Dissertations / Theses on the topic 'Facial expression – Evaluation'

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1

van, der Heide Ewoud. "Using games as educational tools : An evaluation of a game for children to train facial expression recognition." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231478.

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Facial expressions play a large role in non verbal communication. Research shows promising results for using games to improve facial expression recognition in children with autism spectrum disorder. Games are effective educational tools and are successful in motivating students. Using a game to improve facial expression recognition could be beneficial for all children as it reduces the risk for problematic behavior and mental health issues. For this study a game to train facial expression recognition to children was developed and evaluated. The goal of the evaluation was to determine which factors influence performance and engagement in the game and if there are expressions that are often identified incorrectly. Additionally the children’s attitude towards the game was evaluated. The results show that performance is affected by the difficulty, context and intensity. The children that showed the most engagement also performed better in the beginning of the game, however the correlation between performance and engagement is complex. Unfortunately it was not possible to evaluate the effect of rewards on the children’s engagement, but children were generally positive on the rewards. The confusion of expressions was in line with earlier research, but not as symmetrical. The players were generally positive about the game. Further research is needed to determine the long term learning effects of the game and to assess ways to engage players more.
Ansiktsuttryck utgör en stor del av den icke-verbala kommunikationen vid sociala interaktioner. Forskning visar lovande resultat för att använda spel för att förbättra förmågan att identifiera ansiktsuttryck för barn med autismspektrumtillstånd. Spel är effektiva utbildningsverktyg och framgångsrika att motivera studenter. Att använda spel för att förbättra denna förmåga skulle kunna vara fördelaktigt för alla barn eftersom det minskar risken för problembeteenden och psykisk ohölsa. Syftet med denna studie var att utveckla och utvärdera ett spel för barn för att träna förmågan att identifiera ansiktsuttryck. Målet med utvärderingen var att avgöra vilka faktorer som påverkar prestation och engagemang i spelet samt huruvida det finns uttryck som ofta identifieras inkorrekt. Ett ytterligare mål var att utvärdera barnens åsikter om spelet. 54 barn i åldrarna 8 och 11 år testade spelet vid två tillfällen. Resultatet visar att prestation påverkas av svårighetsgrad, kontext samt intensitet. De barn som visade högst engagemang presterade även bättre inledningsvis än övriga, dock återfanns inget linjärt samband mellan prestation och engagemang. Tyvärr var det inte möjligt att utvärdera hur belöningarna i spelet påverkade engagemanget, däremot uttryckte barnen sig positivt om dem. Förvirringen kring uttryck var i linje med tidigare forskning, dock mindre symmetrisk. Spelarna uttryckte generellt positiva åsikter om spelet. Vidare forskning behövs för att avgöra spelets långsiktiga inlärningseffekter samt för att undersöka sätt att påverka spelarnas engagemang.
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2

Ferreira, Bárbara Carvalho. "Expressões faciais de emoções de crianças com deficiência visual e videntes : avaliação e intervenção sob a perspectiva das Habilidades Sociais." Universidade Federal de São Carlos, 2012. https://repositorio.ufscar.br/handle/ufscar/5970.

