Chapter 11

Cards (31)

  • Emotions
    • Short-lived, adaptive responses that support survival towards a specific object or experience
    • Correspond with certain facial expressions and physiological changes, and can influence future behaviour
  • Moods
    Long-lasting, less-intense states that aren't affected by a specific object or event
  • Sources of Emotions
    • Reinforcement Contingency
    • Intensity of Reinforcer
    • Discriminative Stimuli
    • Unconditioned Reinforcers
    • Conditioned Reinforcers
    • Positive Punishment
    • Negative Reinforcement
  • Functions of Emotions
    • Elicitation of hormonal & physiological responses
    • Arbitrary responses for rewards; motivational
    • Communication
    • Social Bonding
    • Mood state of dependency; evaluation of memories
    • Storage of memories
    • Preservation
  • Antecedent stimuli signals whether you'll get a reinforcer or punisher for responding
  • Emotions keep us responding when they become part of the reinforcement contingency
  • Darwin's Three Principles of Emotions
    1. Serviceable Habits
    2. Antithesis
    3. Direct Action of Excited Nervous System on the Body
  • Serviceable Habits
    Emphasizes that the way emotions are expressed serves a purpose in non-human animals, but not people
  • Antithesis
    Emphasizes how opposite emotions have opposite bodily expressions
  • Direct Action of the Excited Nervous System on the Body

    Emphasizes how emotions result in perceivable changes in the nervous system
  • 7 Basic Emotions Proposed by Paul Ekman
    1. Happiness
    2. Surprise
    3. Fear
    4. Anger
    5. Sadness
    6. Disgust
    7. Contempt
  • Action Unit
    Describes how each emotion has a specific facial expression that we can detect
  • 4 Culturally & Universally Recognized Facial Expressions
    1. Happy
    2. Anxious
    3. Surprised
    4. Disgusted
  • Language is important for processing emotions since people primarily use the left hemisphere to categorize facial expressions
  • Emotional Contagion
    When one person observes & then experiences the same emotion as the other person
  • Conditioned Emotional Response Procedure

    Process of linking an emotional response, through classical conditioning, to a neutral stimulus
  • Ontogeny
    Describes how an individual develops over a lifetime
  • Ontogenic Learning
    Involves the animal-environment interactions specific to an individual
  • Hoarding
    Refers to instances in which things that don't need to be stored are
  • Behavioural Sequence Animals Perform in Caching
    1. Carry food to specific place & inspect the area
    2. Paw at chosen location
    3. Dig a hole to store food
    4. Tamps or head motions with the nose touching the site
    5. Scoops or head motions involving the nose scooping soil & leaves over site
  • Coolidge Effect
    Occurs when an animal that has multiple mate-pairings with the same partner, & experiences renewed sexual interest in a new partner
  • Habituation
    A type of learning in which an animal is exposed to the same stimulus repeatedly and eventually stops responding to the uninformative stimulus
  • Dishabituation
    An effect when an animal is exposed to the same stimulus repeatedly, stops responding to the uninformative stimulus, and responds to the repeated stimulus when there's a change in context, a different stimulus is presented just before it, or there's a rest period without presentation of the repeated stimulus
  • Motivation
    Cause of behaviour closely tied to antecedents & consequences of behaviour, as well as internal drive
  • Motivational intensity influenced by performance feedback, & not entirely caused by internal mechanisms
  • Premack Principle
    A behaviour or activity that has a higher probability of occurring may be used as a reinforcer for a behaviour or activity that has a lower probability of occurring
  • Jack Michael (1982) proposed there are more motivating operations that act on the antecedent stimulus, behaviour, & consequence contingency
  • Motivating Operations
    Variables that are extended in time & momentarily change the current frequency of behaviour related to a specific reinforcer
  • Establishing Operations
    Increases the effectiveness of reinforcers & evoke behaviour related to obtaining them
  • Abolishing Operations

    Decrease the effectiveness of reinforcers & behaviour related to obtaining them
  • Examples of Motivating Operations
    • Food Deprivation
    • Water Deprivation
    • Oxygen Deprivation
    • Activity Deprivation
    • Sleep Deprivation
    • Sexual Deprivation
    • Becoming too Hot or Cold
    • Increase in Painful Stimuli