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Статті в журналах з теми "Emotional-sensory perception"

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Duong, Van Chien, Emma Regolini, Billy Sung, Min Teah, and Siobhan Hatton-Jones. "Is more really better for in-store experience? A psychophysiological experiment on sensory modalities." Journal of Consumer Marketing 39, no. 2 (February 8, 2022): 218–29. http://dx.doi.org/10.1108/jcm-02-2020-3656.

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Purpose The purpose of this study is to understand whether increasing the number of sensory modalities being stimulated impacts consumers’ in-store emotional responses (i.e. in-store enjoyment and arousal), store image perception and brand attitude. Design/methodology/approach The study used a between-subjects experimental design to examine 551 individuals’ perceptions and emotional responses in four sensory modalities stimulation conditions (i.e. visual, visual-smell, visual-taste and visual-smell-taste). The study used virtual reality visualisation technology and psychophysiological measurements (i.e. skin conductance and facial expression) to improve the ecological validity of the study design. Findings The current study supports the importance of multisensory in-store atmospheric design. When increasing the number of sensory modalities being stimulated, more positive emotional responses and perceptions were recorded. Additionally, increasing the number of sensory modalities also increased perceived intensity, and perceived intensity mediate the relationship between the stimulation of multisensory modalities and perception. Research limitations/implications The study is without its limitations. For instance, the scope of the study was limited by the exclusion of auditory and haptic stimulation, the lack of manipulation of sensory intensity and the absence of sensory congruency examination. Practical implications This study contributes to retail and marketing practices by providing evidence to assist the retail design of in-store sensory cues and customer experiences. Originality/value This research uses both self-reported measures and biometric measures to test the sole effect of sensory modalities being stimulated on consumer evaluation. To the best of the authors’ knowledge, this study is the first to examine store atmospheric designs with psychophysiological methodologies and an immersive, two-story-high, 180-degree-visual-field and dome-shaped display.
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Seo, Han-Seok. "Sensory Nudges: The Influences of Environmental Contexts on Consumers’ Sensory Perception, Emotional Responses, and Behaviors toward Foods and Beverages." Foods 9, no. 4 (April 17, 2020): 509. http://dx.doi.org/10.3390/foods9040509.

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Food products with highly acceptable flavors are not always successful in the marketplace. Sales of identical food products sold in two different stores often differ. Patrons’ choices of specific menu items vary depending on menu designs at restaurants. Such examples suggest that consumer behavior related to eating, preparing, or purchasing foods and beverages is typically complex, dynamic, and sensitive. There is a growing body of evidence that environmental cues surrounding foods and beverages can modulate consumer perception and behavior in the context of eating and drinking. In light of increasing interest in environmental cues, this Special Issue was designed to introduce recent research that highlights how sensory cues derived from environmental cues can modulate consumer perceptions, emotional responses, and behavior related to foods and beverages. The eleven articles addressed in this Special Issue provide informative and insightful findings that may be applied to a wide range of food-related sites, including grocery stores, retail markets, restaurants, dining facilities, and public dining areas. The findings from these articles also suggest that product developers, sensory professionals, retailers, marketers, and business owners should consider not only sensory aspects of food products, but also sensory cues derived from surrounding contexts to better understand consumer perception, acceptability, and behavior toward their food products.
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Kragel, Philip A., and Kevin S. LaBar. "Somatosensory Representations Link the Perception of Emotional Expressions and Sensory Experience." eneuro 3, no. 2 (March 2016): ENEURO.0090–15.2016. http://dx.doi.org/10.1523/eneuro.0090-15.2016.

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Parr, Wendy V., and Dominique Valentin. "Editorial overview: Sensory science and consumer perception: Cognitive and emotional phenomena." Current Opinion in Food Science 27 (June 2019): iii—iv. http://dx.doi.org/10.1016/j.cofs.2019.11.008.

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Viberg, Åke. "Sensation, perception and cognition." Functions of Language 22, no. 1 (May 1, 2015): 96–131. http://dx.doi.org/10.1075/fol.22.1.05vib.

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This paper presents an analysis of the field of perception verbs in Swedish within a typological and contrastive framework. Earlier work has to a great extent focused on the concepts see and hear. This article focuses on the more ‘raw’ form of perception represented by sensations and on the combination of meanings referring to perception and cognition in Swedish känna ‘feel, know’. The polysemy of känna turns out to be very language-specific even in relation to the most closely related Germanic languages. The polysemy of känna is interesting also because this verb can refer to internal (bodily) perception and has an extension that covers blended spaces combining cognitive elements with emotional and bodily feelings (cf. feel remorse, feel convinced). Special attention is paid also to sensory verbs describing sensations of light and sound (cf. English glitter, glimmer, rattle, creak, etc.) and of bodily sensations and pain (cf. ache, itch, etc.) Sensations are interesting because — similar to sensory adjectives — evaluation and intensity are central components of their meaning in addition to the fine-grained description of sensory qualia. There are great differences across languages in the degree of elaboration of sensory verbs referring to sensations. Recent typological work has demonstrated great elaborations of taste verbs in some languages, whereas other languages have elaborated odor verbs. Swedish (similar to many other European languages) has a rich repertoire of sound verbs.
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Torrico, Damir D., Yitao Han, Chetan Sharma, Sigfredo Fuentes, Claudia Gonzalez Viejo, and Frank R. Dunshea. "Effects of Context and Virtual Reality Environments on the Wine Tasting Experience, Acceptability, and Emotional Responses of Consumers." Foods 9, no. 2 (February 14, 2020): 191. http://dx.doi.org/10.3390/foods9020191.