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The ability of expressing emotions via facial expressions is an indispensable component of some required childhood social skills. Therefore, facial expressions are crucial for successful social relations and the quality of life of both typically developing children and persons with special educational needs, such as visual impaired children. As facial expression of emotions and social skills are profoundly connected, there is the demand of programming interventions directed to maintaining, modulating and enhancing facial expressions topographically and functionally. In order to produce interventions socially valid and effective, planning programs which produce indicators of external and internal validity is of utmost importance. In other words, interventions must be carried out with reliable measures and well-delimited procedures so as the acquired repertoire may be generalized and maintained. In view of social, methodological and empirical issues that underlie those areas (facial expressions and social skills), the present study aimed at evaluating the impact of a program which trained the facial expression of emotions on the social skills repertoire of blind, low vision and sighted children in (1) acquiring, enhancing and maintaining the discrimination of characteristic facial signs of each basic emotion; (2) acquiring, enhancing and maintaining facial expression of basic emotions using photo and video registers; (3) the quality of facial expressions of basic emotions registered by photos; (4) the ability of emotionally express themselves through their face, actions and voice, evaluated by parents and teachers; (5) acquiring, enhancing and maintaining their social skills, according to their self-evaluation, as well as parents and teachers evaluation. A single-case research design with pretest and posttest, multiple probes and replications intra and inter subjects was adopted. Participants were 3 blind children, 3 children with low vision and 3 sighted children. The intervention program was carried out individually and lasted for 21 sessions. Moreover, the evaluation was carried out by 2 judges, the child s parents and teachers and the children themselves. The Social Skills Rating System (SSRS-BR), Checklist for Evaluation and Probe of Emotional Expressiveness, Checklist for Assessing Facial and Emotional Expression, Inventory of Facial Expression of Emotions by Pictures and Films, Protocol for Assessing the Quality of Facial Expression of Emotions, and, Protocol for Emotional Expressiveness Assessment by Facial Expressions and Non-Verbal Components of Emotions were the instruments used for the evaluation. Except for the SSRSBR, all of the instruments were especially created for the present study. Data analysis was carried out as the following: descriptive statistical analysis was performed for each individual (subjects as their own control) and JT Method (clinical significance and reliable change index) was used in order to assess SSRS-BR data. Results indicated that blind, low vision and typically developing children (ordered from the former to the latter) presented more difficulties in discriminating the facial signs characteristic of six basic emotions during the evaluation, which took place prior to the intervention. The percentage of correct answers of all children in the probes after the intervention was between 83,3% and 100%. In addition to that, parents, teachers and judges evaluated the facial expression repertoire of participants as having improved and maintained itself after the intervention, as well as the quality of facial expressiveness. All participants improved their general score in social skills, with some reliable positive changes (improvement) and clinically significant changes, evidencing the enhancement of the participants repertoire observed after the intervention. In summary, the intervention program was effective for improving and maintaining the facial expression of emotions and some classes of social skills, especially those related to emotional expressiveness.
A expressividade facial de emoções é considerada um dos componentes indispensáveis de algumas classes de habilidades sociais imprescindíveis na infância e, portanto, essenciais para a qualidade de vida e das relações sociais, seja das pessoas com necessidades educacionais especiais, como as crianças com deficiência visual, ou com desenvolvimento típico. Quando se considera esta relação entre a expressão facial de emoções e o repertório de habilidades sociais, torna-se necessário programar intervenções direcionadas para manutenção, modulação e aprimoramento topográfico e funcional da expressividade de emoções pela face, na sua relação com as diferentes classes de habilidades sociais. Para que estas intervenções sejam efetivas e socialmente válidas, é importante planejar programas que produzam indicadores de validade interna e externa, ou seja, com confiabilidade das medidas e com procedimentos bem delimitados para generalização e manutenção do repertório adquirido. Considerando as questões sociais, metodológicas e empíricas que permeiam estas duas áreas do conhecimento (expressões faciais de emoções e habilidades sociais), o presente estudo teve como objetivo avaliar o impacto de um programa de treinamento de expressão facial de emoções, na interface com as habilidades sociais, sobre o repertório de crianças cegas, com baixa visão e videntes na (1) aquisição, aprimoramento e manutenção da discriminação dos sinais faciais característicos de cada emoção básica; (2) aquisição, aprimoramento e manutenção da expressão facial de emoções básicas, registrada por meio de fotografias e filmagens; (3) qualidade das expressões faciais de emoções básicas, registradas por meio de fotografias; (4) expressividade emocional pela face, gestos e voz, avaliado pelos pais e professores; (5) aquisição, aprimoramento e manutenção das habilidades sociais, conforme a autoavaliação e avaliação pelos pais e professores. Adotando-se o delineamento pré e pósteste com sujeito único, com múltiplas sondagens e replicações intra e entre sujeitos com diferentes graus de comprometimento visual, o estudo foi conduzido com três crianças cegas, três com baixa visão e três videntes. O programa de intervenção foi em formato individual, com 21 sessões, que tinham uma estrutura semelhante, mas com flexibilidade para alterações de procedimentos e dos materiais diferenciados e adaptados às características, recursos, dificuldades e especificidades de cada criança. A avaliação foi realizada por dois juízes, além das próprias crianças, seus pais e professores, que avaliaram o repertório da criança por meio do Sistema de Avaliação de Habilidades Sociais (SSRS-BR); Roteiro de Sondagem e Avaliação da Expressividade Emocional; Roteiro de Avaliação das Expressões Faciais de Emoções; Ficha de Avaliação das Expressões Faciais de Emoções por Fotografias e Filmagens; Protocolo de Avaliação da Qualidade das Expressões Faciais de Emoções; e, Protocolo de Avaliação da Expressividade Facial de Emoção e dos demais Componentes Não- Verbais. O tratamento dos dados ocorreu por meio de estatística descritiva, para análises individuais (sujeito como próprio controle), e pelo Método JT (significância clínica e índice de mudança confiável) para os dados do SSRS-BR. Os dados do estudo apontaram que as crianças cegas, seguidas pelas com baixa visão e, depois, pelas videntes, apresentaram mais dificuldades em discriminar os sinais faciais característicos das seis emoções básicas nas avaliações que antecederam a intervenção. Nas sondagens que ocorreram após a intervenção, a porcentagem de acertos de todas as crianças foi entre 83,3% e 100%. Além disso, o repertório de expressão facial de emoções de todos os participantes, avaliado pelos pais, professoras e juízes, foi aprimorado e mantido após o programa de intervenção, assim como a qualidade da expressividade de emoções pela face. No caso do repertório de habilidades sociais, todos os participantes obtiveram ganhos na pontuação geral, com algumas mudanças positivas confiáveis (melhora) e mudanças clinicamente significativas, evidenciando o aprimoramento após a intervenção. Conclui-se, portanto, que o programa de intervenção foi efetivo para o aprimoramento e manutenção da expressão facial de emoções e de algumas classes de habilidades sociais, principalmente aquelas relacionadas a expressividade emocional.
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Grossard, Charline. "Evaluation et rééducation des expressions faciales émotionnelles chez l’enfant avec TSA : le projet JEMImE Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD) Children facial expression production : influence of age, gender, emotion subtype, elicitation condition and culture." Thesis, Sorbonne université, 2019. http://www.theses.fr/2019SORUS625.

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Le trouble du Spectre de l’Autisme (TSA) est caractérisé par des difficultés concernant les habiletés sociales dont l’utilisation des expressions faciales émotionnelles (EFE). Si de nombreuses études s’intéressent à leur reconnaissance, peu évaluent leur production chez l’enfant typique et avec TSA. Les nouvelles technologies sont plébiscitées pour travailler les habiletés sociales auprès des enfants avec TSA, or, peu d’études concernent leur utilisation pour le travail de la production des EFE. Au début de ce projet, nous retrouvions seulement 4 jeux la travaillant. Notre objectif a été la création du jeu sérieux JEMImE travaillant la production des EFE chez l’enfant avec TSA grâce à un feedback automatisé. Nous avons d’abord constitué une base de données d’EFE d’enfants typiques et avec TSA pour créer un algorithme de reconnaissance des EFE et étudier leurs compétences de production. Plusieurs facteurs les influencent comme l’âge, le type d’émotion, la culture. Les EFE des enfants avec TSA sont jugées de moins bonne qualité par des juges humains et par l’algorithme de reconnaissance des EFE qui a besoin de plus de points repères sur leurs visages pour classer leurs EFE. L’algorithme ensuite intégré dans JEMImE donne un retour visuel en temps réel à l’enfant pour corriger ses productions. Une étude pilote auprès de 23 enfants avec TSA met en avant une bonne adaptation des enfants aux retours de l’algorithme ainsi qu’une bonne expérience dans l’utilisation du jeu. Ces résultats prometteurs ouvrent la voie à un développement plus poussé du jeu pour augmenter le temps de jeu et ainsi évaluer l’effet de cet entraînement sur la production des EFE chez les enfants avec TSA
The autism spectrum disorder (ASD) is characterized by difficulties in socials skills, as emotion recognition and production. Several studies focused on emotional facial expressions (EFE) recognition, but few worked on its production, either in typical children or in children with ASD. Nowadays, information and communication technologies are used to work on social skills in ASD but few studies using these technologies focus on EFE production. After a literature review, we found only 4 games regarding EFE production. Our final goal was to create the serious game JEMImE to work on EFE production with children with ASD using an automatic feedback. We first created a dataset of EFE of typical children and children with ASD to train an EFE recognition algorithm and to study their production skills. Several factors modulate them, such as age, type of emotion or culture. We observed that human judges and the algorithm assess the quality of the EFE of children with ASD as poorer than the EFE of typical children. Also, the EFE recognition algorithm needs more features to classify their EFE. We then integrated the algorithm in JEMImE to give the child a visual feedback in real time to correct his/her productions. A pilot study including 23 children with ASD showed that children are able to adapt their productions thanks to the feedback given by the algorithm and illustrated an overall good subjective experience with JEMImE. The beta version of JEMImE shows promising potential and encourages further development of the game in order to offer longer game exposure to children with ASD and so allow a reliable assessment of the effect of this training on their production of EFE
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4

