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Emotion induction techniques
Geneva Emotion Research Group
One aim - several techniques
Manipulate mood/affect/emotion
Is there really only one aim?
Several induction techniques
No generally accepted classification
A priori limitations
Practical limitations
Ethical limitations
Classification for this presentation
Displaying material selected for its emotional impact
photographs movie clipsmusic excerpts
Imagination techniquesrecall and "reactivate" past emotional experiences read emotional scenarios or emotionally loaded sentences and "get into" the corresponding mood (Velten technique)
Classification for this presentation
Preset interactions - with a computer program or a confederate
computer games Wizard-of-Oz experiments interaction with human confederate(s)
Facial feedback paradigm
Administration of drugs
Presentation of emotional stimuli
Pictures
International Affective Picture System (Lang, Bradley, & Cuthbert, 1999)Snakes and spiders, angry faces(Öhman, 1986)Emotional faces (Ekman & Matsumoto)
With or without instructions
Subliminal presentation
Physiological reactions and RTs
An illustration: IAPS
Presentation of pictures
Often with a secondary task (e.g. react to a superimposed symbol)
Examples…
Caution: Due to copyright issues, some examples/illustrations have been removed from this presentation
Int. Affective Picture System
Pictures are rated on two (three) dimensions
Valence: very unpleasant (1) - very pleasant (9)
Arousal:not arousing (1) – very arousing (9)
Dominance:(control, power)
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1 2 3 4 5 6 7 8 9
Int. Affective Picture System
N= 604 pictures
Aro
usal
Valence
Presentation of emotional stimuli
Music & film excerpts
Complex stimuli, target specific emotion categories
Sounds
Less complex stimuli, target pleasantness, unpleasantness
Presentation of emotional stimuli
Effective to manipulate physiological reactions, RTs and self-reports
For the more complex stimuli:
Impact of demand characteristics
Individual and cultural differences
Imagination techniques
Free recallE.g. ‘Remember/Relive a situation where you felt anger‘(Frijda, Kuipers, & ter Schure, 1989; Mauro, Sato, & Tucker, 1992)
Guided imagination (listen to stories)uses “you“-formoften read by an actordescribes in detail, what a person should think/feel/do in a given situation
Velten technique
Imagination techniques
Widely used, high level, target specific emotion categories
Influence physiological reactions, emotional expressions (?)
Major limitation(s):
Recalled (relived) versus "actual" emotionsFacilitated acting ?
Preset interactions
With human confederates - examplesE.g. Stemmler, Heldmann, Pauls, & T. Scherer (2001)
Fear induction: 1) Preparing and giving a speech (evaluated for verbal intelligence), 2) Announcement of blood sample drawing
Anger induction: 1) Difficult knowledge tests, mental arithmetic tests and anagram tests. Participants had to reply loudly, “I don‘t know“, when they had no idea of a correct response. Experimenter interrupts frequently, says that he doesn‘t understand, gives negative feedback2) Accusation of non-compliance: Angry experimenter told participants that their movements caused artefacts in physiological data.
Preset interactions
With computers – examples
X-quest (van Reekum et al. 2004)
GAME (Wehrle, 1996)
Also: Wizard-of-Oz type interactions (the participant may be told or not that a human person controls the machine)
Preset interactions – X-quest
Experimentally manipulate appraisal on different dimensions to observe main and interaction effects on physiological responding, expressions and verbal report.
Computer games in which the– intrinsic un/pleasantness– conduciveness/obstructiveness– control– power (coping potential)
of events are manipulated in a factorial design.
Preset interactions – X-quest
Pleasantness: Pleasant or unpleasant sounds marking event
Conducive: Reach next levelObstructive: Loose ship
Power: Rate of bullets
Control: Wobbly cursor
Preset interactions – GAME
The Geneva Appraisal Manipulation Environment (GAME; Wehrle 1996) is a tool for generating experimental computer games.
The creation of the scenarios is based on theoretical predictions concerning emotion antecedent appraisal and emotion specific action tendencies as postulated by different componential appraisal theorists (Scherer, 1988; Frijda, 1986).
Details: Kaiser, S. & Wehrle, T. (1996).
Preset interactions – GAME
Example of a maze like game level created with
GAME
Preset interactions – GAME
Results obtained with this approach highlight several issues:
Target emotion categories are often too broad (more than one type of anger)
Individual differences (in appraisal) for the same situation lead to different emotional reports (and to different expressions)
Preset interactions
Closest to daily reactions:
Ecological validity high (?)
Not very intense emotions
Controlled/regulated expressions
Large individual differences in emotional reactions (?)
Production of facial expressions
E.g. Ekman, Levenson, & Friesen (1990)Participants are requested to perform particular facial expressions
Highly technical instructions like “Raise your upper eyebrow“ without referring to emotional terms
Idea:Performance of an action characteristic of an emotion (here: facial expression) is associated with a specific subjective feeling state and capable to elicit the latter one.
Administration of drugs
Examples:
Blocking of beta-adrenergic receptors to reduce fear (Tyrer, 1980)
Administration of Amphetamine to induce fear
Open issues / problems
Ecological validity of emotions induced in a laboratory
Can we generalize the results to a non-laboratory context?
Specificity of the emotion inductionDo we induce only the target emotion?
Recognition vs. experience of emotionsParticulary problematic when using pictures or production of facial expressions as induction techniques
Ethical constraints