@phdthesis{Grossekathoefer2022, author = {Großekath{\"o}fer, Jonas David}, title = {Virtually Valid? On the Importance of Ecological Validity and Virtual Reality for Social Attention Research}, doi = {10.25972/OPUS-26041}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-260417}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2022}, abstract = {Gazes are of central relevance for people. They are crucial for navigating the world and communicating with others. Nevertheless, research in recent years shows that many findings from experimental research on gaze behavior cannot be transferred from the laboratory to everyday behavior. For example, the frequency with which conspecifics are looked at is considerably higher in experimental contexts than what can be observed in daily behavior. In short: findings from laboratories cannot be generalized into general statements. This thesis is dedicated to this matter. The dissertation describes and documents the current state of research on social attention through a literature review, including a meta-analysis on the /gaze cueing/ paradigm and an empirical study on the robustness of gaze following behavior. In addition, virtual reality was used in one of the first studies in this research field. Virtual reality has the potential to significantly improve the transferability of experimental laboratory studies to everyday behavior. This is because the technology enables a high degree of experimental control in naturalistic research designs. As such, it has the potential to transform empirical research in the same way that the introduction of computers to psychological research did some 50 years ago. The general literature review on social attention is extended to the classic /gaze cueing/ paradigm through a systematic review of publications and a meta-analytic evaluation (Study 1). The cumulative evidence supported the findings of primary studies: Covert spatial attention is directed by faces. However, the experimental factors included do not explain the surprisingly large variance in the published results. Thus, there seem to be further, not well-understood variables influencing these social processes. Moreover, classic /gaze cueing/ studies have limited ecological validity. This is discussed as a central reason for the lack of generalisability. Ecological validity describes the correspondence between experimental factors and realistic situations. A stimulus or an experimental design can have high and low ecological validity on different dimensions and have different influences on behavior. Empirical research on gaze following behavior showed that the /gaze cueing/ effect also occurs with contextually embedded stimuli (Study 2). The contextual integration of the directional cue contrasted classical /gaze cueing/ studies, which usually show heads in isolation. The research results can thus be transferred /within/ laboratory studies to higher ecologically valid research paradigms. However, research shows that the lack of ecological validity in experimental designs significantly limits the transferability of experimental findings to complex situations /outside/ the laboratory. This seems to be particularly the case when social interactions and norms are investigated. However, ecological validity is also often limited in these studies for other factors, such as contextual embedding /of participants/, free exploration behavior (and, thus, attentional control), or multimodality. In a first study, such high ecological validity was achieved for these factors with virtual reality, which could not be achieved in the laboratory so far (Study 3). Notably, the observed fixation patterns showed differences even under /most similar/ conditions in the laboratory and natural environments. Interestingly, these were similar to findings also derived from comparisons of eye movement in the laboratory and field investigations. These findings, which previously came from hardly comparable groups, were thus confirmed by the present Study 3 (which did not have this limitation). Overall, /virtual reality/ is a new technical approach to contemporary social attention research that pushes the boundaries of previous experimental research. The traditional trade-off between ecological validity and experimental control thus becomes obsolete, and laboratory studies can closely inherit an excellent approximation of reality. Finally, the present work describes and discusses the possibilities of this technology and its practical implementation. Within this context, the extent to which this development can still guarantee a constructive classification of different laboratory tests in the future is examined.