Johansson, David. "Design and evaluation of an avatar-mediated system for child interview training." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-40054.

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There is an apparent problem with children being abused in different ways in their everyday life and the lack of education related to these issues among working adults in the vicinity of these children, for example as social workers or teachers. There are formal courses in child interview training that teach participants how to talk to children in a correct manner. Avatar-mediation enables new methods of practicing this communication without having to involve a real child or role play face-to-face with another adult. In this study it was explored how a system could be designed in order to enable educational practice sessions where a child interview expert can be mediated through avatars in the form of virtual children. Prototypes were developed in order to evaluate the feasibility of the scenario regarding methods for controlling the avatar and how the avatar was perceived by the participants. It was found that there is a clear value in the educational approach of using avatar-mediation. From the perspective of the interactor it was found that using a circular radial interface for graphical representation of different emotions was possible to control a video-based avatar while simultaneously having a conversation with the participant. The results of the study include a proposed design of an interface, description of underlying system functionality and suggestions on how avatar behavior can be characterized in order to achieve a high level of presence for the participant.
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Reverdy, Clément. "Annotation et synthèse basée données des expressions faciales de la Langue des Signes Française." Thesis, Lorient, 2019. http://www.theses.fr/2019LORIS550.

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La Langue des Signes Française (LSF) représente une part de l'identité et de la culture de la communauté des sourds en France. L'un des moyens permettant de promouvoir cette langue est la génération de contenu par le biais de personnages virtuels appelés avatars signeurs. Le système que nous proposons s’intègre dans un projet plus général de synthèse gestuelle de la LSF par concaténation qui permet de générer de nouvelles phrases à partir d'un corpus de données de mouvements annotées et capturées via un dispositif de capture de mouvement basé marqueurs (MoCap) en éditant les données existantes. En LSF, l'expressivité faciale est le vecteur de nombreuses informations (e.g., affectives, clausales ou adjectivales), d'où son importance. Cette thèse a pour but d'intégrer l'aspect facial de la LSF au système de synthèse concaténative décrit précédemment. Ainsi, nous proposons une chaîne de traitement de l'information allant de la capture des données via un dispositif de MoCap jusqu'à l'animation faciale de l'avatar à partir de ces données et l'annotation automatique des corpus ainsi constitués. La première contribution de cette thèse concerne la méthodologie employée et la représentation par blendshapes à la fois pour la synthèse d'animations faciales et pour l'annotation automatique. Elle permet de traiter le système d'analyse / synthèse à un certain niveau d'abstraction, avec des descripteurs homogènes et signifiants. La seconde contribution concerne le développement d'une approche d'annotation automatique qui s'appuie sur la reconnaissance d'expressions faciales émotionnelles par des techniques d'apprentissage automatique. La dernière contribution réside dans la méthode de synthèse qui s'exprime comme un problème d'optimisation assez classique mais au sein duquel nous avons inclus une énergie basée laplacien quantifiant les déformations d'une surface en tant qu'énergie de régularisation
French Sign Language (LSF) represents part of the identity and culture of the deaf community in France. One way to promote this language is to generate signed content through virtual characters called signing avatars. The system we propose is part of a more general project of gestural synthesis of LSF by concatenation that allows to generate new sentences from a corpus of annotated motion data captured via a marker-based motion capture device (MoCap) by editing existing data. In LSF, facial expressivity is particularly important since it is the vector of numerous information (e.g., affective, clausal or adjectival). This thesis aims to integrate the facial aspect of LSF into the concatenative synthesis system described above. Thus, a processing pipeline is proposed, from data capture via a MoCap device to facial animation of the avatar from these data and to automatic annotation of the corpus thus constituted. The first contribution of this thesis concerns the employed methodology and the representation by blendshapes both for the synthesis of facial animations and for automatic annotation. It enables the analysis/synthesis scheme to be processed at an abstract level, with homogeneous and meaningful descriptors. The second contribution concerns the development of an automatic annotation method based on the recognition of expressive facial expressions using machine learning techniques. The last contribution lies in the synthesis method, which is expressed as a rather classic optimization problem but in which we have included
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Leitch, Kristen Allison. "Evaluating Consumer Emotional Response to Beverage Sweeteners through Facial Expression Analysis." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/73695.

