Few forces rival fear in their ability to mobilize societies, distort communication, and reshape collective behavior. In computational linguistics, fear is primarily studied as an emotion, but not as a distinct form of speech. Fear speech content is widespread and growing, and often outperforms hate-speech content in reach and engagement because it appears "civiler" and evades moderation. Yet the computational study of fear speech remains fragmented and under-resourced. This can be understood by recognizing that fear speech is a phenomenon shaped by contributions from multiple disciplines. In this paper, we bridge cross-disciplinary perspectives by comparing theories of fear from Psychology, Political science, Communication science, and Linguistics. Building on this, we review existing definitions. We follow up with a survey of datasets from related research areas and propose a taxonomy that consolidates different dimensions of fear for studying fear speech. By reviewing current datasets and defining core concepts, our work offers both theoretical and practical guidance for creating datasets and advancing fear speech research.
We analyze a disease transmission model that allows individuals to acquire fear and change their behaviour to reduce transmission. Fear is acquired through contact with infected individuals and through the influence of fearful individuals. We analyze the model in two limits: First, an Established Disease Limit (EDL), where the spread of the disease is much faster than the spread of fear, and second, a Novel Disease Limit (NDL), where the spread of the disease is comparable to that of fear. For the EDL, we show that the relative rate of fear acquisition to disease transmission controls the size of the fearful population at the end of a disease outbreak, and that the fear-induced contact reduction behaviour has very little impact on disease burden. Conversely, we show that in the NDL, disease burden can be controlled by fear-induced behaviour depending on the rate of fear loss. Specifically, fear-induced behaviour introduces a contact parameter $p$, which if too large prevents the contact reduction from effectively managing the epidemic. We analytically identify a critical prophylactic behaviour parameter $p=p_c$ where this happens leading to a discontinuity in epidemic prevalence. W
Fear is a critical brain function that enables us to learn to avoid danger via reinforcement learning (RL). While many researchers have argued that fear has evolved to escape predators, how varying predatory pressures have shaped fear and other rewards, including positive social rewards for collective grouping, remains an open question. In this study, we investigate the relationship between predatory pressure and fear using an evolutionary simulation of RL agents with evolving rewards. In our simulation, prey and predator RL agents co-evolve their reward functions, including visual rewards for observing prey and predators. While fear-like negative visual rewards for predators often evolved in prey, we also observed cases in which positive rewards for both predators and prey evolved, the latter serving as a social reward for collective grouping. A comparison between different environmental conditions revealed that stronger predator hunting capability promoted stronger fear reward, while less food supply promoted more negative social reward. Moreover, fear did not evolve in response to static pitfalls with non-lethal damage, suggesting that actively hunting predators played an import
Traditional population models that include predator-prey interactions attribute demographic changes directly to predation-related effects. However, predator-induced fear in prey has increasingly been recognised as an important factor shaping population dynamics. In this study, we propose a cubic population model in which fear acts through two distinct functional channels for a single-species population exhibiting the Allee effect. In this model, fear reduces the intrinsic growth rate through a multiplicative suppression mechanism while also playing an integrated role in modulating the growth and interaction dynamics by rescaling the saturation structure of the Holling type III interaction term. The stochastic extension of the model is described by a Langevin formalism containing correlated additive and multiplicative Gaussian noise, and the steady state probability distribution (SSPD) is analytically obtained using the corresponding Fokker-Planck equation. The analytical solution is validated by numerical simulations. The SSPD reveals both noise-induced transitions and fear-controlled regime changes between low- and high-density states, with the two-channel effect of fear producing
The COVID-19 pandemic triggered not only a global health crisis but also an infodemic, where exposure to heterogeneous information sources influenced public emotional responses. In this work, we investigate the determinants of self-reported fear of infection using data from the Delphi US CTIS survey. In particular, we analyze how demographic variables, epidemiological conditions, and exposure to different information sources shape fear levels. We introduce a Probabilistic Causal Model to estimate causal relationship strengths, identifying the variables that most strongly influence fear. Our results indicate that exposure to information sources accounts for a greater proportion of the variance in fear than demographic and epidemiological variables do. We further compute the Average Treatment Effect to quantify the impact of different information sources on fear. After causal adjustment, institutional and expert-driven sources are associated with increased fear levels, whereas politicians, religious leaders, and alternative information channels are associated with reduced fear. These findings highlight both the central role of the information ecosystem in shaping emotional responses
