Computers Are Social Actors
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Computers Are Social Actors
Computers are social actors (CASA) is a paradigm which states that humans unthinkingly apply the same social heuristics used for human interactions to computers, because they call to mind similar social attributes as humans. History and context Clifford Nass and Youngme Moon's scientific article : ''For a broader class of literature, see Academic publishing.'' Scientific literature comprises scholarly publications that report original empirical and theoretical work in the natural and social sciences. Within an academic field, scient ..., "Machines and Mindlessness: Social Responses to Computers", published in 2000 in the Journal of Social Issues, is the origin for CASA. It states that CASA is the concept that people mindlessly apply social rules and expectations to computers, even though they know that these machines do not have Feeling, feelings, Intention, intentions or human Motivation, motivations. In their 2000 article, Nass and Moon attribute their observation of An ...
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Paradigm
In science and philosophy, a paradigm () is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitute legitimate contributions to a field. Etymology ''Paradigm'' comes from Greek παράδειγμα (''paradeigma''), "pattern, example, sample" from the verb παραδείκνυμι (''paradeiknumi''), "exhibit, represent, expose" and that from παρά (''para''), "beside, beyond" and δείκνυμι (''deiknumi''), "to show, to point out". In classical (Greek-based) rhetoric, a paradeigma aims to provide an audience with an illustration of a similar occurrence. This illustration is not meant to take the audience to a conclusion, however it is used to help guide them get there. One way of how a ''paradeigma'' is meant to guide an audience would be exemplified by the role of a personal accountant. It is not the job of a personal accountant to tell a client exactly what (and what not) to spend money on ...
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Gender Stereotype
A gender role, also known as a sex role, is a social role encompassing a range of behaviors and attitudes that are generally considered acceptable, appropriate, or desirable for a person based on that person's sex. Gender roles are usually centered on conceptions of masculinity and femininity, although there are exceptions and variations. The specifics regarding these gendered expectations may vary among cultures, while other characteristics may be common throughout a range of cultures. In addition, gender roles (and perceived gender roles) vary based on a person's race or ethnicity. Gender roles influence a wide range of human behavior, often including the clothing a person chooses to wear, the profession a person pursues, the personal relationships a person enters, and how they behave within those relationships. Although gender roles have evolved and expanded, they traditionally keep women in the "private" sphere, and men in the "public" sphere. Various groups, most notably ...
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Virtual Influencers
A virtual influencer, at times described as a virtual persona or virtual model, is a computer-generated fictional character that can be used for a variety of marketing-related purposes, but most frequently for social media marketing, in lieu of human "influencers". Most virtual influencers are designed using computer graphics and motion capture technology to resemble real people in realistic situations. Common derivatives of virtual influencers include VTubers, which broadly refer to online entertainers and YouTubers who represent themselves using virtual avatars instead of their physical selves. History Virtual influencers are fundamentally synonymous with virtual idols, which originate from Japan's anime and Japanese idol culture that dates back to the 1980s. The first virtual idol created was Lynn Minmay, a fictional singer and main character of the anime television series ''Super Dimension Fortress Macross'' (1982) and the animated film adaptation '' Macross: Do You Remember ...
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Self-disclosure
Self-disclosure is a process of communication by which one person reveals information about themselves to another. The information can be descriptive or evaluative, and can include thoughts, feelings, aspirations, goals, failures, successes, fears, and dreams, as well as one's likes, dislikes, and favorites. Social penetration theory posits that there are two dimensions to self-disclosure: breadth and depth. Both are crucial in developing a fully intimate relationship. The range of topics discussed by two individuals is the breadth of disclosure. The degree to which the information revealed is private or personal is the depth of that disclosure. It is easier for breadth to be expanded first in a relationship because of its more accessible features; it consists of outer layers of personality and everyday lives, such as occupations and preferences. Depth is more difficult to reach, and includes painful memories and more unusual traits that we might hesitate to share with others. One r ...
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Consumer Behaviour
Consumer behavior is the study of individuals, groups, or organizations and all the activities associated with the purchase, use and disposal of goods and services. Consumer behaviour consists of how the consumer's emotions, attitudes, and preferences affect buying behaviour. Consumer behaviour emerged in the 1940–1950s as a distinct sub-discipline of marketing, but has become an interdisciplinary social science that blends elements from psychology, sociology, social anthropology, anthropology, ethnography, ethnology, marketing, and economics (especially behavioural economics). The study of consumer behaviour formally investigates individual qualities such as demographics, personality lifestyles, and behavioural variables (such as usage rates, usage occasion, loyalty, brand advocacy, and willingness to provide referrals), in an attempt to understand people's wants and consumption patterns. Consumer behaviour also investigates on the influences on the consumer, from social g ...
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