Social Science Computer Review http://ssc.sagepub.com Massive Questionnaires for Personality Capture William Sims Bainbridge Social Science Computer Review 2003; 21; 267 DOI: 10.1177/0894439303253973 The online version of this article can be found at: http://ssc.sagepub.com/cgi/content/abstract/21/3/267 Published by: http://www.sagepublications.com Additional services and information for Social Science Computer Review can be found at: Email Alerts: http://ssc.sagepub.com/cgi/alerts Subscriptions: http://ssc.sagepub.com/subscriptions Reprints: http://www.sagepub.com/journalsReprints.nav Permissions: http://www.sagepub.com/journalsPermissions.nav Citations (this article cites 9 articles hosted on the SAGE Journals Online and HighWire Press platforms): http://ssc.sagepub.com/cgi/content/refs/21/3/267 Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. ARTICLE 10.1177/0894439303253973 SOCIAL Bainbridge SCIENCE / QUESTIONNAIRES COMPUTER REVIEW FOR PERSONALITY CAPTURE Massive Questionnaires for Personality Capture WILLIAM SIMS BAINBRIDGE National Science Foundation Contemporary information technology facilitates the creation and administration of much longer questionnaires than was feasible traditionally. People might be motivated to respond to these questionnaires as a means of capturing significant aspects of their personalities, and this can be useful when designing sociable technology—computer avatars, software agents, and robots with simulated personalities— and when creating personality archives for research or memorial purposes. In this article, the author illustrates how “personality capture” can be accomplished through 20,000 questionnaire items culled from responses to open-ended online questions, content analysis of existing verbal or textual material, and words from dictionaries, encyclopedias, and thesauri. This approach enables detailed idiographic study of a single individual, based on fresh measurement items and scales derived from the ambient culture. Keywords: personality capture; Survey2000; Survey2001; survey research; opinion research; questionnaire; software P ersonality capture” is the process of entering substantial information about a person’s mental and emotional functioning into a computer or information system; in principle, sufficiently detailed to permit a somewhat realistic simulation. This term draws an analogy with the widely used technique called “motion capture,” in which the movements of a human being are entered into a computer, usually by some kind of machine vision system, so they can be used to program realistic images of people in movies and videogames. If motion capture records the motions of a person, personality capture records the emotions, attitudes, opinions, beliefs, values, habits, perceptions, and preferences of a person. The Leiden Institute of Advanced Computer Science, Digital Life Technologies (www.liacs.nl/research/DLT/) uses personality capture in exactly the sense intended here, but the term has not yet become firmly rooted in the lexicons of either computer science or social science. Altiris (www.altiris.com), a software company, uses the term to refer to the process of migrating a person’s files and software preference settings from one computer to another. The abstract of a computer science journal article about modeling a person’s interpretations of images states “Personalizing web search engines, a crucial issue nowadays, would obviously benefit from the system’s ability to capture such an important aspect of a user’s personality as visual impressions and their communication” [italics added] (Bianchi-Berthouze, 2002, p. 43). Clearly, computer science is on the verge of adopting the term personality capture, and I suggest that social science consider doing so as well. Some recent work connects personality capture to motion capture. For example, researchers have been developing computer vision systems that can scan a person’s facial expressions AUTHOR’S NOTE: The views expressed in this article do not necessarily represent the views of the National Science Foundation or the United States. Social Science Computer Review, Vol. 21 No. 3, Fall 2003 267-280 DOI: 10.1177/0894439303253973 © 2003 Sage Publications 267 Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. 268 SOCIAL SCIENCE COMPUTER REVIEW into a software system that performs “emotion extraction” to duplicate these expressions graphically in an electronic “clone” (Thalmann, Kalra, & Escher, 1998). Several kinds of conventional software already perform limited forms of personality capture. For example, a person who wants his or her word processor to handle speech-to-text dictation must train the speech recognition software by reading long samples of text out loud, thereby capturing the parameters of his or her own unique voice. Recognizing that human personality can express itself in many different modalities, this article will explain how one traditional social science technique can be adapted for personality capture, while transcending some traditional limitations of that technique. A RESEARCH PROGRAM New information technologies can stimulate fresh developments in social science. Across the other sciences, a new approach for fundamental science has been emerging in which terabyte data sets are used to explore complex systems dynamics. The same can be done for personality research by analyzing the complex connections among the thousands upon thousands of distinguishable memories and associations that make up a single human mind. It would be premature