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创建你自己的刺激:根据社会类别操纵动作。

Create your own stimulus: Manipulating movements according to social categories.

作者信息

Koppensteiner Markus, Primes Georg, Stephan Pia

机构信息

Department of Anthropology, University of Vienna, Vienna, Austria.

Netherlands Institute for Advanced Study (NIAS), Royal Netherlands Academy of Arts and Sciences (KNAW), Amsterdam, The Netherlands.

出版信息

PLoS One. 2017 Mar 24;12(3):e0174422. doi: 10.1371/journal.pone.0174422. eCollection 2017.

Abstract

People ascribe purposeful behaviour to the movements of artificial objects and social qualities to human body motion. We investigated how people associate simple motion cues with social categories. For a first rating-experiment we converted the body movements of speakers into stick-figure animations; for a second rating-experiment we used animations of one single dot. Rating-experiments were "reversed" because we asked participants to alter the movements (i.e., vertical amplitude, horizontal amplitude, and velocity) of the stimuli according to different instructions (e.g., create a stimulus of high dominance). Participants equipped stick figures and dot animations with expansive movements to represent high dominance. Expansive and fast movements (i.e., high velocity) were mainly associated with high aggressiveness. Fast movements were also associated with low friendliness, low trustworthiness, and low competence. Overall, patterns found for stick figure and dot animations were similar indicating that certain motion cues convey social information even when only a dot and no body form is visible. The "reverse approach" we propose here makes the impact of different components directly observable. The data generated by this method offers better insights into the interplay of these components and the ways in which they form meaningful patterns. The proposed method can be extended to other types of nonverbal cues and a variety of social categories.

摘要

人们将有目的的行为归因于人造物体的运动,并将社会属性归因于人体运动。我们研究了人们如何将简单的运动线索与社会类别联系起来。在第一个评分实验中,我们将说话者的身体动作转换为简笔画动画;在第二个评分实验中,我们使用了单个点的动画。评分实验是“反向的”,因为我们要求参与者根据不同的指令(例如,创建一个具有高主导性的刺激)改变刺激的运动(即垂直幅度、水平幅度和速度)。参与者为简笔画人物和点动画赋予了扩张性的动作以表示高主导性。扩张性和快速的动作(即高速度)主要与高攻击性相关。快速动作还与低友好度、低可信度和低能力相关。总体而言,简笔画人物和点动画所发现的模式相似,这表明即使仅可见一个点而没有身体形态,某些运动线索也能传达社会信息。我们在此提出的“反向方法”使不同组件的影响直接可见。通过这种方法生成的数据能更好地洞察这些组件之间的相互作用以及它们形成有意义模式的方式。所提出的方法可以扩展到其他类型的非语言线索和各种社会类别。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/31a0/5365127/746e4cc9b02c/pone.0174422.g001.jpg

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