ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 1 Attributing social meaning to animated shapes: A new experimental study of apparent behavior Adrianna Ratajska 1 , Matt I. Brown 2 , Christopher F. Chabris 2 1 Department of Clinical and Health Psychology, University of Florida, Gainesville, FL 2 Geisinger Health System, Lewisburg, PA Revised version in press at the American Journal of Psychology, 15 July 2020 Running Head: ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES *Address correspondence to: Christopher F. Chabris Geisinger Health System 120 Hamm Drive, Suite 2A, MC 60-36 Lewisburg, PA 17837 [email protected]Acknowledgments: We thank Jaclyn Mandart for her research assistance and David Winn for his work in developing the shape animations. We also thank Shannon Hughes, Julie Fishman, and Elisa Huerta for their contributions to this project. Portions of this research were conducted while AR was a student and CFC was a professor at Union College in Schenectady, NY, and while AR was a research assistant at Brigham and Women’s Hospital in Boston, MA. This work was supported by funds from Union College, the National Science Foundation (grants 0963404 and 1322214) and the National Institutes of Health (grant U01MH119705). All data and materials for the work described in this article are available at OSF (https://osf.io/sqxy6). Keywords: social attribution, social cognition, social intelligence, social judgment, theory of mind
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 1
Attributing social meaning to animated shapes:
A new experimental study of apparent behavior
Adrianna Ratajska1, Matt I. Brown2, Christopher F. Chabris2
1Department of Clinical and Health Psychology, University of Florida, Gainesville, FL
2Geisinger Health System, Lewisburg, PA
Revised version in press at the American Journal of Psychology, 15 July 2020 Running Head: ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES *Address correspondence to: Christopher F. Chabris Geisinger Health System 120 Hamm Drive, Suite 2A, MC 60-36 Lewisburg, PA 17837 [email protected] Acknowledgments: We thank Jaclyn Mandart for her research assistance and David Winn for his work in developing the shape animations. We also thank Shannon Hughes, Julie Fishman, and Elisa Huerta for their contributions to this project. Portions of this research were conducted while AR was a student and CFC was a professor at Union College in Schenectady, NY, and while AR was a research assistant at Brigham and Women’s Hospital in Boston, MA. This work was supported by funds from Union College, the National Science Foundation (grants 0963404 and 1322214) and the National Institutes of Health (grant U01MH119705). All data and materials for the work described in this article are available at OSF (https://osf.io/sqxy6). Keywords: social attribution, social cognition, social intelligence, social judgment, theory of mind
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 2
Abstract
In 1944, Heider and Simmel reported that observers could perceive simple animated geometric
shapes as characters with emotions, intentions, and other social attributes. This work has been
cited over 3000 times and has had wide and ongoing influence on the study of social cognition
and social intelligence. However, many researchers in this area have continued to use the original
Heider and Simmel black-and-white video. We asked whether the original findings could be
reproduced 75 years later by creating 32 new colored animated shape videos designed to depict
various social plots and testing whether they can evoke similar spontaneous social attributions.
Participants (N = 66) viewed our videos and were asked to write narratives which we coded for
indicia of different types of social attributions. Consistent with Heider and Simmel, we found
that participants spontaneously attributed social meaning to the videos. We observed that
responses to our videos were also similar to responses to the original video reported by Klin
(2000), despite being only 13-23 s and portraying a broader range of social plots. Participants
varied in how many social attributions they made in response, and the videos varied in how
much they elicited such responses. Our set of animated shape videos is freely available online for
all researchers to use and forms the basis of a multiple-choice assessment of social intelligence
(Brown et al., 2019).
