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1.
PLoS One ; 19(5): e0301033, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38728280

RESUMEN

The development of believable, natural, and interactive digital artificial agents is a field of growing interest. Theoretical uncertainties and technical barriers present considerable challenges to the field, particularly with regards to developing agents that effectively simulate human emotions. Large language models (LLMs) might address these issues by tapping common patterns in situational appraisal. In three empirical experiments, this study tests the capabilities of LLMs to solve emotional intelligence tasks and to simulate emotions. It presents and evaluates a new Chain-of-Emotion architecture for emotion simulation within video games, based on psychological appraisal research. Results show that it outperforms control LLM architectures on a range of user experience and content analysis metrics. This study therefore provides early evidence of how to construct and test affective agents based on cognitive processes represented in language models.


Asunto(s)
Emociones , Lenguaje , Juegos de Video , Humanos , Emociones/fisiología , Inteligencia Emocional/fisiología , Masculino , Femenino , Adulto , Simulación por Computador
2.
Cogn Emot ; : 1-16, 2024 Apr 18.
Artículo en Inglés | MEDLINE | ID: mdl-38635403

RESUMEN

Emotional stimuli (e.g. words, images) are often remembered better than neutral stimuli. However, little is known about how memory is affected by an environmentally induced emotional state (without any overtly emotional occurrences) - the focus of this study. Participants were randomly assigned to discovery (n = 305) and replication (n = 306) subsamples and viewed a desktop virtual environment before rating their emotions and completing objective (i.e. item, temporal-order, duration) and subjective (e.g. vividness, sensory detail, coherence) memory measures. In both samples, a Partial Least Squares Correlation analysis showed that an emotional state characterised by high negative emotion (i.e. threat, fear, anxiety) and arousal was reliably associated with better memory in both objective (i.e. item) and subjective (i.e. vividness and sensory detail) domains. No reliable associations were observed for any temporal memory measures (objective or subjective). Thus, an environmentally induced state of negative emotion corresponds with enhanced memory for indices of episodic memory pertaining to "what" happened, but not necessarily "when" it happened.

3.
J Exp Psychol Hum Percept Perform ; 50(6): 570-586, 2024 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-38635225

RESUMEN

Theoretical understanding of first impressions from faces has been closely associated with the proposal that rapid approach-avoidance decisions are needed during social interactions. Nevertheless, experimental work has rarely examined first impressions of people who are actually moving-instead extrapolating from photographic images. In six experiments, we describe the relationship between social attributions (dominance and trustworthiness) and the motion and apparent intent of a perceived person. We first show strong correspondence between judgments of photos and avatars of the same people (Experiment 1). Avatars were rated as more dominant and trustworthy when walking toward the viewer than when stationary (Experiment 2). Furthermore, avatars approaching the viewer were rated as more dominant than those avoiding (walking past) the viewer, or remaining stationary (Experiment 3). Trustworthiness was increased by movement, but not affected by approaching/avoiding paths. Surprisingly, dominance ratings increased both when avatars were approaching and being approached (Experiments 4-6), independently of agency. However, diverging movement (moving backward) reduced dominance ratings-again independently of agency (Experiment 6). These results demonstrate the close link between dominance judgments and approach and show the updatable nature of first impressions-their formation depended on the immediate dynamic context in a more subtle manner than previously suggested. (PsycInfo Database Record (c) 2024 APA, all rights reserved).


