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Task Performance Under Deceptive Conditions: Using Military Scenarios in
Deception Detection Research
David P. Biros
Michael C. Hass
Air Force Institute of Technology
Karl Wiers, Douglas Twitchell, Mark
Adkins, Judee K. Burgoon, Jay F.
Nunamaker Jr.
University of Arizona
Abstract
The goal of this research was to
investigate how changes in modality
(communication type) and external conditioning
(warnings of player deception) relate to perceptions of deception and task difficulty and, in
turn, how these perceptions relate to the final
group game scores in a cooperative effort with
conflicting goals. One hundred and eight
participants were grouped into teams of three,
given similar instructions but different goals, and asked to play a cooperative game called
StrikeCOM that simulates the intelligence
gathering needed to develop an air tasking order
and subsequent air strike on three military targets.
The analysis of the post-game surveys showed
support for participants in games using a face-to-face communication method to have lower
perceptions of deception and task difficulty when
compared to games using real-time plain text chat.
1.0 Introduction
Deception is part of everyday life [8, 21].
Examples of this range from the frivolous, such as
agreeing that a style of hair is beautiful when you
feel that it is not, to the serious, such as courtroom
testimony, to the life-critical, which can occur
during military conflict. Despite this inundation, it
has been found that people are typically poor
detectors of deception- commonly only able to
detect it at a level slightly better than chance [9,
18]. Why people are typically so poor at detecting
deception communication is apparent when one
considers the nature of communication and of
people.
The basic nature of communication is to
convey information from sender to receiver
through some active means. This means that when
there is communication, the receiver is attempting
to comprehend what the sender is saying and there is a basic assumption made that the message is
comprehensive and truthful [12]. The problem
with this is that research has shown that such a
mindset can lead to truth bias; a predisposition to
assume that all others’ communication is truthful or
trustworthy [13, 17].
In a military environment, it is imperative
for members to be able to trust each other when
making critical decisions in support of mission
accomplishment. For complex tasks, multiple team
members are often ;brought together to analyze
data, gain situational awareness, and develop
optimal courses of action to complete a mission.
An example of this is the Air Operations Center
(AOC). It is the mission of the AOC to determine
the Air Tasking Order (ATO). Multiple team
members from various military disciplines
determine the operation mission (flying mission)
for the war-fighters. Information integrity is
critical. The introduction of deception into such an
environment could be detrimental thus, it is
imperative that AOC crew members remain
vigilance to the possibility of deception.
This study develops deception and
deception detection models by examining group
performance and perceptions of deception and task
difficulty under two different media types or
modalities commonly employed in military
campaigns and two different levels of awareness
using a military-based scenario. The two media
types considered are face-to-face communication
and real-time text chat. The two levels of
awareness are manipulated through the
introduction of additional information to selected
participants which may make them more
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suspicious of the other group members. The
scenario developed was one created using a
software package called StrikeCOM, developed by
the Center for the Management of Information at
the University of Arizona to evaluate group
performance in a task requiring a coordinated effort
among players.
2.0 Background
There has been a significant amount of
attention paid to the field of deception research,
and several theories and models have been
presented. One of the more significant of these is
Interpersonal Deception Theory (IDT) [4] The
theory was developed to identify the characteristics
of deceptive communication between a deceiver
and one or more receivers [4]. It takes into account
the dynamic nature of communication, where
participants may modify their style of
communication based on the feedback they receive.
The IDT relies on a two-part definition of
interpersonal communication and deceptive
communication to establish the theory scope.
Interpersonal communication is defined as the
“dynamic exchange of messages between two (or
more) people” [4: 205]. This dynamic exchange
requires that the sender and receiver are active
participants in the communication and that
individual roles will change over time, as
communicators become listeners and vice versa.
