966 resultados para Emotional states


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Music is capable of inducing emotional arousal. While previous studies used brief musical excerpts to induce one specific emotion, the current study aimed to identify the physiological correlates of continuous changes in subjective emotional states while listening to a complete music piece. A total of 19 participants listened to the first movement of Ludwig van Beethoven's 5th symphony (duration: ~7.4 min), during which a continuous 76-channel EEG was recorded. In a second session, the subjects evaluated their emotional arousal during the listening. A fast fourier transform was performed and covariance maps of spectral power were computed in association with the subjective arousal ratings. Subjective arousal ratings had good inter-individual correlations. Covariance maps showed a right-frontal suppression of lower alpha-band activity during high arousal. The results indicate that music is a powerful arousal-modulating stimulus. The temporal dynamics of the piece are well suited for sequential analysis, and could be necessary in helping unfold the full emotional power of music.

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Self-directed behavior (SDB), such as scratching, is a reliable indicator of emotional arousal in non-human primates. In contrast, affiliative behavior, such as social grooming, has been shown to have a calming effect in primates and reduce arousal. In order to test whether the expression of SDB was related to arousal, the scratching behavior of eight captive squirrel monkeys (Saimiri sciureus) was compared across four social contexts (huddling, proximity to others, solitary and post-conflict). In addition,rates of scratching were examined before and after affiliative behavior during the postconflict context. I tested for this effect by using the post-conflict/matched control(PC/MC) method in which post-conflict (PC) behavior of an animal is compared to thebehavior of the same animal in a baseline, nonaggressive situation or a matched control(MC). Context and associated scratching data were obtained from a total of 98 hours of focal sample data. Scratching was significantly lower while animals were huddling thanthe other two contexts. Scratching rates while solitary were significantly higher than those occurring while animals were in proximity. Scratching was also higher in PC than MC. Following conflict, animals were significantly more likely to make contact withthird parties not involved in aggression. Most of these (79%) were a third party approaching a combatant. Further, scratching rates decreased following post-conflict third party contacts and the decrease was not due to a general decrease in scratching thatmight have been occurring after the aggressive interaction. Huddling behavior appears to reduce arousal in squirrel monkeys and may act as a tension-reduction mechanism. The elevated scratching in the solitary context may suggest that squirrel monkeys may be engaged in activities while solitary, such as vigilant behavior that may increase arousal. The third party post conflict affiliative contacts observed were the first such interactions observed in squirrel monkeys. The fact that these third contacts reduced scratching ratesin the combatants indicates that 'consolation' may have been demonstrated in this species. The overall pattern of results suggested that scratching was reliable behavioral indicator of anxiety in squirrel monkeys. These results indicate that overt behavior can be used to assess emotional states in this and other species, acting as a mediator to understanding how emotions regulate social behavior.

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This study examined a new type of cognitive intervention. For four weeks, participants (ages 65 to 82) were instructed in professional acting techniques, followed by rehearsal and performance of theatrical scenes. Although the training was not targeted in any way to the tasks used in pre- and post-testing, participants produced significantly higher recall and recognition scores after the intervention. It is suggested that the cognitive effort involved in analyzing and adopting theatrical characters' motivations (and then experiencing those characters' mental/emotional states during performance) is responsible for the observed improvement. A secondary strand of this study showed that participants who were given annotated scripts in which the implied goals of the characters were made explicit demonstrated significantly faster access to the stored material, as measured by a computer latency task.

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The empty chair dialogue is a validated technique used in Gestalt and emotion focused therapy to help clients overcome unresolved interpersonal grievances. It aims at influencing emotional processing in a way that emotional states characterized by advanced meaning making, thus by the integration of cognition and affect, are facilitated. Even though a variety of studies demonstrated the effectiveness of this technique as well as the usefulness of improvements in emotional processing, it remains unclear how these changes are characterized on a neuronal level. The present study aimed at tracing changes induced by the empty-chair dialogue with electrophysiological methods. Subjects reporting long-standing interpersonal grievances were recruited. After informed consent, an experienced therapist guided subjects to work on their individual interpersonal theme using the empty chair dialogue. During this one-session intervention, multichannel EEG was recorded and the session was video-taped. Afterwards, a validated observational rating instrument was used to identify time periods representing emotional states characterized by either high or low meaning making and the preprocessed, artifact-free EEG-data was labeled accordingly. Thus the comparison of neurophysiological activity during two distinct types of emotional processing becomes possible. EEG-data will be analyzed with modern methods of frequency analysis. Furthermore global field synchronization will be compared between the two types of emotional processing.

