2007
DOI: 10.1037/0022-3514.93.1.1
|View full text |Cite
|
Sign up to set email alerts
|

Timescale bias in the attribution of mind.

Abstract: In this research, the authors found that people use speed of movement to infer the presence of mind and mental attributes such as intention, consciousness, thought, and intelligence in other persons, animals, and objects. Participants in 4 studies exhibited timescale bias--perceiving human and nonhuman targets (animals, robots, and animations) as more likely to possess mental states when those targets moved at speeds similar to the speed of natural human movement, compared with when targets performed actions a… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

5
133
0
2

Year Published

2007
2007
2017
2017

Publication Types

Select...
7
2

Relationship

0
9

Authors

Journals

citations
Cited by 168 publications
(147 citation statements)
references
References 63 publications
(67 reference statements)
5
133
0
2
Order By: Relevance
“…Lacking any motion or movement, an agent appears to be either dead or sleeping. Likewise, a person's voice also contains motion through variance in pitch (intonation) and pace, among others, providing cues to a mental life of conscious thought or emotional experience (Gray & Wegner, 2008;Morewedge et al, 2007;Schroeder & Epley, 2015). If these cues convey the mental capacity for thinking and feeling, and hence personhood, then voice lacking these cues should lead to the same inferences as observers reading text alone.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Lacking any motion or movement, an agent appears to be either dead or sleeping. Likewise, a person's voice also contains motion through variance in pitch (intonation) and pace, among others, providing cues to a mental life of conscious thought or emotional experience (Gray & Wegner, 2008;Morewedge et al, 2007;Schroeder & Epley, 2015). If these cues convey the mental capacity for thinking and feeling, and hence personhood, then voice lacking these cues should lead to the same inferences as observers reading text alone.…”
Section: Discussionmentioning
confidence: 99%
“…People sometimes recognize a thoughtful mind in their cars, computers, or other mindless gadgets (Guthrie, 1995;Naas, 2010). A robot that moves at a humanlike pace seems more thoughtful than a relatively sluggish or frantic robot (Morewedge, Preston, & Wegner, 2007). An autonomous automobile that interacts with you using a human voice while driving itself seems "smarter," and therefore, more trustworthy, than a noninteractive vehicle (Waytz, Heafner, & Epley, 2014).…”
mentioning
confidence: 99%
“…For example, movement in an object can create the impression that it is alive (Tremoulet and Feldman 2000). Further, the timescale of this movement is important to the perception of humanity: things that dart about quickly may be seen less as human and more like insects, whereas things that move very slowly, such as clocks, may seem to lack humanity in this regard (Morewedge, Preston, and Wegner 2004). Thus, the human-like pace with which iRobot's Roomba vacuuming robot moves may be why some consumers dress it up in costumes and others have bought a second Roomba so that their first one would not be lonely!…”
Section: Ease Of Anthropomorphizingmentioning
confidence: 99%
“…The perception of video game characters may thus be similar to the perception of TV or movie characters. Further, human perception research suggests that people automatically identify social entities once they have detected biological motion (Ahlstrom, Blake & Ahlstrom, 1997;Morewedge, Preston & Wegner, 2007), RUNNING HEAD: Virtual Violence and Guilt 5 readily perceive simple action-sequences with artificial objects as social (Heberlein & Adolphs, 2004;Heider & Simmel, 1944;Oatley & Yuill, 1985;Scholl & Tremoulet, 2000), and anthropomorphize non-human characters (Epley, Waytz, & Cacioppo, 2007;Mar & Macrae, 2006). Given humans' tendency to perceive even simple animated objects in a social way, it seems plausible that the sophisticated display of video game characters will trigger intense social perceptions in users.…”
Section: Different From Playing Chess: the Moral Significance Of Virtmentioning
confidence: 99%