Creepy (other)
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Creepy (other)
Creepiness is the state of being creepy, or causing an unpleasant feeling of fear or unease. A person who exhibits creepy behaviour is called a creep. Certain traits or hobbies may make people seem creepy to others. The internet has been described as increasingly creepy. Adam Kotsko has compared the modern conception of creepiness to the Freudian concept of . The term has also been used to describe paranormal or supernatural phenomena. History and studies In the abstract the feeling of "creepiness" is subjective: for example some dolls have been described as creepy. The adjective "creepy", referring to a feeling of creeping in the flesh, was first used in 1831, but it was Charles Dickens who coined and popularized the term "the creeps" in his 1849 novel David Copperfield. During the 20th century, association was made between involuntary celibacy and creepiness. The concept of creepiness has only recently been formally addressed in social media marketing. The sensation of c ...
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Creepy
Creepiness is the state of being creepy, or causing an unpleasant feeling of fear or unease. A person who exhibits creepy behaviour is called a creep. Certain traits or hobbies may make people seem creepy to others. The internet has been described as increasingly creepy. Adam Kotsko has compared the modern conception of creepiness to the Freudian concept of . The term has also been used to describe paranormal or supernatural phenomena. History and studies In the abstract the feeling of "creepiness" is subjective: for example some dolls have been described as creepy. The adjective "creepy", referring to a feeling of creeping in the flesh, was first used in 1831, but it was Charles Dickens who coined and popularized the term "the creeps" in his 1849 novel David Copperfield. During the 20th century, association was made between involuntary celibacy and creepiness. The concept of creepiness has only recently been formally addressed in social media marketing. The sensation of ...
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American Psychological Association
The American Psychological Association (APA) is the largest scientific and professional organization of psychologists in the United States, with over 133,000 members, including scientists, educators, clinicians, consultants, and students. It has 54 divisions—interest groups for different subspecialties of psychology or topical areas. The APA has an annual budget of around $115 million. Profile The APA has task forces that issue policy statements on various matters of social importance, including abortion, human rights, the welfare of detainees, human trafficking, the rights of the mentally ill, IQ testing, sexual orientation change efforts, and gender equality. Governance APA is a corporation chartered in the District of Columbia. APA's bylaws describe structural components that serve as a system of checks and balances to ensure democratic process. The organizational entities include: * APA President. The APA's president is elected by the membership. The president chairs th ...
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Feeling
Feelings are subjective self-contained phenomenal experiences. According to the ''APA Dictionary of Psychology'', a feeling is "a self-contained phenomenal experience"; and feelings are "subjective, evaluative, and independent of the sensations, thoughts, or images evoking them". The term ''feeling'' is closely related to, but not the same as emotion. "Feeling" may for instance refer to the conscious subjective experience of emotions. The study of subjective experiences is referred to as phenomenology. The discipline of psychotherapy generally involves a therapist helping a client understand, articulate and learn to effectively regulate their own feelings and ultimately take responsibility for their experience of the world. Feelings are sometimes held to be characteristic of embodied consciousness. The English noun ''feelings'' may generally refer to any degree of subjectivity in perception or sensation. However, feelings often refer to an individual sense of well-being (perha ...
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Fear
Fear is an intensely unpleasant emotion in response to perceiving or recognizing a danger or threat. Fear causes physiological changes that may produce behavioral reactions such as mounting an aggressive response or fleeing the threat. Fear in human beings may occur in response to a certain stimulus occurring in the present, or in anticipation or expectation of a future threat perceived as a risk to oneself. The fear response arises from the perception of danger leading to confrontation with or escape from/avoiding the threat (also known as the fight-or-flight response), which in extreme cases of fear (horror and terror) can be a freeze response or paralysis. In humans and other animals, fear is modulated by the process of cognition and learning. Thus, fear is judged as rational or appropriate and irrational or inappropriate. An irrational fear is called a phobia. Fear is closely related to the emotion anxiety, which occurs as the result of threats that are perceived to b ...
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Internet Privacy
Internet privacy involves the right or mandate of personal privacy concerning the storing, re-purposing, provision to third parties, and displaying of information pertaining to oneself via Internet. Internet privacy is a subset of data privacy. Privacy concerns have been articulated from the beginnings of large-scale computer sharing. Privacy can entail either personally identifiable information (PII) or non-PII information such as a site visitor's behavior on a website. PII refers to any information that can be used to identify an individual. For example, age and physical address alone could identify who an individual is without explicitly disclosing their name, as these two factors are unique enough to identify a specific person typically. Other forms of PII may soon include GPS tracking data used by apps, as the daily commute and routine information can be enough to identify an individual. It has been suggested that the "appeal of online services is to broadcast personal infor ...
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Uncanny Valley
In aesthetics, the uncanny valley ( ja, 不気味の谷 ''bukimi no tani'') is a hypothesized relation between an object's degree of resemblance to a human being and the emotional response to the object. The concept suggests that humanoid objects that imperfectly resemble actual human beings provoke uncanny or strangely familiar feelings of uneasiness and revulsion in observers. "Valley" denotes a dip in the human observer's affinity for the replica, a relation that otherwise increases with the replica's human likeness. Examples can be found in robotics, 3D computer animations and lifelike dolls. With the increasing prevalence of virtual reality, augmented reality, and photorealistic computer animation, the "valley" has been cited in reaction to the verisimilitude of the creation as it approaches indistinguishability from reality. The uncanny valley hypothesis predicts that an entity appearing almost human will risk eliciting cold, eerie feelings in viewers. Etymology Robotics ...
