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1.
Some previous researchers have found that affect can be described in terms of two dimensions (pleasure and arousal), while others have noted three dimensions are needed (pleasure, arousal, and dominance). The competing claims were tested by creating stimuli with factors previously demonstrated to elicit responses of arousal or dominance, asking respondents to rate the stimuli, and contrasting correlations between ratings and the stimulus factors. Under the two-dimensional theory, the planned contrasts should be zero, while under the three-dimensional theory, the planned contrasts should be nonzero. Results supported the three-dimensional model.  相似文献   

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The present study aimed at examining how the colors red, blue, and green were affectively judged through three variables: dominance, arousal, and pleasure. All participants were exposed to red, blue, green, and white (control condition), which were created using the hue–saturation–value color model. Then, participants were invited to rate their perceptions using the self‐assessment manikin. Results showed that (a) red was strongly associated with dominance and arousal; (b) blue was moderately and slightly associated with dominance and arousal, respectively; (c) green was slightly associated with arousal; and (d) blue and green were slightly more pleasurable than red. These results provide initial insights into how people perceive colors through the notions of dominance, arousal, and pleasure. Important practical implications for the use of colors are discussed. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

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Social and environmental psychology provide a variety of models based on which to understand how built environments can elicit people’s behavioral responses. The Mehrabian-Russell model (MRM), initially presented in 1974, provides a framework that explains avoid–approach behavior towards a place based on a primary emotional response (PER) and affective states elicited by the perceived stimuli from the environment. However, despite the potential applications of the MRM in travel behavior studies, traditional models (e.g., discrete choice models and integrated choice latent variable) do not incorporate this specific psychological process that converts environmental stimuli into behavioral responses. Hence, this paper aims to test the applicability of MRM to urban sidewalks. To fulfill this objective, we developed a two-level structural equation model using latent variables (LV) identified from a confirmatory factor analysis (CFA) based on 1056 in-person surveys on 30 different sidewalks in Bogotá, Colombia. We then evaluated the effect of the PER on declared avoidance as a proxy of behavioral intention. The CFA uncovered three LV equivalent to the three affective dimensions of the MRM—arousal, pleasure, and dominance—followed by a fourth LV, representing the PER, which explains the three previous LVs. This confirms the applicability of these kinds of psychological and environmental models in pedestrian behavior evaluation. We found that PER can explain the declared intention of avoidance towards the sidewalk in an urban setting. Proving that this kind of model can explain the way in which the built environment can elicit pedestrians’ emotional responses and subsequent behaviors, provides information that can be used as input in travel behavior studies focusing on the promotion of active traveling and mode change.  相似文献   

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This paper examines Rolls' (2005 ) propositions that emotional responses can be systematically related to environmental contingencies and that individual differences are related to emotional responses. In addition, consumer situations, defined functionally in terms of the reinforcement pattern they uniquely portray, as proposed by the behavioral perspective model (BPM) of consumer choice are predictably associated with patterns of self‐reported pleasure, arousal, and dominance ( Mehrabian & Russell, 1974 ). Rolls' argument that individual differences influence conditionality and emotionality is examined via hypotheses from the theory of adaptive–innovative cognitive style ( Kirton, 1976, 2003 ). The results confirm that affective response to consumer environments is consistently predicted by the modeled pattern of operant contingencies, but not the expected relationship between cognitive styles and affective responses.  相似文献   

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通过3个实验探讨红色和蓝色对中国汉族大学生的情绪意义。实验1采用限制联想法考察红色和蓝色的情绪意义。实验2、实验3采用启动范式, 分别考察在知觉水平和概念水平上红色和蓝色对情绪的启动效应。结果发现:(1)知觉水平:在唤醒度和优势度上, 红色知觉引发了高唤醒、高优势情绪, 蓝色知觉引发了低唤醒、低优势情绪, 这与国外研究基本一致; 但在愉悦度上, 红色知觉既能引发高愉悦情绪, 也能引发低愉悦情绪, 而蓝色知觉只引发了高愉悦情绪, 这体现出本土化特点。(2)概念水平:在唤醒度和愉悦度上, 红色概念引发了高唤醒、高优势情绪, 蓝色概念引发了低唤醒、低优势情绪, 这与知觉水平基本一致; 但在愉悦度上, 红色概念只启动了高愉悦情绪, 而蓝色概念同时启动了高愉悦和低愉悦的情绪, 这与知觉水平不一致。本研究表明:(1)红色和蓝色对中国汉族大学生情绪引发的特点主要表现在愉悦度上; (2)颜色知觉和颜色概念对情绪的引发机制可能具有如下特点:颜色知觉对情绪的三维度具有直接的引发作用; 而颜色概念对情绪唤醒度和优势度的引发是以颜色知觉为中介, 对愉悦度的引发则是以社会文化为原因。本研究探讨了红色和蓝色对中国汉族大学生情绪的作用, 对红色和蓝色在中国社会环境中的应用具有一定的实际价值; 同时, 直接比较并剖析了颜色知觉与概念对情绪的引发特点, 对于揭示二者对情绪引发的内部机制具有一定的理论意义。  相似文献   

