36 research outputs found
Facial EMG – Investigating the Interplay of Facial Muscles and Emotions
This chapter provides information about facial electromyography (EMG) as a method of investigating emotions and affect, including examples of application and methods for analysis. This chapter begins with a short introduction to emotion theory followed by an operationalisation of facial emotional expressions as an underlying requirement for their study using facial EMG. This chapter ends by providing practical information on the use of facial EMG
Playing Pokemon Go: increased life satisfaction through more (positive) social interactions
Pokemon Go (PoGo) is a social mobile game requiring both physical activity and social interaction, and previous research has reported positive effects of PoGo on physical health. However, little research has been conducted on the effects of PoGo on social functioning and life satisfaction, which are important factors for good mental health. The current study investigated the effects of PoGo on life satisfaction and social functioning in participants with and without self-reported diagnoses of mental disorders. Participants were 434 current PoGo players aged 18–69 of diverse genders and nationalities, with a subsample (N = 138) self-reporting diagnoses of various mental disorders with impairments in social functioning. Participants provided retrospective and current self-report measures about their PoGo use, life satisfaction, social functioning (sociality and social ability) and clinical symptom severity. Results showed higher self-reported social functioning and life satisfaction since playing PoGo compared to the time period before playing, which involved a shift from negative to positive ratings. The increases in self-reported life satisfaction and sociality (but not social ability) were more pronounced for the clinical compared to the non-clinical subsample. Results also showed the effect of the social ability change on the life satisfaction change was mediated by the sociality change and moderated by the number of daily in-person player interactions (including strangers). The findings here, using subjective judgements, show that PoGo motivates social interactions and increases life satisfaction, demonstrating that social mobile gaming provides an easy to implement tool to subjectively improve social functioning. This has important implications for populations with social difficulties and reduced social motivation
It does not need two: assessing physiological linkage from videos across the valence dimension
The phenomenon of physiological linkage describes similar fluctuations of two individuals' physiology, for example, the cardiac inter- beat interval (IBI). Physiological linkage is a well- documented occurrence in research settings of interacting dyads but the literature on non- interacting dyads, that is, someone watching a video of another person, is sparse. The current study investigated whether physiological linkage, based on IBI, occurs from watching videos where strangers report about personal (neutral, positive, negative non- traumatic, and negative traumatic) experiences. Videos were produced with six individuals and then presented to observers (N=26). Time- frequency- domain cross- wavelet analyses supplemented by threshold-free cluster enhancement (TFCE; to account for multiple testing) showed significant physiological linkage between the IBI of observers and persons in the videos for 16 out of the 21 tested videos. Although significant physiological linkage also emerged for neutral videos and positive, negative valence videos led to such associations more reliably. This study shows that physiological linkage can be investigated in highly controlled conditions based on video stimuli paving the path for experimental manipulation in future research. Furthermore, due to the provision of information on time and frequency, the use of cross- wavelet analysis is encouraged to learn more about factors modulating physiological linkage. The current study presents the next step toward identifying psychophysiological causal and modulating factors of physiological linkage
Modulation of facial muscle responses by another person’s presence and affiliative touch during affective image viewing
Stimulating CT-afferents by forearm caresses produces the subjective experience of pleasantness in the receiver and modulates subjective evaluations of viewed affective images. Receiving touch from another person includes the social element of another person’s presence, which has been found to influence affective image evaluations without involving touch. The current study investigated whether these modulations translate to facial muscle responses associated with positive and negative affect across touch-involving and mere presence conditions. Female participants (N = 40, M(age) = 22.4, SD = 5.3) watched affective images (neutral, positive, negative) while facial electromyography was recorded (sites: zygomaticus, corrugator). Results from ANOVAs showed that providing touch to another person or oneself modulated zygomaticus site responses when viewing positive images. Providing CT-afferent stimulating touch (i.e., forearm caresses) to another person or oneself dampened the positive affective facial muscle response to positive affective images. Providing touch to another person generally increased corrugator facial muscle activity related to negative affect. Receiving touch did not modulate affective facial muscle responses during the viewing of affective images but may have effects on later cognitive processes. Together, previously reported social and touch modulations of subjective evaluations of affective images do not translate to facial muscle responses during affective image viewing, which were differentially modulated
