Emotional Function During Aging

Author(s):  
Kuan-Hua Chen ◽  
Steven Anderson
Keyword(s):  
2019 ◽  
Vol 42 ◽  
Author(s):  
Jeffrey R. Alberts ◽  
Christopher Harshaw ◽  
Gregory E. Demas ◽  
Cara L. Wellman ◽  
Ardythe L. Morrow

Abstract We identify the significance and typical requirements of developmental analyses of the microbiome-gut-brain (MGB) in parents, offspring, and parent-offspring relations, which have particular importance for neurobehavioral outcomes in mammalian species, including humans. We call for a focus on behavioral measures of social-emotional function. Methodological approaches to interpreting relations between the microbiota and behavior are discussed.


2007 ◽  
Vol 44 (3) ◽  
pp. 343-351 ◽  
Author(s):  
Aprajita Mohanty ◽  
Anna S. Engels ◽  
John D. Herrington ◽  
Wendy Heller ◽  
Moon-Ho Ringo Ho ◽  
...  

2009 ◽  
Vol 10 (4) ◽  
pp. S47
Author(s):  
G. Irving ◽  
L. Yanni ◽  
C. Argoff ◽  
S. Stanos ◽  
E. Gould ◽  
...  

2018 ◽  
Vol 74 (7) ◽  
pp. 1281-1292 ◽  
Author(s):  
Jennifer M. Flaherty ◽  
Robert J. Spencer ◽  
Lauren L. Drag ◽  
Percival H. Pangilinan ◽  
Linas A. Bieliauskas

2017 ◽  
Vol 82 (3) ◽  
Author(s):  
Oksana Havryliv

Although verbal aggression plays an important role in people’s lives, this subject has been tabood for a long time in both public and in scientific terms. However, an interest in this topic has increased in recent years, especially from the perspective of language as a means of violence. Characteristically the study of language as a means of violence is pursued not as primarily linguistic one, but from the perspective of philosophy of language, and the terms verbal aggression and verbal violence are regarded as synonyms. In this article we will draw a line between these two terms and present the results of our surveys and case studies suggesting that verbal aggression is a complex linguistic phenomenon. Departing from our observations we will try to show that both the intention aimed at humiliation of the addressee (when verbal aggression equals to verbal violence), as well as intentions that are not aimed at verbal violence and that we can call efficient may be false, since the need to communicate negative emotions is inherent in people’s communication (emotional function of language), aimed at expressing some negative moments, rather than intending to offend the addressee. These productive functions of verbal aggression, which are emphasized in the field of psychology, have not been sufficiently studied from linguistic perspective. Special attention in the article is given to the relation of verbal and physical aggression. The article is illustrated by the examples from the German language (on the ground of our empirical data, based on oral and written surveys of the residents of Vienna - 700).


2013 ◽  
Vol 15 (1) ◽  
pp. 99-108 ◽  

The human brain shrinks with advancing age, but recent research suggests that it is also capable of remarkable plasticity, even in late life. In this review we summarize the research linking greater amounts of physical activity to less cortical atrophy, better brain function, and enhanced cognitive function, and argue that physical activity takes advantage of the brain's natural capacity for plasticity. Further, although the effects of physical activity on the brain are relatively widespread, there is also some specificity, such that prefrontal and hippocampal areas appear to be more influenced than other areas of the brain. The specificity of these effects, we argue, provides a biological basis for understanding the capacity for physical activity to influence neurocognitive and neuropsychiatric disorders such as depression. We conclude that physical activity is a promising intervention that can influence the endogenous pharmacology of the brain to enhance cognitive and emotional function in late adulthood.


2020 ◽  
Vol 2020 ◽  
pp. 1-7
Author(s):  
Yi Li ◽  
Hongyu Qian ◽  
Kewei Yu ◽  
Ying Huang

Background. The pulmonary rehabilitation (PR) is beneficial for COPD patients. Due to the poor rate of adherence, we evaluate the factors which will predict the nonadherence of PR. Method. We analyzed the data from a retrospective study of COPD patients who were enrolled to attend the PR program. Patients were classified as the adherence group and the nonadherence group according to completion of over 50% sessions during the 8-week PR program. Demographic characteristics, 6-minute walking distance (6MWD), COPD assessment test (CAT), modified Medical Research Council scale (mMRC), and emotional function were compared between two groups. Univariate and multivariable analyses were performed to determine the factors of poor adherence of PR. Results. Among 418 patients, 170 patients (40.7%) who completed less than 50% sessions of the PR program were categorized as “nonadherence.” Compared to completers, “nonadherence” patients had more cigarette consumption, higher emotional score, less 6MWD, more exacerbation, using nebulizer frequently, and higher rate of smoking at enrollment. On multivariate analysis, more exacerbation frequency (odds ratio (OR) = 1.434, 95% confidence interval (CI): 1.191∼1.796, P=0.046) and smoking at enrollment (OR = 3.349, 95% CI: 1.194∼6.302, P=0.012) were predict factors associated with nonadherence of PR. Conclusion. COPD patients with frequent exacerbation and smoking currently were more likely to be nonadherence during PR.


2018 ◽  
Vol 1 (2) ◽  
pp. 299-318
Author(s):  
Minako O’Hagan ◽  
Marian Flanagan

Abstract This study is motivated by the assumption that today’s function-oriented game localisation approach has room for improvement by incorporating an affect-oriented approach. It draws on the concept of “affective framing” in a game with humour as “emotionally competent stimuli”. Laughter as emotion data were collected from German, Japanese and Irish participants playing in their native language relevant versions of the US-origin casual game Plants vs. Zombies. This small-scale empirical study, combined with gamer interviews and gameplay trajectory, reveal evidence of specific functions of gamer emotions across all three groups, most often as a relief during game play, facilitating the gamer’s ability to retain engagement by accessing the emotional function of humour. The data suggest that affective framing through humour that is made culturally relevant is deemed more important for the German group than the other groups. This group negatively perceived cultural stereotypes in the game, whereas the Irish group perceived cultural associations positively. The focus on user emotions brings the neglected affective dimension to the fore and towards affect-oriented game localisation as interdisciplinary research.


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