}, subject = {Aufmerksamkeit}, language = {en} } @phdthesis{Genheimer2020, author = {Genheimer, Hannah}, title = {The acquisition of anxiety and the impact of transcutaneous vagus nerve stimulation on extinction learning in virtual contexts}, doi = {10.25972/OPUS-20639}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-206390}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {This thesis aims for a better understanding of the mechanisms underlying anxiety as well as trauma- and stressor-related disorders and the development of new therapeutic approaches. I was first interested in the associative learning mechanisms involved in the etiology of anxiety disorders. Second, I explored the therapeutic effects of transcutaneous vagus nerve stimulation (tVNS) as a promising new method to accelerate and stabilize extinction learning in humans. For these purposes, I applied differential anxiety conditioning protocols realized by the implementation of virtual reality (VR). Here, a formerly neutral virtual context (anxiety context, CTX+) is presented whereby the participants unpredictably receive mildly aversive electric stimuli (unconditioned stimulus, US). Another virtual context (safety context, CTX-) is never associated with the US. Moreover, extinction of conditioned anxiety can be modeled by presenting the same contexts without US delivery. When unannounced USs were administered after extinction, i.e. reinstatement, the strength of the "returned" conditioned anxiety can provide information on the stability of the extinction memory. In Study 1, I disentangled the role of elemental and conjunctive context representations in the acquisition of conditioned anxiety. Sequential screenshots of two virtual offices were presented like a flip-book so that I elicited the impression of walking through the contexts. Some pictures of CTX+ were paired with an US (threat elements), but not some other screenshots of the same context (non-threat elements), nor the screenshots depicting CTX- (safety elements). Higher contingency ratings for threat compared to non-threat elements revealed elemental representation. Electro-cortical responses showed larger P100 and early posterior negativity amplitudes elicited by screenshots depicting CTX+ compared to CTX- and suggested conjunctive representation. These results support the dual context representation in anxiety acquisition in healthy individuals. Study 2 addressed the effects of tVNS on the stabilization of extinction learning by using a context conditioning paradigm. Potentiated startle responses as well as higher aversive ratings in CTX+ compared to CTX- indicate successful anxiety conditioning. Complete extinction was found in startle responses and valence ratings as no differentiation between CTX+ and CTX- suggested. TVNS did not affect extinction or reinstatement of anxiety which may be related to the inappropriate transferability of successful stimulation parameters from epilepsy patients to healthy participants during anxiety extinction. Therefore, in Study 3 I wanted to replicate the modulatory effects of tVNS on heart rate and pain perception by the previously used parameters. However, no effects of tVNS were observed on subjective pain ratings, on pain tolerance, or on heart rate. This led to the conclusion that the modification of stimulation parameters is necessary for a successful acceleration of anxiety extinction in humans. In Study 4, I prolonged the tVNS and, considering previous tVNS studies, I applied a cue conditioning paradigm in VR. Therefore, during acquisition a cue (CS+) presented in CTX+ predicted the US, but not another cue (CS-). Both cues were presented in a second context (CTX-) and never paired with the US. Afterward, participants received either tVNS or sham stimulation and underwent extinction learning. I found context-dependent cue conditioning only in valence ratings, which was indicated by lower valence for CS+ compared