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Wine tasting is a multidimensional experience that includes contextual information from tasting environments. Formal sensory tastings are limited by the use of booths that lack ecological validity and engagement. Virtual reality (VR) can overcome this limitation by simulating different environmental contexts. Perception, sensory acceptability, and emotional responses of a Cabernet Sauvignon wine under traditional sensory booths, contextual environments, and VR simulations were evaluated and compared. Participants (N = 53) performed evaluations under five conditions: (1) traditional booths, (2) bright-restaurant (real environment with bright lights), (3) dark-restaurant (real environment with dimly lit candles), (4) bright-VR (VR restaurant with bright lights), and (5) dark-VR (VR restaurant with dimly lit candles). Participants rated the acceptability of aroma, sweetness, acidity, astringency, mouthfeel, aftertaste, and overall liking (9-point hedonic scale), and intensities of sweetness, acidity, and astringency (15-point unstructured line-scale). Results showed that context (booths, real, or VR) affected the perception of the wine’s floral aroma (dark-VR = 8.6 vs. booths = 7.5). Liking of the sensory attributes did not change under different environmental conditions. Emotional responses under bright-VR were associated with “free”, “glad”, and “enthusiastic”; however, under traditional booths, they were related to “polite” and “secure”. “Nostalgic” and “daring” were associated with dark-VR. VR can be used to understand contextual effects on consumer perceptions.
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Miyaki, Takashi, Annlyse Retiveau-Krogmann, Erin Byrnes, and Shunji Takehana. "Umami Increases Consumer Acceptability, and Perception of Sensory and Emotional Benefits without Compromising Health Benefit Perception." Journal of Food Science 81, no. 2 (December 31, 2015): S483—S493. http://dx.doi.org/10.1111/1750-3841.13195.

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Guest, Steve, Jean Marc Dessirier, Anahit Mehrabyan, Francis McGlone, Greg Essick, George Gescheider, Anne Fontana, Rui Xiong, Rochelle Ackerley, and Kevin Blot. "The development and validation of sensory and emotional scales of touch perception." Attention, Perception, & Psychophysics 73, no. 2 (November 9, 2010): 531–50. http://dx.doi.org/10.3758/s13414-010-0037-y.

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Kliegl, Katrin M., Luc Watrin, and Anke Huckauf. "Duration perception of emotional stimuli: Using evaluative conditioning to avoid sensory confounds." Cognition and Emotion 29, no. 8 (November 14, 2014): 1350–67. http://dx.doi.org/10.1080/02699931.2014.978841.

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Ugur Yavuz, Secil, Monica Bordegoni, and Marina Carulli. "A design practice on communicating emotions through sensory signals." Concurrent Engineering 26, no. 2 (December 13, 2016): 147–56. http://dx.doi.org/10.1177/1063293x16678440.

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Emotional expression is an important human behavior, which enriches communication. Sensory organs play crucial role in emotional perception. Today, communication is mostly done via digital mediators, which dominantly address vision excluding other senses; therefore, communication becomes less affective. Wearable technology provides an intimate and continuous interaction with sensory organs. Hence, this technology can be used in order to make distant communication more affective by enabling multi-sensory interaction. This article presents a user-centered design practice on wearable products that simulate sensorial feedbacks (tactile, visual, and auditory) to express basic emotions. Three prototypes that transmit emotional messages were designed, built, and tested to observe user behavior. This article discusses how user experience obtained through the user test can be taken further to design new communication products, which can find solutions for different user needs.
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Дисертації з теми "Emotional-sensory perception"

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Chernykh, O. P., O. S. Sentischeva, and Abderrachim Elbaachouchi. "Application of multimedia technologies for improving the efficiency of foreign students teaching." Thesis, Національний технічний університет "Харківський політехнічний інститут", 2019. http://repository.kpi.kharkov.ua/handle/KhPI-Press/45810.

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Bertheaux, Cyril. "Le rôle de l’émotion dans un processus de conception sensorielle." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEE005.

