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Showing papers by "Joseph N. Cappella published in 2002"


Journal ArticleDOI
TL;DR: This article examined whether disagreement in political conversation contributes to opinion quality, specifically, whether it expands one's understanding of others' perspectives, and found that exposure to disagreement does indeed contribute to people's ability to generate reasons, and in particular reasons why others might disagree with the opinions expressed by the speaker.
Abstract: Theorists have argued that discussion and disagreement are essential components of sound public opinion, and indeed that both are necessary for effective democracy. But their putative benefits have not been well tested. Consequently, this article examines whether disagreement in political conversation contributes to opinion quality--specifically, whether it expands one's understanding of others' perspectives. Data are drawn from a survey of the American public ( N = 1,684) conducted in February and March 2000. Open-ended survey measures of "argument repertoire"--reasons people can give in support of their own opinions, as well as reasons they can offer to support opposing points of view--are examined in light of numerous explanatory variables, including the frequency of political conversation and exposure to disagreement. Results confirm the hypothesis that exposure to disagreement does indeed contribute to people's ability to generate reasons, and in particular reasons why others might disagree with thei...

384 citations


Journal ArticleDOI
TL;DR: In this article, a new measure of opinion quality called argument repertoire (AR) is introduced and evaluated, which refers to relevant reasons that one has for one's own opinions and the relevant reasons others with opposite opinions might have.
Abstract: A new measure of opinion quality that we name "argument repertoire" (AR) is introduced and evaluated. AR refers to the relevant reasons that one has for one's own opinions and the relevant reasons that others with opposite opinions might have. The measure is shown to be reliable and to have construct validity. Those with elevated AR also were more likely to attend on-line deliberative groups during the presidential election and to contribute to those conversations. Those who participated in online deliberations tended to have higher AR scores on particular issues that were discussed. The role of AR in deliberative political groups is explored.

234 citations


Journal ArticleDOI
TL;DR: In this article, the authors summarized trends in social trust, trust in government, media, and other social institutions and evaluated the news and entertainment media's roles in these trends, including variations on genetic or "memetic" forms of explanation for media influences on macrosocial trends.
Abstract: This article, with minor modifications, was the author's presidential speech to the International Communication Association conference, May 2001. It summarizes trends in social trust, trust in government, media, and other social institutions and evaluates the news and entertainment media's roles in these trends. Alternatives to causal accounts are proposed, including variations on genetic or “memetic” forms of explanation for media influences on macrosocial trends.

75 citations


Book ChapterDOI
01 Jan 2002
TL;DR: In this paper, the authors presented the data from a school-based, post-test only, randomized trial evaluating the effectiveness of two sets of antidrug public service announcements, and showed the relevance of behavioral theory for developing messages to prevent and reduce illicit drug use.
Abstract: This chapter shows the relevance of behavioral theory for developing messages to prevent and reduce illicit drug use. It presents the data from a school-based, posttest only, randomized trial evaluating the effectiveness of two sets of antidrug public service announcements. Many theories have been applied to health-related behavioral prevention research—for example, the Social Cognitive Theory, and the Theory of Subjective Culture and Interpersonal Relations—there is growing consensus that there is a limited number of variables that need to be considered in predicting and understanding any given behavior. Social cognitive theory identifies two factors as primary determinants underlying the initiation and persistence of an adaptive behavior. First, the person must have self-efficacy with respect to the behavior. Second, one must have some incentive to perform the behavior. Social cognitive theory has focused on three types of perceived outcomes: physical outcomes, social outcomes, and self-standards.

