@article{SchaeferSignoretGenestvonCollenbergetal.2020, author = {Schaefer, Natascha and Signoret-Genest, J{\´e}r{\´e}my and von Collenberg, Cora R. and Wachter, Britta and Deckert, J{\"u}rgen and Tovote, Philip and Blum, Robert and Villmann, Carmen}, title = {Anxiety and Startle Phenotypes in Glrb Spastic and Glra1 Spasmodic Mouse Mutants}, series = {Frontiers in Molecular Neuroscience}, volume = {13}, journal = {Frontiers in Molecular Neuroscience}, number = {152}, issn = {1662-5099}, doi = {10.3389/fnmol.2020.00152}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-210041}, year = {2020}, abstract = {A GWAS study recently demonstrated single nucleotide polymorphisms (SNPs) in the human GLRB gene of individuals with a prevalence for agoraphobia. GLRB encodes the glycine receptor (GlyRs) β subunit. The identified SNPs are localized within the gene flanking regions (3′ and 5′ UTRs) and intronic regions. It was suggested that these nucleotide polymorphisms modify GlyRs expression and phenotypic behavior in humans contributing to an anxiety phenotype as a mild form of hyperekplexia. Hyperekplexia is a human neuromotor disorder with massive startle phenotypes due to mutations in genes encoding GlyRs subunits. GLRA1 mutations have been more commonly observed than GLRB mutations. If an anxiety phenotype contributes to the hyperekplexia disease pattern has not been investigated yet. Here, we compared two mouse models harboring either a mutation in the murine Glra1 or Glrb gene with regard to anxiety and startle phenotypes. Homozygous spasmodic animals carrying a Glra1 point mutation (alanine 52 to serine) displayed abnormally enhanced startle responses. Moreover, spasmodic mice exhibited significant changes in fear-related behaviors (freezing, rearing and time spent on back) analyzed during the startle paradigm, even in a neutral context. Spastic mice exhibit reduced expression levels of the full-length GlyRs β subunit due to aberrant splicing of the Glrb gene. Heterozygous animals appear normal without an obvious behavioral phenotype and thus might reflect the human situation analyzed in the GWAS study on agoraphobia and startle. In contrast to spasmodic mice, heterozygous spastic animals revealed no startle phenotype in a neutral as well as a conditioning context. Other mechanisms such as a modulatory function of the GlyRs β subunit within glycinergic circuits in neuronal networks important for fear and fear-related behavior may exist. Possibly, in human additional changes in fear and fear-related circuits either due to gene-gene interactions e.g., with GLRA1 genes or epigenetic factors are necessary to create the agoraphobia and in particular the startle phenotype.}, language = {en} } @article{AndreattaPauli2015, author = {Andreatta, Marta and Pauli, Paul}, title = {Appetitive vs. aversive conditioning in humans}, series = {Frontiers in Behavioral Neuroscience}, volume = {9}, journal = {Frontiers in Behavioral Neuroscience}, number = {128}, doi = {10.3389/fnbeh.2015.00128}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-148614}, year = {2015}, abstract = {In classical conditioning, an initially neutral stimulus (conditioned stimulus, CS) becomes associated with a biologically salient event (unconditioned stimulus, US), which might be pain (aversive conditioning) or food (appetitive conditioning). After a few associations, the CS is able to initiate either defensive or consummatory responses, respectively. Contrary to aversive conditioning, appetitive conditioning is rarely investigated in humans, although its importance for normal and pathological behaviors (e.g., obesity, addiction) is undeniable. The present study intents to translate animal findings on appetitive conditioning to humans using food as an US. Thirty-three participants were investigated between 8 and 10 am without breakfast in order to assure that they felt hungry. During two acquisition phases, one geometrical shape (avCS+) predicted an aversive US (painful electric shock), another shape (appCS+) predicted an appetitive US (chocolate or salty pretzel according to the participants' preference), and a third shape (CS) predicted neither US. In a extinction phase, these three shapes plus a novel shape (NEW) were presented again without US delivery. Valence and arousal ratings as well as startle and skin conductance (SCR) responses were collected as learning indices. We found successful aversive and appetitive conditioning. On the one hand, the avCS+ was rated as more negative and more arousing than the CS and induced startle potentiation and enhanced SCR. On the other hand, the appCS+ was rated more positive than the CS and induced startle attenuation and larger SCR. In summary, we successfully confirmed animal findings in (hungry) humans by demonstrating appetitive learning and normal aversive learning.