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 3
Nearly every social interaction we engage in relies on the ability to understand and reason
about the thoughts, emotions, and intentions of other people. The ability to interpret others’
mental states allows us to navigate the complex world of social behavior by making sense of
others’ behaviors, interpreting subtle social cues, and making inferences about what other people
may be thinking. This set of skills has been referred to as social intelligence (Marlowe, 1986),
mentalizing (Frith & Frith, 2003), or Theory of Mind (ToM; Premack & Woodruff, 1978). Its
importance has been illustrated in many areas, including studies on social cooperativeness (Paal
& Bereczkei, 2007), size of one’s social network (Stiller & Dunbar, 2007), and leadership
(Zaccaro, Green, Dubrow, & Kolze, 2018), just to name a few. Despite these indications, much
of the research to date has focused on understanding impairments among individuals with
clinical diagnoses such as autism spectrum disorder (ASD) and schizophrenia (Chung, Barch, &
Strube, 2014; Sprong, Schothorst, Vos, Hox, & Van Engeland, 2007), with few studies focusing
on samples of typically functioning adults.
One challenge of research in social intelligence among neurotypical adults is invoking
mental state attributions in a suitable way for this population. Traditional methods include the
use of written narratives (e.g., Happé, 1994; Stone, Baron-Cohen, & Knight, 1998) and images
of facial expressions (e.g., Baron-Cohen, Wheelwright, Hill, Raste, & Plumb, 2001). Not only
were many of these tasks designed for use with specific populations (e.g., adults with ASD), but
they also may potentially confound social intelligence with verbal reasoning or general
Total average 1004 (441) 111 (41) 14.4% (7.8) 4.5% (4.1) 22.6% (12.5)
a Total words produced across all narratives b Total number of propositions across all narratives c Percentage of propositions containing cognitive terms across all narratives d Percentage of propositions containing affective terms across all narratives e Percentage of propositions containing imagination terms across all narratives
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 32
Table 2. Cognitive, Affective, and Imagination Term Indices Compared to Klin (2000)
Figure 1. Example screenshots from the original Heider and Simmel animation (A; Figure 1 from Heider & Simmel, 1944) and one of the animated shape videos created in the present study, “Bullying 2” (B).
A B
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 34
Figure 2. Example storyboard for the animated shape video “Exclusion.” Individual storyboards were created for 77 potential animations, of which 32 were created and used in this study.
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 35
Figure 3. Six frames from the sample animated shape video “Exclusion” (17 seconds). In this video, a group of three shapes (Blue triangle, Red square, and Purple star) excludes Yellow plus from the rest of the group and moves away every time it comes near.
1 2 3
4 5 6
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 36
Figure 4. Social Attribution Index Score distribution for Sets A and B. This figure illustrates the distribution of Cognitive, Affective, and Imagination Index Scores for Videos in Sets A and B compared to the results from Klin (2000). The whiskers represent the full range of index scores and the boxes represent ±1 SD. A = Set A, B = Set B.
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 37
Appendix A
Scoring Guidelines (Partially adapted from Klin, 2000)
Propositions The part of a sentence which makes a "claim," typically when a verb appears. For example, the following response is scored as two propositions: "In this video, the blue triangle seemed to be excluding the cross the entire time and towards the end, the red square decided to exclude the cross as well." Cognitive Term Index This index corresponds to the percentage of propositions containing cognitive mental state terms (denoting desire, knowledge, thoughts, motivation, intentions) from the total number of propositions included in the participant’s narratives. Cognitive mental states are defined as:
1. Terms expressing one character’s desire of knowledge 2. Behaviors which not only implicitly indicate a shared cognition, thought, or plan between
two characters but which cannot exist without it (e.g., trapping, rescuing, sneaking, hiding, spying)
3. Terms expressing one character’s belief, thought, imagination, intention, plan, motivation 4. Behaviors which explicitly indicate a shared cognition, thought, or plan between two
