276 research outputs found
Exploring the context of sedentary behaviour in older adults (what, where, why, when and with whom)
BACKGROUND: Older adults are the most sedentary segment of the population. Little information is available about the context of sedentary behaviour to inform guidelines and intervention. There is a dearth of information about when, where to intervene and which specific behaviours intervention should target. The aim of this exploratory study was to obtain objective information about what older adults do when sedentary, where and when they are sedentary and in what social context. METHODS: The study was a cross-sectional data collection. Older adults (Mean age = 73.25, SD ± 5.48, median = 72, IQR = 11) volunteers wore activPAL monitors and a Vicon Revue timelapse camera between 1 and 7 days. Periods of sedentary behaviour were identified using the activPAL and the context extracted from the pictures taken during these periods. Analysis of context was conducted using the Sedentary Behaviour International Taxonomy classification system. RESULTS: In total, 52 days from 36 participants were available for analysis. Participants spent 70.1 % of sedentary time at home, 56.9 % of sedentary time on their own and 46.8 % occurred in the afternoon. Seated social activities were infrequent (6.9 % of sedentary bouts) but prolonged (18 % of sedentary time). Participants appeared to frequently have vacant sitting time (41 % of non-screen sedentary time) and screen sitting was prevalent (36 % of total sedentary time). CONCLUSIONS: This study provides valuable information to inform future interventions to reduce sedentary behaviour. Interventions should consider targeting the home environment and focus on the afternoon sitting time, though this needs confirmation in a larger study. Tackling social isolation may also be a target to reduce sedentary time
The emotional movie database (EMDB): a self-report and psychophysiological study
Film clips are an important tool for evoking
emotional responses in the laboratory. When compared
with other emotionally potent visual stimuli (e.g., pictures),
film clips seem to be more effective in eliciting emotions
for longer periods of time at both the subjective and
physiological levels. The main objective of the present
study was to develop a new database of affective film clips
without auditory content, based on a dimensional approach
to emotional stimuli (valence, arousal and dominance). The
study had three different phases: (1) the pre-selection and
editing of 52 film clips (2) the self-report rating of these
film clips by a sample of 113 participants and (3) psychophysiological
assessment [skin conductance level
(SCL) and the heart rate (HR)] on 32 volunteers. Film clips
from different categories were selected to elicit emotional
states from different quadrants of affective space. The
results also showed that sustained exposure to the affective
film clips resulted in a pattern of a SCL increase and HR
deceleration in high arousal conditions (i.e., horror and
erotic conditions). The resulting emotional movie database
can reliably be used in research requiring the presentation
of non-auditory film clips with different ratings of valence,
arousal and dominance.Portuguese Foundation for Science and Technology with individual grants
(SFRH/BD/41484/2007 and SFRH/BD/64355/2009
Does owning a pet protect older people against loneliness?
This article has been made available through the Brunel Open Access Publishing Fund.Pet ownership is thought to make a positive contribution to health, health behaviours and the general well-being of older people. More specifically pet ownership is often proposed as a solution to the problem of loneliness in later life and specific 'pet based' interventions have been developed to combat loneliness. However the evidence to support this relationship is slim and it is assumed that pet ownership is a protection against loneliness rather than a response to loneliness. The aim of this paper is to examine the association between pet ownership and loneliness by exploring if pet ownership is a response to, or protection against, loneliness using Waves 0-5 from the English Longitudinal Study of Ageing (ELSA)
From affect programs to dynamical discrete emotions
According to Discrete Emotion Theory, a number of emotions are distinguishable on the basis of neural, physiological, behavioral and expressive features. Critics of this view emphasize the variability and context-sensitivity of emotions. This paper discusses some of these criticisms, and argues that they do not undermine the claim that emotions are discrete. This paper also presents some works in dynamical affective science, and argues that to conceive of discrete emotions as self-organizing and softly assembled patterns of various processes accounts more naturally than traditional Discrete Emotion Theory for the variability and context-sensitivity of emotions
Dissociable Effects of Valence and Arousal in Adaptive Executive Control
Background: Based on introspectionist, semantic, and psychophysiological experimental frameworks, it has long been assumed that all affective states derive from two independent basic dimensions, valence and arousal. However, until now, no study has investigated whether valence and arousal are also dissociable at the level of affect-related changes in cognitive processing.Methodology/Principal Findings:
We examined how changes in both valence (negative vs. positive) and arousal (low vs. high) influence performance in tasks requiring executive control because recent research indicates that two dissociable cognitive components are involved in the regulation of task performance: amount of current control (i.e., strength of filtering goal-irrelevant signals) and control adaptation (i.e., strength of maintaining current goals over time). Using a visual pop-out distractor task, we found that control is exclusively modulated by arousal because interference by goal-irrelevant signals was largest in high arousal states, independently of valence. By contrast, control adaptation is exclusively modulated by valence because the increase in control after trials in which goal-irrelevant signals were present was largest in negative states, independent of arousal. A Monte Carlo simulation revealed that differential effects of two experimental factors on control and control adaptation can be dissociated if there is no correlation between empirical interference and conflict-driven modulation of interference, which was the case in the present data. Consequently, the observed effects of valence and arousal on adaptive executive control are indeed dissociable.
Conclusions/Significance: These findings indicate that affective influences on cognitive processes can be driven by independent effects of variations in valence and arousal, which may resolve several heterogeneous findings observed in previous studies on affect-cognition interactions
Effects of Aesthetic Chills on a Cardiac Signature of Emotionality
Previous studies have shown that a cardiac signature of emotionality (referred
to as EK, which can be computed from the standard 12 lead electrocardiogram,
ECG), predicts inter-individual differences in the tendency to experience and
express positive emotion. Here, we investigated whether EK values can be
transiently modulated during stimulation with participant-selected music
pieces and film scenes that elicit strongly positive emotion. The phenomenon
of aesthetic chills, as indicated by measurable piloerection on the forearm,
was used to accurately locate moments of peak emotional responses during
stimulation. From 58 healthy participants, continuous EK values, heart rate,
and respiratory frequency were recorded during stimulation with film scenes
and music pieces, and were related to the aesthetic chills. EK values, as well
as heart rate, increased significantly during moments of peak positive emotion
accompanied by piloerection. These results are the first to provide evidence
for an influence of momentary psychological state on a cardiac signature of
emotional personality (as reflected in EK values). The possibility to modulate
ECG amplitude signatures via stimulation with emotionally significant music
pieces and film scenes opens up new perspectives for the use of emotional peak
experiences in the therapy of disorders characterized by flattened
emotionality, such as depression or schizoid personality disorder
Psychophysiology in games
Psychophysiology is the study of the relationship between psychology
and its physiological manifestations. That relationship is of particular importance
for both game design and ultimately gameplaying. Players’ psychophysiology offers
a gateway towards a better understanding of playing behavior and experience.
That knowledge can, in turn, be beneficial for the player as it allows designers to
make better games for them; either explicitly by altering the game during play or
implicitly during the game design process. This chapter argues for the importance
of physiology for the investigation of player affect in games, reviews the current
state of the art in sensor technology and outlines the key phases for the application
of psychophysiology in games.The work is supported, in part, by the EU-funded FP7 ICT iLearnRWproject
(project no: 318803).peer-reviewe
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