L. Bölöni, T. S. Bhatia, S. A. Khan, J. Streater, and S. M. Fiore

Towards a computational model of social norms


Cite as:

L. Bölöni, T. S. Bhatia, S. A. Khan, J. Streater, and S. M. Fiore. Towards a computational model of social norms. PLOS ONE, 13(4):e0195331, 2018.

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Abstract:

We propose a computational model of social norms that allows the modeling and simulation of social interaction scenarios involving participants with various cultural backgrounds. We start from the observation that different cultures sanction specific values such as dignity, "face" and politeness as desirable, provide ways to determine whether these values are uphold in a specific situation and provide behavioral recommendations associated with these values. Our model aims to numerically quantify these values in the perception of the actor as well other participants in the social scenario. This model can be then used in to create realistic social simulations, to explain or predict human behavior in specific scenarios, or as a component of robots or agents that need to interact with humans in specific social-cultural settings. As a case study, we describe how our model can be used to explain the puzzling behavior of scam victims and crooked sellers in the Spanish Steps scenario.

BibTeX:

@article{Boloni-2018-SocialNorms,
author    = {L. B{\"o}l{\"o}ni and T. S. Bhatia and S. A. Khan and J. Streater and S. M. Fiore},
title     = {Towards a computational model of social norms},
journal={PLOS ONE},
xxximpact_factor = "2.806",
doi = "10.1371/journal.pone.0195331",
year = "2018",
pages = "e0195331",
volume = "13",
number = "4",
impact_factor="2.806",
abstract = {
  We propose a computational model of social norms that allows the modeling and simulation of social interaction scenarios involving participants with various cultural backgrounds. We start from the observation that different cultures sanction specific values such as dignity, "face" and politeness as desirable, provide ways to determine whether these values are uphold in a specific situation and provide behavioral recommendations associated with these values.
  Our model aims to numerically quantify these values in the perception of the actor as well other participants in the social scenario. This model can be then used in to create realistic social simulations, to explain or predict human behavior in specific scenarios, or as a component of robots or agents that need to interact with humans in specific social-cultural settings.
  As a case study, we describe how our model can be used to explain the puzzling behavior of scam victims and crooked sellers in the Spanish Steps scenario.
 }
}

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