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1.
The appraisal process consists of the subjective evaluation that occurs during an individual's encounter with significant events in the environment, determining the nature of the emotional reaction and experience. Placed in the context of appraisal theories of emotion-elicitation and differentiation, the aim of the present research was to test empirically the hypothesis that the intrinsic pleasantness evaluation occurs before the goal conduciveness evaluation. In two studies, intrinsically pleasant and unpleasant images were used to manipulate pleasantness, and a specific event in a Pacman-type videogame was used to manipulate goal conduciveness. Facial EMG was used to measure facial reactions to each evaluation. As predicted, facial reactions to the intrinsic pleasantness manipulation were faster than facial reactions to the goal conduciveness manipulation. These results provide good empirical support for the sequential nature of the appraisal process.  相似文献   

2.
A computer game was used to study psychophysiological reactions to emotion‐relevant events. Two dimensions proposed by Scherer (1984a, 1984b) in his appraisal theory, the intrinsic pleasantness and goal conduciveness of game events, were studied in a factorial design. The relative level at which a player performed at the moment of an event was also taken into account. A total of 33 participants played the game while cardiac activity, skin conductance, skin temperature, and muscle activity as well as emotion self‐reports were assessed. The self‐reports indicate that game events altered levels of pride, joy, anger, and surprise. Goal conduciveness had little effect on muscle activity but was associated with significant autonomic effects, including changes to interbeat interval, pulse transit time, skin conductance, and finger temperature. The manipulation of intrinsic pleasantness had little impact on physiological responses. The results show the utility of attempting to manipulate emotion‐constituent appraisals and measure their peripheral physiological signatures.  相似文献   

3.
Arousal and valence (pleasantness) are considered primary dimensions of emotion. However, the degree to which these dimensions interact in emotional processing across sensory modalities is poorly understood. We addressed this issue by applying a crossmodal priming paradigm in which auditory primes (Romantic piano solo music) varying in arousal and/or pleasantness were sequentially paired with visual targets (IAPS pictures). In Experiment 1, the emotion spaces of 120 primes and 120 targets were explored separately in addition to the effects of musical training and gender. Thirty-two participants rated their felt pleasantness and arousal in response to primes and targets on equivalent rating scales as well as their familiarity with the stimuli. Musical training was associated with elevated familiarity ratings for high-arousing music and a trend for elevated arousal ratings, especially in response to unpleasant musical stimuli. Males reported higher arousal than females for pleasant visual stimuli. In Experiment 2, 40 nonmusicians rated their felt arousal and pleasantness in response to 20 visual targets after listening to 80 musical primes. Arousal associated with the musical primes modulated felt arousal in response to visual targets, yet no such transfer of pleasantness was observed between the two modalities. Experiment 3 sought to rule out the possibility of any order effect of the subjective ratings, and responses of 14 nonmusicians replicated results of Experiment 2. This study demonstrates the effectiveness of the crossmodal priming paradigm in basic research on musical emotions.  相似文献   

4.
This study investigates how game playing experience changes when a story is added to a first‐person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not affect self‐reported arousal or dominance. This study clearly demonstrates that story is something that video game players enjoy; it helps involve them in the game play, makes them feel more immersed in the virtual environment, and keeps them aroused. The greater character identification may be especially worrisome, as past research has shown that justified media violence disinhibits actual aggression on the part of the audience.  相似文献   

5.
Emotions in music are conveyed by a variety of acoustic cues. Notably, the positive association between sound intensity and arousal has particular biological relevance. However, although amplitude normalization is a common procedure used to control for intensity in music psychology research, direct comparisons between emotional ratings of original and amplitude-normalized musical excerpts are lacking.

In this study, 30 nonmusicians retrospectively rated the subjective arousal and pleasantness induced by 84 six-second classical music excerpts, and an additional 30 nonmusicians rated the same excerpts normalized for amplitude. Following the cue-redundancy and Brunswik lens models of acoustic communication, we hypothesized that arousal and pleasantness ratings would be similar for both versions of the excerpts, and that arousal could be predicted effectively by other acoustic cues besides intensity.

