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Description
The broaden-and-build theory of positive emotion suggests that positive emotions should broaden thought and behavior repertoires in order to develop lasting resources. In the social domain, this means deploying a variety of affiliative strategies in order to build cooperative relationships. A functionalist perspective on positive emotion suggests that different positive

The broaden-and-build theory of positive emotion suggests that positive emotions should broaden thought and behavior repertoires in order to develop lasting resources. In the social domain, this means deploying a variety of affiliative strategies in order to build cooperative relationships. A functionalist perspective on positive emotion suggests that different positive emotions should have distinct effects on these affiliative mechanisms. This study elicited awe, amusement, pride or a neutral control in pairs of same sex strangers. They then completed an open-ended "getting to know you" conversation, which were recorded and coded for affiliative behaviors—smiling, laughter, mimicry, and asking questions. After, they rated their perception of the other as complex and how much they liked each other. Then they played the prisoner's dilemma game. Results indicate that there was a significant mediated effect such that being in the pride condition predicted greater smiling, and smiling predicted cooperation on the prisoner's dilemma. This was true both when an individual's own smiling was predicting their cooperative behavior and when their partner's smiling was predicting their cooperative behavior. However, these effects were only seen in female dyads, not male dyads. There was also a significant mediated effect such that pride led women to ask more questions, which led partners to like each other more. Additionally, awe led to greater mimicry in men, which in turn led to greater cooperation. In women, awe led to greater perception of the other as complex. Overall, these results indicate that there are broaden and build effects of positive emotions, but these are specific to both the emotion and the sex of the interaction members. This is also the first study to demonstrate both an actor and a partner effect of smiling on cooperation in a prisoner’s dilemma. An important area for further inquiry will be the interaction of emotion and sex in predicting social behavior. While sex differences in responding to threats have been characterized by the “tend and befriend” versus “fight or flight” action patterns, a similar approach may also need to be developed for sex differences in response to opportunities.
ContributorsDanvers, Alexander (Author) / Shiota, Michelle N. (Thesis advisor) / Neuberg, Steven L. (Committee member) / Kwan, Virginia S.Y. (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Sport is a widespread phenomenon across human cultures and history. Unfortunately, positive emotions in sport have been long vaguely characterized as happy or pleasant, or ignored altogether. Recent emotion research has taken a differentiated approach, however, suggesting there are distinct positive emotions with diverse implications for behavior. The present study

Sport is a widespread phenomenon across human cultures and history. Unfortunately, positive emotions in sport have been long vaguely characterized as happy or pleasant, or ignored altogether. Recent emotion research has taken a differentiated approach, however, suggesting there are distinct positive emotions with diverse implications for behavior. The present study applied this evolutionarily informed approach in the context of sport to examine which positive emotions are associated with play. It was hypothesized that pride, amusement, and enthusiasm, but not contentment or awe, would increase in Ultimate Frisbee players during a practice scrimmage. Further, it was hypothesized that increases in pride and amusement during practice would be differentially associated with sport outcomes, including performance (scores, assists, and defenses), subjective social connectedness, attributions of success, and attitudes toward the importance of practice. It was found that all positive emotions decreased during practice. It was also found that increases in pride were associated with more scores and greater social connectedness, whereas increases in amusement were associated with more assists. The present study was one of the first to examine change in positive emotions during play and to relate them to specific performance outcomes. Future studies should expand to determine which came first: emotion or performance.
ContributorsKuna, Jacob Anthony (Author) / Shiota, Michelle (Thesis director) / Glenberg, Arthur (Committee member) / Danvers, Alexander (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
The purpose of this study was to examine the effects of two positive discrete emotions, awe and nurturant love, on implicit prejudices. After completing an emotion induction task, participants completed Implicit Association Test blocks where they paired photos of Arab and White individuals with "good" and "bad" evaluations. We hypothesized