Asunto(s)
Reconocimiento Facial , Percepción Social , Humanos , Adulto , Masculino , Femenino , Adulto Joven , Reconocimiento Facial/fisiología , Confianza , Interacción Social , Juicio/fisiología , Percepción de Movimiento/fisiología
4.
Q J Exp Psychol (Hove) ; : 17470218231203939, 2023 Nov 08.
Artículo en Inglés | MEDLINE | ID: mdl-37715668

RESUMEN

In visual environments, selective attention must be employed to focus on task-relevant stimuli. A key question here concerns the extent to which other stimuli within the visual field influence target processing. In this study, we ask whether face identity matching is subject to similar effects from irrelevant stimuli in the visual field, specifically task-irrelevant people. Although most previous studies rely on highly controlled face and body stimuli presented in isolation, here we use a more realistic environment. Participants take the role of passport officers and must match a person's face to their photo-ID, while other people appear in the background, waiting to be processed. Presenting an interactive virtual environment on screen (Experiments 1 and 2) or in immersive VR (Experiment 3), we generally found no evidence for distraction from background people on face-matching accuracy. However, when immersed in VR, an angry crowd in the background delayed matching speed while not affecting accuracy. We discuss the theoretical implications of these results and their potential importance in practical settings.

5.
Cortex ; 166: 286-305, 2023 09.
Artículo en Inglés | MEDLINE | ID: mdl-37451185

RESUMEN

Chronic stress is a major risk factor for a number of mental health disorders, including depression and pathological anxiety. Adaptive cognitive emotion regulation (CER) strategies (i.e. positively-focused thought processes) can help to prevent psychiatric disturbance when enduring unpleasant and stressful experiences, but little is known about the inter-individual factors that govern their success. Sleep plays an important role in mental health, and may moderate the effectiveness of adaptive CER strategies by maintaining the executive functions on which they rely. In this study, we carried out a secondary analysis of self-reported mental health and sleep data acquired during a protracted and naturally-occurring stressor - the COVID-19 pandemic - to firstly test the hypothesis that adaptive CER strategy use is associated with positive mental health outcomes and secondly, that the benefits of adaptive CER strategy use for mental health are contingent on high-quality sleep. Using established self-report tools, participants estimated their depression (N = 551) and anxiety (N = 590)2 levels, sleep quality and tendency to engage in adaptive and maladaptive CER strategies during the Spring and Autumn of 2020. Using a linear mixed modelling approach, we found that greater use of adaptive CER strategies and higher sleep quality were independently associated with lower self-reported depression and anxiety. However, adaptive CER strategy use was not a significant predictor of self-reported anxiety when accounting for sleep quality in our final model. The positive influence of adaptive CER strategy use on depression was observed at different levels of sleep quality. These findings highlight the importance of adaptive CER strategy use and good sleep quality in promoting resilience to depression and anxiety when experiencing chronic stress.


Asunto(s)
COVID-19 , Regulación Emocional , Humanos , Depresión , Calidad del Sueño , Pandemias , Ansiedad , Función Ejecutiva
6.
Behav Res Methods ; 55(8): 4002-4017, 2023 12.
Artículo en Inglés | MEDLINE | ID: mdl-36289179

RESUMEN

Threatening environments can be unpredictable in many different ways. The nature of threats, their timing, and their locations in a scene can all be uncertain, even when one is acutely aware of being at risk. Prior research demonstrates that both temporal unpredictability and spatial uncertainty of threats elicit a distinctly anxious psychological response. In the paradigm presented here, we further explore other facets of ambiguous threat via an environment in which there are no concrete threats, predictable or otherwise, but which nevertheless elicits a building sense of danger. By incorporating both psychological research and principles of emotional game design, we constructed this world and then tested its effects in three studies. In line with our goals, participants experienced the environment as creepy and unpredictable. Their subjective and physiological response to the world rose and fell in line with the presentation of ambiguously threatening ambient cues. Exploratory analyses further suggest that this ambiguously threatening experience influenced memory for the virtual world and its underlying narrative. Together the data demonstrate that naturalistic virtual worlds can effectively elicit a multifaceted experience of ambiguous threat with subjective and cognitive consequences.


