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Dive into the research topics where Gary Bente is active.

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Featured researches published by Gary Bente.


Journal of Nonverbal Behavior | 2001

Computer animated movement and person perception: Methodological advances in nonverbal behavior research

Gary Bente; Nicole C. Krämer; Anita Petersen; Jan de Ruiter

Impression effects of videotaped dyadic interactions were compared with 3D-computer animations based on movement transcripts of the same interactions to determine whether similar effects could be obtained. One minute sequences of movement behavior taken from three different dyadic interactions were transcribed using the Bernese Coding System (BCS). Descriptive data were converted into animation scripts for professional animation software. Original video documents and computer animations were shown to separate groups of observers and their socio-emotional impressions were assessed on a standard adjective checklist. Only marginal differences were found between the two presentation modes. On the contrary, the data point to remarkable similarities in the impression ratings in both conditions, indicating that most of the relevant social information available to observers in the video recordings was also conveyed by computer animations. Overall, the data suggest that the systematic use of computer animation techniques in nonverbal research deserves further scientific attention.


Frontiers in Psychology | 2013

Detecting concealed information from groups using a dynamic questioning approach: simultaneous skin conductance measurement and immediate feedback

Ewout Meijer; Gary Bente; Gershon Ben-Shakhar; Andreas Schumacher

Lie detection procedures typically aim at determining the guilt or innocence of a single suspect. The Concealed Information Test (CIT), for example, has been shown to be highly successful in detecting the presence or absence of crime-related information in a suspect’s memory. Many of today’s security threats, however, do not come from individuals, but from organized groups such as criminal organizations or terrorist networks. In this study, we tested whether a plan of an upcoming mock terrorist attack could be extracted from a group of suspects using a dynamic questioning approach. One-hundred participants were tested in 20 groups of 5. Each group was asked to plan a mock terrorist attack based on a list of potential countries, cities, and streets. Next, three questions referring to the country, city, and street were presented, each with five options. Skin conductance in all five members of the group was measured simultaneously during this presentation. The dynamic questioning approach entailed direct analysis of the data, and if the average skin conductance of the group to a certain option exceeded a threshold, this option was followed up, e.g., if the reaction to the option “Italy” exceeded the threshold, this was followed up by presenting five cities in Italy. Results showed that in 19 of the 20 groups the country was correctly detected using this procedure. In 13 of these remaining 19 groups the city was correctly detected. In 7 of these 13, the street was also correctly detected. The question about the country resulted in no false positives (out of 20), the question about the city resulted in two false positives (out of 19), while the question about the streets resulted in two false positives (out of 13). Furthermore, the two false positives at the city level also yielded a false positive at the street level. Even though effect sizes were only moderate, these results indicate that our dynamic questioning approach can help to unveil plans about a mock terrorist attack.


NeuroImage | 2014

Why we interact: On the functional role of the striatum in the subjective experience of social interaction

Ulrich J. Pfeiffer; Leonhard Schilbach; Bert Timmermans; Bojana Kuzmanovic; Alexandra L. Georgescu; Gary Bente; Kai Vogeley

There is ample evidence that human primates strive for social contact and experience interactions with conspecifics as intrinsically rewarding. Focusing on gaze behavior as a crucial means of human interaction, this study employed a unique combination of neuroimaging, eye-tracking, and computer-animated virtual agents to assess the neural mechanisms underlying this component of behavior. In the interaction task, participants believed that during each interaction the agents gaze behavior could either be controlled by another participant or by a computer program. Their task was to indicate whether they experienced a given interaction as an interaction with another human participant or the computer program based on the agents reaction. Unbeknownst to them, the agent was always controlled by a computer to enable a systematic manipulation of gaze reactions by varying the degree to which the agent engaged in joint attention. This allowed creating a tool to distinguish neural activity underlying the subjective experience of being engaged in social and non-social interaction. In contrast to previous research, this allows measuring neural activity while participants experience active engagement in real-time social interactions. Results demonstrate that gaze-based interactions with a perceived human partner are associated with activity in the ventral striatum, a core component of reward-related neurocircuitry. In contrast, interactions with a computer-driven agent activate attention networks. Comparisons of neural activity during interaction with behaviorally naïve and explicitly cooperative partners demonstrate different temporal dynamics of the reward system and indicate that the mere experience of engagement in social interaction is sufficient to recruit this system.


