{"title":"外观与动作的交互作用对物体情感状态归因的影响:以拥抱姬松茸为例","authors":"Taku Imaizumi , Kohske Takahashi , Kazuhiro Ueda","doi":"10.1016/j.chb.2024.108383","DOIUrl":null,"url":null,"abstract":"<div><p>Feeling that a non-human object has emotions (hereinafter referred to <em>as emotional state attribution</em>) is generally known as <em>animacy perception</em>. Previous studies have considered appearance and motion separately as factors that evoke emotional state attribution. Then, if both the degree of human likeness in shape and the presence or absence of motion are considered simultaneously, is there a possibility of strong emotional state attribution even for objects that are not human-like in terms of shape? In this study, we experimentally investigated the influence of human likeness in shape and movements evoking social relations on emotional state attribution, including their interaction, using three types of objects (human figure, shimeji mushroom, and match) that were assumed to differ from humans in terms of shape. We conducted three experiments. In Experiment 1, although the human figure was rated as more human-like than the shimeji mushroom in terms of shape, emotions were attributed more strongly to the shimeji mushroom than to the human figure when accompanied by movements that evoked social relationships. In Experiment 2, a follow-up to Experiment 1 was conducted by eliminating the influence of three-dimensionality, and similar results to Experiment 1 were obtained. In Experiment 3, the influence of face parts was examined, and emotions were attributed more strongly when motion was given to an object without face parts. The results suggest that people may attribute emotions more strongly to faceless objects that resemble humans only to a certain extent in shape when they show movements that evoke social relations.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"161 ","pages":"Article 108383"},"PeriodicalIF":9.0000,"publicationDate":"2024-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S0747563224002516/pdfft?md5=12777273f8dfea56263835c09da4cda1&pid=1-s2.0-S0747563224002516-main.pdf","citationCount":"0","resultStr":"{\"title\":\"Influence of appearance and motion interaction on emotional state attribution to objects: The example of hugging shimeji mushrooms\",\"authors\":\"Taku Imaizumi , Kohske Takahashi , Kazuhiro Ueda\",\"doi\":\"10.1016/j.chb.2024.108383\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>Feeling that a non-human object has emotions (hereinafter referred to <em>as emotional state attribution</em>) is generally known as <em>animacy perception</em>. Previous studies have considered appearance and motion separately as factors that evoke emotional state attribution. Then, if both the degree of human likeness in shape and the presence or absence of motion are considered simultaneously, is there a possibility of strong emotional state attribution even for objects that are not human-like in terms of shape? In this study, we experimentally investigated the influence of human likeness in shape and movements evoking social relations on emotional state attribution, including their interaction, using three types of objects (human figure, shimeji mushroom, and match) that were assumed to differ from humans in terms of shape. We conducted three experiments. In Experiment 1, although the human figure was rated as more human-like than the shimeji mushroom in terms of shape, emotions were attributed more strongly to the shimeji mushroom than to the human figure when accompanied by movements that evoked social relationships. In Experiment 2, a follow-up to Experiment 1 was conducted by eliminating the influence of three-dimensionality, and similar results to Experiment 1 were obtained. In Experiment 3, the influence of face parts was examined, and emotions were attributed more strongly when motion was given to an object without face parts. The results suggest that people may attribute emotions more strongly to faceless objects that resemble humans only to a certain extent in shape when they show movements that evoke social relations.</p></div>\",\"PeriodicalId\":48471,\"journal\":{\"name\":\"Computers in Human Behavior\",\"volume\":\"161 \",\"pages\":\"Article 108383\"},\"PeriodicalIF\":9.0000,\"publicationDate\":\"2024-08-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.sciencedirect.com/science/article/pii/S0747563224002516/pdfft?md5=12777273f8dfea56263835c09da4cda1&pid=1-s2.0-S0747563224002516-main.pdf\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers in Human Behavior\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0747563224002516\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563224002516","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
Influence of appearance and motion interaction on emotional state attribution to objects: The example of hugging shimeji mushrooms
Feeling that a non-human object has emotions (hereinafter referred to as emotional state attribution) is generally known as animacy perception. Previous studies have considered appearance and motion separately as factors that evoke emotional state attribution. Then, if both the degree of human likeness in shape and the presence or absence of motion are considered simultaneously, is there a possibility of strong emotional state attribution even for objects that are not human-like in terms of shape? In this study, we experimentally investigated the influence of human likeness in shape and movements evoking social relations on emotional state attribution, including their interaction, using three types of objects (human figure, shimeji mushroom, and match) that were assumed to differ from humans in terms of shape. We conducted three experiments. In Experiment 1, although the human figure was rated as more human-like than the shimeji mushroom in terms of shape, emotions were attributed more strongly to the shimeji mushroom than to the human figure when accompanied by movements that evoked social relationships. In Experiment 2, a follow-up to Experiment 1 was conducted by eliminating the influence of three-dimensionality, and similar results to Experiment 1 were obtained. In Experiment 3, the influence of face parts was examined, and emotions were attributed more strongly when motion was given to an object without face parts. The results suggest that people may attribute emotions more strongly to faceless objects that resemble humans only to a certain extent in shape when they show movements that evoke social relations.
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.