Asunto(s)
Ansiedad , Miedo , Humanos , Miedo/psicología , Ansiedad/psicología , Emociones , Incertidumbre , Concienciación
7.
Behav Res Methods ; 54(3): 1461-1475, 2022 06.
Artículo en Inglés | MEDLINE | ID: mdl-34505276

RESUMEN

Experimental psychology research typically employs methods that greatly simplify the real-world conditions within which cognition occurs. This approach has been successful for isolating cognitive processes, but cannot adequately capture how perception operates in complex environments. In turn, real-world environments rarely afford the access and control required for rigorous scientific experimentation. In recent years, technology has advanced to provide a solution to these problems, through the development of affordable high-capability virtual reality (VR) equipment. The application of VR is now increasing rapidly in psychology, but the realism of its avatars, and the extent to which they visually represent real people, is captured poorly in current VR experiments. Here, we demonstrate a user-friendly method for creating photo-realistic avatars of real people and provide a series of studies to demonstrate their psychological characteristics. We show that avatar faces of familiar people are recognised with high accuracy (Study 1), replicate the familiarity advantage typically observed in real-world face matching (Study 2), and show that these avatars produce a similarity-space that corresponds closely with real photographs of the same faces (Study 3). These studies open the way to conducting psychological experiments on visual perception and social cognition with increased realism in VR.


Asunto(s)
Interfaz Usuario-Computador , Realidad Virtual , Humanos
8.
J Exp Child Psychol ; 215: 105313, 2022 03.
Artículo en Inglés | MEDLINE | ID: mdl-34954660

RESUMEN

Research has shown that both ingroup bias and concern for procedural justice emerge early in development; however, these concerns can conflict. We investigated whether 6- to 8-year-old children are more influenced by procedural justice versus ingroup favoritism in a resource allocation task. In our first study, children played a novel spinner game in which they chose among fair, ingroup favoring, and outgroup favoring procedures to decide whether a resource would go to an unfamiliar ingroup or outgroup recipient. We found that 6- to 8-year-olds overall chose ingroup favoring procedures. However, this tendency decreased with age; whereas younger children were more likely to select procedures that were advantageous to their ingroup, older children (7- and 8-year-olds) mostly chose fair procedures. Our second study investigated the motivations underpinning children's choices by testing whether children's fair procedure choices were in part driven by a desire to appear fair. Here we varied whether children made procedure choices in public, allowing them to manage their reputation, versus in private, where reputational concerns should not guide their choices. We found that from 6 to 8 years of age children chose ingroup favoring procedures and that this tendency was slightly stronger when choosing in private. Taken together, our research suggests that ingroup favoritism often trumps procedural justice in resource allocation tasks, especially for younger children and especially when reputation is not in play.


Asunto(s)
Procesos de Grupo , Justicia Social , Adolescente , Niño , Humanos , Motivación , Asignación de Recursos
9.
Proc Natl Acad Sci U S A ; 118(40)2021 10 05.
Artículo en Inglés | MEDLINE | ID: mdl-34599096

RESUMEN

The COVID-19 pandemic led to lockdowns in countries across the world, changing the lives of billions of people. The United Kingdom's first national lockdown, for example, restricted people's ability to socialize and work. The current study examined how changes to socializing and working during this lockdown impacted ongoing thought patterns in daily life. We compared the prevalence of thought patterns between two independent real-world, experience-sampling cohorts, collected before and during lockdown. In both samples, young (18 to 35 y) and older (55+ y) participants completed experience-sampling measures five times daily for 7 d. Dimension reduction was applied to these data to identify common "patterns of thought." Linear mixed modeling compared the prevalence of each thought pattern 1) before and during lockdown, 2) in different age groups, and 3) across different social and activity contexts. During lockdown, when people were alone, social thinking was reduced, but on the rare occasions when social interactions were possible, we observed a greater increase in social thinking than prelockdown. Furthermore, lockdown was associated with a reduction in future-directed problem solving, but this thought pattern was reinstated when individuals engaged in work. Therefore, our study suggests that the lockdown led to significant changes in ongoing thought patterns in daily life and that these changes were associated with changes to our daily routine that occurred during lockdown.