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L’objet de cette thèse était d’étudier le rôle de l’émotion dans un processus de conception sensorielle. Une première expérimentation a permis de mettre en place une mesure émotionnelle du toucher lors de l’exploration tactile de surfaces. Une seconde expérimentation a permis de mettre en place une mesure émotionnelle visuelle lors de la visualisation d’images IAPS. Ces mesures ont permis d’objectiver la mesure émotionnelle des matériaux et des images en se basant sur deux indicateurs émotionnels, i) la valeur émotionnelle collectée lors de tests déclaratifs et ii) le coefficient de dilatation de la pupille (Bertheaux et al., 2020a).Le processus décisionnaire lors d’un acte d’achat repose sur l’estimation de valeurs utilitaires et hédoniques. Une autre contribution présentée dans ce document réside dans une nouvelle approche du modèle de préférence qui considère les données provenant de l’axe « Sensations » et de l’axe « Emotions ». Par ailleurs, un opérateur d’agrégation permet d’attribuer un score d’acceptabilité aux différentes configurationsdu produit étudié. Ce modèle multidimensionnel de préférence permet de représenter le ressenti émotionnel du panel relatif aux produits (Bertheaux et al., 2018, 2019).Une autre approche a permis de prédire les réactions émotionnelles lors de l’examen d’images de chaises dans un contexte d’achat en ligne. Dans ce cas le modèle multidimensionnel de préférence est utilisé pour estimer une valence basée sur l’évaluation de six descripteurs d’apparence. Une régression non linéaire via un modèle neuronal a montré que la valence « estimée » obtenue par le modèle multidimensionnel de préférence était corrélée à la valence exprimée par le panel (Bertheaux et al., 2020b)
The aim of this work was to study the role of emotion in a sensory design process. A first experiment made it possible to set up an emotional measurement of touch during the tactile exploration of surfaces. A second experiment made it possible to set up an emotional measurement during the viewing of IAPS images. The results of these two experiments are based on two emotional indicators, i) the emotional value collected during declarative tests and ii) the coefficient of pupil dilation (Bertheaux et al., 2020a).The decision-making process in an act of purchase is based on the estimation of utility and hedonic values. Another contribution presented in this document is a new approach to the preference model that considers data from "Sensations" and "Emotions" axes. In addition, an aggregation operator makes it possible to assign an acceptability score to the different configurations of the product studied. This multidimensional model allows to represent the emotional feelings of the panel relating to the products (Bertheaux et al., 2018, 2019).Another case study allowed to predict emotional reactions when examining images of chairs in an online shopping context. In this case the multidimensional preference model is used to estimate a valence based on the evaluation of six appearence descriptors. A nonlinear regression via a neuronal model showed that the « estimated » valence obtained by the multidimensional preference model was correlated with the valence expressed by panel (Bertheaux et al., 2020b)
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Bergqvist, Eric, and Elina Sargezi. "Ambience : Is Ambience in Swedish Clothing Retail Stores a Missed Opportunity?" Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, EMM (Entreprenörskap, Marknadsföring, Management), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-15274.

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Background: Nowadays, customers tend to take product quality and positive brand image for granted, which makes the formation of a new marketing strategy even more vital. In an age characterized by information overload and lack of time, factors such as emotional, cognitive or symbolic values become increasingly valuable in marketing. In contrast to American retail clothing stores such as Abercrombie & Fitch, who to a large extent use ambience as a strategic approach, the authors have not experienced as strong ambience strategies among Swedish retail stores. Therefore, the authors want to investigate if Swedish retailers make use of ambience as a strategic marketing approach and how the ambience is perceived by the consumers. Purpose: The purpose of this thesis is to explore if and how ambience (lighting, fragrance and music) is used as a strategic marketing approach by retailers in Sweden and how the ambience is perceived by the consumers. In addition the authors will examine if the consumers’ perception of the current ambience is reflected in their in-store behaviour (willingness to browse and willingness to buy). Method: In order to fulfil the purpose, a mixed method of explanatory and descriptive design was chosen, by collecting quantitative data in the form of a survey and qualitative data through interviews. The questionnaire consisted of 91 respondents from JC, Carlings and Dressmann. Interviews with store-managers from JC, Carlings and Dressmann were also conducted in order to reflect if and how the current ambience is used as a marketing approach. Conclusion: Swedish retail stores use the ambience merely as a means for creating a pleasant store environment. The perceived atmosphere varies for different customers. The three ambient factors, lighting, music and fragrance, differed in level of importance for the three chosen stores. One conclusion drawn from this is that the age-group plays an important role in how the ambience is perceived. The results show that there is a positive relationship between the consumers’ perception of the ambience, their feelings and in-store behaviour; within all three stores. This indicates that if the positive feelings increase in intensity, so will the consumers’ willingness to browse and their willingness to buy from the store. As a conclusion, Swedish retails should consciously use ambience as a strategic marketing approach to intentionally affect the consumers’ willingness to browse and buy.
Bakgrund: Nuförtiden, tenderar kunder att ta produktkvalitet samt en positiv butiks image för givet, vilket gör att en ny typ av marknadsföringsstrategi blir alltmer betydelsefull. I en tid som kännetecknas av alltför stort informationsflöde och brist på tid, har faktorer som emotionella, kognitiva eller symboliska värden blivit alltmer värdefulla inom marknadsföring. I motsats till amerikanska detaljhandeln för klädesbutiker, såsom Abercrombie & Fitch, som i stor utsträckning använder sig av atmosfären som ett strategiskt marknadsföringsverktyg; uppfattar författarna inte att användandet av atmosfären som marknadsföringsstrategi är lika starkt bland svenska butiker. Författarna vill därför undersöka om svenska återförsäljare använder sig av atmosfär som ett strategiskt marknadsföringsverktyg, samt hur atmosfären uppfattas av konsumenterna. Syfte: Syftet med denna uppsats är att undersöka om och hur atmosfären (ljus, doft och musik) används som ett strategiskt marknadsföringsverktyg inom svenska klädesbutiker samt hur stämningen uppfattas av konsumenterna. Därutöver kommer författarna att undersöka om konsumenternas uppfattning om den rådande atmosfären återspeglas i deras butiksbeteende (villighet att gå runt i butiken samt villighet att köpa). Metod: För att uppfylla syftet, valdes en blandad metod med en förklarande och beskrivande design, genom att samla in kvantitativ data i form av en enkät och kvalitativ data från intervjuer. Enkätundersökningen bestod av 91 svarande från JC, Carlings och Dressmann. Intervjuer med butikschefer från JC, Carlings och Dressmann har också genomförts för att undersöka om och hur atmosfären används som ett marknadsföringsverktyg. Sammanfattning: Svenska butiker använder atmosfär enbart som ett medel för att skapa en trivsam butiksmiljö. Den upplevda atmosfären varierar för olika kunder. De tre omgivande faktorerna, belysning, musik och doft, skilde sig åt i nivå av betydelse för de tre utvalda butikerna. En slutsats av detta är att åldern på kunderna spelar en viktig roll för hur stämningen uppfattas. Resultaten visar att det finns ett positivt samband mellan konsumenternas uppfattning av atmosfären, deras känslor och beteende i butiken, inom alla tre butiker. Detta indikerar att om positiva känslor ökar i intensitet, kommer även konsumenternas vilja att vistas och köpa från butiken att öka. Som en slutsats, bör svenska återförsäljare för klädesbutiker medvetet använda atmosfären som ett strategiskt marknadsföringsverktyg, för att avsiktligt påverka konsumenternas vilja att vistas i samt köpa från butiken.
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Jacob, Dazarola Rubén Hernán. "Percepción y Emoción en el Diseño de Productos. Análisis y Propuestas para su integración a las MIPYME." Doctoral thesis, Universitat Politècnica de València, 2015. http://hdl.handle.net/10251/48551.