at this point to predict what discoveries might be gained, but one possible area of accomplishment would be uniting personality psychology with cognitive neuroscience (Gazzaniga, 1995). New needs have also arisen in recent years; notably the growing realization that researchers must find ways to design computer and information systems that are optimized for use by human beings. This requires the development of data resources, tools, and conceptual approaches for designing “sociable technology,” that is, computer avatars, software agents, and robots that possess personalities themselves and that better to serve our own personal needs (Turkle, 2002). The very first fragmentary applications of personable computing have begun to appear; for example, adaptive interfaces that employ very primitive artificial intelligence techniques to adjust to the user’s habits. Another application area is the development of digital libraries and web sites that preserve vast troves of information about individuals for historical or memorialization purposes. The Library of Congress pioneered historical digital libraries in the mid-1990s by posting nearly 3,000 life histories on the web from the 1930s Folklore Project of the Federal Writers’ Project for the Work Projects Administration (http://memory.loc.gov/ammem/ wpaintro/wpahome.html). The Survivors of the Shoah Visual History Foundation (http://www.vhf.org/) has carried out digital video interviews with more than 50,000 informants about the experience of enduring the Nazi holocaust. Several leading computer scientists have argued that some day it will be possible to enhance a rich archive of data about an individual with artificial intelligence to achieve a kind of immortality (Bainbridge, 2000a; Bell & Gray, 2001; Kurzweil, 1999; Robinett, 2002). The chief function of most standard personality tests is to reduce the unique complexity of the individual to measurements along a small number of dimensions, often as few as five (e.g., Zuckermann, Kuhlman, Joireman, Teta, & Kraft, 1993). Much of the psychological research of the past century has been nomothetic, or seeking comprehensive ways of understanding humanity in general and testing hypotheses about general tendencies. In contrast, personality capture is more idiographic, or seeking to document the distinctive characteristics of a specific individual (Pelham, 1993; Shoda, Mischel, & Wright, 1994). A vast number of psychological scales exist that measure a multitude of concepts (Goldman et al., 19952002; Sweetland & Keyser, 1991). These scales will be useful for personality capture, but I Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. Bainbridge / QUESTIONNAIRES FOR PERSONALITY CAPTURE 269 suggest we also need to break new ground in the sociology and anthropology of personality and develop a great diversity of culture-based measures to chart individual characteristics. Individuals do not exist in isolation. Rather, they internalize or react against elements of the surrounding culture, for example, speaking a shared language with only slightly distinctive pronunciation and vocabulary. Thus, one way to develop new measures that would be relevant for capturing the personality of a particular individual is to harvest questionnaire items from the ambient culture surrounding that individual. This article offers examples of three ways of doing this: 1. Collecting statements and other verbal material volunteered in response to open-ended questions administered through interviews or questionnaires 2. Culling existing verbal or textual material derived by content analysis or data mining from movies, television programs, novels, or other exemplars of popular culture 3. Developing measures based on the language itself, using words from dictionaries, encyclopedias, and thesauri To explore these potentials and develop some of the specific technical methods that would be needed for this work, I set the goal of using all three approaches to develop 20,000 questionnaire items. To facilitate creation and initial testing of such a massive corpus of items, it was necessary to employ many of the latest technologies. The hardware included desktop, laptop, and pocket computers. Data collection software was programmed in a conventional computer language (Pascal), as web pages (HTML forms), and as specialized spreadsheets (Excel), with text and data ported back and forth among these as well as to a standard statistical analysis package (SPSS). Thousands of people provided material for questionnaires, and 8 adults volunteered to serve as intensive test participants. The questionnaires were delivered to the volunteers through web pages, Windows-based software downloaded from a web page, or e-mail, or on magnetic disk and CD, or the questionnaires were transferred by wire between a desktop and pocket computer. The 20,000 items were assembled into 10 Windows-based software modules (see Table 1) and administered to one or more participants. Each item consisted of a stimulus, such as a statement, to which the participant would respond. As will be explained shortly, each module presented a pair of response scales for each stimulus, so in terms of the data collected there were actually 40,000 items, 2 for each of the 20,000 stimuli. We will look closely at 5 of these modules, beginning with one that asked the research participant to think about the future. THE YEAR 2100 In May 1997, I launched a web site called The Question Factory to administer surveys through the Internet (Bainbridge, 2000b). One of these