Although the difference in mean arousal and pleasantness ratings between original and amplitude-normalized excerpts correlated significantly with the amplitude adjustment, ratings for both sets of excerpts were highly correlated and shared a similar range of values, thus validating the use of amplitude normalization in music emotion research. Two acoustic parameters, spectral flux and spectral entropy, accounted for 65% of the variance in arousal ratings for both sets, indicating that spectral features can effectively predict arousal. Additionally, we confirmed that amplitude-normalized excerpts were adequately matched for loudness. Overall, the results corroborate our hypotheses and support the cue-redundancy and Brunswik lens models.  相似文献   

6.
Recent findings suggest positivity effects in older adults' attention and memory, but few studies have examined such effects on the level of emotional reactivity. In this study, 52 young and 52 older adults rated 172 pictures of the International Affective Picture System, differing in arousal and age-relevance, in terms of valence and discrete emotions. Age differences in the ratio of pleasantness reactions to pleasant pictures vs. unpleasantness reactions to unpleasant pictures as well as age differences in absolute levels of unpleasantness and pleasantness reactions suggest that positivity effects in older adults' subjective emotional reactions are reduced under high arousal. There is also evidence that positivity effects may be restricted to stimuli with low relevance in old age.  相似文献   

7.
This study assessed the effect of experimentally manipulated emotional arousal on swearing fluency. We hypothesised that swear word generation would be increased with raised emotional arousal. The emotional arousal of 60 participants was manipulated by having them play a first-person shooter video game or, as a control, a golf video game, in a randomised order. A behavioural measure of swearing fluency based on the Controlled Oral Word Association Test was employed. Successful experimental manipulation was indicated by raised State Hostility Questionnaire scores after playing the shooter game. Swearing fluency was significantly greater after playing the shooter game compared with the golf game. Validity of the swearing fluency task was demonstrated via positive correlations with self-reported swearing fluency and daily swearing frequency. In certain instances swearing may represent a form of emotional expression. This finding will inform debates around the acceptability of using taboo language.  相似文献   

8.
Emotional faces and scenes carry a wealth of overlapping and distinct perceptual information. Despite widespread use in the investigation of emotional perception, expressive face and evocative scene stimuli are rarely assessed in the same experiment. Here, we evaluated self-reports of arousal and pleasantness, as well as early and late event-related potentials (e.g., N170, early posterior negativity [EPN], late positive potential [LPP]) as subjects viewed neutral and emotional faces and scenes, including contents representing anger, fear, and joy. Results demonstrate that emotional scenes were rated as more evocative than emotional faces, as only scenes produced elevated self-reports of arousal. In addition, viewing scenes resulted in more extreme ratings of pleasantness (and unpleasantness) than did faces. EEG results indicate that both expressive faces and emotional scenes evoke enhanced negativity in the N170 component, while the EPN and LPP components show significantly enhanced modulation only by scene, relative to face stimuli. These data suggest that viewing emotional scenes results in a more pronounced emotional experience that is associated with reliable modulation of visual event-related potentials that are implicated in emotional circuits in the brain.  相似文献   

9.
The results of 2 electroencephalographic studies confirm Component Process Model (CPM) predictions that different appraisal checks have specific brain state correlates, occur rapidly in a brief time window after stimulation, and produce results that occur in sequential rather than parallel fashion. The data are compatible with the assumption that early checks (novelty and intrinsic pleasantness) occur in an automatic, unconscious mode of processing, whereas later checks, specifically goal conduciveness, require more extensive, effortful, and controlled processing. Overall, this work, combined with growing evidence for the CPM's response patterning predictions concerning autonomic physiological signatures, facial muscle movements, and vocalization changes, suggests that this model provides an appropriate basis for the unpacking of the cognitive architecture of emotion and its computational modeling.  相似文献   

10.
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   

11.
This study analyzed the effects of playing a violent computer game on emotional desensitization and aggressive behavior. College students (N = 58) were randomly assigned to play a violent game (VG) or a nonviolent game (NVG), and then were exposed to a set of emotional pictures. Participants' physiological responses were recorded, and the Self‐Assessment Manikin scale was used to assess affective valence and arousal while viewing the pictures. Participants were then asked to replay the game, after which aggressive behavior was measured. Participants' violent game habits (VGH) were also measured. We found that VG playing interacted with participants' VGH to influence aggression, and that self‐reported valence mediated this effect by lowering the feelings of pleasure and displeasure toward emotional stimuli.  相似文献   