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La presente tesis aborda la temática del Diseño Industrial y los estímulos de tipo sensorial, perceptivo y emocional que las personas que utilizan los productos reciben en su experiencia de uso. Dichos estímulos, tales como el ajuste preciso en el funcionamiento de un mecanismo, la suavidad de una superficie, el ruido adecuado al cerrar una puerta, etc., se captan mediante los sentidos, se perciben y despiertan en el usuario emociones y reacciones, generando una relación con los objetos más allá del uso básico y práctico, llevando a preferirlos entre otros productos con prestaciones primarias similares, asociándolos a experiencias gratas, e incluso a evocar experiencias de vida a través de los productos que se utilizan. Este ámbito, enmarcado dentro de la disciplina del Diseño Industrial, pero también en la psicología, el marketing, la neurociencia y otras áreas, es enfocado actualmente de muy diversas formas. Así enfoques como la “Ingeniería Kansei”, el “Diseño Emocional”, el “Diseño para la Experiencia”, el “Análisis Sensorial”, son algunos modos y métodos de analizar y definir el tema, y se utilizan cada vez más en las grandes empresas. Esta tesis analiza diversos enfoques y metodologías de aplicación de este tipo de factores en el proceso de Diseño y desarrollo de productos y propone algunas herramientas adecuadas para su integración en las micro, pequeñas y medianas empresas (MiPyMEs).
Jacob Dazarola, RH. (2015). Percepción y Emoción en el Diseño de Productos. Análisis y Propuestas para su integración a las MIPYME [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/48551
TESIS
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Philippou, Elena. "The prevalence and perceptions of hearing loss in individuals diagnosed with adult onset motor neuron disease (MND)." Thesis, 2013. http://hdl.handle.net/10539/12437.

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Although it is well-known that motor neuron disease (MND) primarily affects motor neurons, the involvement of sensory pathways in the disease is currently receiving more attention. There is a dearth of information regarding the atypical effects of MND, resulting in limited understanding of the vulnerability of for example the auditory system. The presence of hearing loss negatively impacts on participation across all communicative contexts, stripping individuals of autonomy and self-worth, ultimately resulting in withdrawal and isolation. These factors form the foundation for individual desire to pursue life-prolonging measures. Hearing loss, combined with dysarthria and the use of augmentative and alternative communicative strategies, implies that individuals with MND require additional support to meet their daily communicative needs. This descriptive, exploratory study aimed to identify the prevalence of hearing loss in eight individuals with adult onset MND. In addition, perceptions relating to the implications of auditory impairment and value of auditory diagnosis were explored. An evaluation of auditory function was performed on eight individuals with a neurologist confirmed diagnosis of MND. Auditory function was assessed using a comprehensive audiological test battery including both objective and subjective measures. Perceptions related to auditory impairment were determined using the Hearing Handicap Inventory for Adults (HHIA) and the Hearing Experience Questionnaire. Both individuals with MND and their primary caregivers completed the Hearing Experience Questionnaire. The results of the study indicate that a high frequency sensorineural hearing loss was identified in six participants. Auditory handicap, as measured by the Hearing Handicap Inventory for Adults, was reported in four participants, with social handicaps reported more than emotional handicaps. Individuals with MND and their caregivers identified communication as the most important functional skill. Interestingly, the caregivers related more to the threats auditory impairment than individuals with MND. The nature of hearing loss identified in this study mimics the pattern of a presbycustic (age-related) hearing loss. It is postulated that hearing loss may arise during disease course. Participants‘ limited understanding of the devastating consequences of hearing loss on quality of life highlights the need for inclusion of an audiologist as part of the multidisciplinary management team in MND. Audiological assessment, management, counseling and education will serve to guide the process of sensory regulation and limit psychosocial threats posed by MND. This will in turn promote enhanced quality of life and maintenance of individual autonomy.
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Книги з теми "Emotional-sensory perception"

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No more meltdowns: Positive strategies for managing and preventing out-of-control behavior. Arlington, TX: Future Horizons Inc., 2008.

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Sensory Nudges: The Influences of Environmental Contexts on Consumers’ Sensory Perception, Emotional Responses, and Behaviors toward Food and Beverages. MDPI, 2020. http://dx.doi.org/10.3390/books978-3-03936-167-0.

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Laureno, Robert. At the Bedside. Edited by Robert Laureno. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780190607166.003.0001.

