@article{PfisterObhiRiegeretal.2014, author = {Pfister, Roland and Obhi, Sukhvinder S. and Rieger, Martina and Wenke, Dorit}, title = {Action and perception in social contexts: intentional binding for social action effects}, doi = {10.3389/fnhum.2014.00667}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-112828}, year = {2014}, abstract = {The subjective experience of controlling events in the environment alters the perception of these events. For instance, the interval between one's own actions and their consequences is subjectively compressed—a phenomenon known as intentional binding. In two experiments, we studied intentional binding in a social setting in which actions of one agent prompted a second agent to perform another action. Participants worked in pairs and were assigned to a "leader" and a "follower" role, respectively. The leader's key presses triggered (after a variable interval) a tone and this tone served as go signal for the follower to perform a keypress as well. Leaders and followers estimated the interval between the leader's keypress and the following tone, or the interval between the tone and the follower's keypress. The leader showed reliable intentional binding for both intervals relative to the follower's estimates. These results indicate that human agents experience a pre-reflective sense of agency for genuinely social consequences of their actions.}, language = {en} } @article{MeuleHermannKuebler2014, author = {Meule, Adrian and Hermann, Tina and K{\"u}bler, Andrea}, title = {A short version of the Food Cravings Questionnaire—Trait: the FCQ-T-reduced}, doi = {10.3389/fpsyg.2014.00190}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-112748}, year = {2014}, abstract = {One of the most often used instruments for the assessment of food cravings is the Food Cravings Questionnaire (FCQ), which consists of a trait (FCQ-T; 39 items) and state (FCQ-S; 15 items) version. Scores on the FCQ-T have been found to be positively associated with eating pathology, body mass index (BMI), low dieting success and increases in state food craving during cognitive tasks involving appealing food stimuli. The current studies evaluated reliability and validity of a reduced version of the FCQ-T consisting of 15 items only (FCQ-T-r). Study 1 was a questionnaire study conducted online among students (N = 323). In study 2, female students (N = 70) performed a working memory task involving food and neutral pictures. Study 1 indicated a one-factorial structure and high internal consistency (α = 0.94) of the FCQ-T-r. Scores of the FCQ-T-r were positively correlated with BMI and negatively correlated with dieting success. In study 2, participants reported higher state food craving after the task compared to before. This increase was positively correlated with the FCQ-T-r. Hours since the last meal positively predicted food craving before the task when controlling for FCQ-T-r scores and the interaction of both variables. Contrarily, FCQ-T-r scores positively predicted food craving after the task when controlling for food deprivation and the interaction term. Thus, trait food craving was specifically associated with state food craving triggered by palatable food-cues, but not with state food craving related to plain hunger. Results indicate high reliability of the FCQ-T-r. Replicating studies that used the long version, small-to-medium correlations with BMI and dieting success could be found. Finally, scores on the FCQ-T-r predicted cue-elicited food craving, providing further support of its validity. The FCQ-T-r constitutes a succinct, valid and reliable self-report measure to efficiently assess experiences of food craving as a trait.}, language = {en} } @article{PohlKundeGanzetal.2014, author = {Pohl, Carsten and Kunde, Wilfried and Ganz, Thomas and Conzelmann, Annette and Pauli, Paul and Kiesel, Andrea}, title = {Gaming to see: action video gaming is associated with enhanced processing of masked stimuli}, doi = {10.3389/fpsyg.2014.00070}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-112681}, year = {2014}, abstract = {Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behavior. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal pictures was presented as a masked prime to influence participants' responses in a congruent or incongruent way. Masked primes induced congruence effects, that is, faster responses for congruent compared to incongruent conditions, indicating processing of hardly visible primes. Results also suggested that action video game players showed a larger congruence effect than non-players for 20 ms primes, whereas there was no group difference for 60 ms primes. In addition, there was a tendency for action video game players to detect masked primes for some prime durations better than non-players. Thus, action video game expertise may be accompanied by faster and more efficient processing of shortly presented visual stimuli.