Climbing is a multifaceted sport that combines physical demands and emotional and cognitive challenges. Ascent styles differ in fall distance with lead climbing involving larger falls than top rope climbing, which may result in different perceived risk and fear. In this study, we investigated the psychophysiological relationship between perceived fear and muscle activity in climbers using a combination of statistical modeling and deep learning techniques. We conducted an experiment with 19 climbers, collecting electromyography (EMG), electrocardiography (ECG) and arm motion data during lead and top rope climbing. Perceived fear ratings were collected for the different phases of the climb. Using a linear mixed-effects model, we analyzed the relationships between perceived fear and physiological measures. To capture the non-linear dynamics of this relationship, we extended our analysis to deep learning models and integrated random effects for a personalized modeling approach. Our results showed that random effects improved model performance of the mean squared error (MSE), mean absolute error (MAE) and root mean squared error (RMSE). The results showed that muscle fatigue correlates
Understanding and recognizing emotions are important and challenging issues in the metaverse era. Understanding, identifying, and predicting fear, which is one of the fundamental human emotions, in virtual reality (VR) environments plays an essential role in immersive game development, scene development, and next-generation virtual human-computer interaction applications. In this article, we used VR horror games as a medium to analyze fear emotions by collecting multi-modal data (posture, audio, and physiological signals) from 23 players. We used an LSTM-based model to predict fear with accuracies of 65.31% and 90.47% under 6-level classification (no fear and five different levels of fear) and 2-level classification (no fear and fear), respectively. We constructed a multi-modal natural behavior dataset of immersive human fear responses (VRMN-bD) and compared it with existing relevant advanced datasets. The results show that our dataset has fewer limitations in terms of collection method, data scale and audience scope. We are unique and advanced in targeting multi-modal datasets of fear and behavior in VR stand-up interactive environments. Moreover, we discussed the implications of
Exposure therapy, a standard treatment for anxiety disorders, relies on fear extinction. However, extinction recall is often limited to the spatial and temporal context in which extinction is learned, leading to fear relapse in new settings or after delays. Animal studies offer insights into fear extinction in humans. Computational models that integrate these findings into a neurally grounded framework, while generating testable hypotheses for humans, can bridge this gap. Current models either focus on neuron-level activity, limiting their scope, or abstract away entirely from neural mechanisms. They also often overlook the distinct contributions of cue and context in fear extinction and recall. To address these gaps, we present ConFER, a neurally constrained model of fear extinction, recall, and relapse. ConFER integrates findings from the neural fear circuit, modeling distinct pathways for cue and context processing. These pathways independently activate positive and/or negative memory engrams in the basolateral amygdala, competing to determine the fear response. ConFER simulates fear renewal and spontaneous recovery across context combinations, while generating novel, testable p
Prey aggregation is widely regarded as a defense against predation, yet we show that in disease-structured populations subject to predator-induced fear and demographic Allee thresholds, aggregation can paradoxically accelerate ecosystem collapse. We develop and analyze a susceptible-infectious-predator model incorporating dual fear responses -- together with a sublinear aggregation-based predation term and an Allee effect. Critically, we derive an explicit upper bound on the extinction time that decreases as predator pressure increases or aggregation strengthens, quantifying for the first time how behavioral and demographic parameters jointly determine the speed of ecological collapse. This finite-time extinction subsequently triggers a cascade collapse of the infected prey and predator populations, driving the entire ecological community to extinction. Bifurcation analysis reveals transcritical, saddle-node, and Hopf bifurcations as fear intensity, aggregation strength, and Allee threshold vary. Two-parameter continuation further identifies the precise regions of the fear--Allee parameter plane in which stable coexistence, oscillatory coexistence, predator exclusion, and finite-ti
Phobias are common and impairing, and exposure therapy, which involves confronting patients with fear-provoking visual stimuli, is the most effective treatment. Scalable computerized exposure therapy requires automated prediction of fear directly from image content to adapt stimulus selection and treatment intensity. Whether such predictions can be made reliably and generalize across individuals and stimuli, however, remains unknown. Here we show that pretrained convolutional and transformer vision models, adapted via transfer learning, accurately predict group-level perceived fear for spider-related images, even when evaluated on new people and new images, achieving a mean absolute error (MAE) below 10 units on the 0-100 fear scale. Visual explanation analyses indicate that predictions are driven by spider-specific regions in the images. Learning-curve analyses show that transformer models are data efficient and approach performance saturation with the available data (~300 images). Prediction errors increase for very low and very high fear levels and within specific categories of images. These results establish transparent, data-driven fear estimation from images, laying the groun
Fear of flying is a serious problem that affects millions of individuals. Exposure therapy for fear of flying is an effective therapy technique. However, exposure therapy is also expensive, logistically difficult to arrange, and presents significant problems of patient confidentiality and potential embarrassment. We have developed a virtual airplane for use in fear of flying therapy. Using the virtual airplane for exposure therapy is a potential solution to many of the current problems of fear of flying exposure therapy. We describe the design of the virtual airplane and present a case report on its use for fear of flying exposure therapy.
