Emotions In Virtual Communication
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Emotions In Virtual Communication
Emotions in virtual communication differ in a variety of ways from those in face-to-face interactions due to the characteristics of computer-mediated communication (CMC). CMC may lack many of the auditory and visual cues normally associated with the emotional aspects of interactions. Research in this area has investigated how and when individuals display and interpret various emotions in virtual settings. Expression While text-based communication eliminates audio and visual cues, there are other methods for adding emotion. Emoticons, or emotional icons, can be used to display various types of emotions. Similar to emotional displays in face-to-face communication, it was found that females tend to use more emoticons than their male counterparts. Beyond simply using emoticons, in virtual communication platforms, people tend to capitalize letters or words to add emphasis to speaking. There are a variety of characteristics of virtual communication that result in an increase in the ...
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Computer-mediated Communication
Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats (e.g., instant messaging, email, chat rooms, online forums, social network services), it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software. Forms Computer-mediated communication can be broken down into two forms: synchronous and asynchronous. Synchronous computer-mediated communication refers to communication that occurs in real-time. All parties are engaged in the communication simultaneously; however, they are not necessarily all in the same location. Examples of synchronous communication are vi ...
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Sigal G
Sigal may refer to: People Surname * Clancy Sigal (1926-2017), American writer * Israel Michael Sigal, Canadian mathematician * Ellen V. Sigal, chairperson of Friends of Cancer Research * Isaak Sigal (born 1927), Ukrainian scientist * Leonid Sigal, Russian violinist * Lisa Sigal (born 1962), American contemporary artist * Alex Sigal, virologist, biologist Given name * Sigal Avin, American-Israeli writer * Sigal Bujman, Israeli filmmaker * Sigal Erez, American actress * Sigal Gottlieb, American applied mathematician * Sigal Mandelker, American lawyer * Sigal Shachmon (born 1971), Israeli model Places * Sigal, Sakastan Sigal was a city of the Helmund valley in south-west Afghanistan (ancient Sacastene). The presence of the Sakas in Sakastan in the 1st century BCE, with their capital at Sigal, is mentioned by Isidore of Charax in his "Parthian stations". He exp ... Other * SIGAL (insurance company) {{disambig ...
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Emotion
Emotions are mental states brought on by neurophysiological changes, variously associated with thoughts, feelings, behavioral responses, and a degree of pleasure or displeasure. There is currently no scientific consensus on a definition. Emotions are often intertwined with mood, temperament, personality, disposition, or creativity. Research on emotion has increased over the past two decades with many fields contributing including psychology, medicine, history, sociology of emotions, and computer science. The numerous theories that attempt to explain the origin, function and other aspects of emotions have fostered more intense research on this topic. Current areas of research in the concept of emotion include the development of materials that stimulate and elicit emotion. In addition, PET scans and fMRI scans help study the affective picture processes in the brain. From a mechanistic perspective, emotions can be defined as "a positive or negative experience that is as ...
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Emoticon
An emoticon (, , rarely , ), short for "emotion icon", also known simply as an emote, is a pictorial representation of a facial expression using Character (symbol), characters—usually punctuation marks, numbers, and letters—to express a person's feelings, mood or reaction, or as a time-saving method. The first ASCII emoticons are generally credited to computer scientist Scott Fahlman, who proposed what came to be known as "smileys":-) and :-(in a message on the bulletin board system (BBS) of Carnegie Mellon University in 1982. In Western countries, emoticons are usually written at a right angle to the direction of the text. Users from Japan popularized a kind of emoticon called kaomoji, utilizing the larger character sets required for Japanese, that can be understood without tilting one's head to the left. This style arose on ASCII NET of Japan in 1986. As SMS mobile text messaging and the Internet became widespread in the late 1990s, emoticons became increasingly popula ...
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Flaming (Internet)
Flaming or roasting is the act of posting insults, often including profanity or other offensive language, on the internet. This term should not be confused with the term trolling, which is the act of someone going online, or in person, and causing discord. Flaming emerged from the anonymity that Internet forums provide cover for users to act more aggressively. Anonymity can lead to disinhibition, which results in the swearing, offensive, and hostile language characteristic of flaming. Lack of social cues, less accountability of face-to-face communications, textual mediation and deindividualization are also likely factors. Deliberate flaming is carried out by individuals known as flamers, which are specifically motivated to incite flaming. These users specialize in flaming and target specific aspects of a controversial conversation While these behaviors may be typical or expected in certain types of forums, they can have dramatic, adverse effects in others. Flame wars can have a las ...