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Alterations in serotonin (5-hydroxytriptamine, 5-HT), norepinephrine, and γ-aminobutyric acid have been linked to the pathophysiology of anxiety and depression, and medications that modulate these neurotransmitters are widely used to treat mood disorders. Recently, the neuropeptide substance P (SP) and its receptor, the neurokinin 1 receptor (NK1R), have been proposed as possible targets for new antidepressant and anxiolytic therapies. However, animal and human studies have so far failed to provide a clear consensus on the role of SP in the modulation of emotional states. Here we show that both genetic disruption and acute pharmacological blockade of the NK1R in mice result in a marked reduction of anxiety and stress-related responses. These behavioral changes are paralleled by an increase in the firing rate of 5-HT neurons in the dorsal raphe nucleus, a major source of serotonergic input to the forebrain. NK1R disruption also results in a selective desensitization of 5-HT1A inhibitory autoreceptors, which resembles the effect of sustained antidepressant treatment. Together these results indicate that the SP system powerfully modulates anxiety and suggest that this effect is at least in part mediated by changes in the 5-HT system.

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In this paper we present a method to automatically identify linguistic contexts which contain possible causes of emotions or emotional states from Italian newspaper articles (La Repubblica Corpus). Our methodology is based on the interplay between relevant linguistic patterns and an incremental repository of common sense knowledge on emotional states and emotion eliciting situations. Our approach has been evaluated with respect to manually annotated data. The results obtained so far are satisfying and support the validity of the methodology proposed.

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Tese de doutoramento, Psicologia (Psicologia Clínica), Universidade de Lisboa, Faculdade de Psicologia, 2016

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This article provides new insight into how the ambience and design of shopping environments impact onspending behaviour. Environmental cues in a retail area influence emotional states of by-passers, which in turn influence spending levels. Past research suggested that this effect only applies to shops with moderate arousal level. Also, several studies failed to confirm a relationship between emotions and spending levels. This is surprising, since high arousal environments (e.g., amusement parks, sports stadiums and airports) often feature a wide range of retail outlets. Based on survey data collected in a live airport shopping area, this study finds a relationship between pleasure emotions associated with the retail area and recalled consumer spending, but also the time available for shopping (which in an airport is constrained). Also, visitors’ emotional state was influenced by the ambience (e.g., cleanliness, noise levels, lighting) as well as the design (e.g., easy wayfinding, seating areas) of the retail area. Shopper’s arousal levels did not explain variations in spending level. Implications for researchers and managers are discussed as well as suggestions for future research.

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The need to provide computers with the ability to distinguish the affective state of their users is a major requirement for the practical implementation of affective computing concepts. This dissertation proposes the application of signal processing methods on physiological signals to extract from them features that can be processed by learning pattern recognition systems to provide cues about a person's affective state. In particular, combining physiological information sensed from a user's left hand in a non-invasive way with the pupil diameter information from an eye-tracking system may provide a computer with an awareness of its user's affective responses in the course of human-computer interactions. In this study an integrated hardware-software setup was developed to achieve automatic assessment of the affective status of a computer user. A computer-based "Paced Stroop Test" was designed as a stimulus to elicit emotional stress in the subject during the experiment. Four signals: the Galvanic Skin Response (GSR), the Blood Volume Pulse (BVP), the Skin Temperature (ST) and the Pupil Diameter (PD), were monitored and analyzed to differentiate affective states in the user. Several signal processing techniques were applied on the collected signals to extract their most relevant features. These features were analyzed with learning classification systems, to accomplish the affective state identification. Three learning algorithms: Naïve Bayes, Decision Tree and Support Vector Machine were applied to this identification process and their levels of classification accuracy were compared. The results achieved indicate that the physiological signals monitored do, in fact, have a strong correlation with the changes in the emotional states of the experimental subjects. These results also revealed that the inclusion of pupil diameter information significantly improved the performance of the emotion recognition system. ^

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Emotion-based analysis has raised a lot of interest, particularly in areas such as forensics, medicine, music, psychology, and human-machine interface. Following this trend, the use of facial analysis (either automatic or human-based) is the most common subject to be investigated once this type of data can easily be collected and is well accepted in the literature as a metric for inference of emotional states. Despite this popularity, due to several constraints found in real world scenarios (e.g. lightning, complex backgrounds, facial hair and so on), automatically obtaining affective information from face accurately is a very challenging accomplishment. This work presents a framework which aims to analyse emotional experiences through naturally generated facial expressions. Our main contribution is a new 4-dimensional model to describe emotional experiences in terms of appraisal, facial expressions, mood, and subjective experiences. In addition, we present an experiment using a new protocol proposed to obtain spontaneous emotional reactions. The results have suggested that the initial emotional state described by the participants of the experiment was different from that described after the exposure to the eliciting stimulus, thus showing that the used stimuli were capable of inducing the expected emotional states in most individuals. Moreover, our results pointed out that spontaneous facial reactions to emotions are very different from those in prototypic expressions due to the lack of expressiveness in the latter.