Another reason why people have
difficulty detecting deception has to do with their
preconceptions of what are accurate cues to
deception. So which cues do people associate with
deception? Surveys have shown that most people
link gaze aversion and fidgeting with deception [1,
14, 24]. In one survey, 75 percent of police
officers believed that liars look away. One
possible reason for this is that the police manuals
on interrogation promote this idea even though
there is little evidence to back this up [11]. These
inaccurate preconceptions make detecting
deception more difficult. Two recent studies that
examine the relation between what people think are
associated with deception and their ability to detect
it have shown this apparent conflict. Police
officers that believe that liars avert their gaze and
fidget were shown to be among the worst at
detecting deception [15, 23]. Only when the police
officers were asked to review the video tapes for
specific cues did the detection success rates
increase.
Another facet to this issue is that changes
in technology has made face-to-face and telephone
conversations to be used less often when compared
to e-mail, video conferencing, and chat rooms [2,
10]. Given this increasing emphasis on
technologically-based communication, the
probability for deceit within this media increases
[25]. Thus, it is appropriate to consider the
influence of deception under different modalities.
2.1 Modality
Modality refers to the different
communication media or modes that can be employed (face-to-face, e-mail, telephone, etc)
when sending information to one or more
recipients. These media have different
characteristics that affect how they convey
information, how much information each can
convey, and how many different people can they
convey information to in a set amount of time [4, 6,
7, 20]. Varying modalities allows the examination
of different sets of deceptive indicators and as well
as the influence of media richness on the ability to
detect deception. Along with varying modalities,
decision making behaviors of individuals and, in
turn, of groups may be influenced by the presences
of external conditioning. This may be in the form
of increased awareness of a potential deceptive act
taking place or it may be in some other form.
2.2 External Conditioning
External conditioning is the presence of
information provided from an outside source to
certain individuals or group members about the
possibility of deception The goal of providing this
information is to raise the non-specific suspicion
levels of certain group members by providing an
external stimulus to observe individual changes in
perception of deception and task difficulty [19]. A
previous study has determined that external
stimulation or warnings are positively associated
with deception detection success [3] and the
purpose of including this condition is to expand
these results to consider its interaction with
modality.
3.0 Research Model
In order to capture the influences on
medial type and external conditioning on deception
detection ability we offer the following conceptual
model (Figure 1). Varying media types or
modalities should influence ones perceptions of
deception and task difficulty. Similarly, the
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presence of external conditioning may also
influence in human perception in a similar manner.
These perceptions, in turn, will affect task success
(i.e. deception detection success).
Figure 1: Media Type and External Conditioning Model
The concept of media richness [6]
suggests that as communications media increases
in capability, the quality of the interaction between
two the sender and receiver improves. When
performing decision-making tasks, varying the
modality of the communication in a deceptive
environment should influence the perception of
deception of the decision-maker. Further, this
change in modality should also influences and
individuals perception of difficulty in a decision-
making task. That is, the less rich communication
modes are likely to make a decision-making task
seem more difficult that those that are richer. In
turn, higher levels of media richness should then
result in greater level of task performance. As such
we posit the following hypotheses:
H1a: Tasks performed using a text-only
communication method will have a higher
perception of deception when compared to tasks
performed using a face-to-face communication
method.
H1b: Task performed using a face-to-face
communication method will be perceived as
easier to perform when compared to tasks
performed using a text-only communication
method.
H1c: Task scores will be higher on average for
those employing the face-to-face communication
method when compared to those using the face-
to-face communication method.
However, modality alone may not be
enough. Understanding the role of situational
awareness is also necessary. Individual who have a
higher awareness of the presence of deceptive in
formation may react differently under varying
modalities. In fact, O’Hair and Cody [19] suggest
that external stimuli such as a warning of the
presence of deception may result in greater levels
of success at deception detection tasks. However,
that same warning may result in higher levels of
perceived task difficulty.
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H2a: The presence of external conditioning is
associated with a higher perception of
deception.
H2b: The presence of external conditioning is
associated with a higher perception of task
difficulty.