During disasters, cascading failures across power grids, communication networks, and social behavior amplify community fear and undermine cooperation. Existing cyber-physical-social (CPS) models simulate these coupled dynamics but lack mechanisms for active intervention. We extend the CPS resilience model of Valinejad and Mili (2023) with control channels for three agencies, communication, power, and emergency management, and formulate the resulting system as a three-player non-zero-sum differential game solved via online actor-critic reinforcement learning. Simulations based on Hurricane Harvey data show 70% mean fear reduction with improved infrastructure recovery; cross-validation in the case of Hurricane Irma (without refitting) achieves 50% fear reduction, confirming generalizability.
We identify a new type of risk, common firm-level investor fears, from commonalities within the cross-sectional distribution of individual stock options. We define firm-level fears that link with upward price movements as good fears, and those relating to downward price movements as bad fears. Such information is different to market fears that we extract from index options. Stocks with high sensitivities to common firm-level investor fears earn lower returns, with investors demanding a higher compensation for exposure to common bad fears relative to common good fears. Risk premium estimates for common bad fears range from -5.63% to -4.92% per annum.
Human cognitive responses, behavioral responses, and disease dynamics co-evolve over the course of any disease outbreak, and can result in complex feedbacks. We present a dynamic agent-based model that explicitly couples the spread of disease with the spread of fear surrounding the disease, implemented within the EpiCast simulation framework. EpiCast models transmission across a realistic synthetic population, capturing individual-level interactions. In our model, fear propagates through both in-person contact and broadcast media, prompting individuals to adopt protective behaviors that reduce disease spread. In order to better understand these coupled dynamics, we create and compare a range of compartmental surrogate models to analyze the impact of including various disease states. Additionally, we compare a range of behavioral scenarios within EpiCast, varying the level and intensity of fear and behavioral change. Our results show that the addition of asymptomatic, exposed, and pre-symptomatic disease states can impact both the rate at which an outbreak progresses and its overall trajectory. Moreover, the combination of non-local fear spread via broadcasters and strong behavioral
Recently, social media platforms are heavily moderated to prevent the spread of online hate speech, which is usually fertile in toxic words and is directed toward an individual or a community. Owing to such heavy moderation, newer and more subtle techniques are being deployed. One of the most striking among these is fear speech. Fear speech, as the name suggests, attempts to incite fear about a target community. Although subtle, it might be highly effective, often pushing communities toward a physical conflict. Therefore, understanding their prevalence in social media is of paramount importance. This article presents a large-scale study to understand the prevalence of 400K fear speech and over 700K hate speech posts collected from Gab.com. Remarkably, users posting a large number of fear speech accrue more followers and occupy more central positions in social networks than users posting a large number of hate speech. They can also reach out to benign users more effectively than hate speech users through replies, reposts, and mentions. This connects to the fact that, unlike hate speech, fear speech has almost zero toxic content, making it look plausible. Moreover, while fear speech
Population ecology theory is replete with density dependent processes. However trait-mediated or behavioral indirect interactions can both reinforce or oppose density-dependent effects. This paper presents the first two species competitive ODE and PDE systems where an Allee effect, which is a density dependent process and the fear effect, which is non-consumptive and behavioral are both present. The stability of the equilibria is discussed analytically using the qualitative theory of ordinary differential equations. It is found that the Allee effect and the fear effect change the extinction dynamics of the system and the number of positive equilibrium points, but they do not affect the stability of the positive equilibria. We also observe some special dynamics that induce bifurcations in the system by varying the Allee or fear parameter. Interestingly we find that the Allee effect working in conjunction with the fear effect, can bring about several qualitative changes to the dynamical behavior of the system with only the fear effect in place, in regimes of small fear. That is, for small amounts of the fear parameter, it can change a competitive exclusion type situation to a strong