to CS- in CTX+, but no differential ratings in CTX-. Successful extinction was indicated by equal responses to CS+ and CS-. Interestingly, I found reinstatement of conditioned fear in a context-dependent manner, meaning startle response was potentiated for CS+ compared to CS- only in the anxiety context. Importantly, even the prolonged tVNS had no effect, neither on extinction nor on reinstatement of context-dependent cue conditioning. However, I found first evidence for accelerated physiological contextual extinction due to less differentiation between startles in CTX+ compared to CTX- in the tVNS than in the sham stimulated group. In sum, this thesis first confirms the dual representation of a context in an elemental and a conjunctive manner. Second, though anxiety conditioning and context-dependent cue conditioning paradigms worked well, the translation of tVNS accelerated extinction from rats to humans needs to be further developed, especially the stimulation parameters. Nevertheless, tVNS remains a very promising approach of memory enhancement, which can be particularly auspicious in clinical settings.}, subject = {Angst}, language = {en} } @phdthesis{Roth2020, author = {Roth, Daniel}, title = {Intrapersonal, Interpersonal, and Hybrid Interactions in Virtual Reality}, doi = {10.25972/OPUS-18862}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-188627}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Virtual reality and related media and communication technologies have a growing impact on professional application fields and our daily life. Virtual environments have the potential to change the way we perceive ourselves and how we interact with others. In comparison to other technologies, virtual reality allows for the convincing display of a virtual self-representation, an avatar, to oneself and also to others. This is referred to as user embodiment. Avatars can be of varying realism and abstraction in their appearance and in the behaviors they convey. Such userembodying interfaces, in turn, can impact the perception of the self as well as the perception of interactions. For researchers, designers, and developers it is of particular interest to understand these perceptual impacts, to apply them to therapy, assistive applications, social platforms, or games, for example. The present thesis investigates and relates these impacts with regard to three areas: intrapersonal effects, interpersonal effects, and effects of social augmentations provided by the simulation. With regard to intrapersonal effects, we specifically explore which simulation properties impact the illusion of owning and controlling a virtual body, as well as a perceived change in body schema. Our studies lead to the construction of an instrument to measure these dimensions and our results indicate that these dimensions are especially affected by the level of immersion, the simulation latency, as well as the level of personalization of the avatar. With regard to interpersonal effects we compare physical and user-embodied social interactions, as well as different degrees of freedom in the replication of nonverbal behavior. Our results suggest that functional levels of interaction are maintained, whereas aspects of presence can be affected by avatar-mediated interactions, and collaborative motor coordination can be disturbed by immersive simulations. Social interaction is composed of many unknown symbols and harmonic patterns that define our understanding and interpersonal rapport. For successful virtual social interactions, a mere replication of physical world behaviors to virtual environments may seem feasible. However, the potential of mediated social interactions goes beyond this mere replication. In a third vein of research, we propose and evaluate alternative concepts on how computers can be used to actively engage in mediating social interactions, namely hybrid avatar-agent technologies. Specifically, we investigated the possibilities to augment social behaviors by modifying and transforming user input according to social phenomena and behavior, such as nonverbal mimicry, directed gaze, joint attention, and grouping. Based on our results we argue that such technologies could be beneficial for computer-mediated social interactions such as to compensate for lacking