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Social Skills
A social skill is any competence facilitating interaction and communication with others where social rules and relations are created, communicated, and changed in verbal and nonverbal ways. The process of learning these skills is called socialization. Lack of such skills can cause ''social awkwardness''. Interpersonal skills are actions used to effectively interact with others. Interpersonal skills relate to categories of dominance vs. submission, love vs. hate, affiliation vs. aggression, and control vs. autonomy (Leary, 1957). Positive interpersonal skills include persuasion, active listening, delegation, and stewardship, among others. Social psychology, an academic discipline focused on research relating to social functioning, studies how interpersonal skills are learned through societal-based changes in attitude, thinking, and behavior. Enumeration and categorization Social skills are the tools that enable people to communicate, learn, ask for help, get needs met in appro ...
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Mimicry
In evolutionary biology, mimicry is an evolved resemblance between an organism and another object, often an organism of another species. Mimicry may evolve between different species, or between individuals of the same species. Often, mimicry functions to protect a species from predators, making it an anti-predator adaptation. Mimicry evolves if a receiver (such as a predator) perceives the similarity between a mimic (the organism that has a resemblance) and a model (the organism it resembles) and as a result changes its behaviour in a way that provides a selective advantage to the mimic. The resemblances that evolve in mimicry can be visual, acoustic, chemical, tactile, or electric, or combinations of these sensory modalities. Mimicry may be to the advantage of both organisms that share a resemblance, in which case it is a form of mutualism; or mimicry can be to the detriment of one, making it parasitic or competitive. The evolutionary convergence between groups is driven by th ...
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Psychological Science
''Psychological Science'', the flagship journal of the Association for Psychological Science (APS), is a monthly, peer-reviewed, scientific journal published by SAGE Publications. Publication scope ''Psychological Science'' publishes research reports and short commentaries. The journal publishes cutting-edge research articles, short reports, and research reports spanning the entire spectrum of the science of psychology. ''Psychological Science'' is a general-interest journal that publishes articles with a general theoretical significance and broad interest across the field of psychological science. The articles include topics from cognitive, social, developmental and health psychology, as well as behavioral neuroscience and biopsychology. The journal also publishes studies that employ novel research methodologies and innovative analysis techniques. Its editor is Patricia Bauer from Emory University, Atlanta, Georgia. Characteristics Published monthly, the journal appears online ...
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Agent Detection
Agent detection is the inclination for animals, including humans, to presume the purposeful intervention of a sentient or intelligent agent in situations that may or may not involve one. Evolutionary origins It is believed that humans evolved agent detection as a survival strategy. In situations where one is unsure of the presence of an intelligent agent (such as an enemy or a predator), there is survival value in assuming its presence so that precautions can be taken. For example, if a human came across an indentation in the ground that might be a lion's footprint, it is advantageous to err on the side of caution and assume that the lion is present. Psychologists Kurt Gray and Daniel Wegner wrote: Role in religion Some scientists believe that the belief in acting gods is an evolutionary by-product of agent detection. A spandrel is a non-adaptive trait formed as a side effect of an adaptive trait. The psychological trait in question is "if you hear a twig snap in the forest, som ...
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Child Development
Child development involves the Human development (biology), biological, developmental psychology, psychological and emotional changes that occur in human beings between birth and the conclusion of adolescence. Childhood is divided into 3 stages of life which include early childhood, middle childhood, and late childhood (preadolescence). Early childhood typically ranges from infancy to the age of 6 years old. During this period, development is significant, as many of life's milestones happen during this time period such as first words, learning to crawl, and learning to walk. There is speculation that middle childhood/preadolescence or ages 6–12 are the most crucial years of a child's life. Adolescence is the stage of life that typically starts around the major onset of puberty, with markers such as menarche and spermarche, typically occurring at 12–13 years of age. It has been defined as ages 10 to 19 by the World Health Organization. In the course of development, the individu ...
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Uncanny Valley
In aesthetics, the uncanny valley ( ja, 不気味の谷 ''bukimi no tani'') is a hypothesized relation between an object's degree of resemblance to a human being and the emotional response to the object. The concept suggests that humanoid objects that imperfectly resemble actual human beings provoke uncanny or strangely familiar feelings of uneasiness and revulsion in observers. "Valley" denotes a dip in the human observer's affinity for the replica, a relation that otherwise increases with the replica's human likeness. Examples can be found in robotics, 3D computer animations and lifelike dolls. With the increasing prevalence of virtual reality, augmented reality, and photorealistic computer animation, the "valley" has been cited in reaction to the verisimilitude of the creation as it approaches indistinguishability from reality. The uncanny valley hypothesis predicts that an entity appearing almost human will risk eliciting cold, eerie feelings in viewers. Etymology Robotics ...
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