surveys pretested questionnaire items about the future, such as “Imagine the future and try to predict how the world will change over the next century. Think about everyday life as well as major changes in society, culture, and technology.” After successful preliminary work with The Question Factory, this item was included in the pioneering web-based questionnaire, Survey2000, organized by sociologist James Witte and sponsored by the National Geographic Society (Bainbridge, 2002b; Weber, Loumakis, & Bergman, 2003; Witte, Amoroso, & Howard, 2000). About half of the roughly 46,500 adults who responded to Survey2000 gave thoughtful written responses to the item about the future, producing more than 10 megabytes of text. The method of analysis has been used many times before, for example, in surveys about the space program (Bainbridge, 1991; cf. 1989, 1992). I read carefully through the text, Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. 270 SOCIAL SCIENCE COMPUTER REVIEW TABLE 1 The 20,000 Idiographic Questionnaire Items in 10 Modules Module Items Type Year 2100 2,000 Beliefs 2,000 Predictions of the future Statements Beliefs II 2,000 Statements Wisdom 2,000 Statements Emotions 2,000 Emotional stimuli Experience 2,000 Taste 2,000 Events, experiences Foods Self 1,600 Association Action Chief Sources 2,000 Adjectives for a person Pairs of words Online questionnaire Survey2000 Online questionnaires, social science literature Online questionnaire Survey2001 Babylon 5 TV program and novels Online questionnaires, web site search Questionnaire of a communal religion Online questionnaire Survey2000 Sociology classes, dictionaries, thesauri Dictionaries, thesauri 2,400 Verbs Dictionaries, thesauri Scale 1 Scale 2 Good-bad Likely-unlikely Agreedisagree Agreedisagree Agreedisagree Good-bad Importantunimportant Importantunimportant Importantunimportant a Much-little Good-bad Recentlynever Healthyunhealthy b Much-little Like-dislike Good-bad Strongc weak Like-dislike Importantunimportant Activepassive a. How much or how little the stimulus would make the respondent feel the given emotion. b. How much or how little the respondent judges that he or she possesses the given quality. c. Mental connection between the two words. copying out phrases and sentences that seemed to identify distinct ideas about the future. This process produced a new file with a little more than 5,000 text extracts, which were then combined and edited into clear statements of single ideas. Iteratively, the ideas were categorized in many groups that were then combined, until there were 20 groups with 100 items in each; see Table 2 for data for Participant 1. For ease in remembering, the groups have simple mnemonic names. For example, the Domestic group not only has statements about people’s homes but also includes ideas about urban and rural environments and about the food people will eat at home. The items were embedded in an administration software module. One response scale asks the participant to say how good it would be if the particular statement came true, from 1 = bad to 8 = good. A second scale asks how likely it is that the statement will come true, from 1 = unlikely to 8 = likely. Figure 1 shows the area of the computer screen where the participant enters responses. Above this area, the particular item is displayed. For example, the first of the Domestic items is “There will be special rooms with three-dimensional projectors set aside in homes for virtual reality entertainment.” The respondent first thinks about this prediction and decides how bad or good it would be if this came true over the next century. Participant 1 rated the prediction 5 by using the computer’s mouse to click the 5 button in the horizontal BAD-GOOD row. Then the respondent clicked the 6 button in the vertical UNLIKELY-LIKELY column to indicate that the prediction was somewhat likely to come true. The computer displayed both clicked buttons in a lighter color, highlighting the participant’s tentative choices. At this point, the participant could change either of the choices or click the OK button in the center to register the data. Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. Bainbridge / QUESTIONNAIRES FOR PERSONALITY CAPTURE 271 TABLE 2 Items About the Future, 100 in Each of 20 Categories, From Survey2000 Mnemonic Art Business Conflict Domestic Education Family Government Health International Justice Knowledge Labor Miscellaneous Nature Outer space Population Quality of life Religion Society Technology Topic Areas Art, music, literature, culture, entertainment, sports, style Business, commerce, the economy, wealth, inequality Conflict between groups, including nonviolent competition Home life, houses, foods, urban and rural communities Students, schools, academics, languages, education in society Marriage, families, children, reproduction, sexuality Government, politics, politicians, political systems, ideologies Health, medicine, sickness, genetics, drugs, specific diseases International relations, nations, regions of the world Crime, justice, courts, law, police, morality, punishment Knowledge, science, beliefs, philosophies, worldviews Jobs, labor relations, occupations, working conditions, careers Miscellaneous aspects of technology, culture, society, life Environment, climate, natural resources, flora, fauna Space exploration, space technology, human future in the universe Demography, life span, fertility, mortality, migration, cloning Lifestyles, values, social problems, general quality of life