sensory input and disturbances in data transmission or to increase aspects of social presence by visual substitution or amplification of social behaviors. Based on related work and presented findings, the present thesis proposes the perspective of considering computers as social mediators. Concluding from prototypes and empirical studies, the potential of technology to be an active mediator of social perception with regard to the perception of the self, as well as the perception of social interactions may benefit our society by enabling further methods for diagnosis, treatment, and training, as well as the inclusion of individuals with social disorders. To this regard, we discuss implications for our society and ethical aspects. This thesis extends previous empirical work and further presents novel instruments, concepts, and implications to open up new perspectives for the development of virtual reality, mixed reality, and augmented reality applications.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @phdthesis{Baur2016, author = {Baur, Ramona}, title = {Adult Attention-Deficit/Hyperactivity Disorder (ADHD), Emotion Processing, and Emotion Regulation in Virtual Reality}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-142064}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2016}, abstract = {Attention-Deficit/Hyperactivity Disorder (ADHD) is characterized by symptoms of inattentiveness and hyperactivity/impulsivity. Besides, increasing evidence points to ADHD patients showing emotional dysfunctions and concomitant problems in social life. However, systematic research on emotional dysfunctions in ADHD is still rare, and to date most studies lack conceptual differentiation between emotion processing and emotion regulation. The aim of this thesis was to systematically investigate emotion processing and emotion regulation in adult ADHD in a virtual reality paradigm implementing social interaction. Emotional reactions were assessed on experiential, physiological, and behavioral levels. Experiment 1 was conducted to develop a virtual penalty kicking paradigm implying social feedback and to test it in a healthy sample. This paradigm should then be applied in ADHD patients later on. Pleasant and unpleasant trials in this paradigm consisted of hits respectively misses and subsequent feedback from a virtual coach. In neutral trials, participants were teleported to different spots of the virtual stadium. Results indicated increased positive affectivity (higher valence and arousal ratings, higher zygomaticus activations, and higher expression rates of positive emotional behavior) in response to pleasant compared to neutral trials. Reactions to unpleasant trials were contradictory, indicating increased levels of both positive and negative affectivity, compared to neutral trials. Unpleasant vs. neutral trials revealed lower valence ratings, higher arousal ratings, higher zygomaticus activations, slightly lower corrugator activations, and higher expression rates of both positive and negative emotional behavior. The intensity of emotional reactions correlated with experienced presence in the virtual reality. To better understand the impact of hits or misses per se vs. hits or misses with coach feedback healthy participants' emotional reactions, only 50\% of all shots were followed by coach feedback in experiment 2. Neutral trials consisted of shots over the free soccer field which were followed by coach feedback in 50 \% of all trials. Shots and feedback evoked more extreme valence and arousal ratings, higher zygomaticus activations, lower corrugator activations, and higher skin conductance responses than shots alone across emotional conditions. Again, results speak for the induction of positive emotions in pleasant trials whereas the induction of negative emotions in unpleasant trials seems ambiguous. Technical improvements of the virtual reality were reflected in higher presence ratings than in experiment 1. Experiment 3 investigated emotional reactions of adult ADHD patients and healthy controls after emotion processing and response-focused emotion regulation. Participants successively went through an ostensible online ball-tossing game (cyber ball) inducing negative emotions, and an adapted version of the virtual penalty kicking game. Throughout