Polity | 1991

Dominance & Attention: Images of Leaders in German, French, & American TV News

Roger D. Masters; Siegfried Frey; Gary Bente

Television has become the central medium of communication in modern politics. The way in which leaders are presented to the public on TV shapes and measures their status, and their power can no longer be fully understood without reference to television coverage. This article, based on a cross-national study of nightly newscasts in Germany, France, and the United States, finds that the frequency with which the images of leaders appear on TV reflects the different patterns of political dominance in the three nations. The authors link this to different social and political systems and analyze the implications for leadership.


PLOS ONE | 2011

A Non-Verbal Turing Test: Differentiating Mind from Machine in Gaze-Based Social Interaction

Ulrich J. Pfeiffer; Bert Timmermans; Gary Bente; Kai Vogeley; Leonhard Schilbach

In social interaction, gaze behavior provides important signals that have a significant impact on our perception of others. Previous investigations, however, have relied on paradigms in which participants are passive observers of other persons’ gazes and do not adjust their gaze behavior as is the case in real-life social encounters. We used an interactive eye-tracking paradigm that allows participants to interact with an anthropomorphic virtual character whose gaze behavior is responsive to where the participant looks on the stimulus screen in real time. The character’s gaze reactions were systematically varied along a continuum from a maximal probability of gaze aversion to a maximal probability of gaze-following during brief interactions, thereby varying contingency and congruency of the reactions. We investigated how these variations influenced whether participants believed that the character was controlled by another person (i.e., a confederate) or a computer program. In a series of experiments, the human confederate was either introduced as naïve to the task, cooperative, or competitive. Results demonstrate that the ascription of humanness increases with higher congruency of gaze reactions when participants are interacting with a naïve partner. In contrast, humanness ascription is driven by the degree of contingency irrespective of congruency when the confederate was introduced as cooperative. Conversely, during interaction with a competitive confederate, judgments were neither based on congruency nor on contingency. These results offer important insights into what renders the experience of an interaction truly social: Humans appear to have a default expectation of reciprocation that can be influenced drastically by the presumed disposition of the interactor to either cooperate or compete.


Journal of Nonverbal Behavior | 1998

Sex Differences in Body Movement and Visual Attention: An Integrated Analysis of Movement and Gaze in Mixed-Sex Dyads

Gary Bente; William C. Donaghy; Dorit Suwelack

The body movement and visual behavior of women and men engaged in mixed-sex dyadic interactions were analyzed in a three-factorial design including the personal factor sex of the interactants, the situational factor partner familiarity, and the situational factor visual attention of the interaction partner. Measures of nonverbal activity were derived from integrated time-series protocols of body movement and gaze for both interaction partners. Data analysis revealed significant sex differences in individual frequency and duration of movement and gaze, as well as dyadic differences for both behavior measures. Men, in general, were more active while women were more visually attentive. Also, the results point to specific interaction effects between sex and familiarity. The data indicate that there were specific adaptational strategies for both sexes with familiar and unfamiliar partners.


Consciousness and Cognition | 2008

Parametric induction of animacy experience

Natacha S. Santos; Nicole David; Gary Bente; Kai Vogeley

Graphical displays of simple moving geometrical figures have been repeatedly used to study the attribution of animacy in human observers. Yet little is known about the relevant movement characteristics responsible for this experience. The present study introduces a novel parametric research paradigm, which allows for the experimental control of specific motion parameters and a predictable influence on the attribution of animacy. Two experiments were conducted using 3D computer animations of one or two objects systematically introducing variations in the following aspects of motion: directionality, discontinuity and responsiveness. Both experiments further varied temporal kinematics. Results showed that animacy experience increased with the time a moving object paused in the vicinity of a second object and with increasing complexity of interaction between the objects (approach and responsiveness). The experience of animacy could be successfully modulated in a parametric fashion by the systematic variation of comparably simple differential movement characteristics.