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There is a large volume of research showing that emotions have relevant effects on decision-making. We contribute to this literature by experimentally investigating the impact of four specific emotional states - joviality, sadness, fear, and anger - on risk attitudes. In order to do so, we fit two models of behavior under risk: the Expected Utility model (EU) and the Rank Dependent Expected Utility model (RDEU), assuming several functional forms of the weighting function. Our results indicate that all emotional states mitigate risk aversion. Furthermore, we show that there are some differences across gender and participants' experience in laboratory experiments.

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The large upfront investments required for game development pose a severe barrier for the wider uptake of serious games in education and training. Also, there is a lack of well-established methods and tools that support game developers at preserving and enhancing the games’ pedagogical effectiveness. The RAGE project, which is a Horizon 2020 funded research project on serious games, addresses these issues by making available reusable software components that aim to support the pedagogical qualities of serious games. In order to easily deploy and integrate these game components in a multitude of game engines, platforms and programming languages, RAGE has developed and validated a hybrid component-based software architecture that preserves component portability and interoperability. While a first set of software components is being developed, this paper presents selected examples to explain the overall system’s concept and its practical benefits. First, the Emotion Detection component uses the learners’ webcams for capturing their emotional states from facial expressions. Second, the Performance Statistics component is an add-on for learning analytics data processing, which allows instructors to track and inspect learners’ progress without bothering about the required statistics computations. Third, a set of language processing components accommodate the analysis of textual inputs of learners, facilitating comprehension assessment and prediction. Fourth, the Shared Data Storage component provides a technical solution for data storage - e.g. for player data or game world data - across multiple software components. The presented components are exemplary for the anticipated RAGE library, which will include up to forty reusable software components for serious gaming, addressing diverse pedagogical dimensions.

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O objectivo do presente estudo consistiu em verificar a influência do suporte social e dos estilos de coping sobre a percepção de bem-estar subjectivo e de estados emocionais negativos numa amostra de 41 indivíduos (27 homens e 14 mulheres) portadores de doença mental crónica, com idades compreendidas entre os 18 e 61 anos. Foram, ainda, identificados os principais estilos de coping utilizados por esses indivíduos, bem como um estudo de comparação entre doentes institucionalizados e não-institucionalizados. Foram utilizados os seguintes instrumentos: Escala de Satisfação com o Suporte Social, constituída por quatro subescalas (satisfação com amizades, intimidade, satisfação com a família e actividades sociais); Questionário dos Estilos de Coping, formado igualmente por quatro subescalas (Coping Racional, Coping Emocional, Coping Evitante e Coping Distanciado/Desligado); Escala de Satisfação com a Vida e, por último, a Escala de Depressão, Ansiedade e Stress. Os resultados demonstram que o valor global de suporte social e as suas dimensões “satisfação com amizades”, “intimidade”, “satisfação com a família” e “actividades sociais” se correlacionam positivamente, a nível estatisticamente significativo com o bem-estar subjectivo. Relativamente ao estilo de coping racional, verifica-se que este se relaciona negativamente com a sintomatologia depressiva, ao contrário do coping emocional que apresenta uma correlação positiva com os estados emocionais negativos (depressão, ansiedade e stress) e uma relação inversa com o bem-estar. Os doentes institucionalizados, comparativamente aos não-institucionalizados, apresentam o uso mais frequente de coping desadaptativo (emocional) e níveis mais elevados de ansiedade. O suporte social, os estilos de coping e a percepção de bem-estar subjectivo demonstram estar associados de modo teoricamente esperado, mostrando a importância dos factores psicossociais na adaptação à doença mental crónica. / The aims of this study was to verify the influence of social support and coping styles on the perception of subjective well-being and negative emotional states in a sample of 41 subjects (27 men and 14 woman) with chronic mental illness (aged between 18 and 61 years). We also identified the main coping styles used by these subjects, as well as a comparative study of institutionalized patients and non-institutionalized. Instruments used include the Satisfaction with Social Support (with four dimensions: satisfaction with friendships, intimacy, satisfaction with family and social activities); Coping Styles Questionnaire (with four coping dimensions: rational, emotional, avoidant and distance); Scale of Satisfaction with Life and, finnaly, the Scale for Depression, Anxiety and Stress. Results shows that the global social support and its dimensions “satisfaction with friendships”, “intimacy”, “satisfaction with family” and “social activities” have a statistically significant positive correlation with subjective well-being.and It appears that the rational coping styles is negatively related to depressive symptoms, unlike the emotional coping has a positive correlation with negative emotional states (depression, anxiety and stress) and an inverse relationship with well-being. The institutionalized patients, compared to non-institutionalized, have more frequent use of maladaptative coping (emotional) and higher levels of anxiety. Social support, coping styles and perception of subjective well-being are associated according to the theoretical models, showing the role of psychosocial factors in adaptation to chronic mental illness.

