Nonverbal, paralinguistic cues such as punctuation and emoticons are believed to be one of the mechanisms through which interpersonal relationship development takes place in text-based interactions. We use a novel experimental apparatus to manipulate these cues in a live Instant Message conversation. Results show a positive causal relationship of conversation duration and cue use on perceived affinity, and the relationship is contingent upon whether or not partners are able to see each other's cues. Further analysis of the dialogue reveals that reciprocity may play a central role in supporting this effect. We then demonstrate how one's cue use is influenced by a partner's cue use, and show that cues are often used in greeting and sign-off rituals.
Speakers often come to use similar words during conversation; that is, they come to exhibit lexical similarity. The extent to which this occurs is associated with many positive social outcomes. However, existing measures of lexical similarity are either highly labor intensive or too coarse in their temporal resolution. This limits the ability of researchers to study lexical similarity as it unfolds over the course of a conversation. We present a fully automated metric for tracking lexical similarity over time, and demonstrate it on individual conversations, explore general trends in aggregate conversational dynamics, and examine differences in how similarity tracks over time in groups with differing social outcomes.
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More and more people suffer from chronic health issues related to posture and lack of movement in their office work. We developed a novel approach to motivate employees to be more physically active.Our approach focuses on using the social characteristics of the NAO robot platform to deliver social cues for motivation. Like a coworker who is very motivated to exercise, we used NAO to invite employees to do short "micro-exercises" along with NAO. This approach has multiple advantages when compared to conventional notification systems. Our pilot study shows that employees found it easy and enjoyable to perform micro-exercises with NAO. According to our qualitative data, NAO's social appearance was essential for the motivation of the employees.
Increasing the reuse of locally available consumer goods is one way to make consumption more sustainable. We present TreasureHunter, a system to help consumers find and share used goods available at thrift stores in their local area. TreasureHunter enlists frequent thrift store shoppers to help find requested items for those who lack the time or inclination to search for the items themselves. Incentive-centered design was used to craft a solution to fit the needs of all types of shoppers. TreasureHunter consists of an online community that is also accessible from mobile phones so that it can be used while at a thrift store. The proposed system works best on smartphones, though any Internet-capable phone could also be used. By motivating more people to buy used goods instead of new, everyone can benefit as consumers pay less for the goods they desire and fewer resources are wasted in the transportation and consumption of new goods.
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