12.
情感韵律在真假句子加工上的差异:来自ERPs的证据   总被引:1,自引:0,他引:1  
钟毅平  范伟  赵科  周海波 《心理科学》2011,34(2):312-316
采用事件相关电位(ERP)技术探讨语义-情感韵律的神经生理机制。六种基本情绪类型的韵律分两种条件呈现给被试,即假句子的韵律预期偏差条件和真句子的语义-韵律预期偏差条件。研究结果表明两种预期偏差是纯粹的价独立,无论情感价正性还是负性都会得出相同的ERP效应;六种情感韵律都诱发了右单侧化的ERP正波效应,而语义-情感韵律都诱发了早期双侧化分布的ERP负波效应。本研究进一步证实了情感韵律和语义-情感韵律加工的时间进程的差异性;同时,无论是有语义的真句子和无语义的假句子,情感韵律都能够提高表达的目的意图。  相似文献   

13.
Arousal enhances memory in human participants and this enhancing effect is likely due to the release of peripheral epinephrine. As epinephrine does not readily enter the brain, one way that peripheral epinephrine may enhance memory is by increasing circulating blood glucose levels. The present study investigated the possibility that emotionally arousing color pictures would improve memory and elevate blood glucose levels in human participants. Blood glucose levels were measured before, 15 min, and 30 min after male university students viewed 60 emotionally arousing or relatively neutral pictures. Participants viewed each picture for 6 s and then had 10 s to rate the arousal (emotional intensity) and valence (pleasantness) of each picture. A free-recall memory test was given 30 min after the last picture was viewed. Although the emotionally arousing and neutral picture sets were given comparable valence ratings, participants who viewed the emotionally arousing pictures rated the pictures as being more arousing, recalled more pictures, and had higher blood glucose levels after viewing the pictures than did participants who viewed the neutral pictures. These findings indicate that emotionally arousing pictures increase blood glucose levels and enhance memory, and that this effect is not due to differences in the degree of pleasantness of the stimuli. These findings support the possibility that increases in circulating blood glucose levels in response to emotional arousal may be part of the biological mechanism that allows emotional arousal to enhance memory.  相似文献   

14.
Eckhard Hess claimed that pupils dilate to pleasant images and constrict to unpleasant images. However, his work was confounded since his image's luminances and contrasts across conditions were inconsistent. We overcome this limitation and suggest a new, promising methodology for research in this area. We presented rightward or leftward facing male and female portraits by Rembrandt to observers in either their original or mirror-reversed position. Since emotional content may be expressed differently on each side of the face, we used Rembrandt's portraits since most of his males had their right-cheek exposed and females had their left-cheek exposed. This raises questions regarding the emotional and cognitive significance of such biased positioning. Simultaneously, we measured observers pupil size while asking observers to report how (dis)pleasing they found each image. We found that in viewing male portraits pupil diameter was a function of arousal. That is, larger pupil diameter occurred for images rated both low and high in pleasantness. We discuss these findings in regard to the perceived dominance of males and how emotional expressions may be driven by hemispheric laterality.  相似文献   

15.
Eckhard Hess claimed that pupils dilate to pleasant images and constrict to unpleasant images. However, his work was confounded since his image's luminances and contrasts across conditions were inconsistent. We overcome this limitation and suggest a new, promising methodology for research in this area. We presented rightward or leftward facing male and female portraits by Rembrandt to observers in either their original or mirror-reversed position. Since emotional content may be expressed differently on each side of the face, we used Rembrandt's portraits since most of his males had their right-cheek exposed and females had their left-cheek exposed. This raises questions regarding the emotional and cognitive significance of such biased positioning. Simultaneously, we measured observers pupil size while asking observers to report how (dis)pleasing they found each image. We found that in viewing male portraits pupil diameter was a function of arousal. That is, larger pupil diameter occurred for images rated both low and high in pleasantness. We discuss these findings in regard to the perceived dominance of males and how emotional expressions may be driven by hemispheric laterality.  相似文献   

16.
People with anxiety disorders show an attentional bias towards threat or negative emotion words. This exploratory study examined whether people who stutter (PWS), who can be anxious when speaking, show similar bias and whether reactions to threat words also influence speech motor planning and execution. Comparisons were made between 31 PWS and 31 fluent controls in a modified emotional Stroop task where, depending on a visual cue, participants named the colour of threat and neutral words at either a normal or fast articulation rate. In a manual version of the same task participants pressed the corresponding colour button with either a long or short duration. PWS but not controls were slower to respond to threat words than neutral words, however, this emotionality effect was only evident for verbal responding. Emotionality did not interact with speech rate, but the size of the emotionality effect among PWS did correlate with frequency of stuttering. Results suggest PWS show an attentional bias to threat words similar to that found in people with anxiety disorder. In addition, this bias appears to be contingent on engaging the speech production system as a response modality. No evidence was found to indicate that emotional reactivity during the Stroop task constrains or destabilises, perhaps via arousal mechanisms, speech motor adjustment or execution for PWS.Educational objectives: The reader will be able to: (1) explain the importance of cognitive aspects of anxiety, such as attentional biases, in the possible cause and/or maintenance of anxiety in people who stutter, (2) explain how the emotional Stroop task can be used as a measure of attentional bias to threat information, and (3) evaluate the findings with respect to the relationship between attentional bias to threat information and speech production in people who stutter.  相似文献   