Development and validation of verbal emotion vignettes in Portuguese, English, and German
Everyday human social interaction involves sharing experiences verbally and these experiences often include emotional content. Providing this context generally leads to the experience of emotions in the conversation partner. However, most emotion elicitation stimulus sets are based on images or film-sequences providing visual and/or auditory emotion cues. To assimilate what occurs within social interactions, the current study aimed at creating and validating verbal emotion vignettes as stimulus set to elicit emotions (anger, disgust, fear, sadness, happiness, gratitude, guilt, and neutral). Participants had to mentally immerse themselves in 40 vignettes and state which emotion they experienced next to the intensity of this emotion. The vignettes were validated on a large sample of native Portuguese-speakers (N = 229), but also on native English-speaking (N = 59), and native German-speaking (N = 50) samples to maximise applicability of the vignettes. Hierarchical cluster analyses showed that the vignettes mapped clearly on their target emotion categories in all three languages. The final stimulus sets each include 4 vignettes per emotion category plus 1 additional vignette per emotion category which can be used for task familiarisation procedures within research. The high agreement rates on the experienced emotion in combination with the medium to large intensity ratings in all three languages suggest that the stimulus sets are suitable for application in emotion research (e.g., emotion recognition or emotion elicitation)
Social and Affective Neuroscience of Embodiment
Embodiment has been discussed in the context of social, affective, and cognitive psychology, and also in the investigations of neuroscience in order to understand the relationship between biological mechanisms, body and cognitive, and social and affective processes. New theoretical models have been presented by researchers considering not only the sensory–motor interaction and the environment but also biological mechanisms regulating homeostasis and neural processes (Tsakiris M, Q J Exp Psychol 70(4):597–609, 2017). Historically, the body and the mind were comprehended as separate entities. The body was considered to function as a machine, responsible for providing sensory information to the mind and executing its commands. The mind, however, would process information in an isolated way, similar to a computer (Pecher D, Zwaan RA, Grounding cognition: the role of perception and action in memory, language, and thinking. Cambridge University Press, 2005). This mind and body perspective (Marmeleira J, Duarte Santos G, Percept Motor Skills 126, 2019; Marshall PJ, Child Dev Perspect 10(4):245–250, 2016), for many years, was the basis for studies in social and cognitive areas, in neuroscience, and clinical psychology
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Implicit responses in the judgment of attractiveness in faces with differing levels of makeup
Makeup is a form of body art which has been used for over 7000 years and is present in the great majority of human cultures, often used to enhance facial attractiveness and to accentuate features that represent femininity. This study examined how cumulative levels of facial makeup influenced approach and avoidance tendencies and on facial muscle responses associated with emotional response obtained through facial electromyography (EMG) in a passive viewing task. Experiment 1 employed the joystick variant of the approach-avoidance task, where 30 subjects categorised female faces by visual orientation (portrait/landscape) in 7 cumulatively-added makeup levels. In Experiment 2, facial EMG was recorded from 40 subjects in the passive viewing of the same images. The present study shows that makeup application modulates implicit responses and reveals two distinct implicit preferences, behavioural and affective, with a male behavioural preference for heavy eye cosmetics, a female behavioural preference for light makeup, and an overall affective preference in both men and women for makeup accentuating visual contrast in the eye and mouth regions. These results are consistent with the conception that perceptual cues underlying cosmetic enhancement are key determinants in aesthetic facial preferences
Don’t get too close to me: depressed and non-depressed survivors of child maltreatment prefer larger comfortable interpersonal distances towards strangers
Background: Childhood maltreatment (CM) is frequently linked to interpersonal problems such as diffi-culties in social relationships, loneliness, and isolation. These difficulties might partly stem from trou-bles regulating comfortable interpersonal distance (CIPD).
Objective: We experimentally investigated whether CM manifests in larger CIPD and whether all sub-types of CM (i.e., physical, emotional, or sexual abuse and physical or emotional neglect) affect CIPD.