}, language = {en} } @article{GromerReinkeChristneretal.2019, author = {Gromer, Daniel and Reinke, Max and Christner, Isabel and Pauli, Paul}, title = {Causal interactive links between presence and fear in virtual reality height exposure}, series = {Frontiers in Psychology}, volume = {10}, journal = {Frontiers in Psychology}, number = {141}, doi = {10.3389/fpsyg.2019.00141}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-201855}, year = {2019}, abstract = {Virtual reality plays an increasingly important role in research and therapy of pathological fear. However, the mechanisms how virtual environments elicit and modify fear responses are not yet fully understood. Presence, a psychological construct referring to the 'sense of being there' in a virtual environment, is widely assumed to crucially influence the strength of the elicited fear responses, however, causality is still under debate. The present study is the first that experimentally manipulated both variables to unravel the causal link between presence and fear responses. Height-fearful participants (N = 49) were immersed into a virtual height situation and a neutral control situation (fear manipulation) with either high versus low sensory realism (presence manipulation). Ratings of presence and verbal and physiological (skin conductance, heart rate) fear responses were recorded. Results revealed an effect of the fear manipulation on presence, i.e., higher presence ratings in the height situation compared to the neutral control situation, but no effect of the presence manipulation on fear responses. However, the presence ratings during the first exposure to the high quality neutral environment were predictive of later fear responses in the height situation. Our findings support the hypothesis that experiencing emotional responses in a virtual environment leads to a stronger feeling of being there, i.e., increase presence. In contrast, the effects of presence on fear seem to be more complex: on the one hand, increased presence due to the quality of the virtual environment did not influence fear; on the other hand, presence variability that likely stemmed from differences in user characteristics did predict later fear responses. These findings underscore the importance of user characteristics in the emergence of presence.}, language = {en} } @article{RieplMusselOsinskyetal.2016, author = {Riepl, Korbinian and Mussel, Patrick and Osinsky, Roman and Hewig, Johannes}, title = {Influences of State and Trait Affect on Behavior, Feedback-Related Negativity, and P3b in the Ultimatum Game}, series = {PLoS One}, volume = {7}, journal = {PLoS One}, number = {11}, doi = {10.1371/journal.pone.0146358}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-147386}, pages = {e0146358}, year = {2016}, abstract = {The present study investigates how different emotions can alter social bargaining behavior. An important paradigm to study social bargaining is the Ultimatum Game. There, a proposer gets a pot of money and has to offer part of it to a responder. If the responder accepts, both players get the money as proposed by the proposer. If he rejects, none of the players gets anything. Rational choice models would predict that responders accept all offers above 0. However, evidence shows that responders typically reject a large proportion of all unfair offers. We analyzed participants' behavior when they played the Ultimatum Game as responders and simultaneously collected electroencephalogram data in order to quantify the feedback-related negativity and P3b components. We induced state affect (momentarily emotions unrelated to the task) via short movie clips and measured trait affect (longer-lasting emotional dispositions) via questionnaires. State happiness led to increased acceptance rates of very unfair offers. Regarding neurophysiology, we found that unfair offers elicited larger feedback-related negativity amplitudes than fair offers. Additionally, an interaction of state and trait affect occurred: high trait negative affect (subsuming a variety of aversive mood states) led to increased feedback-related negativity amplitudes when participants were in an angry mood, but not if they currently experienced fear or happiness. We discuss that increased rumination might be responsible for this result, which might not occur, however, when people experience happiness or fear. Apart from that, we found that fair offers elicited larger P3b components than unfair offers, which might reflect increased pleasure in response to fair offers. Moreover, high trait negative affect was associated with decreased P3b amplitudes, potentially reflecting decreased motivation to engage in activities. We discuss implications of our results in the light of theories and research on depression and anxiety.