Computer programming represents a rapidly evolving and sought-after career path in the 21st century. Nevertheless, novice learners may find the process intimidating for several reasons, such as limited and highly competitive career opportunities, peer and parental pressure for academic success, and course difficulties. These factors frequently contribute to anxiety and eventual dropout as a result of fear. Furthermore, research has demonstrated that beginners are significantly deterred by the fear of failure, which results in programming anxiety and and a sense of being overwhelmed by intricate topics, ultimately leading to dropping out. This project undertakes an exploration beyond the scope of conventional code learning platforms by identifying and utilising effective and personalised strategies of learning. The proposed solution incorporates features such as AI-generated challenging questions, mindfulness quotes, and tips to motivate users, along with an AI chatbot that functions as a motivational aid. In addition, the suggested solution integrates personalized roadmaps and gamification elements to maintain user involvement. The project aims to systematically monitor the progres
Biological and psychological concepts have inspired reinforcement learning algorithms to create new complex behaviors that expand agents' capacity. These behaviors can be seen in the rise of techniques like goal decomposition, curriculum, and intrinsic rewards, which have paved the way for these complex behaviors. One limitation in evaluating these methods is the requirement for engineered extrinsic for realistic environments. A central challenge in engineering the necessary reward function(s) comes from these environments containing states that carry high negative rewards, but provide no feedback to the agent. Death is one such stimuli that fails to provide direct feedback to the agent. In this work, we introduce an intrinsic reward function inspired by early amygdala development and produce this intrinsic reward through a novel memory-augmented neural network (MANN) architecture. We show how this intrinsic motivation serves to deter exploration of terminal states and results in avoidance behavior similar to fear conditioning observed in animals. Furthermore, we demonstrate how modifying a threshold where the fear response is active produces a range of behaviors that are described
This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully collected questionnaire data from 23 subjects for an early empirical study of fear induction in a virtual reality gaming environment. The early findings suggest that visual restrictions and ambient sound-enhanced realism may be more effective in intensifying the fear experience. Participants exhibited a tendency to avoid playing alone or during nighttime, underscoring the significant psychological impact of VR horror games. The study also revealed a distinct gender difference in fear perception, with female participants exhibiting a higher sensitivity to fear stimuli. However, the preference for different types of horror games was not solely dominated by males; it varied depending on factors such as the game's pace, its objectives, and the nature of the fear stimulant.
There are many positive and negative factors present in the predator-prey interaction which affect the net growth of the species. Fear of predation is one such factor that creates psychological stress in a prey species, which causes a negative impact on their overall growth. This work considers a predator-prey model where the prey species faces a reduction in their growth out of fear, and the predator has an alternative food source that helps the prey to hide in a safer place. As an extension into the nonlocal spatio-temporal model, a nonlocal term is considered in the prey growth to incorporate a fear-effect range around their spatial location. Linear stability analysis helps to analyze the temporal model and produces a wide range of interesting results, including the presence of a certain amount of fear or even prey refuge, which helps in population coexistence. Furthermore, the numerical simulations of the local and nonlocal spatio-temporal models show different types of spatial-temporal patterns, such as Turing and non-Turing patterns. Nevertheless, an increase in fear level reduces the range of the Turing domain for the local model, whereas the opposite happens when the range