characters in which one character intentionally impacts on the other’s cognitive state (e.g., intimidation, deception, trickery, bullying, joking, rebuffing)
Scoring: Number of cognitive mental state terms/Total number of propositions Included words and phrases:
Acknowledge, agree, allow, annoy***, ask, assure, attempt, attention, avoid, beckon, block (verb), bother, break out of/into, break up a fight, bully (verb), calm (e.g., one shape calms down another), capture, care, catch up (as in, to talk to someone after a long time), chase, choose, coax, confused, copy, convince, control, corner (verb), crush (as in, a romantic interest), cut (e.g., cut a shape in line), decide, deject, direct (verb), distract, ditch (verb), drive (e.g., drive another shape away), encourage, engage, escape, exclude** (e.g., to exclude other shapes), find, fit in, follow, force (verb), forget, gang up on, generous, get along, get (as in, convince), give in, handle a situation, harass , help, hide, hit (another shape), ignore, imitate, include, influence, insist, interact, intercept, interested , interfere, intervene, introduce , invade, kick out, know, lead, leave out** (verb), let, like, make (as in, to force), mimic, mirror (verb), motivate, neglect, notice, ostracize, outsider, plan (verb), please (e.g., the purple shape lets other shapes into the house whenever she pleases), practice, prank, prejudice, prepare, prevent, prompt (verb), protest, prove , rebel, refuse, reluctant, rescue, resolve, revolt, romantically interested, sacrifice, share, shield (verb), show off, shove, skip another’s place in line or turn, sneak, so (e.g., the blue shape passes his ball to the purple shape so they can all play), standoff, stand their ground, stop (as in, to prevent another shape), struggle, stuck, support, take a side in an argument, take turns, taunt, teach, team up against a shape, tease, threaten, trap, try, unable, uninvolved, unsure, unwanted, urge, voluntarily, wait, want, well-acquainted, withdraw, working together
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 38
Included phrases without definite cognitive terms
“they kept together and were talking whether or not to bring the X into the group” “the plus sign butts in front of the triangle to get into the black box” “the X has the star leave the group” “the other two make it so they can all play” “the yellow plus sign and the purple star come out to see why he didn't jump” “the other shapes seem to be in on the plan” “the star stands up for itself and pushes the plus back” “then the star said screw this and left” “two members of the group turns their back on one” “the purple star jumped on each shape to get to the front of the lineup” “they looked like they had a lot more fun together”
*Repeats: if it’s the same particular term repeated in different propositions, something significant happens in between, or if it’s a different shape or combination of shapes doing the action, repeats are counted. **Exclude: if exclude is used as a verb it is counted as a cognitive term but if excluded is used as an adjective (e.g., one shape feels excluded), then it is counted as an affective term. The same applies for “leave out.” ***Annoy: annoy is counted as a cognitive term if used as a verb, but annoying is counted as an affective term when used as an adjective. Affective Term Index This index corresponds to the percentage of propositions containing emotional terms (e.g., happy, sad, alarmed, envious, sulking) attributed to the characters of the video from the total number of propositions made. Affective mental states are defined as:
1. Emotional terms that may not be the result of social interaction or may not be uniquely human
2. Behaviors which not only implicitly indicate a shared emotional state between two characters but which cannot exist without it (e.g., cheering, celebrating, hugging, high-fiving)
3. Emotional terms which result only from a social situation (e.g., envious, jealous, sulking, bitter, mended his ways, expressing sour grapes, admiration)
Scoring: Number of affective mental state terms/Total number of propositions Included words and phrases:
Abandon, aggressive, annoying, apprehensive, argue/argument, attack, awkward, battle , beat up, bored, cautious, charge at, cheer, chicken out, combat, comfort (verb), comfortable, confidence, conflict, confrontation, console, cower, cry, distant (as in, a feeling), eager, enjoy, excited, excluded, feel well, fight, frazzled, freak out, frustrated, fun, funny, gentle, glee, go after someone (as in, attack), happy, have a good time/have fun, hesitate, hit (as in, another shape), hug, isolated, jealous, kiss, laugh, left out (e.g., to feel left out), lonely, make