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Video games vary in terms of the emotional states they elicit from players. These differences in emotional reactions, in turn, help account for differential preferences of individual games. The three independent dimensions of pleasure-displeasure, arousal-nonarousal, and dominance-submissiveness were used to assess emotional impacts of individual games. In addition, a preference measure was constructed to evaluate attraction toward, versus avoidance of, specific games. In Study One, a group of subjects provided data on emotional responses to 22 common arcade video games and a different group rated their preferences for the same games. The emotional impact of video games was highly unpleasant, moderately arousing, and moderately dominance-inducing; thus, the predominant emotional response to these games was aggression, anger, or hostility. I n Study Two, subjects visiting a video game arcade were recruited and assigned to play two games each and to report their reactions to each game immediately after playing the game. Results showed that greater feelings of pleasure, and separately of arousal, while playing video games resulted in higher preferences for the games and that greater dominance (significant only for males) also led to higher preferences. It may be beneficial, therefore, to experiment with more arousing and more dominance-inducing game designs which are not necessarily unpleasant or which definitely yield high pleasure.  相似文献   

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Arousal, affect, and attention as components of temperament   总被引:3,自引:0,他引:3  
Contemporary models of human temperament have been based on the general constructs of arousal, emotion, and self-regulation. In order to more precisely investigate these constructs, they were theoretically decomposed into 19 subconstructs, and homogeneous scales were developed to assess them. The scales were constructed through an item-selection technique that maximized internal consistency and minimized conceptual overlap. Correlational and factor analyses suggested that arousal can be usefully assessed in terms of its central, autonomic, and motor components. The emotions of sadness, relief, and low-intensity pleasure were most closely related to the measures of central arousal. Emotions of fear, frustration, discomfort, and high-intensity pleasure were more closely related to measures of attentional control. We discuss these findings in terms of the functional relations between arousal, emotion, and attention.  相似文献   

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The two fundamental dimensions assumed to underlie emotional experience—pleasure and arousal—are considered to be independent across individuals. We present evidence from an experience sampling study demonstrating that this independence does not necessarily hold when considering the affective experiences of a single individual. Participants (N = 80) reported how they were feeling in terms of pleasure and arousal nine times a day for seven days. The data showed that, although on average pleasure and arousal were independent, within-person pleasure–arousal associations substantially varied and ranged from strongly positive to strongly negative. This finding demonstrates that pleasant/unpleasant feelings usually co-occur with high arousal for some (reflecting joy/stress), but with low arousal for others (reflecting relaxation/sadness) and that persons differ in whether arousal is usually pleasant or unpleasant. These differences were found to be related to dispositional reward responsiveness, with high reward responsive individuals being characterized by a positive relation between pleasure and arousal and vice versa.  相似文献   

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This study investigates children's persuasion knowledge towards an advergame. Based on the theory of limited capacity and the PAD dimensions of emotions (i.e. pleasure, arousal and dominance), we propose a model in which persuasion knowledge is associated with game flow, and in which game flow is subsequently related to self‐reported player emotions. To test this model, 200 respondents between 7 and 12 years old were asked to play an advergame and to complete a survey addressing self‐reported emotions, persuasion knowledge and game flow. Structural equation modelling partially confirms our model. Both managerial and ethical implications are discussed in the paper. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

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For more than half a century, emotion researchers have attempted to establish the dimensional space that most economically accounts for similarities and differences in emotional experience. Today, many researchers focus exclusively on two-dimensional models involving valence and arousal. Adopting a theoretically based approach, we show for three languages that four dimensions are needed to satisfactorily represent similarities and differences in the meaning of emotion words. In order of importance, these dimensions are evaluation-pleasantness, potency-control, activation-arousal, and unpredictability. They were identified on the basis of the applicability of 144 features representing the six components of emotions: (a) appraisals of events, (b) psychophysiological changes, (c) motor expressions, (d) action tendencies, (e) subjective experiences, and (f) emotion regulation.  相似文献   