}, language = {en} } @article{KirschKoenigsteinKunde2014, author = {Kirsch, Wladimir and K{\"o}nigstein, Elisabeth and Kunde, Wilfried}, title = {Action feedback affects the perception of action-related objects beyond actual action success}, doi = {10.3389/fpsyg.2014.00017}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-112670}, year = {2014}, abstract = {Successful object-oriented action typically increases the perceived size of aimed target objects. This phenomenon has been assumed to reflect an impact of an actor's current action ability on visual perception. The actual action ability and the explicit knowledge of action outcome, however, were confounded in previous studies. The present experiments aimed at disentangling these two factors. Participants repeatedly tried to hit a circular target varying in size with a stylus movement under restricted feedback conditions. After each movement they were explicitly informed about the success in hitting the target and were then asked to judge target size. The explicit feedback regarding movement success was manipulated orthogonally to actual movement success. The results of three experiments indicated the participants' bias to judge relatively small targets as larger and relatively large targets as smaller after explicit feedback of failure than after explicit feedback of success. This pattern was independent of the actual motor performance, suggesting that the actors' evaluations of motor actions may bias perception of target objects in itself.}, language = {en} } @article{GuhnDreslerAndreattaetal.2014, author = {Guhn, Anne and Dresler, Thomas and Andreatta, Marta and M{\"u}ller, Laura D. and Hahn, Tim and Tupak, Sara V. and Polak, Thomas and Deckert, J{\"u}rgen and Herrmann, Martin J.}, title = {Medial prefrontal cortex stimulation modulates the processing of conditioned fear}, doi = {10.3389/fnbeh.2014.00044}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-111309}, year = {2014}, abstract = {The extinction of conditioned fear depends on an efficient interplay between the amygdala and the medial prefrontal cortex (mPFC). In rats, high-frequency electrical mPFC stimulation has been shown to improve extinction by means of a reduction of amygdala activity. However, so far it is unclear whether stimulation of homologues regions in humans might have similar beneficial effects. Healthy volunteers received one session of either active or sham repetitive transcranial magnetic stimulation (rTMS) covering the mPFC while undergoing a 2-day fear conditioning and extinction paradigm. Repetitive TMS was applied offline after fear acquisition in which one of two faces (CS+ but not CS-) was associated with an aversive scream (UCS). Immediate extinction learning (day 1) and extinction recall (day 2) were conducted without UCS delivery. Conditioned responses (CR) were assessed in a multimodal approach using fear-potentiated startle (FPS), skin conductance responses (SCR), functional near-infrared spectroscopy (fNIRS), and self-report scales. Consistent with the hypothesis of a modulated processing of conditioned fear after high-frequency rTMS, the active group showed a reduced CS+/CS- discrimination during extinction learning as evident in FPS as well as in SCR and arousal ratings. FPS responses to CS+ further showed a linear decrement throughout both extinction sessions. This study describes the first experimental approach of influencing conditioned fear by using rTMS and can thus be a basis for future studies investigating a complementation of mPFC stimulation to cognitive behavioral therapy (CBT).}, language = {en} } @article{PieczykolanHuestegge2014, author = {Pieczykolan, Aleksandra and Huestegge, Lynn}, title = {Oculomotor dominance in multitasking: Mechanisms of conflict resolution in cross-modal action}, doi = {10.1167/14.13.18}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-111024}, year = {2014}, abstract = {In daily life, eye movement control usually occurs in the context of concurrent action demands in other effector domains. However, little research has focused on understanding how such cross-modal action demands are coordinated, especially when conflicting information needs to be processed conjunctly in different action modalities. In two experiments, we address this issue by studying vocal responses in the context of spatially conflicting eye movements (Experiment 1) and in the context of spatially conflicting manual actions (Experiment 2, under controlled eye fixation conditions). Crucially, a comparison across experiments allows us to assess resource scheduling priorities among the three effector systems by comparing the same (vocal) response demands in the context of eye movements in contrast to manual responses. The results indicate that in situations involving response conflict, eye movements are prioritized over concurrent action demands in another effector system. This oculomotor dominance effect corroborates previous observations in the context of multiple action demands without spatial response conflict. Furthermore, and in line with recent theoretical accounts of parallel multiple action control, resource scheduling patterns appear to be flexibly adjustable based on the temporal proximity of the two actions that need to be performed.