cyber ball, participants were included or ostracized by two other players in different experimental blocks. Participants were instructed to explicitly show, not regulate, or hide their emotions in different experimental blocks. Results provided some evidence for deficient processing of positive emotions in ADHD. Patients reported slightly lower positive affect than controls during cyber ball, gave lower valence ratings than controls in response to pleasant penalty kicking trials, and showed lower zygomaticus activations than controls especially during penalty kicking. Patients in comparison with controls showed slightly increased processing of unpleasant events during cyber ball (higher ratings of negative affect, especially in response to ostracism), but not during penalty kicking. Patients showed lower baseline skin conductance levels than controls, and impaired skin conductance modulations. Compared to controls, patients showed slight over-expression of positive as well as negative emotional behavior. Emotion regulation analyses revealed no major difficulties of ADHD vs. controls in altering their emotional reactions through deliberate response modulation. Moreover, patients reported to habitually apply adaptive emotion regulation strategies even more frequently than controls. The analyses of genetic high-risk vs. low-risk groups for ADHD across the whole sample revealed similar results as analyses for patients vs. controls for zygomaticus modulations during emotion processing, and for modulations of emotional reactions due to emotion regulation. To sum up, the virtual penalty kicking paradigm proved to be successful for the induction of positive, but not negative emotions. The importance of presence in virtual reality for the intensity of induced emotions could be replicated. ADHD patients showed impaired processing of primarily positive emotions. Aberrations in negative emotional responding were less clear and need further investigation. Results point to adult ADHD in comparison to healthy controls suffering from baseline deficits in autonomic arousal and deficits in arousal modulation. Deficits of ADHD in the deliberate application of response-focused emotion regulation could not be found.}, subject = {Aufmerksamkeitsdefizit-Syndrom}, language = {en} } @phdthesis{GlotzbachSchoon2013, author = {Glotzbach-Schoon, Evelyn}, title = {Contextual fear conditioning in humans: The return of contextual anxiety and the influence of genetic polymorphisms}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-87955}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2013}, abstract = {Als Angst bezeichnet man einen nicht auf spezifische Objekte gerichteten l{\"a}nger anhaltenden zukunfts-orientierten Zustand der Besorgnis. Diese ist kennzeichnend f{\"u}r Angstst{\"o}rungen wie Panikst{\"o}rung, generalisierte Angstst{\"o}rung und Posttraumatische Belastungsst{\"o}rung (PTBS). Experimentell kann Angst durch kontextuelle Furchtkonditionierung ausgel{\"o}st werden. Bei dieser Art der Konditionierung werden aversive Ereignisse als unvorhersehbar erlebt, wodurch der gesamte Kontext mit der Gefahr assoziiert wird. Diese Arbeit hat zum Ziel, Mechanismen der Entstehung und Aufrechterhaltung von Kontextangst zu untersuchen. Dies sind zum einem erleichterte Akquisition von Kontextkonditionierungen und deren fehlerhafte Extinktion. Hier ist vor allem die Fragestellung relevant, wie dies durch genetische Varianten moduliert wird (Studie 1). Zum anderen soll die Wiederkehr der Angst nach der Extinktion mit einem neuen Reinstatement-Paradigma untersucht werden (Studie 2). Zur Untersuchung dieser Forschungsfragen wurden zwei kontextuelle Furchtkonditionierungsstudien in virtueller Realit{\"a}t (VR) durchgef{\"u}hrt. W{\"a}hrend der Akquisition wurden leicht schmerzhafte elektrische Reize (unkonditionierter Stimulus, US) unvorhersehbar pr{\"a}sentiert, w{\"a}hrend die Probanden in einem virtuellen B{\"u}roraum waren. Dadurch wurde dieser Raum zum Angstkontext (CXT+). Ein zweiter B{\"u}roraum wurde nie mit dem US gepaart, deshalb wurde dieser Raum zum Sicherheitskontext (CXT-). Die Extinktion, in der die Kontexte ohne US pr{\"a}sentiert wurden, fand 24 h sp{\"a}ter statt, und ein Test zum Abruf der Extinktion bzw. zur Wiederkehr der Angst nochmals 24 h sp{\"a}ter. In