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 39
up (as in, to forgive), nervous, playful, provoke, ram into, retaliate, sad, scare, shocked, spar , stubborn, suffer, tantrum, tired, tentatively, tremble, upset, violent, vulnerable
Imagination Index This index corresponds to degree in which participants perceived the shapes appearing in the videos as “human” figures. It is calculated by determining the percentage of propositions containing imagination terms (e.g., child, yell, home) from the total number of propositions. This includes:
1. Verbs or behaviors which do not involve an explicit mental state (cognitive or affective) but which are uniquely human (e.g., talking)
2. Situations, environments, things, or roles which are uniquely human (e.g., home, bystander, clothes)
3. Sensory experiences which are not uniquely human, but which cannot be experienced by inanimate objects (e.g., see)
4. Allusions to a person as described by his or her relationship to another person (e.g., mom, friend)
Scoring: Total number of imagination words/Total number of propositions Included words and phrases:
Act, associate, baby, bathroom, blind date, bond, bounce a ball, bring, bystander, buddies, bully (noun), buy, carry, catch, check, chill (as in, hang out), child, civilized, claim, classroom, clique, clothes, communicate, concert, convene, conversation, couple (e.g., romantic couple), creepy, dad, dance, dance floor, date (as in, romantically), deal with, ding dong ditch, drag, drink, duck duck goose, embrace, encounter, exchange, fail, father, fidge, fix, flee, friend, game of catch, get, give, grab, greet, guard, hang out, hammer (verb), having a match, hide and seek, hold, hop, hopscotch, home, hurdle, invite, joke, juggling, jump (as an action humans would take, e.g., “jump over hurdles”), keep, kids, kick, knock (e.g., knock on the door), leader, leap, leapfrog, let go, lift, live, loner, lose, love triangle, match, matchmaker, mediator, meet, messing around, mingle, mind their business, mom, monitor, move (as a transitive verb), navigate, nightclub, nudge, obstacle course, oppressor, organize, pace (verb), parkour, participate, partner, party, pass a ball , patrol, people, photo booth, pick, pick up, picture day, place (verb), play, play ground, poke, powwow, pull, push, put, react, relax, remove, rest, restroom, retrieve, reunion, ringleader, roam, roommate, rub, run , rush, save the day, scurry, see, separate (as in, one shape separates two other shapes), sex, shake hands, shiver, silent, society, solve, spit out, stage, stare, steal, succeed, supervise, tag, tag along, take, talk, tango, tap, teacher, team, throw, toss, touch, town, tug, venture, victim, visitor, walk, wander, war, watch, water fountain, win, working out (as in, exercising), wrestler, yell
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 40
Table A1. Descriptions for all 32 SST Animations
Title Description Length Friendship ☐ and + interact at center screen. △ and ☆ enter and
then ☐ leaves with ☆. + joins △, ☐ returns without ☆, and X appears for the first time.
0:17
Comfort One shape (☐) appears distressed and two other shapes (△ and X) attempt to provide comfort.
0:15
Exclusion Three shapes (☐, △, and ☆) act to avoid + 0:17
SS1 + initially attacks ☆, but X only observes ☆ retaliating against +
0:10
Juggling Three shapes (☐, △, and +) are each tossing their own ball. + leaves after ☆ joins, and △ shares give its' ball to ☆
0:17
Tricking △ knocks on +'s door and leaves when + answers. △ repeats this with the other two shapes (☐ and ☆)
0:17
Family Five shapes appear on screen (☐, △, ☆, +, and little x). Little x first approaches △ and the group of four move away. Next, little x approaches ☆. ☆ pushes little x away and the group leaves the scene with little x trailing behind.
0:19
Peer Pressure Four shapes (☐, △, ☆, and +) appear on a ledge. Three of the shapes take turns jumping off the ledge while △ decides not to jump and runs away.
0:18
Stealing ☐ and ☆ play catch with a ball. △ and + appear and join in. △ tries to run off with the ball and is chased by the others.
0:16
Leader Four shapes (☐, △, ☆, and +) enter on one side of the screen while X appears on the opposite side. The four huddle together and then ☆ leaves to approach X. ☆ goes back to get + and brings it to X.
0:16
Teacher Four shapes (☐, △, ☆, and +) enter and take a seat at individual desks. + picks a fight with ☐ before X enters. After X enters, ☐ strikes back at +.
0:15
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 41
Line Cutting Three shapes (☐, △, and ☆) are waiting in line. After waiting in the distance, + cuts in front of △ in the line.