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Emotional processing and characterization of internal and external stimuli is believed to play an integral role in consumer acceptance or rejection of food products. In this research three experiments were completed with the ultimate goal of adding to the growing body of research pertaining to food, emotions and acceptance using traditional affective sensory methods in combination with implicit (uncontrollable) and explicit (cognitive) emotional measures. Sweetness equivalence of several artificial (acesulfame potassium, saccharin and sucralose) and natural (42% high fructose corn syrup and honey) sweeteners were established to a 5% sucrose solution. Differences in consumer acceptability and emotional response to sucrose (control) and four equi-sweet alternatives (acesulfame potassium, high fructose corn syrup, honey, and sucralose) in tea were evaluated using a 9-point hedonic scale, check-all-that-apply (CATA) emotion term questionnaire (explicit), and automated facial expression analysis (AFEA) (implicit). Facial expression responses and emotion term categorization based on selection frequencies were able to adequately discern differences in emotional response as it related to hedonic liking between sweetener categories (artificial; natural). The potential influence of varying product information on consumer acceptance and emotional responses was then evaluated in relation to three sweeteners (sucrose, ace-k, HFCS) in tea solutions. Observed differences in liking and emotional term characterizations based on the validity of product information for sweeteners were attributed to cognitive dissonance. False informational cues had an observed dampening effect on the implicit emotional response to alternative sweeteners. Significant moderate correlations between liking and several basic emotions supported the belief that implicit emotions are contextually specific. Limitations pertaining to AFEA data collection and emotional interpretations to sweeteners include high panelist variability (within and across), calibration techniques, video quality, software sensitivity, and a general lack of consistency concerning methods of analysis. When used in conjunction with traditional affective methodology and cognitive emotional characterization, AFEA provides an additional layer of valued information about the consumer food experience.
Master of Science in Life Sciences
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7

Schiavenato, Martin. "EVALUATING NEONATAL FACIAL PAIN EXPRESSION: IS THERE A PRIMAL FACE OF PAIN?" Doctoral diss., University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3010.

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Pain assessment continues to be poorly managed in the clinical arena. A review of the communication process in pain assessment is carried out and the hierarchical approach often recommended in the literature –with self-report as its "gold-standard," is criticized as limited and simplistic. A comprehensive approach to pain assessment is recommended and a model that conceptualizes pain assessment as a complex transaction with various patient and clinician dependant factors is proposed. Attention is then focused on the pediatric patient whose pain assessment is often dependent on nonverbal communicative action. The clinical approaches to pain assessment in this population –mainly the use of behavioral/observational pain scales and facial pain scales, are explored. The primal face of pain (PFP) is identified and proposed theoretically as an important link in the function of facial pain scales. Finally, the existence of the PFP is investigated in a sample of 57 neonates across differences in sex and ethnic origin while controlling for potentially confounding factors. Facial expression to a painful stimulus is measured based on the Neonatal Facial Coding System (NFCS) and applying an innovative computer-based methodology. No statistically significant differences in facial expression were found in infant display thereby supporting the existence of the PFP.
Ph.D.
School of Nursing
Other
Nursing PhD
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Likowski, Katja U. [Verfasser], and Paul [Akademischer Betreuer] Pauli. "Facial mimicry, valence evaluation or emotional reaction? : mechanisms underlying the modulation of congruent and incongruent facial reactions to emotional facial expressions / Katja U. Likowski. Betreuer: Paul Pauli." Würzburg : Universitätsbibliothek der Universität Würzburg, 2011. http://d-nb.info/1014891884/34.

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Merchak, Rachel J. "Recognition of Facial Expressions of Emotion: The Effects of Anxiety, Depression, and Fear of Negative Evaluation." Wittenberg University Honors Theses / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=wuhonors1398956266.

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Isabella, Giuliana. "The influence of emotional contagion on products evaluation." reponame:Repositório Institucional do FGV, 2011. http://hdl.handle.net/10438/8195.

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Emotional Contagion is the mechanism that includes mimicking and the automatic synchronization of facial expressions, vocalizations, postures, and movements with another person and, consequently, convergence of emotions between the sender and receiver. Researches of this mechanism conducted usually in the fields of Psychology and Marketing tends to investigate face-to-face interactions. However, the question remains to what extent, if any, emotional contagion may occur with facial expressions in photos, since many purchase situations are brought on by catalogues or websites. This thesis has the goal to verify this gap and, in addition, verify whether emotional contagion is more common in females than in males as stated in previous studies. Emotions have been studied because it is intuitively apparent that emotions affect the dynamics of the interaction between a salesperson and customers (Verbeke, 1997); in other words, emotions may significantly affect consumer behavior. Therefore, this thesis also verified whether the facial expressions that transmit emotions could be associated to product evaluations. To investigate these questions, an experiment was done with 171 participants, which were exposed to either smiling (positive emotion) or neutral advertising. The differences between the individual advertisements were limited to the facial expressions of figures in the advertisements (either smiling or neutral/without smiling). One specialist and two students analyzed videotaped records of the participants’ responses, and found that participants who saw the positive stimulus mimicked the picture (smiling back) confirming the Emotional Contagion in Photos (the first hypothesis). The second hypothesis was to analyze if there is difference based in gender. The results demonstrated that there is not a significant difference between genders; female and male equally suffer Emotional Contagion. The third hypothesis was related to whether the positive emotions vs. neutral emotions acquired from the positive facial expression in the photo are associated to a positive evaluation of the product also displayed in the photo. Evidences show that the ad with a positive expression could change more positively the attitude, the sympathy, the reliability, and the intention of purpose of the participant compared to those who were exposed to the neutral condition. Therefore, the analysis concludes that the facial expressions displayed in photos produce emotional contagion and may interfere on the evaluation product. A discussion of the theoretical and practical implications and limitations for these findings are presented.
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11

Barnsley, Megan Christina. "The social consequences of defensive physiological states." Thesis, University of Exeter, 2012. http://hdl.handle.net/10036/4062.