The purpose of this study was to examine the effects of two positive discrete emotions, awe and nurturant love, on implicit prejudices. After completing an emotion induction task, participants completed Implicit Association Test blocks where they paired photos of Arab and White individuals with "good" and "bad" evaluations. We hypothesized that nurturant love would increase the strength of negative evaluations of Arab individuals and positive evaluations of White individuals, whereas awe would decrease the strength of these negative evaluations when compared to a neutral condition. However, we found that both awe and nurturant love increased negative implicit prejudices toward Arab individuals when compared to the neutral condition.
ContributorsCarrasco, Mia Annette (Author) / Shiota, Michelle (Thesis director) / O'Neil, Makenzie (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Physical activity is something that everyone engages in at varying levels. It has been linked to positively impacting general wellbeing, as well as preparing the mind and body to learn new skills. However, the significance of physical activity remains under-explored in some areas. The purpose of this

Physical activity is something that everyone engages in at varying levels. It has been linked to positively impacting general wellbeing, as well as preparing the mind and body to learn new skills. However, the significance of physical activity remains under-explored in some areas. The purpose of this study was to determine the relationship between physical activity levels and emotional intelligence, navigation and planning skills, motor skills, memory capacity, and one’s perception of the ‘value’ of an object or an experience. During sessions, participants were equipped with two physiological sensors: the EEG B-Alert X10 or X24 headset, and the Shimmer GSR3. In addition to these, two external sensors were used: a web camera for recording and evaluating facial expressions, and the Tobii X2-30, X2-60, or Tobii T60XL eye tracking systems, used to monitor visual attention. These sensors were used to collect data while participants completed a series of tasks: the Self-Report of Emotional Intelligence Test, the Tower of London Test, the Motor Speed Test, the Working Memory Capacity Battery, watching product-centered videos, and watching experience-centered videos. Multiple surveys were also conducted, including a demographic survey, a nutritional and health survey, and a sports preference survey. Utilizing these metrics, this study found that those who exercise more experience and express higher levels of emotion, including joy, sadness, contempt, disgust, confusion, frustration, surprise, anger, and fear. This implies a difference in emotional response modulation between those who exercise more and those who exercise less, which in turn implies a difference in perception between the two groups. There were no significant findings related to navigation and planning skills, motor skills, or memory capacity from this analysis.
ContributorsFalls, Tarryn (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description

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

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.

ContributorsFotias, Demos James (Author) / Selgrad, Justin (Thesis director) / Lahey, Byron (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

In this thesis, I explored the interconnected ways in which human experience can shape and be shaped by environments of the future, such as interactive environments and spaces, embedded with sensors, enlivened by advanced algorithms for sensor data processing. I have developed an abstract representational experience into the vast and

In this thesis, I explored the interconnected ways in which human experience can shape and be shaped by environments of the future, such as interactive environments and spaces, embedded with sensors, enlivened by advanced algorithms for sensor data processing. I have developed an abstract representational experience into the vast and continual journey through life that shapes how we can use sensory immersion. The experimental work was housed in the iStage: an advanced black box space in the School of Arts, Media, and Engineering, which consists of video cameras, motion capture systems, spatial audio systems, and controllable lighting and projector systems. The malleable and interactive space of the iStage transformed into a reflective tool in which to gain insight into the overall shared, but very individual, emotional odyssey. Additionally, I surveyed participants after engaging in the experience to better understand their perceptions and interpretations of the experience. With the responses of participants' experiences and collective reflection upon the project I can begin to think about future iterations and how they might contain applications in health and/or wellness.

ContributorsHaagen, Jordan (Author) / Turaga, Pavan (Thesis director) / Drummond Otten, Caitlin (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / School of Human Evolution & Social Change (Contributor)
Created2022-05
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ContributorsHaagen, Jordan (Author) / Turaga, Pavan (Thesis director) / Drummond Otten, Caitlin (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2022-05
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ContributorsHaagen, Jordan (Author) / Turaga, Pavan (Thesis director) / Drummond Otten, Caitlin (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2022-05