Frontiers in Human Neuroscience | 2014

The use of virtual characters to assess and train non-verbal communication in high-functioning autism.

Alexandra L. Georgescu; Bojana Kuzmanovic; Daniel Roth; Gary Bente; Kai Vogeley

High-functioning autism (HFA) is a neurodevelopmental disorder, which is characterized by life-long socio-communicative impairments on the one hand and preserved verbal and general learning and memory abilities on the other. One of the areas where particular difficulties are observable is the understanding of non-verbal communication cues. Thus, investigating the underlying psychological processes and neural mechanisms of non-verbal communication in HFA allows a better understanding of this disorder, and potentially enables the development of more efficient forms of psychotherapy and trainings. However, the research on non-verbal information processing in HFA faces several methodological challenges. The use of virtual characters (VCs) helps to overcome such challenges by enabling an ecologically valid experience of social presence, and by providing an experimental platform that can be systematically and fully controlled. To make this field of research accessible to a broader audience, we elaborate in the first part of the review the validity of using VCs in non-verbal behavior research on HFA, and we review current relevant paradigms and findings from social-cognitive neuroscience. In the second part, we argue for the use of VCs as either agents or avatars in the context of “transformed social interactions.” This allows for the implementation of real-time social interaction in virtual experimental settings, which represents a more sensitive measure of socio-communicative impairments in HFA. Finally, we argue that VCs and environments are a valuable assistive, educational and therapeutic tool for HFA.


NeuroImage | 2012

Imaging first impressions: Distinct neural processing of verbal and nonverbal social information

Bojana Kuzmanovic; Gary Bente; D. Yves von Cramon; Leonhard Schilbach; Marc Tittgemeyer; Kai Vogeley

First impressions profoundly influence our attitudes and behavior toward others. However, little is known about whether and to what degree the cognitive processes that underlie impression formation depend on the domain of the available information about the target person. To investigate the neural bases of the influence of verbal as compared to nonverbal information on interpersonal judgments, we identified brain regions where the BOLD signal parametrically increased with increasing strength of evaluation based on either short text vignettes or mimic and gestural behavior. While for verbal stimuli the increasing strength of subjective evaluation was correlated with increased neural activation of precuneus and posterior cingulate cortex (PC/PCC), a similar effect was observed for nonverbal stimuli in the amygdala. These findings support the assumption that qualitatively different cognitive operations underlie person evaluation depending upon the stimulus domain: while the processing of nonverbal person information may be more strongly associated with affective processing as indexed by recruitment of the amygdala, verbal person information engaged the PC/PCC that has been related to social inferential processing.


Computers in Human Behavior | 2014

The winner takes it all

Diana Rieger; Tim Wulf; Julia Kneer; Lena Frischlich; Gary Bente

We investigate the effect of in-game success on mood repair and enjoyment.We also account for the effect of need satisfaction on those outcomes.In-game success predicts mood repair.Need satisfaction moderates relationship between success and enjoyment. Recent research found that playing video games is able to serve mood management purposes as well as contribute to gratifications such as need satisfaction. Both aspects can foster the enjoyment as entertainment experience. The current study explores the question of how in-game success as a prerequisite for satisfying the need for competence and autonomy positively influences mood repair and game enjoyment. In a laboratory setting, participants were frustrated via a highly stressing math task and then played a video game (Mario Kart). Results show that in-game success drives mood repair as reflected in the experience of anger, happiness and activation. Moreover, fulfilling the intrinsic needs for competence and autonomy mediated the effects of in-game success and predicted enjoyment of the video game. Results are discussed in context of recent conceptualizations of media entertainment and the hierarchical order of emotional gratifications.

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Nicole C. Krämer

University of Duisburg-Essen

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Daniel Roth

University of Würzburg

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