beiden Studien wurde die Angst auf drei verschiedenen Ebenen gemessen: Verhalten (angstpotenzierter Schreckreflex), Physiologie (tonische Hautleitf{\"a}higkeit), und verbale Ebene (explizite Ratings). Die Probanden f{\"u}r Studie 1 wurden anhand der 5-HTTLPR (S+ Risikoallel vs. LL nicht-Risikoallel) und NPSR1 rs324981 (T+ Risikoallel vs. AA nicht-Risikoallel) Polymorphismen stratifiziert, sodass vier kombinierte Genotyp Gruppen (S+/T+, S+/LL, LL/T+ und LL/AA) mit je 20 Probanden vorlagen. Es zeigte sich, dass der angstpotenzierte Schreckreflex durch die Interaktion zwischen beiden genetischen Polymorphismen moduliert wurde. Nur Tr{\"a}ger beider Risikoallele (S+ Tr{\"a}ger des 5-HTTLPR und T+ Tr{\"a}ger des NPSR1 Polymorphismus) zeigten einen h{\"o}heren Schreckreflex im CXT+ als im CXT- w{\"a}hrend der Akquisition. Der Abruf der Extinktion an Tag 3, gemessen anhand des Schreckreflexes, wurde allerdings nicht durch die Genotypen moduliert. Interessanterweise zeigte sich auf dem expliziten Angstlevel (Valenz- und Angstratings) nur ein Einfluss des NPSR1 Polymorphismus, und zwar bewerteten die nicht-Risikoallel Tr{\"a}ger (AA) den CXT+ mit negativerer Valenz und h{\"o}herer Angst im Vergleich zum CXT-; die Risikoallel Tr{\"a}ger (T+) taten dies nicht. In der zweiten Studie wurde fast das gleiche Paradigma benutzt wie in der ersten Studie mit der Ausnahme, dass eine Versuchsgruppe (Reinstatementgruppe) den US noch einmal am Anfang des dritten Untersuchungstages vor der Pr{\"a}sentation von CXT+ und CXT- appliziert bekam. Die zweite Versuchsgruppe (Kontrollgruppe) erhielt keinen US, sondern wurde direkt durch CXT+ und CXT- gef{\"u}hrt. Es zeigte sich, dass nur in der Reinstatementgruppe die Angst auf impliziter und expliziter Ebene wiederkehrte, d.h. die Probanden zeigten einen h{\"o}heren Schreckreflex und h{\"o}here Angstratings auf den CXT+ im Vergleich zum CXT-. Wichtig war vor allem, dass die Wiederkehr der Angst in der Reinstatementgruppe mit der Ver{\"a}nderung der Zustandsangst und der Stimmung (von der Extinktion zum Test) korrelierte. D.h. je gr{\"o}ßer die Angst und je negativer die Stimmung wurden, desto h{\"o}her war die Wiederkehr der Angst. Zusammengefasst belegt Studie 1, dass erleichterte kontextuelle Furchtkonditionierung auf impliziter Ebene (Schreckreflex) ein Endoph{\"a}notyp f{\"u}r Angstst{\"o}rungen sein k{\"o}nnte, was zu unserem Verst{\"a}ndnis der {\"A}tiologie von Angstst{\"o}rungen beitragen k{\"o}nnte. Die Ergebnisse der zweiten Studie legen nahe, dass eine {\"a}ngstliche und negative Stimmung nach der Extinktion die R{\"u}ckkehr von Angst beg{\"u}nstigen k{\"o}nnte. Dar{\"u}ber hinaus scheint das VR-basierte kontextuelle Furchtkonditionierungsparadigma ein geeignetes Mittel zu sein, um Mechanismen der Angstentstehung und Angstwiederkehr experimentell zu erforschen. Weiterf{\"u}hrende Studien k{\"o}nnten nun auch Angstpatienten untersuchen und das Paradigma auf evolution{\"a}r-relevante Kontexte (z.B. H{\"o}he, Dunkelheit, weite Pl{\"a}tze) ausweiten.}, subject = {Angst}, 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} } @phdthesis{Bruetting2013, author = {Br{\"u}tting, Johanna}, title = {Psychotherapie spezifischer Phobien: Die Bedeutung der Angstaktivierung f{\"u}r Therapieprozess und Therapieerfolg}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-80578}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2013}, abstract = {In der vorliegenden Arbeit wurde untersucht, inwiefern die Angstaktivierung Einfluss auf den Therapieprozess und den Therapieerfolg bei der Behandlung spezifischer Phobien hat. Obwohl expositionsbasierte Therapieverfahren nachweislich effektiv sind und vor allem bei der Behandlung spezifischer Phobien als die Methode der Wahl gelten, sind deren genauen Wirkmechanismen doch noch nicht v{\"o}llig gekl{\"a}rt. In zwei empirischen Studien wurde hier die von Foa und Kozak (1986, 1991) in der „Emotional Processing Theory" als notwendig postulierte Rolle der Angstaktivierung w{\"a}hrend der Exposition untersucht. In der ersten Studie wurde auf Grundlage tier- und humanexperimenteller Befunde untersucht, ob durch eine Reaktivierung der Angst und darauffolgende Exposition innerhalb eines bestimmten Zeitfensters (= Rekonsolidierungsfenster) die R{\"u}ckkehr der Angst verhindert werden kann. Ziel dieser Untersuchung war die {\"U}bertragung bisheriger Ergebnisse aus Konditionierungsstudien auf eine klinische Stichprobe. Die spinnenphobischen Untersuchungsteilnehmer (N = 36) wurden randomisiert entweder der Reaktivierungsgruppe (RG) oder einer Standardexpositionsgruppe (SEG) zugewiesen. Die RG bekam vor der Exposition in virtueller Realit{\"a}t (VRET) f{\"u}nf Sekunden lang einen Reaktivierungsstimulus - eine virtuelle Spinne - dargeboten, woraufhin zehn Minuten standardisierte Wartezeit folgte. In der SEG wurde die Angst vor der Exposition nicht reaktiviert. 