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The chapter “At the Bedside” examines neurologic history-taking with special attention paid to the importance of clarifying the use of terms between physician and patient, the use of gestures and demonstration in eliciting accurate symptom recall, evaluating input from witnesses and family members, and observing patient demeanor and emotional status. The chapter also describes and evaluates popular neurologic examination methods with comments on quantification, selection, and appropriate application of various standardized tests. Helpful guidance on performing examinations of strength, sensory perception, mental status, and memory is also provided. The physician is encouraged to develop his or her own succinct, quickly applied, and easily replicated tests to aid in the diagnosis of neurologic disorders.
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MacNamara, Annmarie, and K. Luan Phan. Neurocircuitry of Affective, Cognitive, and Regulatory Systems. Edited by Christian Schmahl, K. Luan Phan, Robert O. Friedel, and Larry J. Siever. Oxford University Press, 2018. http://dx.doi.org/10.1093/med/9780199362318.003.0001.

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This chapter provides a review and synthesis of the neurocircuitry involved in affect and cognition and their interactions as it relates to regulatory functions. Cognition and emotion are considered together taking a more integrated, functional perspective. The chapter first gives an overview regarding structure and function of key brain regions, that is, prefrontal and cingulate regions, insula, and subcortical regions, as well as other temporal-parietal-occipital regions. Following this overview, the chapter proceeds with summarizing key neuroscientific findings as organized by cognitive processes and their relevance for emotion. The choice of processes reflects the key stages involved in responding to a stimulus, from the time of sensory input to behavioral response/output, namely perception, learning and memory central executive functions, cognitive appraisal, and reappraisal. The overall aim of the chapter is to provide a better understanding of cognitive-emotional interactions at the neurocircuit level.
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Colvin, Lesley A., and Marie T. Fallon. Pain physiology in anaesthetic practice. Edited by Jonathan G. Hardman. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780199642045.003.0009.

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The International Association for the Study of Pain defines pain as ‘an unpleasant sensory and emotional experience associated with actual or potential tissue damage, or described in terms of such damage’. A good understanding of the physiology of pain processing is important, with recent advances in basic science, functional neuroimaging, and clinical pain syndromes contributing to our understanding. It is also important to differentiate between nociception, the process of detecting noxious stimuli, and pain perception, which is a much more complex process, integrating biological, psychological, and social factors. The somatosensory nervous system, from peripheral nociceptors, to sensory nerves and spinal cord synapses has many potential sites for modulation, with ascending pathways to the brain, balanced by ‘top-down’ control from higher centres. Under certain circumstances, for example, after tissue injury from trauma or surgery, there will be continued nociceptive input, with resultant changes in the whole somatosensory nervous system that lead to development of chronic pain syndromes. In such cases, even when the original injury has healed, the pathophysiological changes in the nervous system itself lead to ongoing pain, with peripheral or central sensitization, or both. Additionally, in some chronic pain syndromes, for example, chronic widespread pain, it has been postulated that abnormalities in central processing may be the initiating factor, with some evidence for this from neuroimaging studies. Further work is needed to fully understand pain neurobiology in order to advance our management.
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Bergmann, Thomas. Music Therapy for People with Autism Spectrum Disorder. Edited by Jane Edwards. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199639755.013.35.

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Music as a non-verbal form of communication and play addresses the core features of autism, such as social impairments, limited speech, stereotyped behaviors, sensory-perceptual impairments, and emotional dysregulation; thus music-based interventions are well established in therapy and education. Music therapy approaches are underpinned by behavioral, creative, sensory-perceptional, developmental, and educational theory and research. The effectiveness of music therapy in the treatment of children with autism spectrum disorder (ASD) is reflected by a huge number of studies and case reports; current empirical studies aim to support evidence-based practice. A treatment guide for improvisational music therapy provides unique interventions to foster social skills, emotionality, and flexibility; in developmental approaches, the formation of interpersonal relationships is key. Since ASD is a lifelong neurodevelopmental condition, music therapy is also appropriate in the treatment of adults with intellectual disability. Diagnostic approaches using musical-interactional settings to assess ASD symptomatology are promising, especially in non-speakers.
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Частини книг з теми "Emotional-sensory perception"

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Kühle, Lana. "The Emotional Dimension to Sensory Perception." In The Epistemology of Non-Visual Perception, 236–55. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190648916.003.0011.

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This chapter considers how we might understand the effect that emotions have on the justification of our perceptual beliefs about the world, beliefs that we acquire from a variety of sensory modalities—audition, gustation, olfaction, and so on. The chapter takes the problem to be associated with one of two forms of perceptual influence: penetration or multisensory integration. In any given perceptual moment there are multiple sensory modalities and mental states at play, each affecting the overall experience. Whether we understand the influence of emotion on perception as a form of non-perceptual penetration or a form of non-visual sensory perception of the inner body—interoception—the potential epistemological difficulties remain: How can we be said to acquire justified beliefs and knowledge on the basis of such influenced perceptual experience? As has been the norm, only the five exteroceptive senses of vision, audition, olfaction, taste, and touch are typically discussed in the context of sensory perception. However, as this chapter argues, there is strong reason to accept the claim that emotional experience is a form of interoception, and that interoception ought to be considered when discussing sensory perception. In this way, then, the chapter proposes that clarifying the role played by interoception in sense perception across modalities is necessary if we are to make progress on the epistemological problems at hand.
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Fulkerson, Matthew. "Sensory Interactions and the Epistemology of Haptic Touch." In The Epistemology of Non-Visual Perception, 53–76. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190648916.003.0003.

