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A 2010 article, "Cognitive load on social response to computers" by E.J. Lee discussed research on how human likeness of a computer interface, individuals' rationality, and cognitive load moderate the extent to which people apply social attributes to computers. The research revealed that participants were more socially attracted to a computer ...
Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology.
At the point of its conception, the SCOT approach was partly motivated by the ideas of the strong programme in the sociology of science (Bloor 1973). In their seminal article, Pinch and Bijker refer to the Principle of Symmetry as the most influential tenet of the Sociology of Science, which should be applied in historical and sociological investigations of technology as well.
technology acceptance model.png. The technology acceptance model (TAM) is an information systems theory that models how users come to accept and use a technology. The actual system use is the end-point where people use the technology. Behavioral intention is a factor that leads people to use the technology.
Interactive technologies can cue social responses, e.g., through their use of language, assumption of established social roles, or physical presence. For example, computers can use embodied conversational agents as part of their interface. Or a helpful or disclosive computer can cause users to mindlessly reciprocate.
The man involved in the death of hockey player Adam Johnson has spoken out about the incident for the first time via a crowdfunding request for help with his legal fees.
Academic research has focused on how avatars can influence the outcomes of communication and digital identity. Users can employ avatars with fictional characteristics to gain social acceptance or ease social interaction. However, studies have found that the majority of users choose avatars that resemble their real-world selves.
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