Asunto(s)
COVID-19/prevención & control , SARS-CoV-2 , Aislamiento Social , Pensamiento , Adolescente , Adulto , Afecto , Anciano , Anciano de 80 o más Años , COVID-19/psicología , Femenino , Humanos , Masculino , Persona de Mediana Edad , Solución de Problemas , Cognición Social , Reino Unido/epidemiología , Adulto Joven
10.
PLoS One ; 16(8): e0256118, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34388223

RESUMEN

The tendency to form first impressions from facial appearance emerges early in development. One route through which these impressions may be learned is parent-child interaction. In Study 1, 24 parent-child dyads (children aged 5-6 years, 50% male, 83% White British) were given four computer generated faces and asked to talk about each of the characters shown. Study 2 (children aged 5-6 years, 50% male, 92% White British) followed a similar procedure using images of real faces. Across both studies, around 13% of conversation related to the perceived traits of the individuals depicted. Furthermore, parents actively reinforced their children's face-trait mappings, agreeing with the opinions they voiced on approximately 40% of occasions across both studies. Interestingly, although parents often encouraged face-trait mappings in their children, their responses to questionnaire items suggested they typically did not approve of judging others based on their appearance.


Asunto(s)
Emociones/fisiología , Expresión Facial , Juicio/fisiología , Aprendizaje/fisiología , Relaciones Padres-Hijo , Percepción Social/psicología , Confianza/psicología , Actitud , Niño , Preescolar , Femenino , Humanos , Masculino , Refuerzo en Psicología
11.
Conscious Cogn ; 93: 103139, 2021 08.
Artículo en Inglés | MEDLINE | ID: mdl-34111726

RESUMEN

Previous research suggests that patterns of ongoing thought are heterogeneous, varying across situations and individuals. The current study investigated the influence of multiple tasks and affective style on ongoing patterns of thought. We used 9 different tasks and measured ongoing thought using multidimensional experience sampling. A Principal Component Analysis of the experience sampling data revealed four patterns of ongoing thought: episodic social cognition, unpleasant intrusive, concentration and self focus. Linear Mixed Modelling was used to conduct a series of exploratory analyses aimed at examining contextual distributions of these thought patterns. We found that different task contexts reliably evoke different thought patterns. Moreover, intrusive and negative thought pattern expression were influenced by individual affective style (depression level). The data establish the influence of task context and intrinsic features on ongoing thought, highlighting the importance of documenting how thought patterns emerge in cognitive tasks with different requirements.


Asunto(s)
Atención , Pensamiento , Evaluación Ecológica Momentánea , Humanos , Estudios Longitudinales , Análisis de Componente Principal
12.
R Soc Open Sci ; 7(8): 191815, 2020 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-32968493

RESUMEN

Interpersonal coordination of behaviour is essential for smooth social interactions. Measures of interpersonal behaviour, however, often rely on subjective evaluations, invasive measurement techniques or gross measures of motion. Here, we constructed an unobtrusive motion tracking system that enables detailed analysis of behaviour at the individual and interpersonal levels, which we validated using wearable sensors. We evaluate dyadic measures of joint orienting and distancing, synchrony and gaze behaviours to summarize data collected during natural conversation and joint action tasks. Our results demonstrate that patterns of proxemic behaviours, rather than more widely used measures of interpersonal synchrony, best predicted the subjective quality of the interactions. Increased distance between participants predicted lower enjoyment, while increased joint orienting towards each other during cooperation correlated with increased effort reported by the participants. Importantly, the interpersonal distance was most informative of the quality of interaction when task demands and experimental control were minimal. These results suggest that interpersonal measures of behaviour gathered during minimally constrained social interactions are particularly sensitive for the subjective quality of social interactions and may be useful for interaction-based phenotyping for further studies.

