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Motivation and Emotion - Emotion expressions facilitate interpersonal communication by conveying information about a person’s affective state. The current work investigates how facial...  相似文献   
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In this article, we present FACSGen 2.0, new animation software for creating static and dynamic three-dimensional facial expressions on the basis of the Facial Action Coding System (FACS). FACSGen permits total control over the action units (AUs), which can be animated at all levels of intensity and applied alone or in combination to an infinite number of faces. In two studies, we tested the validity of the software for the AU appearance defined in the FACS manual and the conveyed emotionality of FACSGen expressions. In Experiment 1, four FACS-certified coders evaluated the complete set of 35 single AUs and 54 AU combinations for AU presence or absence, appearance quality, intensity, and asymmetry. In Experiment 2, lay participants performed a recognition task on emotional expressions created with FACSGen software and rated the similarity of expressions displayed by human and FACSGen faces. Results showed good to excellent classification levels for all AUs by the four FACS coders, suggesting that the AUs are valid exemplars of FACS specifications. Lay participants' recognition rates for nine emotions were high, and comparisons of human and FACSGen expressions were very similar. The findings demonstrate the effectiveness of the software in producing reliable and emotionally valid expressions, and suggest its application in numerous scientific areas, including perception, emotion, and clinical and neuroscience research.  相似文献   
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We investigated the effects of smiling on perceptions of positive, neutral and negative verbal statements. Participants viewed computer-generated movies of female characters who made angry, disgusted, happy or neutral statements and then showed either one of two temporal forms of smile (slow vs. fast onset) or a neutral expression. Smiles significantly increased the perceived positivity of the message by making negative statements appear less negative and neutral statements appear more positive. However, these smiles led the character to be seen as less genuine than when she showed a neutral expression. Disgust + smile messages led to higher judged happiness than did anger + smile messages, suggesting that smiles were seen as reflecting humour when combined with disgust statements, but as masking negative affect when combined with anger statements. These findings provide insights into the ways that smiles moderate the impact of verbal statements.  相似文献   
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The judgment that a smile is based on "true," usually positive, feelings affects social interaction. However, the processes underlying the interpretation of a smile as being more or less genuine are not well understood. The aim of the present research was to test predictions of the Simulation of Smiles Model (SIMS) proposed by Niedenthal, Mermillod, Maringer, and Hess (2010). In addition to the perceptual features that can guide the judgment of a smile as genuine, the model identifies the conditions that the judgments rely on: (a) the embodiment of the facial expression and its corresponding state, and (b) beliefs about the situations in which genuine smiles are most often expressed. Results of two studies are consistent with the model in that they confirm the hypotheses that facial mimicry provides feedback that is used to judge the meaning of a smile, and that beliefs about the situations in which a smile occurs guides such judgments when mimicry is inhibited.  相似文献   
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Current Psychology - A large body of research has documented the influence of traditional media formats (e.g. television programs, adverts) on young women’s consideration of cosmetic surgery....  相似文献   
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In this article, we describe a paradigm using text-based vignettes for the study of social and cultural norm violation. Towards this aim, a range of scenarios depicting instances of norm violations was generated and tested with respect to their ability in evoking subjective and physiological responses. In Experiment 1, participants evaluated 29 vignettes on how upsetting, excusable and realistic the described behaviour appeared to be. Based on those ratings we selected and extended three norm violation vignettes for Experiment 2 in which participants' physiological responses were obtained in addition to their subjective ratings. In both studies, the vignettes were successful in eliciting negative responses to norm violations and were significantly affected by the perceivers' level of ethnocultural empathy. The trait measure of cultural empathy further predicted facial electromyography (EMG) activity at muscle sites associated with disgust (M. Levator Labii), thereby suggesting a potential moral response to norm-violating scenarios. We discuss the methodological merits and implications of this vignettes paradigm for investigating perceived norm transgressions and make recommendations for future work.  相似文献   
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Detecting cooperative partners in situations that have financial stakes is crucial to successful social exchange. The authors tested whether humans are sensitive to subtle facial dynamics of counterparts when deciding whether to trust and cooperate. Participants played a 2-person trust game before which the facial dynamics of the other player were manipulated using brief (<6 s) but highly realistic facial animations. Results showed that facial dynamics significantly influenced participants' (a) choice of with whom to play the game and (b) decisions to cooperate. It was also found that inferences about the other player's trustworthiness mediated these effects of facial dynamics on cooperative behavior.  相似文献   
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Affect bursts consist of spontaneous and short emotional expressions in which facial, vocal, and gestural components are highly synchronized. Although the vocal characteristics have been examined in several recent studies, the facial modality remains largely unexplored. This study investigated the facial correlates of affect bursts that expressed five different emotions: anger, fear, sadness, joy, and relief. Detailed analysis of 59 facial actions with the Facial Action Coding System revealed a reasonable degree of emotion differentiation for individual action units (AUs). However, less convergence was shown for specific AU combinations for a limited number of prototypes. Moreover, expression of facial actions peaked in a cumulative-sequential fashion with significant differences in their sequential appearance between emotions. When testing for the classification of facial expressions within a dimensional approach, facial actions differed significantly as a function of the valence and arousal level of the five emotions, thereby allowing further distinction between joy and relief. The findings cast doubt on the existence of fixed patterns of facial responses for each emotion, resulting in unique facial prototypes. Rather, the results suggest that each emotion can be portrayed by several different expressions that share multiple facial actions.  相似文献   
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While previous work demonstrated that animals are categorised based on their edibility, little research has systematically evaluated the role of religion in the perception of animal edibility, particularly when specific animals are deemed sacred in a religion. In two studies, we explored a key psychological mechanism through which sacred animals are deemed inedible by members of a faith: mind attribution. In Study 1, non-vegetarian Hindus in Singapore (N = 70) evaluated 19 animals that differed in terms of their sacredness and edibility. Results showed that participants categorised animals into three groups: holy animals (high sacredness but low edibility), food animals (low sacredness but high edibility) and neutral animals (low sacredness and low edibility). Holy animals were deemed to possess greater mental life compared to other animal categories. In Study 2, we replicated this key finding with Hindus in India (N = 100), and further demonstrated that the observed pattern of results was specific to Hindus but not Muslims (N = 90). In both studies, mind attribution mediated the negative association between sacredness and edibility. Our findings illustrate how religious groups diverge in animal perception, thereby highlighting the role of mind attribution as a crucial link between sacredness and edibility.  相似文献   
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