Religion, spirituality, faith, secularization, denominations Relations between individual people and social classes Transportation, communications, computer technology Good Likely (6-8 on (6-8 on 1-8 scale) 1-8 scale) Correlation of Good and Likely 19 29 .40 13 35 .46 18 29 .37 29 37 .54 14 30 .26 5 26 .10 24 26 .28 40 39 .30 17 29 .55 7 19 .26 45 62 .08 20 47 .08 27 41 .51 23 37 .13 77 23 –.36 14 33 –.14 13 30 .23 23 28 .61 7 16 .47 19 33 .52 All 8 participants employed this cross-shape input method, which requires three clicks for each stimulus and pair of responses. However, the software also includes a “block” input method, where a single click on a checkerboard of 64 buttons registers both responses. Either way, after one pair of responses is registered, the next stimulus will appear. The Back and Skip buttons allow the participant to move backward or forward in the list of stimuli without responding to them, primarily to allow reconsideration of responses. The Help button leads to a screen that explains the input method and provides a demonstration of how it works. The Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. 272 SOCIAL SCIENCE COMPUTER REVIEW Figure 1: The Input System for the Year 2100 Software Module Return button exits the input mode, for example, allowing the participant to save data and quit the software. It is essential to note that Table 2 is merely a summary that communicates a superficial overview of the items and the participant’s responses. Personality capture really focuses on the full, undigested data set. For example, one can output a text file of the predictions that the participant rated in any particular way. Participant 1 said that just two predictions were both very likely (7-8 on the 1-8 likely scale) and very bad (1-2 on the bad-good scale): “Humanity will not leave the Earth in meaningful numbers, because the technology required will be beyond its grasp” and “Space exploration will stall, symbolizing the failed promises of technology,” respectively. Coincidentally, the participant rated just two items at the extremes of good (8) and likely (8): “Human consciousness will be transmitted to advanced computers” and “For the first time in human history, human-computer interfaces will permit development of technologies of the soul,” respectively. Clearly, this particular participant seems to be pessimistic about the space program but optimistic that personality capture really can confer a kind of immortality. Although this article focuses on the personality capture itself, it is necessary to think ahead to how the data could be analyzed idiographically or employed in simulations. This requires exploration of ways in which patterns could be found in the data, whether by conventional social-scientific statistical analysis or by the pattern recognition and data-mining techniques that have become prominent in contemporary computer science. Table 2 lets us see the differing levels of optimism the particular participant has concerning different areas of human life and culture. Note that Participant 1 rated 77 of the 100 “outer space” items as good (6-8 on the 1-8 scale) but only 23 of the 100 as likely. This is one indicator of the participant’s mixture of enthusiasm and pessimism about the space program. Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. Bainbridge / QUESTIONNAIRES FOR PERSONALITY CAPTURE 273 A good way of measuring a person’s optimism is to calculate the correlation between good and likely ratings in a given area. As the last column in Table 2 shows, Participant 1 is most optimistic about religion (r = .61). This does not in itself say whether the participant is religious but reveals that the predictions about religion the participant thinks would be good tend also to be likely. One would have to look at the particular religion items the individual thought were best: “Science will become the official state religion, with scientists as high priests” and “The spiritual deadness affecting prosperous societies will lead to a proliferation of strange cults and fanatic religious movements.” Clearly, this participant is not religiously conventional, although optimistic in the area of religion. Participant 1 is most pessimistic about the space program, as measured by a negative correlation (–.36) between rating the space items good and likely. This categorization in Table 2 is rather artificial, and the other modules described in the next section used very different categorizing methods, beginning with one that also derived its items from an online survey. BELIEFS II Three of the 10 modules consisted of Likert-type agree-disagree statements: Beliefs, Beliefs II, and Wisdom. The material for 1,000 of the items in Beliefs II came from a second National Geographic web-based survey, Survey2001 (Bainbridge, 2002a). A battery of 20 agree-disagree items measured people’s beliefs about 10 different issues at the borderland of science, often called pseudoscience (Frazier, 1981), primarily for nomothetic research on the cultural territory between religion and science (Bainbridge & Stark, 1980). These items were in pairs, one phrased positively and the other negatively. For example, one pair concerned astrology: “There is much truth in astrology—the theory that the stars, the planets, and our birthdays have a lot to do with our destiny in life” and “Astrologers, palm readers, tarot card readers, fortune tellers, and psychics cannot really foresee the future.” Another pair concerned spiritual development techniques: “Some techniques can