}, language = {en} } @article{GutknechtPoppWaideretal.2015, author = {Gutknecht, Lise and Popp, Sandy and Waider, Jonas and Sommerlandt, Frank M. J. and G{\"o}ppner, Corinna and Post, Antonia and Reif, Andreas and van den Hove, Daniel and Strekalova, Tatyana and Schmitt, Angelika and Colaςo, Maria B. N. and Sommer, Claudia and Palme, Rupert and Lesch, Klaus-Peter}, title = {Interaction of brain 5-HT synthesis deficiency, chronic stress and sex differentially impact emotional behavior in Tph2 knockout mice}, series = {Psychopharmacology}, volume = {232}, journal = {Psychopharmacology}, doi = {10.1007/s00213-015-3879-0}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-154586}, pages = {2429 -- 2441}, year = {2015}, abstract = {Rationale While brain serotonin (5-HT) function is implicated in gene-by-environment interaction (GxE) impacting the vulnerability-resilience continuum in neuropsychiatric disorders, it remains elusive how the interplay of altered 5-HT synthesis and environmental stressors is linked to failure in emotion regulation. Objective Here, we investigated the effect of constitutively impaired 5-HT synthesis on behavioral and neuroendocrine responses to unpredictable chronic mild stress (CMS) using a mouse model of brain 5-HT deficiency resulting from targeted inactivation of the tryptophan hydroxylase-2 (Tph2) gene. Results Locomotor activity and anxiety- and depression-like behavior as well as conditioned fear responses were differentially affected by Tph2 genotype, sex, and CMS. Tph2 null mutants (Tph2\(^{-/-}\)) displayed increased general metabolism, marginally reduced anxiety- and depression-like behavior but strikingly increased conditioned fear responses. Behavioral modifications were associated with sex-specific hypothalamic-pituitary-adrenocortical (HPA) system alterations as indicated by plasma corticosterone and fecal corticosterone metabolite concentrations. Tph2\(^{-/-}\) males displayed increased impulsivity and high aggressiveness. Tph2\(^{-/-}\) females displayed greater emotional reactivity to aversive conditions as reflected by changes in behaviors at baseline including increased freezing and decreased locomotion in novel environments. However, both Tph2\(^{-/-}\) male and female mice were resilient to CMS-induced hyperlocomotion, while CMS intensified conditioned fear responses in a GxE-dependent manner. Conclusions Our results indicate that 5-HT mediates behavioral responses to environmental adversity by facilitating the encoding of stress effects leading to increased vulnerability for negative emotionality.}, language = {en} } @phdthesis{Schneider2020, author = {Schneider, Caroline}, title = {Modulation der Extinktion einer konditionierten Furchtreaktion durch Stimulation des pr{\"a}frontalen Kortex mittels tDCS (transcranial direct current stimulation)}, doi = {10.25972/OPUS-20875}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-208752}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Angstst{\"o}rungen geh{\"o}ren zu den h{\"a}ufigsten psychischen Erkrankungen in Deutschland, dabei k{\"o}nnten Hirnstimulationstechniken unterst{\"u}tzend zu bisherigen Therapieverfahren Anwendung finden. F{\"u}r die Entstehung und Behandlung von Angstst{\"o}rungen spielen die Prozesse der Konditionierung und Extinktion eine große Rolle, wobei im pr{\"a}frontalen Kortex eine erh{\"o}hte Aktivit{\"a}t gemessen werden kann. 51 gesunde Probanden nahmen an einem Furchtkonditionierungsexperiment mit zwei m{\"a}nnlichen Gesichtern als CS+ und CS- sowie einem Schrei als aversiven Stimulus teil. Es wurde untersucht, inwieweit die bilaterale transkranielle Gleichstromstimulation (tDCS) des dorsolateralen pr{\"a}frontalen Kortex die Extinktion moduliert. Die Stimulation erfolgte mittels tDCS links-kathodal {\"u}ber Position F3, rechts-anodal {\"u}ber Position F4 f{\"u}r 20 Minuten mit 2 mA und einer Elektrodengr{\"o}ße von 35 cm². Es wurden die Hautleitf{\"a}higkeit und der Startle-Reflex als physiologische Parameter der Furcht erfasst sowie Valenz und Arousal f{\"u}r die Stimuli durch subjektive Ratings erhoben. Bei den erfolgreich konditionierten Probanden (n = 28) kam es in der verum-tDCS-Gruppe w{\"a}hrend der fr{\"u}hen Extinktion zu einer signifikanten Zunahme der Hautleitf{\"a}higkeit auf CS-. M{\"o}glicherweise wurde durch die tDCS-Stimulation des dorsolateralen pr{\"a}frontalen Kortex eine Furchtgeneralisierung ausgel{\"o}st. Ein anderer Erkl{\"a}rungsansatz f{\"u}r die gefundenen Ergebnisse ist die Modulation von Aufmerksamkeitsprozessen durch die Stimulation. Weitere Forschung ist n{\"o}tig, bevor eine klinische tDCS-Anwendung bei Patienten mit Angstst{\"o}rungen m{\"o}glich ist.