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This chapter addresses the issue of perceptual justification from the perspective of haptic touch. Touch raises a number of difficulties for traditional accounts of perceptual epistemology, since it involves a heterogenous collection of distinct sensory subsystems that must coordinate their activities and it essentially involves forms of emotional and bodily awareness that only derivatively provide information about features of the external world. These features suggest an epistemically interesting layer of sensory interaction that should be included in any plausible account of the justifying role of perceptual experience. The chapter argues that this layer of interaction, while perhaps more readily apparent in touch than in vision, is in fact ubiquitous in perception generally, and should be taken seriously by everyone working on the epistemology of perception.
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Ornelas, Sidney, and Jorge Vera-Martínez. "Sophisticated Segments of the Market." In Emotional, Sensory, and Social Dimensions of Consumer Buying Behavior, 249–69. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2220-2.ch011.

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Certain industries have developed segments in which both consumers and businesses have attitudes, expectations, and behaviors that differ significantly from those of the industries they are part of. Some of these new dynamics include a heightened interest in quality and the concomitant development of entities and mechanisms designed to ensure certain standards, as well as an increased level of involvement of the consumer with the product. Consumers who show the various characteristics mentioned above are part of what may be considered sophisticated segments of the market. This chapter analyses the relevance of perception of quality, the importance of educating consumers, and the changes in levels of consumer engagement in these segments. The chapter also suggests theoretical and practical implications regarding marketing strategies, as well as some gaps of knowledge that further research might address.
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Inbarasu, Jery D., and Eduardo E. Benarroch. "Peripheral and Central Pain Pathways and Pathophysiology." In Mayo Clinic Neurology Board Review, edited by Kelly D. Flemming, 29–33. Oxford University Press, 2021. http://dx.doi.org/10.1093/med/9780197512166.003.0004.

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Pain is an unpleasant sensory experience that may be associated with actual or potential tissue damage. Perception of pain includes 3 aspects: sensory-discriminative (intensity and location), cognitive (bodily sensation), and affective-emotional (suffering). Pain is a complex integration of anatomical pathways, including dorsal root ganglion nociceptive neurons, dorsal horn neurons, spinothalamic and spinobulbar pathways, the thalamus, the cortex, and local modulation. Peripheral and central sensitization may occur after tissue injury. This chapter reviews the peripheral and central processing of pain and concludes with a discussion of pain pathophysiology.
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Thagard, Paul. "Mental Mechanisms." In Mind-Society, 22–47. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190678722.003.0002.

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Psychological explanations based on representations and procedures can be deepened by showing how they emerge from neural mechanisms. Neurons represent aspects of the world by collective patterns of firing. These patterns can be bound into more complicated patterns that can transcend the limitations of sensory inputs. Semantic pointers are a special kind of representation that operates by binding neural patterns encompassing sensory, motor, verbal, and emotional information. The semantic pointer theory applies not only to the ordinary operations of mental representations like concepts and rules but also to the most high-level kinds of human thinking, including language, creativity, and consciousness. Semantic pointers also encompass emotions, construed as bindings that combine cognitive appraisal with physiological perception.
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Thagard, Paul. "Action and Intention." In Brain-Mind, 180–200. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190678715.003.0009.

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Actions results from the same neural mechanisms that explain sensation, imagery, concepts, rules, analogies, emotions, and consciousness. Neural representations govern motor operations such as walking and talking. Action selection, however, goes beyond simple associations of perception and motor control, because of deliberations in humans using beliefs, desires, and intentions. The basic neural mechanisms of representation, binding into semantic pointers, and competition among pointers function to produce actions. Intentions are semantic pointers that bind representations of the relevant situation, doing, evaluation, and self. Intentions are embodied in that representing the situation includes perceptions, doing the action includes motor representations, and performing the evaluation is an emotional process that includes physiology. But intentions can also be transbodied, when representations for the situation, cognitive appraisal, and the self are abstracted by recursive bindings that far surpass sensory-motor inputs.
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Marciniak-Firadza, Renata. "Elementy metody werbotonalnej w terapii dzieci z niepełnosprawnością intelektualną." In Problemy badawcze i diagnostyczne w logopedii. Wydawnictwo Uniwersytetu Łódzkiego, 2016. http://dx.doi.org/10.18778/8088-476-2.07.

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For children with intellectual disabilities it is easier to remember content in relation to movement, a specific situation important to them, as a result of multisensory contact with stimuli accompanied by the emotional content. Verbotonal method ensures that as all the exercises there are performed together with motor activation allowing for sensory stimulation: vestibular, proprioceptive both kinetic and tactile, whose proper functioning sets the base for perception development in the area of superior sensory systems, i.e., auditory and visual. Exercises used in the method mobilize children for action, stimulate cognitive and motor activity, perfect their attention focus, help them with visual perception, following objects with their eyes, or keeping focus on an object. They also stimulate imagination and creative expression, develop general and musical hearing, improve gross motor coordination as well as precise movements, precision, velocity, range, purposefulness and esthetics of their movements; they perfect self and space orientation, help with self‑esteem and self‑acceptance, mould their identity and body awareness, help level tactile oversensitivity/undersensitivity. Phonatory games can make it easier for children to produce sound, improve their articulation and phonation and musical elements better respiratory functions. Through joint games with other children or with the therapist, this method also facilitates establishing contact with another human being.
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Robison, Kristin Martinsen. "Understanding the Why of Behavior Through Regulation." In Leading Schools With Social, Emotional, and Academic Development (SEAD), 166–86. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6728-9.ch009.