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This thesis examines the validity of polyvagal theory as a model of normal socio-emotional responding (Porges, 1995, 2001, 2003a). Polyvagal theory makes several claims, and to date many of its predictions lack empirical testing. In the current research, five main hypotheses stemming from polyvagal theory were identified and tested using healthy participants. The initial empirical study examined the influence of laboratory stressors on autonomic function. The findings revealed that social evaluative threat increases activation of the sympathetic nervous system more than a virtual reality maze, and that arousal remains elevated for longer during anticipation of social evaluative threat in comparison to recovery from social evaluative threat. The second study investigated the effects of emotion regulation strategies on autonomic function, and highlighted the effectiveness of two meditation practices in reducing defensive physiological arousal and increasing subjective positive emotion. These studies were followed with a set of studies designed to evaluate the effects of defensive physiological arousal on socio-emotional functioning, as a direct test of polyvagal theory. The first study examined the effects of a laboratory stressor on facial expressivity, revealing that social evaluative threat had little impact on expressive regulation. A second study investigated the effects of a laboratory stressor on emotional sensitivity and spontaneous facial mimicry. Some limited support was found for polyvagal theory, although neither emotional sensitivity nor facial mimicry was significantly affected by laboratory stress. A final empirical study investigated the effects of a laboratory stressor on affiliation tendencies. The laboratory stressor did not influence participants’ willingness to spend time with others, however the experiment did reveal significant relationships between markers of social safeness and affiliation. The overall conclusion of this thesis is that polyvagal may not be a representative model of socio-emotional functioning in healthy participants. The implications of these findings are discussed in relation to the validity of polyvagal theory as a universal model of socio-emotional responding.
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12

Ciou, Huei-Jhen, and 邱繪真. "Design and Evaluation of Affective Agents Based on Facial Expression Recognition." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/r8mt8e.

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碩士
元智大學
資訊傳播學系
106
Emotions play an important role in student learning because positive emotions are helpful for thinking and problem solving. Virtual agents are also a significant learning technology because they can promote social interaction. However, most of previous research emphasizes the use of virtual agents as the “provider” of positive emotion feedback, rather than the “facilitator” of self-awareness for generating positive emotions by themselves. For this reason, the purpose of this study is to design two virtual affective agents based on facial expression recognition which can track student affective status in their learning process: One is an avatar that reflects student emotions, and its purpose is to enhance students’ self-awareness of emotion expression so that they can adjust their emotions appropriately. The other is a learning companion that responds to students according to students’ cognitive and affective state, and its purpose is to offer guidelines for student learning. To investigate the influences of two virtual affective agents on student learning achievement and attitude, as well as the impacts of differences human factors (female/male and high-/low-achievement) students, an evaluation was conducted with 40 junior-high-school students were involved. The result indicated that (1) The affective agents significantly improved student’s learning achievement. (2) They significantly enhanced students’ attitudes in terms of motivation, self-efficacy, and interest aspects. (3) Male students feel more anxious than female students while using the system. (4) High-achievement students and low-achievement students had significant differences in both performance and attitude aspects.
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13

Tsai, Chih-Pu, and 蔡知圃. "A normative study of Taiwanese Version of Apathy Evaluation Scale, International Affective Pictures System, Japanese and Caucasian Facial Expression of Emotion, and Chinese Version of International Reactivity Index in chronic schizophrenic patients in Taiwan." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/81762710736541280916.

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碩士
國立東華大學
諮商與臨床心理學系
103
In the past domestic research, we lack of social cognitive impairment tools in schizophrenia. This study attempted to establish large sample normative data for social cognitive impairment of schizophrenia in Taiwan. Social cognition in this research include: motivation, emotion recognition, valence and arousal in social situation of emotional stimuli, empathy. There are 147 patients with schizophrenia in total, including 91 males and 56 females in one eastern and one southern Taiwan hospitals. The psychological assessment tools including: Taiwanese Version of Apathy Evaluation Scale (TAES), International Affective Pictures System (IAPS), Japanese and Caucasian Facial Expression of Emotion (JACFEE), and Chinese Version of International Reactivity Index (C-IRI). The data were examined by descriptive statistics, correlation and regression. The main results were: (1) No significant relationship between participants’ education and TAES. Apathy of observable activity was significantly with participants’ sex and age. (2) The participants had pleasure to positive emotional stimuli in IAPS, but unlike normal people, participants didn’t have positive correlated with pleasure and arousal to positive emotional stimuli. (3) Fear emotion was least well recognized in JACFEE. (4) In T-IRI, significant differences between males and females were found in half of the subscales, which women display significantly higher scores in fantasy, empathic, concern, emotional empathy, and full-scale than men.
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14

Delmas, Hugues. "Expressions faciales et mensonges factuels : Evaluation des croyances et identification des expressions produites lors d’un mensonge à forte charge cognitive." Thesis, 2018. http://www.theses.fr/2018PA080036.

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Deux facteurs permettent d’augmenter la performance de détection du mensonge : (a)identifier les croyances erronées et lutter contre elles et (b) accroître les différences decomportements entre les menteurs et les personnes qui disent la vérité. Ce travail de thèse aétudié ces facteurs en lien avec les expressions faciales du mensonge. Pour ce faire, nous avonsinvestigué les croyances via l’utilisation d’un questionnaire photographique et utilisé un récitantéchronologique (narration à rebours) pour amplifier les différences de comportements(approche de la charge cognitive).Notre démarche expérimentale a questionné : (a) Les croyances les plus prégnantesrelatives aux expressions faciales du mensonge. (b) L’influence de l’expérience professionnelle,de l’enjeu du mensonge (grave ou anodin) et du comportement mensonger évalué (le sien oucelui d’autrui). (c) La pertinence de l’intensité des expressions faciales pour déceler lesmensonges lors d’un récit antéchronologique.L’ensemble de nos résultats ont mis au jour de nombreuses nouvelles croyances. Septd’entre elles étaient très partagées par les individus et cohérentes avec la vision stéréotypée dumenteur. L’expérience professionnelle, l’enjeu du mensonge et le comportement mensongerévalué ont peu modifié les croyances. Le récit antéchronologique a amplifié les différences entrementeurs et sincères ; et l’intensité des mouvements faciaux a été une mesure pertinente pourdéceler le mensonge. L’application de nos travaux est discutée
Two factors increase the lie detection performance: (a) identify and decrease false beliefsand (b) increase behavioral differences between liars and truth-tellers. These factors were studiedin relation to facial expressions of deception in this doctoral dissertation.The present work questioned (a) The most important beliefs about facial expressions ofdeception throught the use of a photographic questionnaire (b) The influence of professionalexperience, stakes of lie (serious or trivial) and the lying behavior evaluated (his own or that ofothers) (c) The relevance of facial expressions’ intensity to detect lies in an reverse orderinstruction which was used to magnify behavioral differences (cognitive load approach).Our results highlighted many new beliefs. Seven of them were very shared by people andconsistent with the stereotypical view of the liar. Beliefs were little infuenced by professionalexperience, the stakes of lie and the evaluated behavior. The reverse order instruction amplifieddifferences between liars and truth-tellers; and the intensity of facial movements was a relevantmeasure for detecting deception. Application of our research is discussed
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15

Likowski, Katja U. "Facial mimicry, valence evaluation or emotional reaction? Mechanisms underlying the modulation of congruent and incongruent facial reactions to emotional facial expressions." Doctoral thesis, 2011. https://nbn-resolving.org/urn:nbn:de:bvb:20-opus-65013.

