1,107 research outputs found

    Teaching Using a Face Protection Mask: How Students of 6-15 Years Old Perceive Their Teachers’ Expressing Emotions during the Teaching Procedure

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    One of the basic measures to prevent the Covid-19 infection is the use of a face protection mask by students and teachers in school premises and, mainly, in teaching. A question, however, is whether the covered part of the face is a barrier to the recognition of the expressed emotions of the wearer, a fact that may affect communication and interaction in teaching. On this basis, this article attempts to investigate how 6-15 year olds perceive the emotions of persons wearing a face protection mask. The research was conducted using the Case Study method and an “Emotion Recognition Sheet” in 1st, 3rd & 5th grade of Greek Primary School and in the first three Grades of secondary school (Gymnasium). The participant students were asked to observe photos of adult persons wearing a face mask and then to recognize the emotions of the presented adults. The research findings revealed a 62% failure of the students in recognizing emotions. This fact highlights the need to develop a teaching proposal to deal with this situation, in order to strengthen students’ communication ability, which is a key factor in achieving effective learning

    Negative emotions in informal feedback: The benefits of disappointment and drawbacks of anger

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    Using the emotions as social information (EASI) model, this study investigated the emotional, attitudinal and behavioral reactions to failure feedback by manipulating negative emotional displays (angry, disappointed or none) and the position level and relational distance of the feedback source. Undergraduate students (N = 260) responded to an organizational failure feedback vignette and completed a subsequent performance task. Results demonstrated that guilt was the complementary emotional experience following displays of disappointment, while reciprocal anger followed displays of anger. These emotional reactions served as important mediators between the emotional displays paired with the feedback message and participant responses of social behaviors, creative task performance and perceptions of the feedback source. In addition, our findings indicated that negative emotions can have positive organizational and interpersonal outcomes. Guilt in response to disappointed displays resulted in beneficial behaviors and attitudes, while anger in response to angry displays was socially detrimental. The emotion displayed during feedback provision also served as a consistent contextual factor that did not interact with the position level or relational distance of the feedback source to impact behavioral and attitudinal reactions. Overall, this study indicates that discrete negative emotions have unique social-functional properties that require further investigation.Yeshttps://us.sagepub.com/en-us/nam/manuscript-submission-guideline

    Relational agents : effecting change through human-computer relationships

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.Includes bibliographical references (p. 205-219).What kinds of social relationships can people have with computers? Are there activities that computers can engage in that actively draw people into relationships with them? What are the potential benefits to the people who participate in these human-computer relationships? To address these questions this work introduces a theory of Relational Agents, which are computational artifacts designed to build and maintain long-term, social-emotional relationships with their users. These can be purely software humanoid animated agents--as developed in this work--but they can also be non-humanoid or embodied in various physical forms, from robots, to pets, to jewelry, clothing, hand-helds, and other interactive devices. Central to the notion of relationship is that it is a persistent construct, spanning multiple interactions; thus, Relational Agents are explicitly designed to remember past history and manage future expectations in their interactions with users. Finally, relationships are fundamentally social and emotional, and detailed knowledge of human social psychology--with a particular emphasis on the role of affect--must be incorporated into these agents if they are to effectively leverage the mechanisms of human social cognition in order to build relationships in the most natural manner possible. People build relationships primarily through the use of language, and primarily within the context of face-to-face conversation. Embodied Conversational Agents--anthropomorphic computer characters that emulate the experience of face-to-face conversation--thus provide the substrate for this work, and so the relational activities provided by the theory will primarily be specific types of verbal and nonverbal conversational behaviors used by people to negotiate and maintain relationships.(cont.) This work also provides an analysis of the types of applications in which having a human-computer relationship is advantageous to the human participant. In addition to applications in which the relationship is an end in itself (e.g., in entertainment systems), human-computer relationships are important in tasks in which the human is attempting to undergo some change in behavior or cognitive or emotional state. One such application is explored here: a system for assisting the user through a month-long health behavior change program in the area of exercise adoption. This application involves the research, design and implementation of relational agents as well as empirical evaluation of their ability to build relationships and effect change over a series of interactions with users.by Timothy Wallace Bickmore.Ph.D

    Persuasive Gaming in Context

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    The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors.This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies

    Court Review: Volume 44, Issue 1/2 – Complete Issue

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    Table of Contents: Procedural Fairness: A Key Ingredient in Public Satisfaction by Kevin Burke and Steve Leben Procedural Justice and the Courts By Tom R. Tyler Procedural Fairness as a Court Reform Agenda by David B. Rottman Children and Procedural Justice by Victoria Weisz, Twila Wingrove, and April Faith-Slaker Procedural Fairness in the California Courts by Douglas Denton The Perceptions of Self-Represented Tenants in a Community-Based Housing Court by Rashida Abuwala and Donald J. Farole Decision Makers and Decision Recipients: Understanding Disparities in the Meaning of Fairness by Diane Sivasubramaniam and Larry Heuer Fair Procedures, Yes. But We Dare Not Lose Sight of Fair Outcomes by Brian H. Bornstein and Hannah Dietrich Adding Color to the White Paper: Time for a Robust Reciprocal Relationship Between Procedural Justice and Therapeutic Jurisprudence by David B. Wexler Editor’s Note President’s Column The Resource Pag
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