The perception of deception should have
an influence on deception detection task
performance. Those who believe there is deception
present should be more vigilant and thus look
harder for the deceptive information resulting in
better task performance. This was demonstrated by
in an earlier study [3], but the influence of its
interaction with modality is yet unknown.
Additionally, those who feel the task is difficult are
likely to performance less well [3]. As such, once
modality and external conditioning influence
perceptions of task difficulty and the presence of
deception, the will ultimate influence task success
[26]
H3: A higher perception of deception is
associated with higher average task
performance.
H4: A higher perception of task difficulty is
associated with lower average task
performance.
In summary, varying media types and
external conditioning should influence an
individual’s perception of deception and perception
of task difficulty. When these two perceptions are
affected, this, in turn, can influence individual and
group task success. In the next section we
introduce a novel method for testing our
hypotheses.
4.0 Experiment
In order to test these hypotheses and study
the influence of media type and external
conditioning, we developed an experiment
whereby three individuals were teamed to solve of
problem. A common problem for Air Force
officers to solve is to determine which targets
aircraft should be direction to in order to achieve
military objectives on the battlefield. In the real
world, this activity in performed in an Air
Operations Center (AOC) and a group of military
personnel including coalition forces, team to
determine the target priorities for the their
aerospace resources. Members of the AOC
provide information and subject matter expertise to
help the group decide on an optimal list of target
priorities. This prioritized list is referred to as an
Air Tasking Order (ATO). Thus, in order to test
our hypotheses, we developed a simulated AOC
environment and required our decision-makers to
devise an ATO. We did this using an AOC
simulator called StrikeCOM.
4.1 StrikeCOM
StrikeCOM is a game where teams of two
or more players cooperate to determine three
targets that are hidden over a 6x6 grid map (See
Figure 4). Each player is given assets that they
could use once per turn. For this study, we used
three player teams with each player providing
information about two information assets (e.g. air,
space, human intelligence, etc).
The two assets had different search
coverage abilities; asset one could search three grid
squares per turn and asset two could search one
grid square per turn. Search efforts encompassed
five rounds where each person used their assets to
search different portions of the map for possible
targets. Results of each search yielded information
about the grids searched. Each grid searched
showed that it either had no target, possibly had a
target, or probably had a target. Conducting
another search on a grid that possibly had a target
would have shown if there was either no target or
probably a target there.
Due to the number of grids on the map, it
was impossible for any one of the players to search
the entire map by themselves. Only the individual
players knew the results of their search. They
needed to communicate their search results to the
other players in order to develop a game-winning
or optimal strategy. In order to have the greatest
chance of finding targets, players had to plan and
coordinate their searches using the communication
mode they were provided. On the sixth and final
round, each player selected a set of three or more
grids to attack in the hopes of destroying the three
targets (see Figure 2).
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Figure 2. View of StrikeCOM
The number of group strike selections that
correctly chose the correct target locations
determined the final game score. A perfect score
was achieved when all group members selected the
same three correct targets for attack. This game is
made more difficult in this experiment by the fact
that one of the three players does not want targets
to be found or destroyed and will likely provide
misleading information to the other two players.
In short, one player was told insert deceptive
information into the decision making task.
4.2 Experimental Design
To conduct the experiment, we recruited
cadets from a Air Force Reserve Officer Training
Corps (ROTC) detachment located at a university
in the southwestern United States. In their ROTC
curriculum, cadets learn about AOCs and ATOs.
The detachment commander believed that our
experiment would be a great opportunity for the
cadets. In all, we recruited 108 cadets. The cadets
were randomly assigned in groups of three (36
groups) and given positions and information assets
for the AOC simulator, StikeCOM.