17.
In the present study, the discourse interaction between adult and child was examined in terms of the content of their utterances, and the linguistic and contextual relations between their messages, in order to investigate how children use the information from adults' input sentences to form contingent responses. The analyses described were based on longitudinal data from four children from approximately 21 to 36 months of age. Categories of child discourse, their development and their interactions with aspects of prior adult utterances form the major results of the study. Child utterances were identified as adjacent (immediately preceded by an adult utterance), or as nonadjacent (not immediately preceded by an adult utterance). Adjacent utterances were either contingent (shared the same topic and added new information relative to the topic of the prior utterance), imitative (shared the same topic but did not add new information), or noncontingent (did not share the same topic). From the beginning, the adjacent speech was greater than nonadjacent speech. Contingent speech increased over time; in particular, linguistically contingent speech (speech that expanded the verb relation of the prior adult utterance with added or replaced constituents within a clause) showed the greatest developmental increase. Linguistically contingent speech occurred more often after questions than nonquestions. The results are discussed in terms of how the differential requirements for processing information in antecedent messages is related to language learning.  相似文献   

18.
IntroductionInterruptions are mostly related to negative outcomes and researchers already found that the complexity or the length of interruptions modulate their deleterious effect on performance. However, none of them investigated the effect of the pleasantness of interruptions.ObjectiveThe objective of the study is to evaluate the impact of the pleasantness on both the correct completion of the interrupting task and the time required to resume the primary task.MethodWe designed a realistic email searching primary task during which 46 participants were either not interrupted or interrupted by a simple math addition task during which a positive or a negative picture was progressively revealed. We then asked participants how pleasant they found the interrupting task and investigated the effects of perceived pleasantness both on the interrupting task and on resuming the primary task.ResultsResults showed that performance on the interrupting task was worst and the time to resume the primary task was longer when participants found the task very pleasant or very unpleasant. Performance in both tasks was the best when participants gave intermediate pleasantness judgments. The findings were independent of the valence and arousal of the pictures used to manipulate task pleasantness.ConclusionThese results are discussed in light of empirical studies assessing the deleterious effects of emotions on cognition, and practical implications are proposed.  相似文献   

19.
Patterns of cognitive appraisal in emotion   总被引:36,自引:0,他引:36  
There has long been interest in describing emotional experience in terms of underlying dimensions, but traditionally only two dimensions, pleasantness and arousal, have been reliably found. The reasons for these findings are reviewed, and integrating this review with two recent theories of emotions (Roseman, 1984; Scherer, 1982), we propose eight cognitive appraisal dimensions to differentiate emotional experience. In an investigation of this model, subjects recalled past experiences associated with each of 15 emotions, and rated them along the proposed dimensions. Six orthogonal dimensions, pleasantness, anticipated effort, certainty, attentional activity, self-other responsibility/control, and situational control, were recovered, and the emotions varied systematically along each of these dimensions, indicating a strong relation between the appraisal of one's circumstances and one's emotional state. The patterns of appraisal for the different emotions, and the role of each of the dimensions in differentiating emotional experience are discussed.  相似文献   

20.
为了明确诱发(IRE)及个体习惯化的自发(SRE)认知重评策略对情绪唤醒反应及情绪记忆的影响,在测量被试SRE水平的基础上,先呈现一系列中性与负性情绪图片,要求被试对图片内容进行自然观看或认知重评,同时记录被试的主观与生理唤醒水平,之后对图片进行自由回忆及再认测试。发现IRE显著降低了情绪唤醒水平及再认正确率,但只对情绪唤醒反应较高的LR(SRE水平较低)被试有效。结果提示,IRE对情绪唤醒反应与情绪记忆的调控受到SRE的影响。  相似文献   

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