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Humans have the tendency to react with congruent facial expressions when looking at an emotional face. Interestingly, recent studies revealed that several situational moderators can modulate strength and direction of these reactions. In current literature, congruent facial reactions to emotional facial expressions are usually described in terms of “facial mimicry” and interpreted as imitative behavior. Thereby, facial mimicry is understood as a process of pure motor resonance resulting from overlapping representations for the perception and the execution of a certain behavior. Motor mimicry, however, is not the only mechanism by which congruent facial reactions can occur. Numerous studies have shown that facial muscles also indicate valence evaluations. Furthermore, facial reactions are also determined by our current emotional state. These thoughts suggest that the modulation of congruent facial reactions to emotional expressions can be based on both motor and affective processes. However, a separation of motor and affective processes in facial reactions is hard to make. None of the published studies that tried that could show a clear involvement of one or the other process so far. Therefore, the aim of the present line of experiments is to shed light on the involvement of motor and affective processes in the modulation of congruent and incongruent facial reactions. Specifically, the experiments are designed to test the assumptions of a working model on mechanisms underlying the modulation of facial reactions and to examine the neuronal correlates involved in such modulations with a broad range of methods. Experiments 1 and 2 experimentally manipulate motor and affective mechanisms by using specific contexts. In the chose settings, motor process models and affective models of valence evaluations make competing predictions about resulting facial reactions. The results of Experiment 1 did not support the involvement of valence evaluations in the modulation of congruent and incongruent facial reactions to facial expressions. The results of Experiments 2a and 2b suggest that emotional reactions are the predominant determinant of facial reactions. Experiment 3 aimed at identifying the psychological mediators that indicate motor and affective mechanisms. Motor mechanisms are assessed via the psychological mediator empathy. Additionally, as a psychological mediator for clarifying the role of affective mechanisms subjective measures of the participants’ current emotional state in response to the presented facial expressions were taken. Mediational analyses show that the modulation of congruent facial reactions can be explained by a decrease of state cognitive empathy. This suggests that motor processes mediate the effects of the context on congruent facial reactions. However, such a mechanism could not be observed for incongruent reactions. Instead, it was found that affective processes in terms of emotional reactions are involved in incongruent facial reactions. Additionally, the involvement of a third class of processes, namely strategic processes, was observed. Experiment 4 aimed at investigating whether a change in the strength of perception can explain the contextual modulation of facial reactions to facial expressions. According to motor process models the strength of perception is directly related to the strength of the spread of activation from perception to the execution of an action and thereby to the strength of the resulting mimicry behavior. The results suggest that motor mechanisms were involved in the modulation of congruent facial reactions by attitudes. Such an involvement of motor mechanisms could, however, not be observed for the modulation of incongruent reactions. In Experiment 5 the investigation of neuronal correlates shall be extended to the observation of involved brain areas via fMRI. The proposed brain areas depicting motor areas were prominent parts of the mirror neuron system. The regions of interest depicting areas involved in the affective processing were amygdala, insula, striatum. Furthermore, it could be shown that changes in the activity of parts of the MNS are related to the modulation of congruent facial reactions. Further on, results revealed the involvement of affective processes in the modulation of incongruent facial reactions. In sum, these results lead to a revised working model on the mechanisms underlying the modulation of facial reactions to emotional facial expressions. The results of the five experiments provide strong support for the involvement of motor mechanisms in congruent facial reactions. No evidence was found for the involvement of motor mechanisms in the occurrence or modulation of incongruent facial reactions. Furthermore, no evidence was found for the involvement of valence evaluations in the modulation of facial reactions. Instead, emotional reactions were found to be involved in the modulation of mainly incongruent facial reactions
Menschen haben die automatische Tendenz, auf emotionale Gesichtsausdrücke anderer kongruente muskuläre Reaktionen zu zeigen. Solche Reaktionen werden allerdings durch eine Vielzahl situativer Faktoren moduliert. Die dieser Modulation zugrunde liegenden Prozesse sind bisher jedoch kaum erforscht. Die Modulation kongruenter und inkongruenter fazialer Reaktionen wird in der Literatur zu fazialer Mimikry bisher nahezu ausschließlich mit motorischen Resonanzprozessen erklärt. Faziale Reaktionen haben jedoch noch weitere Determinanten. So belegen Studien, dass faziale muskuläre Reaktionen Valenzindikatoren bei der Beurteilung positiver und negativer Stimuli sind. Weiterhin zeigt der Gesichtsausdruck den momentanen emotionalen Zustand an. Dies legt nahe, dass die in der Literatur zu fazialer Mimikry beobachteten Modulationen fazialer Reaktionen auf Gesichtsausdrücke eventuell nicht nur auf rein motorischen Prozessen beruht haben. Vielmehr könnten affektive Prozesse diese Reaktionen beeinflusst haben. Tatsächlich gibt es bisher keine Studie, die das Zusammenspiel motorischer und affektiver Mechanismen bei der Modulation fazialer Reaktionen auf Gesichtsausdrücke näher aufklären konnte. Dies sollte in dieser Arbeit geleistet werden. Genauer gesagt wurde folgende zentrale Fragestellung untersucht: Welche spezifischen psychologischen Mediatoren und neuronalen Korrelate liegen der sozialen Modulation kongruenter und inkongruenter fazialer Reaktionen auf emotionale Gesichtsausdrücke zugrunde? Zur Beantwortung dieser Frage wurde ein Arbeitsmodell aufgestellt und mit einer systematischen Reihe an Experimenten auf Gültigkeit getestet. In Experiment 1 und 2 wurden mittels spezifischer sozialer Kontextinformationen motorische und affektive Mechanismen experimentell manipuliert, um Aussagen über deren Beteiligung an der Modulation kongruenter und inkongruenter fazialer Reaktionen auf emotionale Gesichtsausdrücke machen zu können. Motorische und affektive Prozessmodelle sagten hier jeweils unterschiedliche faziale Reaktionen vorher. Die Ergebnisse von Experiment 1 lieferten keinen Beleg für die Beteiligung affektiver Mechanismen der Valenzevaluation an der Modulation kongruenter und inkongruenter fazialer Reaktionen. Das Ergebnismuster der Experimente 2a und 2b lässt sich einzig mit emotionalen Reaktionen in Form von Mitleid und Mitgefühl erklären. In Experiment 3 wurden motorische und affektive Mechanismen mittels psychischer Variablen gemessen und deren Beteiligung an der Modulation fazialer Reaktionen durch Mediatorenanalysen festgestellt. Die Stärke motorischer Prozesse wurde mittels zweier Empathie-Maße indiziert. Affektive Prozesse wurden mittels subjektiver Angaben über die eigene emotionale Reaktion erfasst. Die Ergebnisse von Experiment 3 zeigen eine Beteiligung motorischer Prozesse an der Modulation kongruenter Reaktionen. Es zeigte sich zudem, dass affektive Prozesse in der Modulation und dem Zustandekommen inkongruenter Reaktionen involviert sind. Hingegen zeigte sich keine Beteiligung affektiver Prozesse an der Modulation kongruenter Reaktionen. Zusätzlich wurde die Beteiligung von strategischen Prozessen gefunden. In Experiment 4 wurden motorische Prozesse mittels EEG direkt auf neuronaler Ebene erfasst. Aus motorischen Prozessmodellen ließ sich die Annahme ableiten, dass die Aufmerksamkeitsstärke, mit der Stärke der Aktivierung der zugehörigen Repräsentationen einhergeht und folglich eine verringerte oder erhöhte Mimikry zur Folge haben sollte. Die Ergebnisse unterstützen die Annahme, dass motorische Mechanismen an der Modulation kongruenter fazialer Reaktionen beteiligt sind. Solch eine Beteiligung konnte jedoch wiederum nicht für die Modulation inkongruenter Reaktionen gezeigt werden. In Experiment 5 erfolgte mittels fMRT die Untersuchung der neuronalen Korrelate der Modulation fazialer Reaktionen. Zur Aufklärung der Beteiligung motorischer Mechanismen sollte der Zusammenhang des Spiegelneuronensystems sowie von Zentren der emotionalen Verarbeitung mit der Modulation fazialer Reaktionen betrachtet werden. Es konnte gezeigt werden, dass Modulationen des Spiegelneuronensytems mit Modulationen kongruenter, aber inkongruenter Reaktionen in Zusammenhang stehen. Dies spricht dafür, dass motorische Prozesse bei der Modulation kongruenter Reaktionen involviert sind. Weiterhin unterstützen die Ergebnisse die Annahme der Beteiligung affektiver Prozesse an der Modulation inkongruenter Reaktionen. Zusammengefasst führen die Ergebnisse zu einer revidierten Form des Arbeitsmodells. Die Experimente unterstützen die Annahme, dass bei der Modulation kongruenter fazialer Reaktionen vorwiegend motorische Prozesse involviert sind. Weiterhin zeigte sich kein Beleg für eine Beteiligung von Prozessen der Valenzevaluation an der Modulation fazialer Reaktionen. Stattdessen wurden zahlreiche Belege dafür gefunden, dass emotionale Reaktionen für das Zustandekommen und die Modulation inkongruenter Reaktionen verantwortlich sind
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16

