Nonverbal communication Flashcards

1
Q

Encoding NVC

A

Sending nonverbal cues

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2
Q

Decoding NVC

A

Receiving nonverbal cues

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3
Q

Dominance (body posture)

A

People rate someone standing as more dominant than someone sitting and dominance can be identified through body and head posture in 40 milliseconds

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4
Q

Politicians (body posture)

A

Participants rate dominance of politicians through coded movements and overall posture of stick figure animations. Speakers were rated higher in dominance when movements were expansive and frequent

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5
Q

Memory (body posture)

A

8 memories were recalled when holding congruent (lean back, open mouth and tell memory of when at a dentist) and incongruent (stand next to a bookshelf with your hands on it and tell a memory of opening a door for a visitor). Congruent pose associated with better memory generation and recall (14 days later)

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6
Q

Romantic attraction (body posture)

A

Online dating profiles were manipulated to feature pictures with expansive or contractive poses. Profiles with expansive posture increased likelihood of ‘yes’ response

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7
Q

Culture and power (body posture)

A

4 poses (expansive-hands-spread-on-desk, expansive-upright-sitting, expansive-feet-on-desk, constricted-sitting) compared between people born in USA and East Asia. Constricted pose had similar ratings. Expansive-feet-on-desk had greater power in USA and in Asia they reported it lower power than constricted pose

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8
Q

Eye gaze

A

Participants wore head-mounted eye trackers during 4 minute acquaintance conversation. Perceived eye contact occurred for around 70% of conversation but actual eye contact only occurred up to 45% of conversation and mutual face gaze occurred for 60% of conversation

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9
Q

Fake smiling (facial expressions)

A

Participants asked to fake genuine smiles and imitate genuine smiles from photographs. Raters were asked to judge smile genuineness of faked smiles. Rated genuineness of faked smiles correlated with the ability to deliberately produce smiles with eyes

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10
Q

Decoding smiles (facial expressions)

A

Participants watched short videos of genuine or faked smiles while activity in their own facial musculature was measured. More positive muscle movement for zygomaticus major and obicularis occuli for genuine smile movement and more negative muscle activity for corrugator supercillii

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11
Q

Proxemics

A

Amount of space people feel is necessary to set between themselves and others

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12
Q

Social needs (proxemics)

A

Children watched video depicting ostracism of someone else or a new video depicting an interaction. Children then picked a seat in a row of chairs with an experimenter at one end. Children who watched ostracism chose to sit closer to experimenter

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13
Q

Physical similarity (proxemics)

A

Analysed seating pattern in computer labs, classrooms and in hypothetical scenarios. People chose to sit close to others who looked like them even when controlling for sex and race

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14
Q

Gestures vs facial expressions

A

Watched short videos of an actor displaying congruent or incongruent facial expressions and gestures. Instructed to attend to the face or hand and report valence of it. Face-attended individuals had slower reaction times for incongruent expressions. Gesture-attended had overall longer reaction times

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15
Q

Haptic

A

Touch used to communicate emotions (hitting, pushing, stroking)

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16
Q

Function of emotions

A

Direct behavioural responses, direct cognition, deal with situations present, navigate environmental demands and opportunities

17
Q

Broaden and build theory

A

Broaden cognition –> build resources –> greater wellbeing –> positive emotions –> broaden cognition

18
Q

Find-remind-bind theory of gratitude

A

Alerts person to viable new relationship partner (find) –> makes them aware of existing valuable relationship partners (remind) –> encourages relationship building behaviours with these people (bind)

19
Q

Gratitude induction paradigm

A

Participant and confederate complete individual task. Gratitude condition is where the computer breaks and the confederate fixes it and control condition does not have the computer break. Another confederate comes over asking for help with logic task. Gratitude condition spent 25 minutes help whereas control only spent 15 minutes. Participants were then given a game with 4 tokens which were worth $1 when kept but $2 when given to other player. Gratitude condition were more likely to give tokens compared to neutral. Then completed a ball throwing game where they could throw ball to monetary target or confederate from first task or neutral individual. Would mostly throw to monetary target but if not it would be thrown to gratitude confederate. Gratitude condition were threw ball 3 times to gratitude confederate but control group only threw it 2 times to confederate

20
Q

Moral elevation

A

Positive emotional response to witnessing virtuous actions committed by others which promotes prosocial behaviour

21
Q

Helping behaviour (moral elevation)

A

Participants watched elevating video, documentary video or amusing video. Elevation group spent 40 minutes helping with tedious task, amusing group spent 25 minutes and documentary spent 20 minutes helping

22
Q

Money donation (moral elevation)

A

Participants watched morally elevating video or control video. Moral elevation video donated $35 to charity where control group only donated $20

23
Q

Prosocial helping (compassion)

A

Participants complete one0day compassion training or memory training and continued practice for 3 days. Played a video game where they could close or open gates for others. Compassion training had higher percentage of helping post-training and compared to memory training

24
Q

Generosity (compassion)

A

Participants watched short video depicting suffering others, no video or neutral video before making dictator game decision to divide points between themselves and another person. No video gave 42% of points, neutral video gave 31% and suffering video gave 71% of points