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Affect (psychology)
Affect, in psychology, refers to the underlying experience of feeling, emotion or mood. History The modern conception of affect developed in the 19th century with Wilhelm Wundt. The word comes from the German ''Gefühl'', meaning "feeling." A number of experiments have been conducted in the study of social and psychological affective preferences (i.e., what people like or dislike). Specific research has been done on preferences, attitudes, impression formation, and decision-making. This research contrasts findings with recognition memory (old-new judgments), allowing researchers to demonstrate reliable distinctions between the two. Affect-based judgments and cognitive processes have been examined with noted differences indicated, and some argue affect and cognition are under the control of separate and partially independent systems that can influence each other in a variety of ways (Zajonc, 1980). Both affect and cognition may constitute independent sources of effects within ...
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Egocentrism
Egocentrism is the inability to differentiate between self and other. More specifically, it is the inability to accurately assume or understand any perspective other than one's own. Egocentrism is found across the life span: in infancy, early childhood, adolescence, and adulthood. Although egocentric behaviors are less prominent in adulthood, the existence of some forms of egocentrism in adulthood indicates that overcoming egocentrism may be a lifelong development that never achieves completion. Adults appear to be less egocentric than children because they are faster to correct from an initially egocentric perspective than children, not because they are less likely to initially adopt an egocentric perspective. Definition Egocentrism is the inability to differentiate between self and other. More specifically, it is the inability to accurately assume or understand any perspective other than one's own. Although egocentrism and narcissism appear similar, they are not the same. A pe ...
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Gesture
A gesture is a form of non-verbal communication or non-vocal communication in which visible bodily actions communicate particular messages, either in place of, or in conjunction with, speech. Gestures include movement of the hands, face, or other parts of the body. Gestures differ from physical non-verbal communication that does not communicate specific messages, such as purely expressive displays, proxemics, or displays of joint attention.Kendon, Adam. (2004) ''Gesture: Visible Action as Utterance''. Cambridge: Cambridge University Press. Gestures allow individuals to communicate a variety of feelings and thoughts, from contempt and hostility to approval and affection, often together with body language in addition to words when they speak. Gesticulation and speech work independently of each other, but join to provide emphasis and meaning. Gesture processing takes place in areas of the brain such as Broca's and Wernicke's areas, which are used by speech and sign language. In ...
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Intonation (linguistics)
In linguistics, intonation is variation in pitch used to indicate the speaker's attitudes and emotions, to highlight or focus an expression, to signal the illocutionary act performed by a sentence, or to regulate the flow of discourse. For example, the English question "Does Maria speak Spanish or French?" is interpreted as a yes-or-no question when it is uttered with a single rising intonation contour, but is interpreted as an alternative question when uttered with a rising contour on "Spanish" and a falling contour on "French". Although intonation is primarily a matter of pitch variation, its effects almost always work hand-in-hand with other prosodic features. Intonation is distinct from tone, the phenomenon where pitch is used to distinguish words (as in Mandarin) or to mark grammatical features (as in Kinyarwanda). Transcription Most transcription conventions have been devised for describing one particular accent or language, and the specific conventions therefore need t ...
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Affective Computing
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While some core ideas in the field may be traced as far back as to early philosophical inquiries into emotion, the more modern branch of computer science originated with Rosalind Picard's 1995 paper on affective computing and her book ''Affective Computing'' published by MIT Press. One of the motivations for the research is the ability to give machines emotional intelligence, including to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response to those emotions. Areas Detecting and recognizing emotional information Detecting emotional information usually begins with passive sensors that capture data about the user's physical state or behavior without interpreting ...
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Computer-mediated Communication
Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats (e.g., instant messaging, email, chat rooms, online forums, social network services), it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software. Forms Computer-mediated communication can be broken down into two forms: synchronous and asynchronous. Synchronous computer-mediated communication refers to communication that occurs in real-time. All parties are engaged in the communication simultaneously; however, they are not necessarily all in the same location. Examples of synchronous communication are vi ...
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Media Richness Theory
Media richness theory, sometimes referred to as information richness theory or MRT, is a framework used to describe a communication medium's ability to reproduce the information sent over it. It was introduced by Richard L. Daft and Robert H. Lengel in 1986 as an extension of information processing theory. MRT is used to rank and evaluate the richness of certain communication media, such as phone calls, video conferencing, and email. For example, a phone call cannot reproduce visual social cues such as gestures which makes it a less rich communication media than video conferencing, which affords the transmission of gestures and body language. Based on contingency theory and information processing theory, MRT theorizes that richer, personal communication media are generally more effective for communicating equivocal issues in contrast with leaner, less rich media. Background Media richness theory was introduced in 1986 by Richard L. Daft and Robert H. Lengel. Leaning on informati ...
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