Schmidt, Sara. "Evaluating Conditions in Which Negatively-biased Interpretations of Facial Expressions Emerge in Sub-clinical Social Anxiety." 2014. http://scholarworks.gsu.edu/psych_theses/120.

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This study aimed to clarify information processing conditions in which negatively-biased interpretations of faces manifest among individuals varying in self-reported, sub-clinical social anxiety. Existing findings are mixed, with conflicting research variously suggesting the presence (e.g., Bell et al., 2011; Yoon & Zinbarg, 2008) or the absence (e.g., Philippot & Douilliez, 2005; Schofield, Coles, and Gibb, 2011) of a negative interpretation bias for faces. Likely contributing to these equivocal findings is considerable methodological variability across studies that appear to tap two different levels of information processing (automatic and controlled). In this study, experimental conditions designed to elicit automatic versus controlled processing were compared in a single adapted learning paradigm (Yoon & Zinbarg, 2008). Hierarchical regression results did not support hypotheses that social anxiety would predict a negative interpretation bias in either condition. Further analysis of the learning paradigm revealed unexpected patterns of learning that varied according to face emotion.
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17

Hua, Tran Nguyen Khoi. "Évaluation des jeux Kinect à l’aide du suivi physiologique, du suivi oculaire et des réactions faciales du joueur." Thèse, 2012. http://hdl.handle.net/1866/8915.

