Graduate School of Human-Environment Studies, Kyushu University, Fukuoka, Japan.
Japan Society for the Promotion of Science, Tokyo, Japan.
Sci Rep. 2018 Apr 10;8(1):5752. doi: 10.1038/s41598-018-23973-4.
When two identical objects move toward each other, overlap completely, and continue toward opposite ends of a space, observers might perceive them as streaming through or bouncing off each other. This phenomenon is known as 'stream/bounce perception'. In this study, we investigated the effect of the presentation of emoticons on stream/bounce perception in five experiments. In Experiment 1, we used emoticons representing anger ('('∧')'), a smile ('(^^)'), and a sober face ('(°°)', as a control), and observers were asked to judge whether two objects unrelated to the emoticon had streamed through or bounced off each other. The anger emoticon biased perception toward bouncing when compared with the smile or sober face emoticon. In Experiments 2 and 3, we controlled for the valence and arousal of emoticons, and found that arousal influenced stream/bounce perception but valence did not. Experiments 4 and 5 ruled out the possibility of attentional capture and response bias for the emoticon with higher arousal. Taken together, the findings indicate that emoticons with higher arousal evoke a mental image of a 'collision' in observers, thereby eliciting the bounce perception.
当两个相同的物体相互靠近、完全重叠并朝着空间相反的两端继续运动时,观察者可能会认为它们彼此穿过或反弹。这种现象被称为“流弹感知”。在这项研究中,我们通过五个实验来研究表情符号对流弹感知的影响。在实验 1 中,我们使用了代表愤怒(“(∧)”)、微笑(“(^^)”)和冷静脸(“(°°)”,作为对照)的表情符号,要求观察者判断两个与表情符号无关的物体是否相互穿过或反弹。与微笑或冷静脸表情符号相比,愤怒表情符号更倾向于将感知判断为反弹。在实验 2 和 3 中,我们控制了表情符号的效价和唤醒度,发现唤醒度影响了流弹感知,但效价没有影响。实验 4 和 5 排除了对高唤醒度表情符号的注意力捕获和反应偏差的可能性。综上所述,这些发现表明,唤醒度较高的表情符号会在观察者心中唤起“碰撞”的心理图像,从而引起反弹感知。