}, subject = {pr{\"a}frontale}, language = {de} } @article{PeperkornDiemerAlpersetal.2016, author = {Peperkorn, Henrik M. and Diemer, Julia E. and Alpers, Georg W. and M{\"u}hlberger, Andreas}, title = {Representation of Patients' Hand Modulates Fear Reactions of Patients with Spider Phobia in Virtual Reality}, series = {frontiers in Psychology}, volume = {7}, journal = {frontiers in Psychology}, number = {268}, doi = {10.3389/fpsyg.2016.00268}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-165307}, year = {2016}, abstract = {Embodiment (i.e., the involvement of a bodily representation) is thought to be relevant in emotional experiences. Virtual reality (VR) is a capable means of activating phobic fear in patients. The representation of the patient's body (e.g., the right hand) in VR enhances immersion and increases presence, but its effect on phobic fear is still unknown. We analyzed the influence of the presentation of the participant's hand in VR on presence and fear responses in 32 women with spider phobia and 32 matched controls. Participants sat in front of a table with an acrylic glass container within reaching distance. During the experiment this setup was concealed by a head-mounted display (HMD). The VR scenario presented via HMD showed the same setup, i.e., a table with an acrylic glass container. Participants were randomly assigned to one of two experimental groups. In one group, fear responses were triggered by fear-relevant visual input in VR (virtual spider in the virtual acrylic glass container), while information about a real but unseen neutral control animal (living snake in the acrylic glass container) was given. The second group received fear-relevant information of the real but unseen situation (living spider in the acrylic glass container), but visual input was kept neutral VR (virtual snake in the virtual acrylic glass container). Participants were instructed to touch the acrylic glass container with their right hand in 20 consecutive trials. Visibility of the hand was varied randomly in a within-subjects design. We found for all participants that visibility of the participant's hand increased presence independently of the fear trigger. However, in patients, the influence of the virtual hand on fear depended on the fear trigger. When fear was triggered perceptually, i.e., by a virtual spider, the virtual hand increased fear. When fear was triggered by information about a real spider, the virtual hand had no effect on fear. Our results shed light on the significance of different fear triggers (visual, conceptual) in interaction with body representations.}, language = {en} } @article{StegmannAndreattaWieser2023, author = {Stegmann, Yannik and Andreatta, Marta and Wieser, Matthias J.}, title = {The effect of inherently threatening contexts on visuocortical engagement to conditioned threat}, series = {Psychophysiology}, volume = {60}, journal = {Psychophysiology}, number = {4}, doi = {10.1111/psyp.14208}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-312465}, year = {2023}, abstract = {Fear and anxiety are crucial for adaptive responding in life-threatening situations. Whereas fear is a phasic response to an acute threat accompanied by selective attention, anxiety is characterized by a sustained feeling of apprehension and hypervigilance during situations of potential threat. In the current literature, fear and anxiety are usually considered mutually exclusive, with partially separated neural underpinnings. However, there is accumulating evidence that challenges this distinction between fear and anxiety, and simultaneous activation of fear and anxiety networks has been reported. Therefore, the current study experimentally tested potential interactions between fear and anxiety. Fifty-two healthy participants completed a differential fear conditioning paradigm followed by a test phase in which the conditioned stimuli were presented in front of threatening or neutral contextual images. To capture defense system activation, we recorded subjective (threat, US-expectancy), physiological (skin conductance, heart rate) and visuocortical (steady-state visual evoked potentials) responses to the conditioned stimuli as a function of contextual threat. Results demonstrated successful fear conditioning in all measures. In addition, threat and US-expectancy ratings, cardiac deceleration, and visuocortical activity were enhanced for fear cues presented in threatening compared with neutral contexts. These results are in line with an additive or interactive rather than an exclusive model of fear and anxiety, indicating facilitated defensive behavior to imminent danger in situations of potential threat.