}, language = {en} } @phdthesis{Ewald2014, author = {Ewald, Heike}, title = {Influence of context and contingency awareness on fear conditioning - an investigation in virtual reality}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-111226}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2014}, abstract = {Fear conditioning is an efficient model of associative learning, which has greatly improved our knowledge of processes underlying the development and maintenance of pathological fear and anxiety. In a differential fear conditioning paradigm, one initially neutral stimulus (NS) is paired with an aversive event (unconditioned stimulus, US), whereas another stimulus does not have any consequences. After a few pairings the NS is associated with the US and consequently becomes a conditioned stimulus (CS+), which elicits a conditioned response (CR). The formation of explicit knowledge of the CS/US association during conditioning is referred to as contingency awareness. Findings about its role in fear conditioning are ambiguous. The development of a CR without contingency awareness has been shown in delay fear conditioning studies. One speaks of delay conditioning, when the US coterminates with or follows directly on the CS+. In trace conditioning, a temporal gap or "trace interval" lies between CS+ and US. According to existing evidence, trace conditioning is not possible on an implicit level and requires more cognitive resources than delay conditioning. The associations formed during fear conditioning are not exclusively associations between specific cues and aversive events. Contextual cues form the background milieu of the learning process and play an important role in both acquisition and the extinction of conditioned fear and anxiety. A common limitation in human fear conditioning studies is the lack of ecological validity, especially regarding contextual information. The use of Virtual Reality (VR) is a promising approach for creating a more complex environment which is close to a real life situation. I conducted three studies to examine cue and contextual fear conditioning with regard to the role of contingency awareness. For this purpose a VR paradigm was created, which allowed for exact manipulation of cues and contexts as well as timing of events. In all three experiments, participants were guided through one or more virtual rooms serving as contexts, in which two different lights served as CS and an electric stimulus as US. Fear potentiated startle (FPS) responses were measured as an indicator of implicit fear conditioning. To test whether participants had developed explicit awareness of the CS-US contingencies, subjective ratings were collected. The first study was designed as a pilot study to test the VR paradigm as well as the conditioning protocol. Additionally, I was interested in the effect of contingency awareness. Results provided evidence, that eye blink conditioning is possible in the virtual environment and that it does not depend on contingency awareness. Evaluative conditioning, as measured by subjective ratings, was only present in the group of participants who explicitly learned the association between CS and US. To examine acquisition and extinction of both fear associated cues and contexts, a novel cue-context generalization paradigm was applied in the second study. Besides the interplay of cues and contexts I was again interested in the effect of contingency awareness. Two different virtual offices served as fear and safety context, respectively. During acquisition, the CS+ was always followed by the US in the fear context. In the safety context, none of the lights had any consequences. During extinction, a additional (novel) context was introduced, no US was delivered in any of the contexts. Participants showed enhanced startle responses to the CS+ compared to the CS- in the fear context. Thus, discriminative learning took place regarding both cues and contexts during acquisition. This was confirmed by subjective ratings, although only for participants with explicit contingency awareness. Generalization of fear to the novel context after conditioning did not depend on awareness and was observable only on trend level. In a third experiment I looked at neuronal correlates involved in extinction of fear memory by means of functional magnetic resonance imaging (fMRI). Of particular interest were differences between extinction of delay and trace fear conditioning. I applied the paradigm tested in the pilot study and additionally manipulated timing of the stimuli: In the delay conditioning group (DCG) the US was administered with offset of one light (CS+), in the trace conditioning group (TCG) the US was presented 4s after CS+ offset. Most importantly, prefrontal activation differed between the two groups. In line with existing evidence, the ventromedial prefrontal cortex (vmPFC) was activated in the DCG. In the TCG I found activation of the dorsolateral prefrontal cortex (dlPFC), which might be associated with modulation of working memory processes necessary for bridging the trace interval and holding information in short term memory. Taken together, virtual reality proved to be an elegant tool for examining human fear conditioning in complex environments, and especially for manipulating contextual information. Results indicate that explicit knowledge of contingencies is necessary for attitude formation in fear conditioning, but not for a CR on an implicit level as measured by FPS responses. They provide evidence for a two level account of fear conditioning. Discriminative learning was successful regarding both cues and contexts. Imaging results speak for different extinction processes in delay and trace conditioning, hinting that higher working memory contribution is required for trace than for delay conditioning.