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This chapter will review the many foundational theories that outline an historical understanding of behavior. Occupational therapy (OT) and psychology have provided a consistent framework for addressing and defining behavior. Behavior communicates self-awareness and self-management which are key competencies upon which social and emotional learning occur. Perception affects the definition and assumption of behavior, and this is affected by knowledge. Various considerations such as sensory processing, executive functioning, nervous system functions, and environmental factors affect the feedback loop that governs a child's ability to regulate. How we assess this process will determine our expectations and responses. When disciplinary programs do not address the whole child, behavior seldom improves. Embracing the big picture of behavior allows it to be viewed through a different lens to establish a supportive relationship with a student and empower them to achieve self-actualization and skills they will use for a lifetime.
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"Aesthetics in the Context of New Media Art and Knowledge Visualization." In Advances in Multimedia and Interactive Technologies, 66–98. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4627-8.ch004.

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This chapter discusses aesthetic values in mathematics, science, and computing including aesthetic computing and aesthetic issues related to digital environment. A study of aesthetics has always been related to the arts, philosophy of art, and our judgments about sensory or emotional values of specific art works; they are in the focus of neuroaesthetics. The objectives of aesthetic studies have been changing following the developments in computing technology, shifting the stress on usability and efficiency of projects and visualizations. Challenges and demands in aesthetics and art are then discussed, starting from an essential question (What is an artwork and what is not an artwork?), and including art definitions, art manifestos, opinions on the role of art, beauty, and aesthetic perception of art. Aesthetic education and ways of looking at art complete the chapter.
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Oralkan, Ayca. "Transmedia Storytelling as a Branding Strategy Through Neuromarketing." In Advances in Media, Entertainment, and the Arts, 373–94. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5357-1.ch019.

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Branding is a perceptual bridge between past customer satisfaction and customer expectations towards potential future experiences. The perception of a company is generated by this branding process through emotional expressions of its entity. In order for particular brand information to get noticed among other products, the message has to be well-designed. Neuroscience focuses on this sensory processing by the way the customers receive messages and the way they turn them into behavioral responses. In accordance with this purpose, an effective transmedia storytelling strategy has the potential to provide maximum customer engagement. Transmedia storytelling is an experience of collective intelligence with an immense potential of creating a center of attraction through message content, enabling the participants with similar interests and thoughts to come together by virtue of interactive communication platforms.
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Тези доповідей конференцій з теми "Emotional-sensory perception"

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Bordegoni, Monica, and Umberto Cugini. "Bringing User Experience (UX) Upstream to Design: A Sensing Based Approach." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-12542.

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Several studies in the field of Emotional Engineering have focused on studying new methods to design products that elicit positive emotions in the future consumers, focusing on the study of the visual perception of the products. A typical application of Emotional Engineering (E-E) is in the product design domain, where the design of new products tends to be validated even with respect to emotional responses, well before releasing the final product design. This paper proposes a new method and process for product design that is driven by the validation of emotional aspects, elicited by multi-sensory experience with products, more in line with the E-E perspective.
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Yanagisawa, Hideyoshi, Tamotsu Murakami, Shogo Noguchi, Koichi Ohtomi, and Rika Hosaka. "Quantification Method of Diverse Kansei Quality for Emotional Design: Application of Product Sound Design." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34627.

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This paper proposes a quantification method of a product’s emotional quality, which we call kansei quality, with attention paid to its diversity to support the affective design. The customer’s sensitivity towards such a quality differs from person to person due to perception gaps and ambiguity. The proposed method helps the designer to grasp such diverse sensitivities of customers. In contrast to the conventional approach that aims to generalize human sensitivity using average results of sensory tests, the proposed method divides an emotional quality based on differences among the customers’ sensitivity. We apply the proposed method for designing a machine sound in which the designer deals with the sound quality as a kansei quality. We carry out an impression evaluation experiment on human subjects using existing product sounds. To demonstrate the effectiveness of the method, we compare the proposed method with the conventional approach using experimental results. The comparison results show the advantages of the method, such as the avoidance of meaningless average data caused by canceling out multiple different sensitivities. Based on the proposed method, we developed a prototype system that enables the designer to evaluate the kansei qualities of a created sound without conducting a sensory test.
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Ugur, Secil, Monica Bordegoni, S. G. A. Wensveen, Raffaella Mangiarotti, and Marina Carulli. "Embodiment of Emotions Through Wearable Technology." In ASME 2011 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/detc2011-47845.

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Due to the huge impact of communication technologies, the meaning of social existence is changing towards the use of electronic devices as extensions of senses. While technology is becoming intimate, reaching farther into user’s lives than ever before, wearable technology has emerged as a new research field where technology is worn to provide a sensory interface. Through the integration of technology and garments, the research aims to discover new ways of creating wearables that provide new avenues for emotional expression and social interaction. Emotional embodiment through Wearable Technology can strengthen social bonds through a paradigm of increased emotional expression, understanding, and trust. To verify this hypothesis, a set of dynamic garments has been built by developing both virtual and real prototypes and performing user tests. This paper addresses to new scenarios of sensing, interacting, and interpreting emotions through Wearable Technology and its’ effects on the user’s perception.
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Yamada, Takashi, and Tomio Watanabe. "An Average Facial Color Image Avatar System for the Analysis by Synthesis of Affect Display by Dynamic Facial Color and Expression." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-70263.