57 citations


Book ChapterDOI
01 Jan 2002
TL;DR: Cappella and Pelachaud as mentioned in this paper used human interaction to build a virtual agent that is emotionally responsive to the user's emotional attachment to the computer and its environment. But they did not consider emotionally responsive computers science fiction, and their evaluation was based on how people typically respond to computers.
Abstract: Computers seem to be everywhere and to be able to do almost anything. Automobiles have Global Positioning Systems to give advice about travel routes and destinations. Virtual classrooms supplement and sometimes replace face-to-face classroom experiences with web-based systems (such as Blackboard) that allow postings, virtual discussion sections with virtual whiteboards, as well as continuous access to course documents, outlines, and the like. Various forms of “bots” search for information about intestinal diseases, plan airline reservations to Tucson, and inform us of the release of new movies that might fit our cinematic preferences. Instead of talking to the agent at AAA, the professor, the librarian, the travel agent, or the cinemafile two doors down, we are interacting with electronic social agents. Some entrepreneurs are even trying to create toys that are sufficiently responsive to engender emotional attachments between the toy and its owner. Comments Postprint version. This book chapter is available at ScholarlyCommons: http://repository.upenn.edu/asc_papers/102 Rules for Responsive Robots: Using Human Interactions to Build Virtual Interactions By Joseph N. Cappella and Catherine Pelachaud Chapter prepared for Reis, Fitzpatrick, and Vangelisti (Eds.), Stability and Change in Relationships Joseph N. Cappella may be reached at the Annenberg School for Communication, University of Pennsylvania, 3620 Walnut St., Philadelphia, PA 19104-6220; Fax: 215-898-2024; Tel: 215-898-7059; JCAPPELLA@ASC.UPENN.EDU Catherine Pelachaud may be reached at Università di Roma "La Sapienza", Dipartimento di Informatica e Sistemistica, Via Buonarroti, 12, 00185 Roma Italy 10/22/01 Virtual interaction 2 Computers seem to be everywhere and to be able to do almost anything. Automobiles have Global Positioning Systems to give advice about travel routes and destinations. Virtual classrooms supplement and sometimes replace face-to-face classroom experiences with web-based systems (such as Blackboard) that allow postings, virtual discussion sections with virtual whiteboards, as well as continuous access to course documents, outlines, and the like. Various forms of “bots” search for information about intestinal diseases, plan airline reservations to Tucson, and inform us of the release of new movies that might fit our cinematic preferences. Instead of talking to the agent at AAA, the professor, the librarian, the travel agent, or the cinema-file two doors down, we are interacting with electronic social agents. Some entrepreneurs are even trying to create toys that are sufficiently responsive to engender emotional attachments between the toy and its owner. These trends are seen by some as the leading edge of a broader phenomenon – not just interactive computer agents but emotionally responsive computers and emotionally responsive virtual agents. Nicholas Negroponte answers the obvious question: “Absurd? Not really. Without the ability to recognize a person’s emotional state, computers will remain at the most trivial levels of endeavor. ... What you remember most about an influential teacher is her compassion and enthusiasm, not the rigors of grammar or science.” (Negroponte, 1996, p. 184) The editors of PC Magazine do not consider emotionally responsive computers science fiction. “[I]n the not so distant future, your computer may know exactly how you feel” (PC Magazine, 1999, p. 9). Researchers at Microsoft are developing lifelike avatars to represent their owners and who could participate in a virtual meeting while the owner remains at the office available only remotely (Miller, 1999, p. 113). Computer gurus are not the only people predicting the “emotionalization” of the humancomputer interface. Scholars, such as Rosiland Picard (1997), have given serious attention to the possibility and value of programming computers and computer agents to be responsive emotionally. Part of her interest in this possibility is based on how people typically respond to computers. 10/22/01 Virtual interaction 3 Reeves and Nass (1996) have built a strong case for the “media equation,” namely that people treat computers and new media like real people. Their claim is that people are primarily social beings ready to default to social judgements and evaluations even when they are dealing with inanimate entities such as computers. For example, in one of their studies people were led to believe that they were evaluating a teaching program run by one computer. When asked by the computer that had taught them how effective the teaching program was, participants offered more positive assessments than when the same evaluation of the teaching computer was asked by a different computer. The authors argue that this result is explained by a norm of social politeness. Just as a person might direct less criticism to their own (human) teacher but direct harsher criticism toward the teacher when asked by a third party, so they did with the computer stations. The social rule of politeness was adopted as the default even when acting in a nonsocial context. In a different study, computers employing a dominant verbal style of interaction were preferred by users who possessed a dominant personality while those with submissive personalities preferred computers with a submissive style. This pattern parallels the social preferences