}, subject = {Klassische Konditionierung}, language = {en} } @article{KueblerHolzRiccioetal.2014, author = {K{\"u}bler, Andrea and Holz, Elisa M. and Riccio, Angela and Zickler, Claudia and Kaufmann, Tobias and Kleih, Sonja C. and Staiger-S{\"a}lzer, Pit and Desideri, Lorenzo and Hoogerwerf, Evert-Jan and Mattia, Donatella}, title = {The User-Centered Design as Novel Perspective for Evaluating the Usability of BCI-Controlled Applications}, doi = {10.1371/journal.pone.0112392}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-111051}, year = {2014}, abstract = {Albeit research on brain-computer interfaces (BCI) for controlling applications has expanded tremendously, we still face a translational gap when bringing BCI to end-users. To bridge this gap, we adapted the user-centered design (UCD) to BCI research and development which implies a shift from focusing on single aspects, such as accuracy and information transfer rate (ITR), to a more holistic user experience. The UCD implements an iterative process between end-users and developers based on a valid evaluation procedure. Within the UCD framework usability of a device can be defined with regard to its effectiveness, efficiency, and satisfaction. We operationalized these aspects to evaluate BCI-controlled applications. Effectiveness was regarded equivalent to accuracy of selections and efficiency to the amount of information transferred per time unit and the effort invested (workload). Satisfaction was assessed with questionnaires and visual-analogue scales. These metrics have been successfully applied to several BCI-controlled applications for communication and entertainment, which were evaluated by end-users with severe motor impairment. Results of four studies, involving a total of N = 19 end-users revealed: effectiveness was moderate to high; efficiency in terms of ITR was low to high and workload low to medium; depending on the match between user and technology, and type of application satisfaction was moderate to high. The here suggested evaluation metrics within the framework of the UCD proved to be an applicable and informative approach to evaluate BCI controlled applications, and end-users with severe impairment and in the locked-in state were able to participate in this process.}, language = {en} } @article{MeuleBeckTeranBerkeretal.2014, author = {Meule, Adrian and Beck Teran, Carina and Berker, Jasmin and Gr{\"u}ndel, Tilman and Mayerhofer, Martina and Platte, Petra}, title = {"On the differentiation between trait and state food craving: Half-year retest-reliability of the Food Cravings Questionnaire-Trait-reduced (FCQ-T-r) and the Food Cravings Questionnaire-State (FCQ-S)"}, doi = {10.1186/s40337-014-0025-z}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-110585}, year = {2014}, abstract = {Background: Food craving refers to an intense desire to consume a specific food. The Food Cravings Questionnaires (FCQs) assess food cravings on a trait and a state level. Method: The current study examined half-year retest-reliability of the Food Cravings Questionnaire-Trait-reduced (FCQ-T-r) and the Food Cravings Questionnaire-State (FCQ-S) and reports associations with current food deprivation in female students. Results: The FCQ-T-r had higher retest-reliability (rtt = .74) than the FCQ-S (rtt = .39). Although trait food craving was correlated with state food craving, it was unaffected by current food deprivation. Conclusions: Although state and trait food craving are interdependent, the FCQs are able to differentiate between the two. As scores of the FCQ-T-r represent a stable trait, but are also sensitive to changes in eating behavior, they may be useful for the investigation of the course of eating disorders and obesity.}, language = {en} } @article{KaufmannHerwegKuebler2014, author = {Kaufmann, Tobias and Herweg, Andreas and K{\"u}bler, Andrea}, title = {Toward brain-computer interface based wheelchair control utilizing tactually-evoked event-related potentials}, doi = {10.1186/1743-0003-11-7}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-110042}, year = {2014}, abstract = {Background People with severe disabilities, e.g. due to neurodegenerative disease, depend on technology that allows for accurate wheelchair control. For those who cannot operate a wheelchair with a joystick, brain-computer interfaces (BCI) may offer a valuable option. Technology depending on visual or auditory input may not be feasible as these modalities are dedicated to processing of environmental stimuli (e.g. recognition of obstacles, ambient noise). Herein we thus validated the feasibility of a BCI based on tactually-evoked event-related potentials (ERP) for wheelchair control. Furthermore, we investigated use of a dynamic stopping method to improve speed of the tactile BCI system. Methods Positions of four tactile stimulators represented navigation directions (left thigh: move left; right thigh: move right; abdomen: move forward; lower neck: move backward) and N = 15 participants delivered navigation commands by focusing their attention on the desired tactile stimulus in an oddball-paradigm. Results Participants navigated a virtual wheelchair through a building and eleven participants successfully completed the task of reaching 4 checkpoints in the building. The virtual wheelchair was equipped with simulated shared-control sensors (collision avoidance), yet these sensors were rarely needed. Conclusion We conclude that most participants achieved tactile ERP-BCI control sufficient to reliably operate a wheelchair and dynamic stopping was of high value for tactile ERP classification. Finally, this paper discusses feasibility of tactile ERPs for BCI based wheelchair control.}, language = {en} }