increase an individual’s spiritual awareness and power” and “Yoga, meditation, mind control, and similar methods are really of no value for achieving mental or spiritual development.” After this battery of items, subsets of the respondents were given pairs of statements like these again and were asked to write comments about their topics. Following the approach described above, 1,000 items were derived from the resulting verbiage, in 10 categories, as shown in Table 3. Each category consisted of a pair of items from Survey2001, followed by 98 statements that came from the respondents’ comments. Using software similar to that described previously, Participant 2 was asked to rate the 1,000 statements in terms of how true or false each was, as well as how important each was. Then Participant 2 was given a laptop computer that had the 1,000 items in a spreadsheet file. The participant was permitted to take the laptop for a few days, and whenever convenient to look through each group of 100 items and mark all the statements that supported the first one in the group. For the astrology items, Participant 2 marked 38 (including the first one) that in some way supported the idea that astrology might be true. The remaining 62 items either contradicted belief in astrology (like the second item) or were neutral. Thus, Table 3 begins with a categorization based on the origins of the items in an online survey, then subcategorizes in terms of the participant’s individual categorization habits. Table 3 shows one way it is possible to locate the belief of a single respondent in the surrounding culture. We see the percentage of 3,909 respondents to Survey2001 who agreed with each of the 10 positive agree-disagree items, compared with the false-true ratings of Participant 2. Whereas fully 48% of the respondents to Survey2001 apparently believe in Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. 274 SOCIAL SCIENCE COMPUTER REVIEW TABLE 3 Items About Pseudoscience, 100 in Each of 10 Categories, From Survey2001 Responses From Participant 2 Mean Rating on 1 to 8 False-True Scale Stimulus Statement From Online Survey There is much truth in astrology— the theory that the stars, the planets, and our birthdays have a lot to do with our destiny in life. Every person’s life is shaped by three precise biological rhythms— physical, emotional, and intellectual—that begin at birth and extend unaltered until death. Scientifically advanced civilizations, such as Atlantis, probably existed on Earth thousands of years ago. Dreams sometimes foretell the future or reveal hidden truths. Some people really experience telepathy, communication between minds without using the traditional five senses. Some UFOs (Unidentified Flying Objects) are probably spaceships from other worlds. Some scientific instruments (e.g., e-meters, psionic machines, and aura cameras) can measure the human spirit. Some techniques can increase an individual’s spiritual awareness and power. Some people can hear from or communicate mentally with someone who has died. Some people can move or bend objects with their mental powers, what is called telekinesis. Percentage Who Agree (N = 3,909) Number of Items in 100 Supporting This Item Items Supporting Items Not Supporting 14.3 38 3.6 5.7 28.1 32 3.3 5.5 34.8 59 3.8 6.2 55.4 39 4.4 5.4 48.0 54 2.7 5.7 22.2 12 2.8 5.2 9.1 42 3.3 5.4 57.3 55 3.5 5.1 23.4 44 2.7 5.3 18.1 63 2.7 5.5 telepathy, only 9% believe scientific instruments can measure the human spirit. In contrast, Participant 2 rates 54 pro-telepathy items only 2.7 on the 1-8 false-true scale, compared with 3.3 for 42 items supporting the idea that the spirit can be measured. EMOTIONS The Emotions module consists of 2,000 items measuring what stimuli make the respondent have 20 feelings: love, fear, joy, sadness, gratitude, anger, pleasure, pain, pride, shame, Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. Bainbridge / QUESTIONNAIRES FOR PERSONALITY CAPTURE 275 TABLE 4 Stimuli Eliciting 20 Emotions Mean Rating of 100 Stimuli in Each of 20 Categories on 1-8 Bad-Good Scale Category Defining Words in 10 Near Antonym Pairs Love-fear Joy-sadness Gratitude-anger Pleasure-pain Pride-shame Desire-hate Satisfaction-frustration Surprise-boredom Lust-disgust Excitement-indifference Correlation Between Saying 100 Stimuli Are Good and They Elicit the Given Emotion First Category Second Category First Category Second Category 5.07 5.09 5.34 4.78 5.53 4.56 5.00 4.51 4.61 4.30 4.32 3.59 3.80 3.83 3.88 4.13 3.74 4.62 3.90 4.27 .59 .79 .60 .66 .75 .44 .73 –.03 .55 .05 –.72 –.56 –.34 –.53 –.50 –.66 –.53 –.26 –.60 –.01 desire, hate, satisfaction, frustration, surprise, boredom, lust, disgust, excitement, and indifference. One thousand stimuli came from a pair of questionnaires administered through The Question Factory. Each questionnaire listed 10 emotions, each followed by a space in which to write, and explained For each of these ten emotions, we will ask you to think of something that makes you have that particular feeling. By “things” we mean anything at all—actions, places, kinds of person, moods, physical sensations, sights, sounds, thoughts, words, memories—whatever might elicit this emotion. We will also ask you to think of what makes someone else—a person very different from you—have the same feelings. The other 1,000 stimuli came from 20 searches of the World Wide Web using search engines (Google, Alta Vista, Metacrawler) to find texts describing situations that elicited each of the emotions. By this means, a large number of works