Filtering by
- Creators: Department of Psychology
- Resource Type: Text
Recent studies indicate that words containing /ӕ/ and /u/ vowel phonemes can be mapped onto the emotional dimension of arousal. Specifically, the wham-womb effect describes the inclination to associate words with /ӕ/ vowel-sounds (as in “wham”) with high-arousal emotions and words with /u/ vowel-sounds (as in “womb”) with low-arousal emotions. The objective of this study was to replicate the wham-womb effect using nonsense pseudowords and to test if findings extend with use of a novel methodology that includes verbal auditory and visual pictorial stimuli, which can eventually be used to test young children. We collected data from 99 undergraduate participants through an online survey. Participants heard pre-recorded pairs of monosyllabic pseudowords containing /ӕ/ or /u/ vowel phonemes and then matched individual pseudowords to illustrations portraying high or low arousal emotions. Two t-tests were conducted to analyze the size of the wham-womb effect across pseudowords and across participants, specifically the likelihood that /ӕ/ sounds are paired with high arousal images and /u/ sounds with low arousal images. Our findings robustly confirmed the wham-womb effect. Participants paired /ӕ/ words with high arousal emotion pictures and /u/ words with low arousal ones at a 73.2% rate with a large effect size. The wham-womb effect supports the idea that verbal acoustic signals tend to be tied to embodied facial musculature that is related to human emotions, which supports the adaptive value of sound symbolism in language evolution and development.
Engaging users is essential for designers of any exhibit, such as the human-computer interface, the visual effects, or the informational content. The need to understand users’ experiences and learning gains has motivated a focus on user engagement across computer science. However, there has been limited review of how human-computer interaction research interprets and employs the concepts in museum and exhibit settings, specifically their joint effects. The purpose of this study is to assess users’ experience and learning outcome, while interacting with a web application part of an exhibit that showcases the NASA Psyche spacecraft model. This web application provides an interactive menu that allows the user to navigate on the touch panel installed within the Psyche Spacecraft Exhibit. The user can press the button on the menu which will light up the corresponding parts of the model with a detailed description displayed on the panel. For this study, participants were required to take a questionnaire, a pretest, and a posttest. They were also required to interact with the web application while wearing an Emotiv EPOC+ EEG headset that measures their emotions while they were visiting the exhibit. During the study, data such as questionnaire results, sensed emotions from the EEG headset, and pretest and posttest scores were collected. Using the information gathered, the study explores user experience and learning gains through both biometrics and traditional tools. The findings show that users felt engaged and frustrated the most and that users gained more knowledge but at varying degrees from the interaction. Future work can be done to lower the levels of frustration and keep learning gains at a more consistent rate by improving the exhibit design to better meet various learning needs and visitor profiles.