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- All Subjects: psychology
- Creators: Barrett, The Honors College
- Creators: Brewer, Gene
Humans use emotions to communicate social cues to our peers on a daily basis. Are we able to identify context from facial expressions and match them to specific scenarios? This experiment found that people can effectively distinguish negative and positive emotions from each other from a short description. However, further research is needed to find out whether humans can learn to perceive emotions only from contextual explanations.
Since the inception of what is now known as the Behavioral Analysis Unit (BAU) at the Federal Bureau of Investigation (FBI) in the 1970s, criminal profiling has become an increasingly prevalent entity in both forensic science and the popular imagination. The fundamental idea of which profiling is premised – behavior as a reflection of personality – has been the subject of a great deal of misunderstanding, with professionals and nonprofessionals alike questioning whether profiling represents an art or a science and what its function in forensic science should be. To provide a more thorough understanding of criminal profiling’s capabilities and its efficacy as a law enforcement tool, this thesis will examine the application of criminal profiling to investigations, various court rulings concerning profiling’s admissibility, and the role that popular media plays in the perception and function of the practice. It will also discuss how future research and regulatory advancements may strengthen criminal profiling’s scientific merit and legitimacy.
Affective computing allows computers to monitor and influence people’s affects, in other words emotions. Currently, there is a lot of research exploring what can be done with this technology. There are many fields, such as education, healthcare, and marketing, that this technology can transform. However, it is important to question what should be done. There are unique ethical considerations in regards to affective computing that haven't been explored. The purpose of this study is to understand the user’s perspective of affective computing in regards to the Association of Computing Machinery (ACM) Code of Ethics, to ultimately start developing a better understanding of these ethical concerns. For this study, participants were required to watch three different videos and answer a questionnaire, all while wearing an Emotiv EPOC+ EEG headset that measures their emotions. Using the information gathered, the study explores the ethics of affective computing through the user’s perspective.
COVID-19 has shocked the bedrock of society, impacting both human life and the economy. Accompanying this shock has been the psychological distress inflicted onto the general population as a result of the emotion strain stemming from isolation/quarantine policies, being sick with COVID-19, dealing with COVID-19 losses, and post-COVID syndrome and its effect on quality of life. The psychological distress has been experienced by the general population, but compared to middle age (30-50) and older adults (>50 years of age), it has been young adults (18-30 years old) who have been more psychologically affected (Glowacz & Schmits, 2020). Psychological distress, specifically anxiety and depression, has been exacerbated by feelings of uncertainty, fear of illness, losing loved ones, and fear of post-COVID syndrome. Post-COVID syndrome, as with other post-viral syndromes such as post viral SARS involve lingering symptoms such as myalgic encephalomyelitis or Chronic Fatigue Syndrome (CFS), and loss of motivation (Underhill, 2015). In addition to these symptoms, patients suffering from post-COVID syndrome have also presented brain inflammation and damaged brain blood vessels (Meinhardt et al., 2021), Endotheliitis (Varga et al., 2020), CV abnormalities and changes in glucose metabolism (Williams et al., 2020). CV abnormalities and changes in glucose metabolism are connected to chronic illnesses like diabetes and heart disease respectively. These chronic illnesses are then associated with higher risk for depression as a result of the stress induced by the symptoms and their impact on quality of life (NIMH, 2021). Further monitoring, and research will be important to gauge ultimate physiological and psychological impact of COVID-19.
Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will be created wherein the game will record the player’s facial
expressions and interpret those expressions as emotions, allowing the game to adjust its difficulty
to create a more tailored experience.
The first portion of this project, understanding the relationship between emotions and
games, was done by recording myself as I played three different games of different genres for
thirty minutes each. The same system that would be used in the later game I created to evaluate
emotions was used to evaluate these recordings.
After the data was interpreted, I created three different versions of the same game, based
on a template created by Stan’s Assets, which was a version of the arcade game Stacker. The
three versions of the game included one where no changes were made to the gameplay
experience, it simply recorded the player’s face and extrapolated emotions from that recording,
one where the speed increased in an attempt to maintain a certain level of positive emotions, and
a third where, in addition to increasing the speed of the game, it also decreased the speed in an
attempt to minimize negative emotions.
These tests, together, show that the emotional experience of a player is heavily dependent
on how tailored the game is towards that particular emotion. Additionally, in creating a system
meant to interact with these emotions, it is easier to create a one-dimensional system that focuses
on one emotion (or range of emotions) as opposed to a more complex system, as the system
begins to become unstable, and can lead to undesirable gameplay effects.
This paper explores the psychological experiences of domestic workers in three contemporary Latin American films: Roma (Mexico, 2018), Crímenes de familia (Argentina, 2020) and Que Horas Ela Volta? (Brazil, 2015). Specifically, the motherhood of these three protagonists is explored and analyzed using psychological research that pertains to motherhood, trauma, and the relationships between domestic workers and the families that employ them. This paper reveals that contemporary Latin American cinema portrays domestic workers as having negative experiences of motherhood as a direct result of their occupation and proposes for further protections, policy change, and psychological research to take place for domestic workers in Latin America and beyond.
Curiosity has been linked with many benefits, including increased overall well-being (Lydon-Staley et al., 2020) and greater academic achievement (Gottfried et al., 2016). The value that children place on learning new things and exploring novel ideas is unrivaled by older individuals. However, little research has been conducted to examine how parents may be able to help foster their children’s curiosity in a way that teaches them how to effectively search for and synthesize information. This paper aims to determine how parents’ language during a storybook task is related to their children’s strategy to collect rewards during a search game. Preliminary results suggest that parents may be able to encourage more effective search by asking more close-ended questions. These findings provide insight into how parents and guardians may be able to encourage their children to become better adept at searching for information by taking in clues about their environment and modifying their behavior to maximize their efforts.
The Beck Depression Inventory II (BDI-II) and the Patient Health Questionnaire 9 (PHQ-9) are highly valid depressive testing tools used to measure the symptom profile of depression globally and in South Asia, respectively (Steer et al., 1998; Kroenke et al, 2001). Even though the South Asian population comprises only 23% of the world’s population, it represents one-fifth of the world’s mental health disorders (Ogbo et al., 2018). Although this population is highly affected by mental disorders, there is a lack of culturally relevant research on specific subsections of the South Asian population.<br/><br/>As such, the goal of this study is to investigate the differences in the symptom profile of depression in native and immigrant South Asian populations. We investigated the role of collective self-esteem and perceived discrimination on mental health. <br/><br/>For the purpose of this study, participants were asked a series of questions about their depressive symptoms, self-esteem and perceived discrimination using various depressive screening measures, a self-esteem scale, and a perceived discrimination scale.<br/><br/>We found that immigrants demonstrated higher depressive symptoms than Native South Asians as immigration was viewed as a stressor. First-generation and second-generation South Asian immigrants identified equally with somatic and psychological symptoms. These symptoms were positively correlated with perceived discrimination, and collective self-esteem was shown to increase the likelihood of these symptoms.<br/><br/>This being said, the results from this study may be generalized only to South Asian immigrants who come from highly educated and high-income households. Since seeking professional help and being aware of one’s mental health is vital for wellbeing, the results from this study may spark the interest in an open communication about mental health within the South Asian immigrant community as well as aid in the restructuring of a highly reliable and valid measurement to be specific to a culture.