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Les jeux vidéo à interface gestuelle permettent des interactions intéressantes entre le joueur et le jeu. Pour évaluer ce nouveau type de jeux vidéo, la méthode d'évaluation subjective courante serait insuffisante (Mandryk, R. L., Inkpen, K. M., et Calvert, T. W., 2006). Notre recherche essaie d'associer l'évaluation objective à l'évaluation subjective pour mesurer la qualité d'immersion des jeux vidéo conçus pour la Kinect — un accessoire de la console Xbox de Microsoft, permettant de jouer sans la manette. Notre corpus comporte 18 sujets (joueurs intensifs et occasionnels) et 3 jeux Kinect (Body and Brain Connection, Child of Eden et Joy Ride). Notre objectif est de développer une méthode d’évaluation la qualité d'immersion du jeu vidéo à l’interface gestuelle. Nous nous sommes basé d’une part sur un questionnaire conçu à partir des critères d’évaluation du Flux dans le jeu vidéo de Sweetser et Wyeth (2005) et des principes d’utilisabilité (Nielsen, 1994a, b; Bastien et Scapin, 1993; Johnson et Wiles, 2003), avec un questionnaire adapté par les chercheurs du DESS Design de jeu de l’Université de Montréal. Et d'autre part, nous nous avons intégré la mesure des réactions physiologiques des joueurs (la réponse galvanique de la peau, le pouls du volume sanguin, la respiration), les réactions oculaires (le diamètre des pupilles, le temps de fixation) et les expressions faciales (la joie, la tristesse, la colère, la peur, la surprise et le dégoût) du joueur. Nous nous sommes appuyé sur des postulats théoriques provenant du domaine de l'interaction humain-ordinateur et du design des jeux vidéo. Nous avons étudié en particulier les réactions physiologiques, oculaires, les expressions faciales et nous avons cherché à faire le lien avec les notions de présence et d'immersion dans le domaine des jeux vidéo. L’analyse des résultats a montré des corrélations entre les réactions physiologiques, oculaires et les réponses subjectives des participants aux questionnaires. Par exemple on observe une corrélation négative entre la pression sanguine (BVP) et la concentration du joueur, une corrélation positive entre la respiration et le diamètre des pupilles et le sentiment d'immersion du joueur, etc. Ces résultats permettraient de confirmer la faisabilité de notre méthode d’évaluation. i Ensuite, nous avons comparé les trois jeux en fonction des composantes de l’immersion afin de trouver le jeu le plus immersif. Le résultat a montré que le jeu Body and Brain Connection était le plus prisé par les participants et que le niveau de défi bien calibré et la facilité de contrôle étaient les deux facteurs principaux de la réussite du jeu Body and Brain. Nous avons également comparé les joueurs intensifs et les joueurs occasionnels en fonction des composantes de l’immersion pour voir la différence de point de vue des joueurs sur la Kinect. Le résultat a montré qu’il n’y avait pas de différence entre les deux types de joueurs.
The gesture-based video games offers interesting new ways of interacting between the player and the game. In order to evaluate this new type of games, current subjective methods of evaluating games isn't sufficiently robust. Our research tries to combine the objective and subjective methods for measuring the qualities of immersion of video games played with Kinect - an accessory for Xbox console from Microsoft, to play without the controller. Our corpus consists of 18 subjects (intensive and casual players) and 3 Kinect games. Our goal is to develop a method for assessing the quality of gesture-based video games. We relied in part on a questionnaire developed from the criteria for player enjoyment in games (Sweetser and Wyeth, 2005) and the usability questionnaire (Nielsen, 1994a, b; Bastien et Scapin, 1993; Johnson et Wiles, 2003), designed by the researchers of DESS Design de jeux, University of Montreal. And secondly, we integrated the measures of physiological responses (the galvanic skin response, the blood volume pulse, the respiration), the ocular reactions (the pupil’s diameter, fixation time) and facial expressions (joy, sadness, anger, fear, surprise and disgust) of the player. We relied on theoretical assumptions from the field of human-computer interaction and games design. We studied in particular physiological responses, eye movements, facial expressions and the notions of presence and immersion in video games. The analysis shows correlations between the physiological reactions, the eye movements and the player's subjective responses. For example, we observed negative correlation between blood volume pulse (BVP) and the concentration of the player, positive correlations between respiration and pupil diameter and the sense of immersion the player, etc. These results would confirm the feasibility of our evaluation method. Then, we compared these three games in terms of five components of immersion to find the most immersive game. The result showed that the game Body and Brain Connection was most appreciated by the participants and that the level of challenge properly calibrated and the ease of control were the two main factors of success of the game Body and Brain. iii We also compared intensive gamers and casual players according to the components of immersion to see the difference between their attitudes toward the Kinect. The result showed that there was no difference between the two types of players.
Les données sont analysées par le logiciel conçu par François Courtemanche et Féthi Guerdelli. L'expérimentation des jeux a eu lieu au Laboratoire de recherche en communication multimédia de l'Université de Montréal.
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18

Wang, Yi-Yang, and 王義養. "A Study of the Influences on An Interviewer''s Evaluation of An Interviewee''s Facial Expressions And Clothes As An Insurance Salesperson – discussing the result of the disturbance connected an insurance salesperson’s experience and an interviewer’s chara." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/e76gay.

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碩士
國立高雄第一科技大學
風險管理與保險所
96
ABSTRACT This research is to discuss how an interviewee’s nonverbal communications (facial expressions, clothes) make effects on an interviewer’s approval during the interview. In the meantime, it is also concerned about whether an interviewee had some experience in the past or not and an interviewer’s character (gender, official rank) disturbs the above result. The study adopts the experiemental design in which the examinees are asked to watch one of the four films about an interview process directed before and complete a questionaire after watching it. The films are about an interviewee who is “dressed up and having a smile on the face,” “dressed up but having no facial expressions,” “dressed casually but having a smile on the face,” and “dressed casually and having no facial expressions,” whether the interviewee has practical insurance experience or not has been told to the examinees before watching the films. The study has been tested on the supervisors of sales departments in one national insurance company, analyzing 369 effective questionaires and obtains the following answers.First, the interviewers will give an interviewee with a smile on the face higher evaluation than the one without facial expressions. Second, a smiling interviewee, having no practical insurance experience, gets higher scores than the one having experience. Third, the one who is dressed up and has sales experience is more valuable than the one without experience. Fourth, females interviewers appreciate an interviewee with a smile more than males. Fifth, mid-rank chiefs give more appraisal to an interviewee who is dressed up than senior and junior executives. By discussing with the interviewers and the interviewees individually, the research is aimed at applying the outcome to help the interviewees and the interviewers in the future to make their judgements.
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