of literature and online essays were located that used the words in context. Each of the stimuli in the set was written on the basis of the entire context around the quotation, although in many cases the phrase is a direct quotation. Thus, 1,000 of these items were collected by means of a web-based survey, whereas we culled the remaining 1,000 from existing expressions of the culture on the web. Table 4 shows how Participant 3 responded to these 2,000 stimuli. For example, one of the stimuli in the fear category was “not being able to breathe.” Participant 3, who was asthmatic as a child, said that this would be extremely bad (1 on a 1-8 badgood scale) and would very strongly tend to elicit the given emotion of fear (8 on a 1-8 scale of how much or little the stimulus would make the respondent feel the given emotion). The 20 emotions were arranged naturally in 10 pairs of opposites, as shown in Table 4, and the participant generally prefers the stimuli in the first category of each pair, with the exception of surprise and excitement, on which the participant appears to be neutral or ambivalent. The last two columns of Table 4 show the correlations between the two scales within each of the 20 categories, again showing a connection between the stimuli in a category and goodness or badness, with the notable exceptions of surprise, excitement, and indifference. Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. 276 SOCIAL SCIENCE COMPUTER REVIEW TABLE 5 Wisdom Module Popular Culture Items Drawn From Babylon 5 Number of Statements Character Lennier Delenn Jeffrey Sinclair Lyta Alexander Byron G’Kar Alfred Bester Vir Cotto Michael Garibaldi Minor characters Marcus Londo Mollari Susan Ivanova Dr. Stephen Franklin John Sheridan Anonymous Kosh 32 147 86 34 30 131 72 37 100 636 36 147 72 68 190 159 23 Mean Rating on 1-8 True Scale 4.22 4.44 4.49 4.50 4.60 4.60 4.61 4.62 4.62 4.63 4.64 4.64 4.82 4.85 4.90 5.01 5.09 Mean Rating on 1-8 Important Scale 4.69 5.08 4.85 5.32 5.37 5.08 4.69 4.76 4.88 5.04 4.97 5.01 4.93 5.12 5.05 5.33 5.48 WISDOM The next module, Wisdom, shows how questionnaire items can be derived entirely from a particular exemplar of the ambient culture. Material for it came from content analysis of 120 hours of the science-fiction television program, Babylon 5 (B5), guidebooks to its complex mythos, and B5 fiction (up to but not including the Technomage trilogy of novels). Traditionally, social scientists have often culled potential questionnaire items from the writings of a great thinker, as Richard Christie and Florence Geis (1970) did when they created the influential Mach Scale from the writings of political philosopher Nicolò Machiavelli. I have merely done the same thing with a contemporary source that addressed some of the same issues of power in human relationships as did Machiavelli. Created by J. Michael Straczynski, B5 draws deeply from the traditions of science fiction literature, thereby reflecting a major genre of popular culture (Bassom, 1997). B5 is a city in space, where humans and aliens meet, unaware that two vast powers are battling for dominance of the universe on a level of technical sophistication far beyond human understanding. On one side are the Vorlons, who value order and ask, “Who are you?” On the other side are the Shadows, who value chaos and ask, “What do you want?” The challenge of the TV series concerns whether humans can unite the other aliens against both of these forces and establish a cosmopolitan culture valuing liberty and diversity. The items are statements derived from sentences spoken in an episode of the program, limited to 10 sentences per hour of television, or published in a book, limited to 20 sentences from each source. In many cases, the item is a verbatim quotation, but in other cases the original was edited minimally to transform it into a statement about people or life in general. Table 5 shows how Participant 4 responded to the 2,000 items, categorized by the B5 character who spoke the original words, arranged in ascending order of mean “true” ratings. Participant 4 did not know the identities of the characters while rating their statements, and they were administered in random order. Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. Bainbridge / QUESTIONNAIRES FOR PERSONALITY CAPTURE 277 The first two characters in the list, Delenn and Lennier, are aliens from a haughty species that once tried to exterminate humans, and Participant 4 tends to rate their statements lowest on the true scale. One of the statements spoken by the character Delenn communicates well the central principle of their caste-ridden society: “Understanding is not required, only obedience.” At the opposite end of the list, Participant 4 gives the highest true rating to statements by Kosh, the enigmatic Vorlon. Kosh is famous throughout the science fiction subculture for making inscrutable pronouncements hinting at profound wisdom, such as “The avalanche has already started; it is too late for the pebbles to vote.” Participant 4 also gives somewhat high true ratings to anonymous statements and to those from the commander of B5, John Sheridan. The “anonymous” category consists of statements from television characters who are so minor they lack names and from authors writing about B5 without taking the voices of characters, so in a sense these statements lack personality. Sheridan, the central character of the series, is a Christ-like figure who dies but is reborn. His statements express both optimism and stoicism: “If you’re falling off