions about themselves.
Step 3. Replace person with media Ex. People are polite to computers that ask questions about themselves.
Step 4. Find how the social science theory was tested Ex. When someone asks your opinion about themselves you reply favorably; contrary to when someone else asks you to evaluate the same person
Step 5. Recreate the experiment with media Ex. When a computer asks your opinion about themselves you reply favorably; contrary to when another computer asks you to evaluate the first computer
Step 6. Run it
Step 7. Summarize Ex. People are polite to computers too
General Steps Behind the experiments
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Politeness Experiment
• Nass,C.,Steuer,J.,Tauber,E.,&Reeder,H.(1993,April).Anthropomorphism,agency,andethopoeia:computersassocialactors.InINTERACT'93andCHI'93conferencecompaniononHumanfactorsincomputingsystems(pp.111-112).ACM.
• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces(p.21).CSLIPublicationsandCambridgeuniversitypress.
Rule 1 “When a computer asks a user about itself; the user will give more positive responses than when a different computer asks the same questions.”
Rule 2 “Because people are less honest when a computer asks about itself, the answers will be more homogeneous than when a different computer asks the same questions.”
(Reeves & Nass, 1996, P. 21)
Assumption Based on CASA
Paradigm - if the communication, interaction, instruction
and turn taking of a computer is close enough
to a human, and “suggest social presence,
people will respond accordingly.”
(Nass et al. 1993)
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Politeness Experiment
Person 1 provides statistics Person 1 enquires about his performance
Respondent provides Favorable response
Person 1 provides statistics Person 2 enquires about Person 1’s
performance
Respondent provides Less favorable response
• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
?
?
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Politeness Experiment
Computer 1 provides statistics Computer 1 enquires about its performance
Respondent provides Favorable response
Computer 1 provides statistics Computer 2 enquires about Computer 1’s
performance
Respondent provides Less favorable response
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• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.• Images.(n.d.).RetrievedNovember23,2015,fromhttps://comm.stanford.edu
People respond to media as real, even if they know it isn't reasonable to do so.
Reeves & Nass started a research project called
Social Responses to Communication Technologies At Stanford University
35 Studies were conducted where media replaced real people or environment
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Media & Manners
Interpersonal Distance We evaluate intensely, pay more attention to & remember pictures of people who appear closer.
Flattery We are gullible to get flattered by responses from computers even when a praise is not warranted.
Judging Others and Ourselves A computer that criticizes others is perceived as smarter and less likable.
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• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
Media & Personality
Personality of Characters Important categories of media personalities (dominance/ submissive, Friendly/ Unfriendly) are readily recognizable by the viewer.
Personality of Interfaces People perceive computers using dominant texts are dominant (and vice versa) and identify with the computer with the similar traits as themselves.
Imitating Personality Dominant people prefer computers that starts out submissive and becomes dominant (and vice versa) - The rule of "what you gain is better than what you had" (P.105)
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• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
Media & Emotion
Good versus Bad Good/Bad is a primary evaluation. Human brain processes good materials in left hemisphere and bad material in right hemisphere
Negativity People do not like negative media but pays more attention to and remembers the message it contains
Arousal People respond by using same dimensions of emotions – valence and arousal – to media content that they use in real life.
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• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
Media & Social Roles
Specialists Contents labelled as ‘specialist’ is perceived as superior to the ‘generalist’
Teammates People teamed up with a computer will find similarity, and provide - better appraisal, cooperation, agreement to the computer
Gender People show gender stereotyping attitude towards computers depending on male/female voice type (Love-relationship vs technical knowledge)
Voices People assign individual voices to individual social actors.
Source Orientation Computers are the source of information not the programmers
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• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
Media & Form
Image Size Larger pictures are more arousing, better liked and remembered
Fidelity In case of audio high fidelity gets remembered better than low-fidelity contrary to images where they get evaluated similarly.
Synchrony Audio-Video asynchrony leads to negative evaluation
Motion People provides more attention to moving objects and orients to visual surprise
Scene Changes Visual cuts cause visual orienting response. Semantically related cuts are less intrusive. Frequency and amount of cuts impact attention.
Subliminal Image Judgement about media can be influenced by subliminal messages.
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• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
Summary of
Propositions
• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
▪ Everyone responds socially and naturally to media
▪ Media are more similar than different ▪ The media equation is automatic ▪ Many different responses characterize
the media equation ▪ What seems true is more important
than what is true ▪ People respond to what is present ▪ People like simplicity ▪ Social and natural is easy
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▪ Testability ▪ Simplicity ▪ Level of Agreement ▪ Purpose ▪ Understanding ▪ Stimulus
Evaluation of the
Theory
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• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
• BobandBeyond:AMicrosoftInsiderRemembers.(n.d.).Retrievedfromhttp://www.technologizer.com/2010/03/29/bob-and-beyond-a-microsoft-insider-remembers/• Koo,J.,Kwac,J.,Ju,W.,Steinert,M.,Leifer,L.,&Nass,C.(2014).Whydidmycarjustdothat?Explainingsemi-autonomousdrivingactionstoimprovedriverunderstanding,trust,and
performance.InternationalJournalonInteractiveDesignandManufacturing(IJIDeM),9(4),269–275.http://doi.org/10.1007/s12008-014-0227-2• Nass,C.(2004).EtiquetteEquality:ExhibitionsandExpectationsofComputerPoliteness.CommunicationsoftheACM,47(4),35–37.http://doi.org/10.1145/975817.975841• Takayama,L.,&Nass,C.(2008).DriverSafetyandInformationfromAfar:AnExperimentalDrivingSimulatorStudyofWirelessvs.In-carInformationServices.Int.J.Hum.-Comput.Stud.,66(3),
173–184.http://doi.org/10.1016/j.ijhcs.2006.06.005
Implication & Further Research
Microsoft BOB & Clippy
Both attempts received massive critique and bad publicity to the point that Microsoft revoked the options in later versions.
Drivers’ response to Autonomous CarsTakayama & Nass (2008); Koo et al (2014) provided design recommendations for designing in-car wireless systems. They found respondents trust their in-car system but takes more risks with it. Peoples’ emotion and driving pattern can be influenced by in-car system messages.
Media Equation in Different CulturesNass (2004) tested media equation in different countries and cultures and found support for the theory
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Variability in Interaction Level of Different Media
Different medias offers varying degrees of involvement in interaction. A television does not provide the same level of interaction as a artificial-intelligence embedded computer interface. Reeves & Nass test different types of responses using different media, do not measure how much those responses vary for different types of media.
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• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
Falsifiability & causal model of
the theory
The analogy based on 'automatic response' of our
brain makes the Media Equation Theory a post-positivist
theory.
we can never ascertain why people act the way they act. - Did they think of the media as a real person? - Or, because they thought of the interaction as a
real conversation and due to habitual obligation and norms associated with a conversation, they were being polite?
- Or, did they establish a shared understanding over the years of interaction with non-human sentient animals that anything that can show signs of sentience deserves the respect and politeness a sentient individual deserves.
We do not know the answer to these questions - what is the reality behind people's behavior in this way?
2:08PM
• Reeves,B.,&Nass,C.(1996).Howpeopletreatcomputers,television,andnewmedialikerealpeopleandplaces.CSLIPublicationsandCambridgeuniversitypress.
Thank You for listening
Any Questions?
Contact, Wen Geng & Zaki Haider
For further questions In Blackboard Discussion Board