24 Stunden nach der VRET wurde in einem Test die spontane R{\"u}ckkehr der Angst erfasst. Entgegen der Annahmen f{\"u}hrte die Reaktivierung vor der VRET nicht zu einer geringeren R{\"u}ckkehr der Angst in der Testsitzung 24 Stunden sp{\"a}ter. Die Angst kehrte in keiner der beiden Versuchsgruppen zur{\"u}ck, was sich bez{\"u}glich subjektiver Angstratings, f{\"u}r Verhaltensdaten und auch f{\"u}r physiologische Maße zeigte. Auch zeigte sich ein grunds{\"a}tzlich positiver Effekt der Behandlung, bei der im Anschluss noch eine Exposition in vivo stattfand. Ein Follow-Up nach sechs Monaten ergab eine weitere Reduktion der Spinnenangst. Die Ergebnisse legen nahe, dass sich die experimentellen Befunde zu Rekonsolidierungsprozessen aus Konditionierungsstudien nicht einfach auf ein Therapiesetting und die Behandlung spezifischer Phobien {\"u}bertragen lassen. Die zweite Studie befasste sich mit der Frage, ob Koffein die initiale Angstaktivierung erh{\"o}hen kann und ob sich dies positiv auf den Therapieerfolg auswirkt. Die spinnenphobischen Studienteilnehmer (N = 35) wurden in einem doppelblinden Versuchsdesign entweder der Koffeingruppe (KOFG) oder der Placebogruppe (PG) zugeordnet. Die KOFG erhielt eine Stunde vor Beginn der VRET eine Koffeintablette mit 200 mg Koffein, die PG erhielt als {\"A}quivalent zur gleichen Zeit eine Placebotablette. Eine Analyse der Speichelproben der Probanden ergab, dass sich die Koffeinkonzentration durch die Koffeintablette signifikant erh{\"o}hte. Dies f{\"u}hrte jedoch nicht, wie erwartet, zu einer h{\"o}heren Angstaktivierung w{\"a}hrend der VRET, weshalb unter anderem diskutiert wird, ob evtl. die Koffeinkonzentration zu niedrig war, um anxiogen zu wirken. Dennoch profitierten die Teilnehmer beider Versuchsgruppen von unserem Behandlungsangebot. Die Spinnenangst reduzierte sich signifikant {\"u}ber vier Sitzungen hinweg. Diese Reduktion blieb stabil bis zum Follow-Up drei Monate nach Studienende. Zusammengefasst l{\"a}sst sich zur optimalen H{\"o}he der Angstaktivierung aufgrund der hier durchgef{\"u}hrten beiden Studien keine exakte Aussage machen, da sich die Versuchsgruppen in beiden Studien hinsichtlich der H{\"o}he der Angstaktivierung zu Beginn (und auch w{\"a}hrend) der Exposition nicht unterschieden. Es l{\"a}sst sich aber festhalten, dass die VRET und auch die in vivo Exposition in beiden Studien effektiv Angst ausl{\"o}sten und dass sich die Angst in beiden Gruppen signifikant bis zu den Follow-Ups (sechs bzw. drei Monate nach Studienende) signifikant reduzierte. Die Behandlung kann also als erfolgreich angesehen werden. M{\"o}gliche andere Wirkfaktoren der Expositionstherapie, wie z.B. die Rolle der wahrgenommenen Kontrolle werden neben der H{\"o}he der Angstaktivierung diskutiert.}, subject = {Psychotherapie}, language = {de} } @phdthesis{Kinateder2012, author = {Kinateder, Max}, title = {Social Influence in Emergency Situations - Studies in Virtual Reality}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-76805}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2012}, abstract = {In 1999, a tragic catastrophe occurred in the Mont Blanc Tunnel, one of the most important transalpine road tunnels. Twenty-seven of the victims never left their vehicles as a result of which they were trapped in smoke and suffocated (Beard \& Carvel, 2005). Immediate evacuation is crucial in tunnel fires, but still many tunnel users stay passive. During emergency situations people strongly influence each other's behavior (e.g. Nilsson \& Johansson, 2009a). So far, only few empirical experimental studies investigated the interaction of individuals during emergencies. Recent developments of advanced immersive virtual worlds, allow simulating emergency situations