One of the advantages of StrikeCOM is
that it is an easy game to learn. It was even easier
for the cadets as they had a familiarity with the
AOC environment. After a short introduction and
practice period, the cadets were ready to begin the
task of determining the ATO. Each group of
cadets was expected to complete their session
within 2 hours and the room for the experiment
allowed for up to two simultaneous groups. Each
participant was videotaped for the duration of the
session. All audio and text inputs were recorded
and transcribed for future analysis.
4.3 Independent Variables: Role,
Deception, and External Suspicion
Induction
Each player was selected to play the role
of one of three component commanders: Air, Intel,
and Space. Each component had a different role
within the game and participants were randomly
selected for each role at the beginning of the game.
The Air component commander was given
the basic set of instructions. They were told how to
play the game and their goal is to play the game as
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best they can and help to achieve the highest
overall group score. They were not made aware
that any other player might have had a different
goal. For classification purposes, the Air
component commander was considered the naïve
player.
The Intel component commanders were
also given the same basic set of instructions but
half of them were also given one additional set of
instructions They were provided with an external
source of suspicion by being informed that one of
the other two players may provide deceptive
information. The Intel component commander did
not know which of the other players was the
deceiver and may have tried to find out whom
though their goal remained to help achieve the
highest overall group score in the game.
The Space component commanders were
given a similar set of instructions, however, unlike
the other two, the space commanders were told to
correct location of the targets. They were also told
to lead the other two players away from the correct
targets using any means necessary.
5.0 Measurement
In order to successfully test the
hypotheses posited for perception of deception and
perception of task difficulty, the groups were
divided into two modality types: face-to-face and
text-chat. In accordance with Daft and Lengal,
[6] we consider face-to-face a richer modality that
text-chat. We also divided the groups by level of
external conditioning (Air had no external
conditioning, Intel received external conditioning).
Because the participants that played the role of
Space component commander had direct
knowledge of the locations of the enemy camps
and were instructed to deceive the other members,
their perceptions of deception and task difficulty
would be different from the other team members
and are excluded from the analysis of post-game
survey data.
Measurements of the perception of
deception were obtained by having the participant
answer a questionnaire that was directly related to
evaluating the level of suspicion the individual
participant had of their team members and their
belief that their team members may have been
deceitful. This questionnaire was administered at
the end of play so as not to influence the
participants. Measurements of the perception of
task difficulty were obtained though analysis of the
questions from a “task difficulty’ measure. Both
measurements were found to be reliable in a
previous study. [28] All questions used in directly
answering the hypotheses used the same scale
ratings of 1 (strongly disagree) to 7 (strongly
agree)..
A factor analysis was performed to ensure
the questions loaded on the deception and task
difficulty constructs. The results of the factor
analysis show that some of the variables in both the
deception and task difficulty measures are similar.
A rotated component matrix depicted that the
questions were appropriately similar to be
combined into a composite score to evaluate the
perception of deception. An additional factor
analysis was accomplished for the perception of
task difficulty questions. Four out of the five
questions in the group loaded together under the
task difficulty construct. The one question that did
not load had to do with functions of the game
instead of issues concerning the task. The
measurement for task success was calculated by the
game as described earlier.
6.0 Analysis
Once the data collection was complete, we
performed a pair of factorial ANOVAs to test for
hypothesis support while taking into account the
possibility of an interaction effect between
modality (face-to-face) and external conditioning
(Intel and Air) while examining the perceptions of
deception and task difficulty. The results of the
factorial ANOVAs ( = 0.05) using a one-tailed
analysis show that there is no significant
interaction between modality and external
conditioning for either perception of deception (F-
ratio = 1.664, observed significance = 0.203) or
perception of task difficulty (F-ratio = 1.541,
observed significance = 0.22). This enabled us to
consider modality and external conditioning as not
having a joint , yet be able to analyze their
interactive affects.
6.1 Analysis of Hypotheses
Hypothesis H1a stated that tasked
performed using a text-only communication
method will have a higher perception of deception
when compared to games performed using a face-
to-face communication method. An ANOVA (all
ANOVAs performed at = 0.05 using a one-tailed
analysis) indicated that the perception of deception
scores were higher for text-only games when
compared to face-to-face games (mean = 3.85 TXT
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and 3.05 FTF) and that the difference is significant
(F-ratio = 4.44, observed significance = 0.04).
