Abstract
This paper presents a socio-technical study on how humans collectively perceive trustworthiness in a suspicious situation when evoked by computer-mediated communications (CMC). This research was designed through the use of an online game, entitled ”Whodunit” to study how collective trust in a virtual scenario can be reflected in untrustworthy cloud environments. We propose that virtual dialogue can provide important clues to understanding an actor’s inclination, using the cognitive process of observers’ collective trust in a virtual collaborative group. The methodology proposed in this paper is built on research that demonstrates how human “sensors” can detect unusual or unexpected changes in a psychological construct: trustworthiness – based on observed virtual behavior. The research framework adopts the theory of trustworthiness attribution to model collective trust in virtual interactive environments. Humans “sensors,” with limited access to information (e.g., online conversations) make assessments based on subtle observed changes to a person’s disposition. This paper concludes that people that rely on “cognitive trust” can identify dispositional changes within untrustworthy scenarios more precisely than people that rely on “emotional trust.” In addition, people who have a propensity to trust others more than themselves (lacking confidence in their own abilities) tend to do better identifying the correct murderer.
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Ho, S.M., Ahmed, I., Salome, R. (2012). Whodunit? Collective Trust in Virtual Interactions. In: Yang, S.J., Greenberg, A.M., Endsley, M. (eds) Social Computing, Behavioral - Cultural Modeling and Prediction. SBP 2012. Lecture Notes in Computer Science, vol 7227. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-29047-3_42
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DOI: https://doi.org/10.1007/978-3-642-29047-3_42
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