that people have for other humans. Across a wide variety of studies, Reeves and Nass have shown that people are first and foremost social in their interactions, even when those interactions are with inanimate media rather than flesh and blood homo sapiens. Picard reasons that if people are social even in non-social interactions, then human users should prefer to interact with computers and their representative systems that are more rather than less human. To be social and to be human is in part to be emotionally responsive. Picard’s treatment of emotionally responsive computers involves reviewing literature on human emotional expression and recognition as well as recent thinking on emotional intelligence (Gardner, 1983, 1993; Goleman, 1995). She reports recent advances in automatic recognition of emotion and in work on the animation of facial displays of emotion. The automated recognition and expression of emotion present immense problems for 10/22/01 Virtual interaction 4 programmers. However, even if these problems are solved, a large gap will remain. Affective interaction in human-computer interchanges cannot be reduced to sequences of recognition and expression. The fundamental feature of human interaction is contingent responsiveness which is not reducible to a mere sequence of recognition and expression by two agents. This chapter is about what it means to act in a way that is contingently responsive. Our argument is essentially that modeling social interaction as it is experienced by humans requires certain mechanisms or rules without which simulated interactions are little more than the juxtaposition of two monologues. We present our position by (1) defining responsiveness; (2) discussing computer simulation tools; (3) presenting empirical models of two person interactions; (4) describing the importance of responsive and unresponsive interactions to people; and (5) concluding with general rules for realistic virtual interaction between human and non-human agents. Virtual Interactions and Human Relationships Before taking up these issues, it is fair to ask what this chapter has to do with human relationships. The development of computer simulations of human interactions is well underway. Service industries that provide simple transactions such as banking exchanges, fast food services, and so on are anxious to replace their service personnel with autonomous agents who will be the friendly, responsive representatives of the company that their more expensive, late, and sometimes surly and uncivil human counterparts are not. However, the models for such simulations – if they are to be accepted as viable replacements for humans – must have human social abilities. Much of what is known about human social interaction is ignored by computer modelers. Instead, they often import their own assumptions into their models. Attend even one computer conference on “real characters” and you will find fascinating models, elegantly presented, but with little empirical foundation. Understanding the human and empirical basis for social interaction is crucial for AI 10/22/01 Virtual interaction 5 specialists. The science of relationships – especially human interaction in relationships – needs to be imported into the science of modeling interactions. But does modeling virtual relationships have anything to do with understanding human relationships? The answer is an unequivocal “Yes!” in at least two senses. First, to provide useful information to computer simulators requires very precise claims and a very solid empirical base. This is a challenge to researchers who study human relationships. Our work will have little influence unless it is precise and empirically well founded. In Zen and the Art of Motorcycle Maintenance, Robert Pirsig explores the differences between classical and romantic conceptions of knowing. Complex devices, such as motorcycles, can be appreciated for the beauty of their superficial structure and function or for their underlying causal operation. The latter, classical view, leads Pirsig's hero on an intellectual journey exploring what it can mean to know the underlying, unobserved structure and function of physical and social systems. He concludes that deep knowledge is knowledge that allows one to build a replica of the system being scrutinized. So it is with models of human interaction -deep understanding comes when research and theory allow the simulation of the behaviors being modeled. The data we present on responsiveness in human interaction is pertinent to both the principles that will guide the simulations of virtual human interaction and

36 citations


Journal ArticleDOI
TL;DR: This article investigated the media's potential to affect audiences' interpretations of news events by comparing perceptions of the causes of the 1996 presidential election outcome across four media consumption groups: listeners to the program of Rush Limbaugh, listeners to other political talk radio, consumers of mainstream news media, and nonconsumers of news media.
Abstract: This study investigates the media's potential to affect audiences' interpretations of news events. It compares perceptions of the causes of the 1996 presidential election outcome across four media consumption groups: listeners to the program of Rush Limbaugh, listeners to other political talk radio, consumers of mainstream news media, and nonconsumers of news media. Limbaugh listeners were more likely to discount substantive election explanations than were consumers of other types of political talk radio, consumers of mainstream news media, and nonconsumers of news media. These differences in interpretation parallel differences between the content of his program and that of other media.

17 citations