13.
Neuroimage ; 220: 117072, 2020 10 15.
Artículo en Inglés | MEDLINE | ID: mdl-32585346

RESUMEN

Contemporary accounts of ongoing thought recognise it as a heterogeneous and multidimensional construct, varying in both form and content. An emerging body of evidence demonstrates that distinct types of experience are associated with unique neurocognitive profiles, that can be described at the whole-brain level as interactions between multiple large-scale networks. The current study sought to explore the possibility that whole-brain functional connectivity patterns at rest may be meaningfully related to patterns of ongoing thought that occurred over this period. Participants underwent resting-state functional magnetic resonance imaging (rs-fMRI) followed by a questionnaire retrospectively assessing the content and form of their ongoing thoughts during the scan. A non-linear dimension reduction algorithm was applied to the rs-fMRI data to identify components explaining the greatest variance in whole-brain connectivity patterns. Using these data, we examined whether specific types of thought measured at the end of the scan were predictive of individual variation along the first three low-dimensional components of functional connectivity at rest. Multivariate analyses revealed that individuals for whom the connectivity of the sensorimotor system was maximally distinct from the visual system were most likely to report thoughts related to finding solutions to problems or goals and least likely to report thoughts related to the past. These results add to an emerging literature that suggests that unique patterns of experience are associated with distinct distributed neurocognitive profiles and highlight that unimodal systems may play an important role in this process.


Asunto(s)
Encéfalo/diagnóstico por imagen , Red en Modo Predeterminado/diagnóstico por imagen , Individualidad , Red Nerviosa/diagnóstico por imagen , Pensamiento/fisiología , Adolescente , Encéfalo/fisiología , Red en Modo Predeterminado/fisiología , Femenino , Neuroimagen Funcional , Humanos , Imagen por Resonancia Magnética , Masculino , Red Nerviosa/fisiología , Adulto Joven
14.
J Med Internet Res ; 22(4): e16724, 2020 04 27.
Artículo en Inglés | MEDLINE | ID: mdl-32338614

RESUMEN

Virtual reality (VR) represents a key technology of the 21st century, attracting substantial interest from a wide range of scientific disciplines. With regard to clinical neuropsychology, a multitude of new VR applications are being developed to overcome the limitations of classical paradigms. Consequently, researchers increasingly face the challenge of systematically evaluating the characteristics and quality of VR applications to design the optimal paradigm for their specific research question and study population. However, the multifaceted character of contemporary VR is not adequately captured by the traditional quality criteria (ie, objectivity, reliability, validity), highlighting the need for an extended paradigm evaluation framework. To address this gap, we propose a multidimensional evaluation framework for VR applications in clinical neuropsychology, summarized as an easy-to-use checklist (VR-Check). This framework rests on 10 main evaluation dimensions encompassing cognitive domain specificity, ecological relevance, technical feasibility, user feasibility, user motivation, task adaptability, performance quantification, immersive capacities, training feasibility, and predictable pitfalls. We show how VR-Check enables systematic and comparative paradigm optimization by illustrating its application in an exemplary research project on the assessment of spatial cognition and executive functions with immersive VR. This application furthermore demonstrates how the framework allows researchers to identify across-domain trade-offs, makes deliberate design decisions explicit, and optimizes the allocation of study resources. Complementing recent approaches to standardize clinical VR studies, the VR-Check framework enables systematic and project-specific paradigm optimization for behavioral and cognitive research in neuropsychology.


