KULTA seminar on Socio-cognitive modeling


The KULTA project, a collaboration between

and the computational cognitive systems research group at TKK organize a multidisciplinary research seminar on socio-cognitive modeling. KULTA project is funded by Tekes, companies, and the participating organizations.

The seminar is intended for researchers working in disciplines related to to socio-cognitive modeling including but not limited to sociology, economics, cognitive science, and computer science.

REGISTRATION

Please, inform us about your participation on Friday, 29th of May at latest to Tommi Vatanen (first.last at tkk.fi).

PRELIMINARY TIMETABLE

09:15-09:45 Abstraction levels in socio-cognitive modeling

In socio-cognitive modeling, it is necessary to consider which factors influence people, things, transactions, and the environment. Both cognitive science and science studies indicate that every perception has a little theory in it, and the same empirical data can fit in multiple theories. For these reasons we have different levels or frameworks that explain observations. The challenge in socio-cognitive modeling is deciding which abstraction levels are relevant in a particular problem.

For instance, what aspects of human activity need to be included in the model? For consumption related models, we might probably skip functions related to human biology (e.g. food digestion process, breathing, blood vessel), but food on the abstraction level of "breakfast", "lunch", "dinner" and eating at restaurants, malls, or cafés might be relevant.

Also, some algorithms in socio-cognitive modeling aim to group similar people and/or similar things and display them close to each other. The problem is that while an object might be similar to another based on physical properties, these objects might appear as very different from the perspective of economics, inherent technology, or everyday life. This is why the chosen abstraction levels and related variables in any socio-cognitive modeling application is key to its success.

The introductory presentation focuses on what kind of abstraction levels may be considered, and what is the relationship between these levels. Moreover, the concept of emergence is discussed.

Background:

Advanced material:

09:45-10:45 Modeling Virtual World Consumers: Case Habbo

A new frontier in consumer studies are virtual worlds and virtual item sales. Real-money trade of virtual goods emerged a decade ago in the combination of some online games and eBay. In addition to games, virtual goods are also sold on social networking sites (IRC-Galleria, Cyworld, Tencent QQ, Facebook). The global market for virtual items, characters and currencies was estimated to exceed 2.1 Billion USD in 2007. The question is, what drives consumer spending on virtual items?

Lehdonvirta (2009) has published a model on "virtual item attributes" that act as purchase drivers. The model includes functional, hedonic, and social attributes: performance, functionality, visual appearance and sounds, background fiction, provenance, customisability, cultural references, branding, and rarity. These attributes (and their abstraction levels) can be used to understand consumer behavior and create socio-cognitive models of consumers.

Some Habbo facts (April 2009):

Background:

10:45-11:00 Coffee break

11:00-11:30 Analogies between concepts and practices:
Processes of emergence, learning, diffusion, and disintegration

Theories on human action and activity are often either constructed in such a way that the emphasis is either on the social or on the individual level. Especially within economics and consumer research, practice theory aims to build a bridge between these points of view (Pantzar and Shove 2005, 2008). In practice theory, it is assumed that practices consist of three basic elements: material (materials, technologies and tangible, physical entities), image or idea (domain of symbols and meanings), and skill (competence, know-how and techniques). Practices come into existence, persist and disappear when links between these foundational elements are made, sustained or broken: material, image and skill co-evolve. The disintegration of the links leads into fossilization (Shove and Pantzar 2006).

Language use is an example of activity for which both individual and social level are relevant. We consider here language use as a practice. Words, phrases and the corresponding concepts come into existence, persist and disappear. The material level includes the media for written and spoken language, the image refers to actual language use, and the skill is related to the ability to use suitable expressions in appropriate contexts as a cognitive activity. Here concepts are considered as mental "objects" even though it appears to be more proper to consider them as dynamic entities.

11:30-12:00 Challenges and research questions in socio-cognitive modeling

12:00-13:30 Lunch and group work: "Thought experiments"

It has been suggested that thought experiments are more similar to computer simulations than they are to arguments (James McAllister, Models and Simulations 2, 2007). A famous example of a thought experiment is the Chinese Room argument by John Searle, which attempts to show that a rule-based symbol-processing machine can never be properly described as having a "mind" or "understanding", regardless of how intelligently it may behave.

There are many different kinds of thought experiments. All thought experiments, however, employ a methodology that is a priori, rather than empirical, in that they do not proceed by observation or physical experiment. Thought experimentation is the process of employing imaginary situations to help us understand the way things really, or understand about something in the future (cf. scenarios).

During the lunch session, we develop thought experiments related to socio-cognitive modeling.

Background:

13:30-15:00 Hands-on experiments

15:00-15:30 Abstraction levels in socio-cognitive modeling

Summary, conclusion and discussion: