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11.
Fang Fang Chen Liying Bai Jeong Min Lee Yiming Jing 《Journal of Happiness Studies》2016,17(5):1801-1824
This paper tested the impact of culture on the basic structure of affect. It examined positive affect and negative affect at three levels of activation in the U.S. and China. It used a well-suited tool, the bifactor model, to separate the common variance shared by all types of affect from the variance unique to each. The findings indicate that the structure of affect is different cross-culturally. In the U.S., the most fundamental dimension is defined by moderate activation of positive affect and negative affect, which is the largely bipolar dimension of pleasure-displeasure, whereas in China, it is defined by moderate activation of positive affect only, which is pleasure. In both cultures, negative affect across levels of activation forms another important dimension. Beyond these basic dimensions, secondary dimensions are also identified in both cultures: high activation positive affect, low activation positive affect, and low activation negative affect. They form relatively weak unique factors, independent of the two basic dimensions, suggesting that they are largely mixtures of the basic dimensions. 相似文献
12.
It may seem that when you have an emotional response to a perceived object or event that makes it seem to you that the perceived source of the emotion possesses some evaluative property, then you thereby have prima facie, immediate justification for believing that the object or event possesses the evaluative property. Call this view ‘dogmatism about emotional justification’. We defend a view of the structure of emotional awareness according to which the objects of emotional awareness are derived from other experiences such as bodily sensation, inner awareness, sensory perception, memory, and imagination. On this basis, we argue that dogmatism about emotional justification is an untenable position, regardless of whether the special feature of an immediate justifier that makes it an immediate justifier is its presentational phenomenology or its evidence insensitivity. 相似文献
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14.
Hoi ok Jeong 《Islam & Christian-Muslim Relations》2017,28(3):381-398
This study addresses the reasons for the anti-Muslim sentiments held by some South Koreans. The research was motivated by the fact that, although previous studies have paid much attention to this issue in Western regions, such as Europe and the USA, little research has examined the perceptions of Muslims held by people in Asian countries. This empirical study of the nature of anti-Muslim sentiment in South Korea was aided by two theoretical frameworks that relate prejudice to (i) deprivation and (ii) religion. This study analysed data taken from the ‘International Social Survey Programme (ISSP) Topical Module: Religion (2008)’ [ISSP Research Group 2012. ‘International Social Survey Programme: Religion III – ISSP 2008.’ GESIS Data Archive, Cologne. ZA4950 Data file Version 2.2.0, doi:10.4232/1.11334 Study No. ZA4950]. The results showed that deprivation did not significantly influence South Korean attitudes toward Muslims, whereas prejudice toward Muslims among South Koreans included a distinctly religious component. 相似文献
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This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed. 相似文献
16.
Drago V Finney GR Foster PS Amengual A Jeong Y Mizuno T Crucian GP Heilman KM 《Brain and cognition》2008,66(2):140-144
Lesion studies demonstrate that the right temporal-parietal region (RTP) is important for mediating spatial attention. The RTP is also involved in emotional experiences that can be evoked by art. Normal people vary in their ability to allocate spatial attention, thus, people who can better allocate attention might also be more influenced by the emotional messages of the paintings (evocative impact). Seventeen healthy participants bisected an unlabeled 100mm line and their performance on this task was used to create two groups, individuals who were more (mALB) and less accurate (lALB). These participants also judged 10 paintings on five qualities, Evocative Impact, Aesthetics, Novelty, Technique, and Closure by marking a 100mm line from 1 (low degree) to 10 (high degree). An ANOVA indicated differences in accuracy on the line bisection (LB) between the two groups. Additional ANOVAs, using the quality ratings as the dependent measure, revealed that the mALB group scored the Evocative Impact greater than the lALB group. These results suggest that the differences in attentional bias between the two groups, as indicated by their LB performance, might influence their evocative impact or reactions and also be a 'barometer' of other RTP functions, including emotional processing. 相似文献
17.
Jeonghun Ku Hee Jeong Jang Kwang Uk Kim Sung Hyouk Park Jae Jin Kim Chan Hyung Kim Sang Won Nam In Young Kim Sun I Kim 《Cyberpsychology & behavior》2006,9(5):531-539
This study examined whether a virtual avatar could be perceived as a real human by patients with mental disease, especially schizophrenia, as well as whether a virtual avatar could be applied to acquiring patients' behavior characteristics in a short conversation situation. The virtual avatar has been used for various applications which need to communicate with other person or to train or educate by showing humanlike behavior. Recently, many researches have shown that the virtual avatar technology has been enhanced and the avatar could be perceived like real human. A virtual avatar, standing in a virtual room, was designed for this study. Tasks to approach, initiate a talk, and answer to avatar's questions was assigned to the 11 patients with schizophrenia. As behavioral parameters in the virtual environment, the interpersonal distance and the verbal response time were acquired. In addition, the Positive and Negative Syndrome Scale (PANSS) for patients was administered in order to investigate the relationship between patients' symptomatic characteristics and behavior parameters. The interpersonal distance was negatively correlated with the negative syndrome scale, a subscale of PANSS, which is consistent with previous research reporting the relationship between interpersonal distance and a real person's image. The verbal response time, however, was not correlated with any other subscale of PANSS. After analyzing subitems of the negative syndrome of PANSS, two positive correlations were found: one was with blunted affect and the other was with poor rapport. We concluded that the virtual avatar could be perceived as a real human by schizophrenic patients and the avatar could draw the schizophrenic patients' behavior characteristics. 相似文献
18.
Ruth Spinks Stephan Arndt Kristin Caspers Rebecca Yucuis L. William McKirgan Christopher Pfalzgraf Elijah Waterman 《Intelligence》2007,35(6):563-567
The relationship between measures of IQ and standardized school achievement tests is well established at around r ≈ 0.5 when the two are measured in close proximity. The current paper examined the stability of this correlation when comparing elementary school achievement (grades 3–8) and midlife IQ. Iowa Adoption Study participants who had standardized school achievement measures (ITBS) on file were given the WAIS-III. Mean age at IQ testing was 44.01 years (SD 6.65 years). The correlation between school achievement and WAIS-III FSIQ was r = 0.64, suggesting substantial life span stability in this relationship. Furthermore, elementary school achievement was substantially correlated with occupational status and household income at midlife. These findings suggest that standardized school achievement data is a useful measure of premorbid IQ. 相似文献
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The present study tested whether pre-treatment levels of partner hostility and non-hostile criticism predicted outcome in an individual cognitive-behavioral therapy package for generalized anxiety disorder (GAD). Eighteen patients with a principal or co-principal diagnosis of GAD were randomly allocated to a treatment condition (n=8) or a delayed treatment condition (n=10). In addition, the patients and their partners were videotaped discussing the patients’ worries. These videotapes were later coded for levels of partner hostility and non-hostile criticism directed at the patients. Treatment resulted in statistically and clinically significant change at post-test. Finally, partner hostility predicted worse end-state functioning whereas partner non-hostile criticism predicted better end-state functioning. 相似文献
20.
Jeonghun Ku Kiwan Han Hyung Rae Lee Hee Jeong Jang Kwang Uk Kim Sung Hyouk Park Jae Jin Kim Chan Hyung Kim In Young Kim Sun I Kim 《Cyberpsychology & behavior》2007,10(4):567-574
Schizophrenia is a devastating mental illness and is characterized by hallucinations and delusions as well as social skills deficits. Generally, social skills training designed to help patients develop social skills includes role-playing, but this form of training has typical shortcomings, which are largely due to a trainer's difficulties to project emotion. Virtual reality (VR)-based techniques have the potential to solve these difficulties, because they provide a computer-generated but realistic three-dimensional world and humanlike avatars that can provide emotional stimuli. In this paper, we report on a method of implementing virtual environments (VEs) in order to train people with schizophrenia to develop conversational skills in specific situations, which could overcome the shortcomings of or complement conventional role-playing techniques. The paper reports the efficacy of the proposed approach in a preliminary clinical trial with 10 patients with schizophrenia. 相似文献