Methods: Using the stop-distance method (i.e., a team member approached participants until the lat-ter indicated discomfort), we assessed CIPD in 84 adults with a self-reported history of CM (24 with depressive symptoms) and 57 adult controls without a history of CM (without depressive symptoms).
Results: Adults with CM showed a larger CIPD (Mdn = 86 cm) than controls (Mdn = 68 cm), and CIPD was largest for those with CM combined with current depressive symptoms (Mdn = 145 cm) (p’s < .047). In the latter group, all subtypes of CM were associated with a larger CIPD compared to controls (p’s < .045). In the CM group without depressive symptoms, only those with emotional abuse (p = .040) showed a larger CIPD than controls.
Conclusions: These results add to findings of differential socio-emotional long-term consequences of CM, depending upon the subtype of CM. Future research should explore whether a larger CIPD has a negative impact on social functioning in individuals exposed to CM, particularly in those with depres-sive symptoms
Large expert-curated database for benchmarking document similarity detection in biomedical literature search
Document recommendation systems for locating relevant literature have mostly relied on methods developed a decade ago. This is largely due to the lack of a large offline gold-standard benchmark of relevant documents that cover a variety of research fields such that newly developed literature search techniques can be compared, improved and translated into practice. To overcome this bottleneck, we have established the RElevant LIterature SearcH consortium consisting of more than 1500 scientists from 84 countries, who have collectively annotated the relevance of over 180 000 PubMed-listed articles with regard to their respective seed (input) article/s. The majority of annotations were contributed by highly experienced, original authors of the seed articles. The collected data cover 76% of all unique PubMed Medical Subject Headings descriptors. No systematic biases were observed across different experience levels, research fields or time spent on annotations. More importantly, annotations of the same document pairs contributed by different scientists were highly concordant. We further show that the three representative baseline methods used to generate recommended articles for evaluation (Okapi Best Matching 25, Term Frequency-Inverse Document Frequency and PubMed Related Articles) had similar overall performances. Additionally, we found that these methods each tend to produce distinct collections of recommended articles, suggesting that a hybrid method may be required to completely capture all relevant articles. The established database server located at https://relishdb.ict.griffith.edu.au is freely available for the downloading of annotation data and the blind testing of new methods. We expect that this benchmark will be useful for stimulating the development of new powerful techniques for title and title/abstract-based search engines for relevant articles in biomedical research.Peer reviewe
Incongruence Between Observers’ and Observed Facial Muscle Activation Reduces Recognition of Emotional Facial Expressions From Video Stimuli
According to embodied cognition accounts, viewing others’ facial emotion can elicit the respective emotion representation in observers which entails simulations of sensory, motor, and contextual experiences. In line with that, published research found viewing others’ facial emotion to elicit automatic matched facial muscle activation, which was further found to facilitate emotion recognition. Perhaps making congruent facial muscle activity explicit produces an even greater recognition advantage. If there is conflicting sensory information, i.e., incongruent facial muscle activity, this might impede recognition. The effects of actively manipulating facial muscle activity on facial emotion recognition from videos were investigated across three experimental conditions: (a) explicit imitation of viewed facial emotional expressions (stimulus-congruent condition), (b) pen-holding with the lips (stimulus-incongruent condition), and (c) passive viewing (control condition). It was hypothesised that (1) experimental condition (a) and (b) result in greater facial muscle activity than (c), (2) experimental condition (a) increases emotion recognition accuracy from others’ faces compared to (c), (3) experimental condition (b) lowers recognition accuracy for expressions with a salient facial feature in the lower, but not the upper face area, compared to (c). Participants (42 males, 42 females) underwent a facial emotion recognition experiment (ADFES-BIV) while electromyography (EMG) was recorded from five facial muscle sites. The experimental conditions’ order was counter-balanced. Pen-holding caused stimulus-incongruent facial muscle activity for expressions with facial feature saliency in the lower face region, which reduced recognition of lower face region emotions. Explicit imitation caused stimulus-congruent facial muscle activity without modulating recognition. Methodological implications are discussed