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通过电脑游戏引发的情感性言语。

Affective speech elicited with a computer game.

作者信息

Johnstone Tom, van Reekum Carien M, Hird Kathryn, Kirsner Kim, Scherer Klaus R

机构信息

University of Western Australia, Department of Psychology, Perth, WAU, Australia.

出版信息

Emotion. 2005 Dec;5(4):513-8. doi: 10.1037/1528-3542.5.4.513.

DOI:10.1037/1528-3542.5.4.513
PMID:16366756
Abstract

To determine the degree to which emotional changes in speech reflect factors other than arousal, such as valence, the authors used a computer game to induce natural emotional speech. Voice samples were elicited following game events that were either conducive or obstructive to the goal of winning and were accompanied by either pleasant or unpleasant sounds. Acoustic analysis of the speech recordings of 30 adolescents revealed that mean energy, fundamental-frequency level, utterance duration, and the proportion of an utterance that was voiced varied with goal conduciveness; spectral energy distribution depended on manipulations of pleasantness; and pitch dynamics depended on the interaction of pleasantness and goal conduciveness. The results suggest that a single arousal dimension does not adequately characterize a number of emotion-related vocal changes, lending weight to multidimensional theories of emotional response patterning.

摘要

为了确定言语中的情绪变化在多大程度上反映了除唤醒之外的其他因素,如效价,作者使用一款电脑游戏来诱发自然的情绪言语。在游戏事件之后采集语音样本,这些事件要么有助于要么阻碍获胜目标,并且伴随着愉快或不愉快的声音。对30名青少年的语音记录进行声学分析发现,平均能量、基频水平、话语时长以及浊音话语的比例随目标达成度而变化;频谱能量分布取决于愉悦度的操控;音高动态变化取决于愉悦度和目标达成度的相互作用。结果表明,单一的唤醒维度并不能充分描述许多与情绪相关的声音变化,这为情绪反应模式的多维理论提供了支持。

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