which makes analogue studies possible. In the present dissertation project, theoretical aspects of human behavior and SI in emergencies are addressed (Chapter 1). The question of Social Influence in emergency situations is investigated in five simulation studies during different relevant stages of the evacuation process from a simulated road tunnel fire (Chapter 2). In the last part, the results are discussed and criticized (Chapter 3). Using a virtual reality (VR) road tunnel scenario, study 1 (pilot study) and 2 investigated the effect of information about adequate behavior in tunnel emergencies as well as Social Influence (SI) on drivers' behavior. Based on a classic study of Darley and Latan{\´e} (1968) on bystander inhibition, the effect of passive bystanders on self-evacuation was analyzed. Sixty participants were confronted with an accident and smoke in a road tunnel. The presence of bystanders and information status was manipulated and consequently, participants were randomly assigned into four different groups. Informed participants read a brochure containing relevant information about safety behavior in emergency situations prior to the tunnel drives. In the bystander conditions, passive bystanders were situated in a car in front of the emergency situation. Participants who had received relevant information left the car more frequently than the other participants. Neither significant effect of bystanders nor interaction with information status on the participants' behavior was observed. Study 3 (pilot study) examined a possible alternative explanation for weak SI in VR. Based on the Threshold Theory of Social Influence (Blascovich, 2002b) and the work of Guadagno et al. (2007), the perception of virtual humans as an avatar (a virtual representation of a real human being) or as an agent (a computer-controlled animated character) was manipulated. Subsequently, 32 participants experienced an accident similar to the one in study 1. However, they were co-drivers and a virtual agent (VA) was the driver. Participants reacted differently in avatar and agent condition. Consequently, the manipulation of the avatar condition was implemented in study 4. In study 4, SI within the vehicle was investigated, as drivers are mostly not alone in their car. In a tunnel scenario similar to the first study, 34 participants were confronted with an emergency situation either as drivers or co-drivers. In the driver group, participants drove themselves and a VA was sitting on the passenger seat. Correspondently, participants in the co-driver group were seated on the passenger seat and the VA drove the vehicle on a pre-recorded path. Like in study 1, the tunnel was blocked by an accident and smoke was coming from the accident in one drive. The VA initially stayed inactive after stopping the vehicle but started to evacuate after ca. 30 seconds. About one third of the sample left the vehicle during the situation. There were no significant differences between drivers and co-drivers regarding the frequency of leaving the vehicle. Co-drivers waited significantly longer than drivers before leaving the vehicle. Study 5 looked at the pre-movement and movement phase of the evacuation process. Forty participants were repeatedly confronted with an emergency situation in a virtual road tunnel filled with smoke. Four different experimental conditions systematically varied the presence and behavior of a VA. In all but one conditions a VA was present. Across all conditions at least 60\% of the participants went to the emergency exit. If the VA went to the emergency exit, the ratio increased to 75\%. If the VA went in the opposite direction of the exit, however, only 61\% went there. If participants were confronted with a passive VA, they needed significantly longer until they started moving and reached the emergency exit. The main and most important finding across all studies is that SI is relevant for self-evacuation, but the degree of SI varies across the phases of evacuation and situation. In addition to the core findings, relevant theoretical and methodological questions regarding the general usefulness and limitations of VR as a research tool are discussed. Finally, a short summary and outlook on possible future studies is presented.}, subject = {Notfall}, language = {en} }