}, language = {en} } @article{DiemerAlpersPeperkornetal.2015, author = {Diemer, Julia and Alpers, Georg W. and Peperkorn, Henrik M. and Shiban, Youssef and M{\"u}hlberger, Andreas}, title = {The impact of perception and presence on emotional reactions: a review of research in virtual reality}, series = {Frontiers in Psychology}, volume = {6}, journal = {Frontiers in Psychology}, number = {26}, doi = {10.3389/fpsyg.2015.00026}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-144200}, year = {2015}, abstract = {Virtual reality (VR) has made its way into mainstream psychological research in the last two decades. This technology, with its unique ability to simulate complex, real situations and contexts, offers researchers unprecedented opportunities to investigate human behavior in well controlled designs in the laboratory. One important application of VR is the investigation of pathological processes in mental disorders, especially anxiety disorders. Research on the processes underlying threat perception, fear, and exposure therapy has shed light on more general aspects of the relation between perception and emotion. Being by its nature virtual, i.e., simulation of reality, VR strongly relies on the adequate selection of specific perceptual cues to activate emotions. Emotional experiences in turn are related to presence, another important concept in VR, which describes the user's sense of being in a VR environment. This paper summarizes current research into perception of fear cues, emotion, and presence, aiming at the identification of the most relevant aspects of emotional experience in VR and their mutual relations. A special focus lies on a series of recent experiments designed to test the relative contribution of perception and conceptual information on fear in VR. This strand of research capitalizes on the dissociation between perception (bottom up input) and conceptual information (top-down input) that is possible in VR. Further, we review the factors that have so far been recognized to influence presence, with emotions (e.g., fear) being the most relevant in the context of clinical psychology. Recent research has highlighted the mutual influence of presence and fear in VR, but has also traced the limits of our current understanding of this relationship. In this paper, the crucial role of perception on eliciting emotional reactions is highlighted, and the role of arousal as a basic dimension of emotional experience is discussed. An interoceptive attribution model of presence is suggested as a first step toward an integrative framework for emotion research in VR. Gaps in the current literature and future directions are outlined.}, language = {en} } @article{GromerKiserPauli2021, author = {Gromer, Daniel and Kiser, Dominik P. and Pauli, Paul}, title = {Thigmotaxis in a virtual human open field test}, series = {Scientific Reports}, volume = {11}, journal = {Scientific Reports}, doi = {10.1038/s41598-021-85678-5}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-259850}, pages = {6670}, year = {2021}, abstract = {Animal models are used to study neurobiological mechanisms in mental disorders. Although there has been significant progress in the understanding of neurobiological underpinnings of threat-related behaviors and anxiety, little progress was made with regard to new or improved treatments for mental disorders. A possible reason for this lack of success is the unknown predictive and cross-species translational validity of animal models used in preclinical studies. Re-translational approaches, therefore, seek to establish cross-species translational validity by identifying behavioral operations shared across species. To this end, we implemented a human open field test in virtual reality and measured behavioral indices derived from animal studies in three experiments (N=31, N=30, and N=80). In addition, we investigated the associations between anxious traits and such behaviors. Results indicated a strong similarity in behavior across species, i.e., participants in our study-like rodents in animal studies-preferred to stay in the outer region of the open field, as indexed by multiple behavioral parameters. However, correlational analyses did not clearly indicate that these behaviors were a function of anxious traits of participants. We conclude that the realized virtual open field test is able to elicit thigmotaxis and thus demonstrates cross-species validity of this aspect of the test. Modulatory effects of anxiety on human open field behavior should be examined further by incorporating possible threats in the virtual scenario and/or by examining participants with higher anxiety levels or anxiety disorder patients.}, language = {en} }