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In this study, we focus on the facial expression of a deformed avatar and develop an average facial color image avatar system based on dynamic facial color and expression to facilitate the analysis by synthesis of an affect display. This is achieved by controlling the parameters of a proposed dynamic facial color model and analyzing the extent to which dynamic facial color with emphasized color tones is suitable for the representation of a laugh. The effectiveness of the system is demonstrated by sensory evaluation. The application of this system in emotional interaction could support psychological experiments related to perception and recognition, based on dynamic facial color and expression.
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Wolniak, Radoslaw. "THE PERCEPTION OF ARCHITECTURAL BARRIERS IN SOSNOWIEC MUNICIPIAL OFFICE FROM DISABLE PERSON POINT OF VIEW." In GEOLINKS International Conference. SAIMA Consult Ltd, 2020. http://dx.doi.org/10.32008/geolinks2020/b2/v2/37.

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The paper concentrate on problems connected with problems of peoples with disability. The main aims of the paper is to measure the level of quality of service in the case of architectural barriers in municipal offices by peoples in disability. We made following hypothesis: the types of disability significantly affects the perception of quality of services in municipal office regarding architectural barrier. The problem of satisfaction of people with disability in the case of architectural barriers in municipal office in Sosnowiec was analyzed from type of disability point of view. We distinguished five main types of disability in the paper: sensory impairment – a lack, damage or disorder of sensory analysers’ function (this category includes the blind, the visually impaired, the deaf, hard of hearing persons and people with visual and auditory perception disorders); intellectual impairment – mental retardation; social functioning impairment – disorders of neural and emotional balance; communication impairment – hindered verbal contact (speech impediments, autism, stammering); motor impairment – people with motor organ dysfunction. On the basis of that are discussed in this publication the research, we can conclude that the overall assessment of architectural barriers for people with disabilities is as in the case of the Municipal Office in Sosnowiec at an average level. The problems focus mainly on matters of specialized service selected groups of customers with disabilities who require further elaboration. Another type of problem is to issue a limited number of parking spaces for the disabled, but for objective reasons, it will be difficult to solve. Also we can say that the assessment of the architectural barriers by peoples with various types of disability vary significantly. The architectural barriers are the problem especially for people with motor disabilities – those persons are going to municipal office often and because of type of their disability barriers within the office and near the office is the big problem for them. The results are supporting the hypothesis that the type of disability affects perception of architectural barriers by peoples with disabilities.
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Jomaa, Inès, Emilie Poirson, Catherine Da Cunha, and Jean-François Petiot. "Design of a Recommender System Based on Customer Preferences: A Comparison Between Two Approaches." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82771.

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This work addresses the design of a preference based system that suggests relevant products to customers. It aims at helping them with their purchase decision (on electronic commerce websites). A use case that consists in making spontaneous recommendations to the customers, on the basis of their previous ratings is described. The product considered to illustrate the approach is a comic. This paper is focused on two recommender approaches. The first approach, “the traditional” approach, is based on the collaborative filtering while the second approach, is based on a new proposed algorithm. Collaborative filtering is a technique to making recommendations by matching people with the same preferences (preferential similarity). The second approach which is proposed is a combination of the traditional collaborative filtering and the perceptual similarities approach between customers (perceptual similarity). Perceptive data include emotional, sensory and semantic ratings of the products. The purpose of this paper is to evaluate the performance of the proposed approach and to compare it with the traditional approach. A test procedure is thus implemented. It consists in simulating customers’ behavior according to a set of products, and to compute a performance criterion of the recommender system, measuring the relevance of the proposed products. The performance of the proposed algorithm is compared with that of the traditional one. The results show that the consideration of perceptual assessments of products by customers generally helps in the relevance of the propositions of the system.
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Zalys, Vytautas. "Interactive Multi-Sensory Environments for Children with Autism Spectrum Disorders." In ATEE 2020 - Winter Conference. Teacher Education for Promoting Well-Being in School. LUMEN Publishing, 2021. http://dx.doi.org/10.18662/lumproc/atee2020/39.

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The emerging of digital technology not only encourages the development of new tools but also changes traditional approaches to solving emerging problems. The sound, music, art, colors, etc. that prevailed in the 20th-century forms of therapy are being replaced by integrated systems that overcome many of these forms, thanks to digital technology. With the increasing number of people with autism spectrum disorder (ASD) in the world, such systems provide new opportunities for the treatment of these disorders. In this research, the creation of such a system has been chosen as the object of work. The article presents an interactive tool for the education of children with ASD created by audio, video, and computer technologies and assesses its potential impact. The experimental research and its results are presented. This study aims to evaluate an interactive instrument developed for the education of such children. Following the objectives of ensuring the interactivity of the process, provoking all the perceptions of the subject, and developing the subject's ability to respond to the environment, a personalized audiovisual environment was created. For interactivity, the virtual program EyeCon, Webcam and camcorders, video projector, and speaker system were used. The study was conducted with one subject and a case study method was used. The impact of the instrument was established based on a survey of the parents of the child and the findings of childcare experts. The results of the study demonstrated the positive benefits for this child such as increased eye-to-hand coordination, concentration duration, improved communication, and emotional expression. The results obtained show that such interactive multi-sensory environments in special and general education schools can be a supplemental tool for traditional methods.
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