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The purpose of the present research was to assess whether a psychoactive dose of caffeine would have differential affects on the mood dimensions of arousal versus feelings of pleasantness and whether these mood alterations would influence memory either by (1) the experience of arousal at learning and/or (2) altered and congruent mood states at learning and recall. To address these questions, the administration of 5 mg/kg caffeine or placebo at learning and retrieval sessions was manipulated and subjects' mood was evaluated by several different self-report measures. Sixteen words were incidentally studied during the learning session and memory was evaluated by the number of words correctly recalled at the retrieval session two days later. Results revealed that caffeine reliably increased arousal, but did not affect any emotion dimensions related to feelings of pleasure. Subjects who received caffeine at learning and retrieval were also in equivalent mood states at both sessions. Moreover, caffeine did not produce any effects on memory; thus, neither hypothesis concerning the influence of arousal on memory was supported. These data show that caffeine is a useful method for manipulating arousal in the laboratory without influencing feelings of pleasantness or learning and memory performance.  相似文献   

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This paper explores the perspective that an optimal degree of sexual frustration is an absolutely necessary and irreducible dimension of sexual excitement and pleasure. The pleasure, in fact, is predicated on actual enjoyment of the frustration, of being able to tolerate mounting bodily arousal, excitement, and tension without any guarantee of immediate satisfaction and release. The author explores the particular object relational implications of this unique aspect of sexual experience, elaborating a model that suggests two different interacting but separate subsystems of erotic fantasy, in interaction with very different self/ other configurations. The first of these self/other organizations is organized and defined by moments of sexual arousal and yearning, whereas the second occurs around those defined by satisfaction, pleasure, and release. An extended clinical example is provided.  相似文献   

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The Structure of Current Affect: Controversies and Emerging Consensus   总被引:4,自引:0,他引:4  
For some years now, emotion researchers have debated a series of issues related to the structure of consciously experienced affective states. The present article reviews evidence that current affective experience can be summarized by a structure that is anchored by two bipolar but independent dimensions of experience, pleasure and activation. Four issues have presented themselves as central to the nature of this structure: the number of dimensions necessary to describe the space, the bipolarity of the dimensions, whether the structure displays a circumplex shape, and the definition of the activation dimension. Points of consensus and the remaining controversies regarding each issue are presented.  相似文献   

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Standardized sets of films have been shown to be effective for eliciting emotional states in adults, but no comparable validated stimuli are available for children. We therefore examined the effects of three pre-selected film clips each of 3-min duration in eliciting a pleasant, neutral and unpleasant emotional state in 297 children aged between 6 and 12 years. After the films were presented on a video projector, affective ratings were obtained with the Self-Assessment-Manikin on the emotional dimensions of valence and arousal. Increasing pleasure ratings were observed from the unpleasant to the neutral to the pleasant film. Associated arousal ratings were stronger for the unpleasant and pleasant films compared to the neutral film. Overall, results showed successful elicitation of targeted emotional states only marginally influenced by age, gender or prior experience with the films. The use of these films is therefore suggested for future studies on emotions in children.  相似文献   

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Old, middle-aged and young persons of both genders were presented with slides containing pictorial stimuli that varied in emotional content. Each picture was rated on three dimensions: (1) valence; (2) arousal; and (3) dominance, using a 25-point scale. Heart rate, skin conductance, and forehead and cheek EMG were recorded during each slide presentation. The old and middle-aged groups showed greatly attenuated psychophysiological responses, compared to the young group. However, the old and middle-aged subjects used more extreme ratings than the young subjects on both the valence and arousal dimensions. Females were more valence-sensitive than males, but males in general used more extreme ratings of arousal than females. These results suggest a tendency to report increased felt emotion but decreased physiological response to emotional stimuli across the life span.  相似文献   

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The relationship between the discriminability of scaling stimuli and assessed dimensional dominance was investigated in three studies. Sixty kindergarten children were assessed using a psychophysical scaling method to determine JND values for the size, brightness, and orientation dimensions. Thirty of the same subjects were then assessed for dimensional dominance using stimuli of two levels of known discriminability, based on the obtained JND values. In a third experiment, the remaining 30 subjects were assessed for dimensional dominance using stimuli that systematically emphasized the values of one dimension relative to the other two dimensions, again based on obtained JND values.The results indicated that (1) kindergarten children were able to perform consistently during psychophysical scaling, and there was little variability between children in their judgments of stimuli, (2) the overall level of discriminability affects dimensional dominance scaling behavior, with subjects more likely to exhibit dominance for one dimension when all the values of scaling stimuli are high in discriminability, and (3) some support for the hypothesis that dimensional dominance scaling behavior can be manipulated by manipulating the relative discriminability of scaling stimuli was found, though the trend was not clear.The relative discriminability of scaling stimuli appears to have some effects on dimensional dominance scaling behavior of young children. However, some pre-experimental bias to attend to a particular dimension seems to remain even when the values of all dimensions present are of equal and known discriminability. Dimensional dominance is a function of an interaction between discriminability of scaling stimuli and the experiential bias or perceptual set of the subject.  相似文献   

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