TY - JOUR
T1 - Through the Looking Glass (Self)
T2 - The Impact of Wearable Technology on Perceptions of Face-to-Face Interaction
AU - Bowman, Nicholas
AU - Banks, Jamie
AU - Westerman, David
N1 - Publisher Copyright:
© 2016 Eastern Communication Association.
PY - 2016/10/1
Y1 - 2016/10/1
N2 - Advancements in wearable technology have allowed for extradyadic social cues to be inserted directly (albeit conspicuously) into face-to-face interactions. The current study simulated a fictitious “Looking Glass” program that (a) autodetects (via facial recognition) one’s partner and (b) displays that person’s last 12 social media posts on a pair of Google Glass. In a randomized case/control experiment, nonwearers were more likely to perceive Glass wearers as physically attractive and socioemotionally close, while feeling lower self-esteem and having higher mental and physical demand with the conversation. Open-ended data suggested Glass wearers to be less attentive to the conversation, and Glass-present conversations were less on topic. These data, while preliminary and based on a small sample of users, hold implications for future application and research on cyborgic face-to-face interactions.
AB - Advancements in wearable technology have allowed for extradyadic social cues to be inserted directly (albeit conspicuously) into face-to-face interactions. The current study simulated a fictitious “Looking Glass” program that (a) autodetects (via facial recognition) one’s partner and (b) displays that person’s last 12 social media posts on a pair of Google Glass. In a randomized case/control experiment, nonwearers were more likely to perceive Glass wearers as physically attractive and socioemotionally close, while feeling lower self-esteem and having higher mental and physical demand with the conversation. Open-ended data suggested Glass wearers to be less attentive to the conversation, and Glass-present conversations were less on topic. These data, while preliminary and based on a small sample of users, hold implications for future application and research on cyborgic face-to-face interactions.
KW - Expectancy Violations
KW - Google Glass
KW - Interpersonal Attractiveness
KW - Social Cues
KW - Wearable Technology
UR - http://www.scopus.com/inward/record.url?scp=84991448105&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84991448105&partnerID=8YFLogxK
U2 - 10.1080/08824096.2016.1224168
DO - 10.1080/08824096.2016.1224168
M3 - Article
AN - SCOPUS:84991448105
SN - 0882-4096
VL - 33
SP - 332
EP - 340
JO - Communication Research Reports
JF - Communication Research Reports
IS - 4
ER -