Asunto(s)
Neuropsicología/métodos , Realidad Virtual , Humanos , Reproducibilidad de los Resultados
15.
Emotion ; 19(8): 1329-1342, 2019 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-30589299

RESUMEN

A variety of contemplative practices putatively improves the ability to deal with difficult emotions. However, it is unclear how these different types of mental training differentially affect the use of different emotion regulation strategies. We addressed this question in a 9-month longitudinal study in which participants (N = 332) took part in three distinct 3-month mental training modules cultivating attentional (the Presence module), sociocognitive (the Perspective module), and socioaffective, compassion-based skills (the Affect module). In addition, the participants completed the Cognitive Emotion Regulation Questionnaire and the Brief COPE Inventory at baseline and after every module. The Presence module did not notably change the use of any emotion regulation strategies, whereas the Perspective and the Affect modules both increased the use of acceptance. Moreover, the Perspective module was especially effective in increasing the use of adaptive, cognitive transformations such as reappraisal, perspective taking, and planning, whereas the Affect module uniquely led to decreases in maladaptive avoidant strategies such as distraction and refocusing. These findings imply that (a) cultivating present-moment focused attention might not be sufficient to change emotion regulation strategies, (b) different types of mental practices focusing on either cognitive perspective taking or sociomotivational capacities lead to adaptive emotion regulation via different strategies, and (c) specifically cultivating positive affect and compassion can decrease avoidance of difficult emotions. This research suggests that different mental training exercises affect the use of specific emotion regulation strategies and that clinical interventions should be designed accordingly. (PsycINFO Database Record (c) 2019 APA, all rights reserved).


Asunto(s)
Regulación Emocional/fisiología , Emociones/fisiología , Empatía/fisiología , Atención Plena/normas , Adulto , Femenino , Humanos , Estudios Longitudinales , Masculino , Persona de Mediana Edad , Encuestas y Cuestionarios , Adulto Joven
16.
Front Robot AI ; 5: 26, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-33500913

RESUMEN

Several disciplines have investigated the interconnected empathic abilities behind the proverb "to walk a mile in someone else's shoes" to determine how the presence, and absence, of empathy-related phenomena affect prosocial behavior and intergroup relations. Empathy enables us to learn from others' pain and to know when to offer support. Similarly, virtual reality (VR) appears to allow individuals to step into someone else's shoes, through a perceptual illusion called embodiment, or the body ownership illusion. Considering these perspectives, we propose a theoretical analysis of different mechanisms of empathic practices in order to define a possible framework for the design of empathic training in VR. This is not intended to be an extensive review of all types of practices, but an exploration of empathy and empathy-related phenomena. Empathy-related training practices are analyzed and categorized. We also identify different variables used by pioneer studies in VR to promote empathy-related responses. Finally, we propose strategies for using embodied VR technology to train specific empathy-related abilities.

17.
Mindfulness (N Y) ; 8(6): 1488-1512, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-29201246

RESUMEN

Research on the effects of mindfulness- and compassion-based interventions is flourishing along with self-report scales to assess facets of these broad concepts. However, debates remain as to which mental practices are most appropriate to develop the attentional, cognitive, and socio-affective facets of mindfulness and compassion. One crucial question is whether present-moment, attention-focused mindfulness practices are sufficient to induce a cascade of changes across the different proposed facets of mindfulness, including nonjudgmental acceptance, as well as compassion or whether explicit socio-affective training is required. Here, we address these questions in the context of a 9-month longitudinal study (the ReSource Project) by examining the differential effects of three different 3-month mental training modules on subscales of mindfulness and compassion questionnaires. The "Presence" module, which aimed at cultivating present-moment-focused attention and body awareness, led to increases in the observing, nonreacting, and presence subscales, but not to increases in acceptance or nonjudging. These latter facets benefitted from specific cultivation through the socio-cognitive "Perspective" module and socio-affective, compassion-based "Affect" module, respectively. These modules also led to further increases in scores on the subscales affected by the Presence module. Moreover, scores on the compassion scales were uniquely influenced by the Affect module. Thus, whereas a present-moment attention-focused training, as implemented in many mindfulness-based programs, was indeed able to increase attentional facets of mindfulness, only socio-cognitive and compassion-based practices led to broad changes in ethical-motivational qualities like a nonjudgmental attitude, compassion, and self-compassion.