a cliff, you might as well try to fly” and “The way to deal with pain is to turn it into something positive.” SELF Having seen several examples of how items could be collected by means of web-based questionnaires or extracted from published exemplars of the ambient culture, we must now conclude with an example that focuses on the language itself. This is also the only example here of comparing across individuals, which can be a valid part of understanding the individual in a social context. The Self software module consists of 1,600 adjectives that could describe a person. They came from a line of research that began a decade ago with a project exploring the “semantic differential.” This is a commonly used kind of questionnaire scale developed back in the 1950s that asks the respondent to judge something in terms of several pairs of opposite adjectives (Bainbridge, 1994; Osgood, Suci, & Tannenbaum, 1957). The items were developed with the help of 36 students in classes on the sociology of organizations and on small group processes. Students were asked to think about the qualities they would like to see in people they were working with. Each student wrote down as many as 20 of these terms, then wrote down the antonym of each. Four standard thesauri were then used to check these antonyms and to generate pairs of opposites that described personal qualities relevant outside the context of work, without reusing any of the words or employing any obscure terms. A total of 800 pairs of antonym adjectives were incorporated in the Self software, but each item was just a single word, and the software unobtrusively kept track of antonym linkages that connected the 1,600 words into pairs. Table 6 summarizes responses from 4 participants, numbers 5 through 8 in this study. A respondent judged how bad or good it was for a person to have the quality described by each word and how little or much he or she actually possessed the quality. Because we have so many data points for each individual, it is possible to correlate people with each other to see how similar or different their ratings are. For example, of the 1,600 qualities, Participant 5 and Participant 6 correlate .67 with each other on their bad-good ratings and .52 on the littlemuch ratings. The averages for the six coefficients linking the 4 participants are .67 again (ranging from .61 to .74) for bad-good ratings and .47 (ranging from .37 to .56) for littlemuch ratings. The difference between .67 and .47 is actually quite interesting. Apparently, the 4 subjects share cultural assumptions about how good or bad the qualities are, but they have different self-images, each stressing a somewhat different collection of personal qualities. Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. 278 SOCIAL SCIENCE COMPUTER REVIEW TABLE 6 Adjectives Describing a Person’s Character, Categorized by Participant 5 Self-Esteem (correlation Good and Much)a Most “Good” Items in Participant 5’s Category 1. Alert, alive, motivated 2. Clear, dedicated, focused 3. Unique, credible, exceptional 4. Healthy, complete, durable 5. Enlightened, innovative, aware 6. Future, real, instinctive 7. Courageous, hopeful, inquisitive 8. Constructive, inspiring, true 9. Spiritual, affectionate, loveable 10. Resourceful, best, energetic 11. Able, capable, honest 12. Celestial, cosmic, eternal 13. Good-natured, initiating, approachable Number of Items Participant 5 Participant 6 Participant 7 Participant 8 72 110 102 82 90 88 150 284 114 178 196 56 .57 .63 .71 .12 .87 .59 .13 .61 –.21 .39 .87 .38 .77 .78 .78 .58 .92 .70 .44 .82 .37 .80 .91 .80 .95 .94 .89 .92 .95 .93 .87 .91 .87 .81 .90 .87 .83 .89 .82 .58 .95 .71 .77 .85 .75 .83 .93 .87 78 .33 .73 .95 .90 a. Self-esteem is defined as saying qualities are “good” and having them “much.” The 13 categories of qualities that define the row of Table 6 were developed by Participant 5. We gave the participant a pocket computer loaded with a spreadsheet listing the 800 pairs and asked the participant to categorize them in about a dozen groups, using any principles he or she wished. Over a period of several days, the participant carried the pocket computer and from time to time worked on the categorization task, which in itself was yet another way of capturing aspects of the participant’s personality. The labels of the 13 categories are the three words that garnered the highest total good score from all 4 participants. For each participant, Table 6 gives the correlations between the Good and Much scales in each of the categories, which is a plausible measure of self-esteem. For example, Category 7 includes qualities like courageous and hopeful (and their antonyms, fearful and despairing). Participant 5 placed 75 pairs of items in this category. Among the ratings given these 150 items by Participant 5, the correlation between the Good and Much scales is only .13, which means essentially no correlation between rating a quality good and feeling that one possesses it. This is much lower than the self-esteem coefficients for the three other participant: .44, .77, and .87, respectively. However, it may not be appropriate to say that Participant 5 has abnormally low selfesteem, because we do not have population norms for the coefficients. In addition, it is important to remember that self-esteem can be abnormally high, as well as abnormally low. This can occur, for example, during a clinically manic episode, as was in fact the case for Participant 7. More important, we can compare the self-esteem coefficients within the data