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Objectivos: O presente estudo tem como principal objectivo avaliar a prevalência dos comportamentos de cyberbullying, analisando a influência de variáveis sóciodemográficas, e, compreender a sua relação com as vivências de vergonha interna e externa e com os estados emocionais negativos, particularmente a depressão, a ansiedade e o stress. Método: Para a recolha de dados recorreu-se a uma mostra de adolescentes (N=131) a frequentar o 3º ciclo do ensino básico, com idades compreendidas entre os 12 e os 18 anos (M= 13,76; DP= 1,25). O protocolo de avaliação foi constituído por um questionário psicossocial desenvolvido especificamente para este estudo e por um conjunto de medidas fidedignas para avaliar o cyberbullying (CBQ e CBQ-V), a vergonha interna (ISS), vergonha externa (OAS) e os estados emocionais negativos (DASS-21). Resultados: Os nossos dados revelaram que 76 adolescentes (58%) exerceram um qualquer comportamento de cyberbullying (com um predomínio dos rapazes), enquanto 50 adolescentes (38,2%) já foram vítimas de um qualquer comportamento de cyberbullying (com igual proporção entre rapazes e raparigas). Manter lutas e discussões online, usando insultos mediante mensagens electrónicas foi o comportamento praticado mais frequente (30,5%), enquanto o ser removido intencionalmente de um grupo online foi o comportamento sofrido mais frequente (16,1%). A idade e os anos de reprovações mostraram uma associação positiva com os comportamentos de agressão por cyberbullying. Foi ainda analisada a sobreposição entre a execução e a vitimização de comportamentos de cyberbullying, tendo sido discriminados quatro grupos de adolescentes: só agressores (adolescentes que apenas exerceram comportamentos de agressão), só vítimas (apenas sofreram comportamentos de cyberbulling), vítimas e agressores (adolescentes que são simultaneamente agressores e vítimas), e nem vítimas nem agressores (adolescentes que não exerceram nem sofreram qualquer comportamento de cyberbullying). Os resultados evidenciaram que quanto maior a frequência de comportamentos de agressão por cyberbullying, maior a vergonha interna e maior os níveis de stress demonstrados. Por sua vez, quanto maior a frequência de vitimização por cyberbullying, maior a vergonha interna e externa, bem como maior os níveis de ansiedade e stress. Conclusão: Devido a complexidade do fenómeno cyberbullying e seu recente surgimento, serão necessários mais estudos, particularmente longitudinais, para compreender a relação antecedente e/ou consequentes aos comportamentos de cyberbullying entre estados emocionais negativos e as experiências de vergonha. / Objectives: The present study has as main objective to assess the prevalence of cyberbullying behaviours, analyzing the influence of socio demographic variables, and, understand its relationship to the experiences of internal and external shame and negative emotional states, particularly depression, anxiety and stress. Method: For data collection we used a sample of adolescents (N=131) attending the 3rd cycle of basic education, aged between 12 and 18 years (M=13,76; SD=1,25). The evaluation protocol consisted of a psychosocial questionnaire developed specifically for this study and a set of reliable measure to assess cyberbullying (CBQ and CBQ-V), internal shame (ISS), external shame (OAS) and the emotional states negative (DASS-21). Results: Our data indicate that 76 adolescents (58%) exerted any conduct of a cyberbullying (with a predominance of boys), while 50 adolescents (38,2%) had been victims of cyberbullying behaviour of any one (with an equal ratio of boys and girls). Keep fighting and discussions online, through e-mails using insults behaviour was practiced more often (30,5%), while being intentionally removed a group of online behaviour is seen more frequently (16,1%). The age and years of failures were positively associated with the behaviours of aggression by cyberbullying. Was further examined the overlap between enforcement and victimization of cyberbullying behaviours, having been discriminated four groups of adolescents: only aggressors (adolescents who have had only aggressive behaviour), only victims (only suffered cyberbullying behaviours), victims and aggressors (adolescents who are both perpetrators and victims), and neither victims nor aggressors (adolescents who did not exercise any behaviour or suffered cyberbullying). Results showed that the higher the frequency of aggression by cyberbullying behaviour, the greater shame and internal stress levels demonstrated. In turn, the higher the frequency of cyberbullying victimization, the greater the shame internal and external, as well as higher levels of anxiety and stress. Conclusion: Due to the complexity of the phenomenon cyberbullying and its recent emergence, further studies are needed, particularly longitudinal, to understand the relationship between antecedent and/or consequential to cyberbullying behaviours between negative emotional states and experiences of shame.