Participant playing StrikeCOM under the text-only
communication method perceived the presence of
deception to a greater extent than the games where
participants communicate face-to-face.
Hypothesis H1b posited that the tasked
performed using a face-to-face communication
method will be perceived as easier to perform
when compared to games performed using a text-
only communication method. The results show
that the perception of task difficulty was higher for
text only games when compared to face-to-face
games (mean = 3.96 TXT and 2.87 FTF) and that
the difference is also significant (F-ratio = 8.97,
observed significance = 0.004). Participants using
the StrikeCOM games felt that the face-to-face
tasks were much easier to accomplish when
compared to the text-only games.
Hypothesis H1c stated that the final group
game scores will be higher on average for those
employing the face-to-face communication method
when compared to those using the text-only
communication method. One would expect a
higher level of media richness to enable them to
perform the task better. However, even with the
external conditioning considered, the average game
scores for text-only and face-to-face games are
almost identical (mean = 0.203 TXT and 0.200
FTF) and there is no significant difference between
them (F-ratio = 0.005, observed significance =
0.944). The face-to-face and text-chat task
performance measures were quite close in
comparison.
Hypothesis H2a maintains that the
presence of external conditioning is associated with
a higher perception of deception. The factorial
ANOVA results (performed at = 0.05 using a
one-tailed analysis) show that participants who
received an external warning of the possibility of
player deception (Intel participants) had higher
perception of deception than those who did not
receive any warning (Air participants) (mean =
3.81 Intel and 3.08 Air) regardless of what type of
StrikeCOM game was played. While the
difference is not significant (F-ratio = 3.68,
observed significance = 0.06), the results are strong
enough to suggest continued study of the
hypothesis. This result is not overly surprising.
Past studies have demonstrated that users will
continue to rely on information technology output
even when its veracity was in question [26, 27]
Hypothesis H2b posited that the presence
of external conditioning is associated with a higher
perception of task difficulty. One would expect the
introduction of the idea that some information is
deceptive would increase the cognitive task load of
the player. The results indicated that the
perception of task difficulty is slightly higher on
average in Intel participants when compared to Air
participants (mean = 3.47 Intel and 3.35 Air) but
this difference is not significant (F-ratio = 0.100,
observed significance = 0.753). The Intel
participants (those with external conditioning) may
have found the task more difficult but that the
difference is too small to say that for certain.
6.2 Analysis of Effects of Perceptions on
Task Scores
The analysis of the effect of perceptions
of deception and task difficulty on the final group
game scores was performed using linear regression
( = 0.05). Hypothesis H3 stated that a higher
perception of deception is associated with higher
average game scores. Those groups with Intel
commanders who received the external
conditioning would likely counter the planted
deception. The regression results show a strong
negative relationship (bivariate fit: Game Score =
0.276248 - 0.0215227 Perception of Deception)
between perception of deception and group game
score (F-ratio = 8.26, observed significance =
0.0046). This means that the alternate of H3, that a
higher perception of deception is associated with
lower game scores, is supported rather than the
original hypothesis and means that, in general, as
the individual perception of deception increased,
the final StrikeCOM group game score decreases.
This result will be discussed later on.
Hypothesis H4 maintain that a higher
perception of task difficulty is associated with
lower average game scores. The regression results
show a weak negative relationship (bivariate fit:
Game Score = 0.2076717 - 0.0017208 Task
Difficulty) between the perception of task
difficulty and the final group game score. This
weak relationship is not significant (F-ratio =
0.078, observed significance = 0.78) and H4 cannot
be supported. Thus, increasing individual
perception of task difficulty had no significant
effect on the final StrikeCOM group game score.