for a given respondent. Participant 5’s self-esteem is lowest for qualities like “spiritual, affectionate, loveable” (–.21) and highest for qualities like “able, capable, honest” (.87). Indeed, the tables in this article are only the most superficial sketch of the patterns that can be seen by looking closely at extremely rich data concerning one individual. CONCLUSION Tens of millions of people work and play daily on computers, and a few million carry laptops, pocket computers, or PDAs. They could, if they wished, respond to very long ques- Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. Bainbridge / QUESTIONNAIRES FOR PERSONALITY CAPTURE 279 tionnaires by doing a few items at a time whenever they had a few spare moments. For example, this paragraph was written with a pocket computer while riding on a subway. Archiving one’s own personality could become a pleasurable hobby in which a few people invest hundreds of hours over a period of years. Obviously, this vision has little to do with the traditional use of questionnaires as tools for surveying random samples of the population. But the new information technology might enable a very wide range of new social science applications and research methods that enrich science and human life. In a sense, this article has turned questionnaire methodology upside down. Instead of having one person write a questionnaire for a thousand people to answer, thousands of people created questionnaires for one individual respondent. Instead of calculating the correlation between two items across 1,000 respondents, we calculated the correlation between two responses across 2,000 items within one person. Personality capture may be carried out in a variety of ways for a variety of purposes. Thus, a great number and diversity of scientific studies will be needed to determine which applications will be valuable and how to create them. Massive questionnaires created from the ambient culture are one viable approach for idiographic social science study of an individual personality. REFERENCES Bainbridge, W. S. (1989). Survey research: A computer-assisted introduction. Belmont, CA: Wadsworth. Bainbridge, W. S. (1991). Goals in space. Albany: SUNY Press. Bainbridge, W. S. (1992). Social research methods and statistics. Belmont, CA: Wadsworth. Bainbridge, W. S. (1994). Semantic differential. In R. E. Asher & J. M. Y. Simpson (Eds.), The encyclopedia of language and linguistics (pp. 3800-3801). Oxford, UK: Pergamon. 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Bainbridge (Eds.), Converging technologies for improving human performance (pp. 148-151). Washington, DC: National Science Foundation. Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. 280 SOCIAL SCIENCE COMPUTER REVIEW Shoda, Y., Mischel, W., & Wright, J. C. (1994). Intraindividual stability in the organization and patterning of behavior: Incorporating psychological situations into the idiographic analysis of personality. Journal of Personality and Social Psychology, 67(4), 674-687. Sweetland, R. C., & Keyser, D. J. (Eds.). (1991). Tests: A comprehensive reference for assessments in psychology, education, and business. Austin, TX: PRO-ED. Thalmann, N. M., Kalra, P., & Escher, M. (1998). Face to virtual face. Proceedings of the IEEE, 86(5), 870-883. Turkle, S. (2002). Sociable technologies: Human performance when the computer is not a tool but a companion. In M. C. Roco & W. S. Bainbridge (Eds.), Converging technologies for improving human performance (pp. 148151). Washington, DC: National Science Foundation. Weber, L. M., Loumakis, A., & Bergman, J. (2003). Who participates and why? Social Science Computer Review, 21(1), 26-42. Witte, J. C., Amoroso, L. M., & Howard, P. E. N. (2000). Method and representation in Internet-based survey tools: Mobility, community, and cultural identity in Survey2000. Social Science Computer Review, 18(2), 179-195. Zuckermann, M., Kuhlman, D. M., Joireman, J., Teta, P., & Kraft, M. (1993). A comparison of three structural models for personality. Journal of Personality and Social Psychology, 65(4), 757-768. William Sims Bainbridge earned his doctorate from Harvard University. He is the author of 10 books, four textbook-software packages, and about 150 shorter publications in information science, social science of technology, and the sociology of culture. His software employed innovative techniques to teach theory and methodology: Experiments in Psychology, Sociology Laboratory, Survey Research, and Social Research Methods and Statistics. Most recently, he coedited Converging Technologies to Improve Human Performance, which explores the combination of nanotechnology, biotechnology, information technology, and cognitive science (National Science Foundation, 2002; www.wtec.org/ ConvergingTechnologies/). He has represented the social and behavioral sciences on five advanced technology initiatives: high performance computing and communications, knowledge and distributed intelligence, digital libraries, information technology research, and nanotechnology. Currently, he is deputy director of the Division of Information and Intelligent Systems of the National Science Foundation, after having directed the division’s Human Computer Interaction, Universal Access, and Knowledge and Cognitive Systems programs. He may be contacted at [email protected]. Downloaded from http://ssc.sagepub.com at PENNSYLVANIA STATE UNIV on February 8, 2008 © 2003 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution.
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