0:17
Cyberball Four shapes (☐, △, ☆, and +) appear and only △ and ☆ are tossing a ball. ☆ leaves and then the three shapes play catch until ☐ and △ stop sharing the ball with +
0:23
Duck Duck Goose Four shapes (☐, △, ☆, and +) stand in a circle. ☐ goes around the group and nudges △. ☐ then beats △ back to its’ original place. △ nudges ☐ back and they chase each other around + while ☆ leaves the screen.
0:23
Distraction Four shapes (☐, △, ☆, and +) are walking in a line while X tries to distract them. △ passes ☐ and ☆ drifts off screen.
0:17
SS2 X observes △ enter a building occupied by + and ☆. X walks around the building past + and ☐ but does not notice that △ leaves.
0:14
Sad Four shapes (☐, △, ☆, and +) appear and ☐ nudges ☆. After ☆ drifts towards the edge of the screen, △ approaches, and then ☆ leaves the screen.
0:17
Sick Four shapes (☐, △, ☆, and +) move around the screen in a line. ☆ starts to shake and falls behind the group. ☐ leads ☆ off screen and + follows.
0:21
Helping Three shapes (☐, ☆, and +) enter a building while △ stays outside. ☆ goes outside and is followed by +. ☆ tries to drag △ back to the building and eventually △ decides to follow △ and + back to join the others.
0:21
Couple Four shapes (☐, △, ☆, and +) appear on screen. They each take turns nudging each other until ☆ and ☐ pair up. △ and + try to separate ☆ and ☐ but are unsuccessful.
0:18
Strangers ☐ and X follow each other around the screen. ☆ approaches and interacts with X. ☐ joins back up with X and the two shapes eventually meet up with + and △.
0:20
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 42
Slow Dancing Four shapes pair up (☐ with ☆, + with △) and start dancing together. ☆ and + then leave their partners and start dancing together while the other two remain still.
0:17
Baby Big X and little x sway together on screen. + and ☆ approach and nudge big X. ☐ and △ then appear and little x starts to sway with ☐.
0:23
FB X observes as + and △ enter one side of a building and ☐ and ☆ enter the other side. Unknown to X, ☐ changes sides and moves △ to take its' place.
0:16
Bullying 1 ☐ and + bully △ while ☆ is a bystander. 0:15
Dislike Three shapes (△, ☆, and +) interact on screen. ☐ enters and ☆ bumps into △ several times. △ leaves the screen and is followed by ☆.
0:17
Matchmaking ☐ and ☆ are interacting until + takes ☐ away. + then pairs ☐ together with △ and celebrates with ☆.
0:21
Hurdles Four shapes (☐, △, ☆, and +) line up and take turns jumping over hurdles. △ trips and knocks over one of the hurdles. ☆goes the fastest and then jumps past the other shapes.
0:18
Bullying 2 + bullies ☆ while ☐ enters the building with △. + then chases ☐ out of the building and the other shapes leave the screen.
0:16
Scaring ☐ hides behind a wall while three shapes approach (△, ☆, and +). ☐ suddenly jumps out and the three other shapes react and leave the screen.
0:16
Scared △, X, and + are joined by ☐ and ☆. + tries to get away, but it followed by ☆ and then ☐. + is then chased off screen.
0:16
Mocking While + and △ interact, ☆ follows ☐ around the screen and mimics its’ movements.
0:17
ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 43
Table A2. Difficulty Estimates (Percent Correct) for each SST Animation from Brown et al. (2019)
Note. All percent correct values are based on multiple choice item results reported in Brown et al., 2019; PAID S1 = Study 1 from Brown et al. (n = 219); S2 = Study 2 from Brown et al. (n = 505); SM1 = sample 1 from Brown et al. supplemental materials (n = 73); SM2 = sample 2 from Brown et al. supplemental materials (n = 70); SM3 = sample 3 from Brown et al. supplemental materials (n = 69); SM4 = sample 4 from Brown et al. supplemental materials (n = 75); Each animation may be paired with a different multiple-choice question across the different samples.