The level of perceived difficult apparently had no
affect on task performance in this case.
7.0 Discussion
Collectively, hypotheses H1a, H1b, and
H1c proposed that changes in modality would have
a significant effect on the on the perceptions of
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deception and task difficulty and on the final group
game scores. The statistical tests support the
changes in modality affecting individual
perceptions but not affecting the task performance.
An attempt to explain why there was no difference
in mean game score between modalities requires a
reexamination of the key differences in media
characteristics as illustrated by Carlson [5] in
Chapter 2 between the face-to-face and text-only
games.
The two media types would be similar in
terms of symbol variety and tailorability. The
media would also be similar in terms of
reprocessability due to the presence of scratch
paper (which all players used) in all games
providing the ability to make written logs of results
and suggestions. Face-to-face games would
provide a slightly higher synchronicity (by a few
seconds) and conversely text-only games would
provide a slightly higher level of rehearsability.
The biggest difference between the two media
types is in the area of cue multiplicity where face-
to-face games would be able to provide visual,
verbal, and nonverbal cue channels while text-only
games provide a verbal (plain text) cue channel
only.
Additionally, we observed that the text-
only games took significantly longer to complete
compared to face-to-face games (on the order of
twice as long). This is understandable because it
can be expected to take longer to communicate a
complex idea using typed plain text compared to a
face-to-face conversation. It can be noted however
that while the text-only games took longer to
complete, the research team allowed the
participants uninterrupted time to complete the
games even when their games ran over into the
next study time slot. This could mean that, given
enough time to communicate ideas within a group,
the difference in channel cues, in verbal and
nonverbal communication, may not have enough of
an effect to change the final outcome. If, however,
we held the text only group to the time allotted,
their overall scores may have been different. We
believe this to be a limitation in the study.
7.1 External Conditioning
Collectively, hypotheses H2a and H2b
proposed that the presence or absence of external
conditioning would have an effect on the individual
perceptions of deception and task difficulty.
Analyses of these hypotheses provided limited
support at best but did show the potential for
support if this presence of external conditioning is
coupled with a media type with low cue
multiplicity such as text-chat or voice. The results
of studying external conditioning versus perception
of deception provide a limited reinforcement to a
previous study that found support to the idea “that
warnings about possible deception in computer-
based data will be positively associated with
detection success” [3: 14]. Future studies could
examine the interactions between modality,
external conditioning, and training in order to
expand on the work performed here and in other
studies [2].
7.3 Individual Perceptions and Task
Performance
Hypotheses H3 and H4 were developed to
examine what effect individual perceptions of
deception and task difficulty had on game score.
The analyses of these hypotheses show that a
greater individual perception of deception can be
associated with a lower average group game score,
however, there is no correlation between
perceptions of individual task difficulty and group
game score. Results from this study reinforce the idea
that media characteristics and external conditioning
can affect deception detection accuracy. These
results are beneficial to the understanding of
interactive deception and deception detection
processes from the view of the academic and the
practitioner. The lessons learned and consequences
stemming from the discoveries and limitations
identified in this and the preceding chapter can be
applied to future studies in the hope of further
increasing the pool of knowledge on interactive
deception processes.
8.0 Conclusions
The influence of modality and external
conditioning on task performance under deceptive
conditions is indeed and interesting phenomenon.
Varying the modality changes individual
perception about the difficulty of the task, but
seems to have little effect on task performance.
The affect of external conditioning or warning
seemed to be minimal at best. External warnings
to some group members regarding the potential for
deception did little improve task performance when
deception was present. This underscores the
significant of the truth bias construct.
The use of the StrikeCOM game provided a
unique and interesting why to examine the
influence of modality and external conditioning on
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task performance. It provided the respondents with
a simulated environment that not only helped them
to understanding the function of an AOC, but also
helped to increase respondent motivation to
succeed at the task. Continue studies using this
tool under varying conditions are indeed warranted.
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