18.
Pers Soc Psychol Bull ; 43(8): 1188-1201, 2017 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-28903712

RESUMEN

Sustained, direct eye-gaze-staring-is a powerful cue that elicits strong responses in many primate and nonprimate species. The present research examined whether fleeting experiences of high and low power alter individuals' spontaneous responses to the staring gaze of an onlooker. We report two experimental studies showing that sustained, direct gaze elicits spontaneous avoidance tendencies in low power perceivers and spontaneous approach tendencies in high power perceivers. These effects emerged during interactions with different targets and when power was manipulated between-individuals (Study 1) and within-individuals (Study 2), thus attesting to a high degree of flexibility in perceivers' reactions to gaze cues. Together, the present findings indicate that power can break the cycle of complementarity in individuals' spontaneous responding: Low power perceivers complement and move away from, and high power perceivers reciprocate and move toward, staring onlookers.


Asunto(s)
Reacción de Prevención , Conducta de Elección , Fijación Ocular , Poder Psicológico , Percepción Social , Adulto , Señales (Psicología) , Femenino , Humanos , Masculino , Comunicación no Verbal , Conducta Social , Adulto Joven
19.
Curr Top Behav Neurosci ; 30: 295-308, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-26728171

RESUMEN

Interpersonal distance and gaze provide a wealth of information during face-to-face social interactions. These "proxemic" behaviors offer a window into everyday social cognition by revealing interactants' affective states (e.g., interpersonal attitudes) and cognitive responses (e.g., social attention). Here we provide a brief overview of the social psychological literature in this domain. We focus on new techniques for experimentally manipulating and measuring proxemics, including the use of immersive virtual environments and digital motion capture. We also discuss ways in which these approaches can be integrated with psychophysiological and neuroimaging techniques. Throughout, we argue that contemporary proxemics research provides psychology and neuroscience with a means to study social cognition and behavior as they naturally emerge and unfold in vivo.


Asunto(s)
Ciencias de la Conducta/métodos , Encéfalo/fisiología , Relaciones Interpersonales , Conducta Social , Ciencias de la Conducta/tendencias , Humanos , Neuroimagen
20.
Psychophysiology ; 53(6): 880-90, 2016 06.
Artículo en Inglés | MEDLINE | ID: mdl-26899260

RESUMEN

Emotion regulation in the ongoing presence of a threat is essential for adaptive behavior. Threatening situations change over time and, as a consequence, require a fine-tuned, dynamic regulation of arousal to match the current state of the environment. Constructs such as cognitive flexibility, heart rate variability, and resilience have been proposed as resources for adaptive emotion regulation, especially in a moment-to-moment fashion. Nevertheless, none of these constructs has been empirically related to the dynamic regulation of arousal as it unfolds over the course of a prolonged threatening episode. Here, we do so by placing participants in a threatening and evolving immersive virtual environment called Room 101, while recording their skin conductance. Subsequently, participants rated their subjective arousal continuously over the course of the experience. Participants who had shown greater cognitive flexibility in a separate task (i.e., fewer task-switching costs when switching to evaluating the valence of positive stimuli) showed better regulation of physiological arousal (skin conductance level), during less-threatening phases of Room 101. Individuals with higher trait resilience and individuals with higher resting heart rate variability showed more regulation in terms of their subjective arousal experience. The results indicate that emotional, cognitive, and physiological flexibility support nuanced adaptive regulation of objective and experienced arousal in the ongoing presence of threats. Furthermore, the results indicate that these forms of flexibility differentially affect automatic and objective versus reflective and subjective processes.


Asunto(s)
Nivel de Alerta , Función Ejecutiva/fisiología , Miedo/fisiología , Frecuencia Cardíaca , Resiliencia Psicológica , Adulto , Femenino , Respuesta Galvánica de la Piel , Humanos , Masculino , Interfaz Usuario-Computador
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