@article{EidelKuebler2020, author = {Eidel, Matthias and K{\"u}bler, Andrea}, title = {Wheelchair Control in a Virtual Environment by Healthy Participants Using a P300-BCI Based on Tactile Stimulation: Training Effects and Usability}, series = {Frontiers in Human Neuroscience}, volume = {14}, journal = {Frontiers in Human Neuroscience}, issn = {1662-5161}, doi = {10.3389/fnhum.2020.00265}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-207775}, year = {2020}, abstract = {Tactile stimulation is less frequently used than visual for brain-computer interface (BCI) control, partly because of limitations in speed and accuracy. Non-visual BCI paradigms, however, may be required for patients who struggle with vision dependent BCIs because of a loss of gaze control. With the present study, we attempted to replicate earlier results by Herweg et al. (2016), with several minor adjustments and a focus on training effects and usability. We invited 16 healthy participants and trained them with a 4-class tactile P300-based BCI in five sessions. Their main task was to navigate a virtual wheelchair through a 3D apartment using the BCI. We found significant training effects on information transfer rate (ITR), which increased from a mean of 3.10-9.50 bits/min. Further, both online and offline accuracies significantly increased with training from 65\% to 86\% and 70\% to 95\%, respectively. We found only a descriptive increase of P300 amplitudes at Fz and Cz with training. Furthermore, we report subjective data from questionnaires, which indicated a relatively high workload and moderate to high satisfaction. Although our participants have not achieved the same high performance as in the Herweg et al. (2016) study, we provide evidence for training effects on performance with a tactile BCI and confirm the feasibility of the paradigm.}, language = {en} } @article{EderMitschkeGollwitzer2020, author = {Eder, Andreas B. and Mitschke, Vanessa and Gollwitzer, Mario}, title = {What stops revenge taking? Effects of observed emotional reactions on revenge seeking}, series = {Aggressive Behavior}, volume = {46}, journal = {Aggressive Behavior}, number = {4}, doi = {10.1002/ab.21890}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-214686}, pages = {305 -- 316}, year = {2020}, abstract = {What reaction stops revenge taking? Four experiments (total N = 191) examined this question where the victim of an interpersonal transgression could observe the offender's reaction (anger, sadness, pain, or calm) to a retributive noise punishment. We compared the punishment intensity selected by the participant before and after seeing the offender's reaction. Seeing the opponent in pain reduced subsequent punishment most strongly, while displays of sadness and verbal indications of suffering had no appeasing effect. Expression of anger about a retributive punishment did not increase revenge seeking relative to a calm reaction, even when the anger response was disambiguated as being angry with the punisher. It is concluded that the expression of pain is the most effective emotional display for the reduction of retaliatory aggression. The findings are discussed in light of recent research on reactive aggression and retributive justice.}, language = {en} } @article{WeissRodriguesPaeleckeetal.2020, author = {Weiß, Martin and Rodrigues, Johannes and Paelecke, Marko and Hewig, Johannes}, title = {We, Them, and It: Dictator Game Offers Depend on Hierarchical Social Status, Artificial Intelligence, and Social Dominance}, series = {Frontiers in Psychology}, volume = {11}, journal = {Frontiers in Psychology}, issn = {1664-1078}, doi = {10.3389/fpsyg.2020.541756}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-218168}, year = {2020}, abstract = {We investigated the influence of social status on behavior in a modified dictator game (DG). Since the DG contains an inherent dominance gradient, we examined the relationship between dictator decisions and recipient status, which was operationalized by three social identities and an artificial intelligence (AI). Additionally, we examined the predictive value of social dominance orientation (SDO) on the behavior of dictators toward the different social and non-social hierarchical recipients. A multilevel model analysis showed that recipients with the same status as the dictator benefited the most and the artificial intelligence the least. Furthermore, SDO, regardless of social status, predicted behavior toward recipients in such a way that higher dominance was associated with lower dictator offers. In summary, participants treated other persons of higher and lower status equally, those of equal status better and, above all, an algorithm worst. The large proportion of female participants and the limited variance of SDO should be taken into account with regard to the results of individual differences in SDO.}, language = {en} } @article{HoffmannPieczykolanKochetal.2020, author = {Hoffmann, Mareike A. and Pieczykolan, Aleks and Koch, Iring and Huestegge, Lynn}, title = {Two sources of task prioritization: The interplay of effector-based and task order-based capacity allocation in the PRP paradigm}, series = {Attention, Perception, \& Psychophysics}, volume = {82}, journal = {Attention, Perception, \& Psychophysics}, issn = {1943-3921}, doi = {10.3758/s13414-020-02071-6}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-235365}, pages = {3402-3414}, year = {2020}, abstract = {When processing of two tasks overlaps, performance is known to suffer. In the well-established psychological refractory period (PRP) paradigm, tasks are triggered by two stimuli with a short temporal delay (stimulus onset asynchrony; SOA), thereby allowing control of the degree of task overlap. A decrease of the SOA reliably yields longer RTs of the task associated with the second stimulus (Task 2) while performance in the other task (Task 1) remains largely unaffected. This Task 2-specific SOA effect is usually interpreted in terms of central capacity limitations. Particularly, it has been assumed that response selection in Task 2 is delayed due to the allocation of less capacity until this process has been completed in Task 1. Recently, another important factor determining task prioritization has been proposed—namely, the particular effector systems associated with tasks. Here, we study both sources of task prioritization simultaneously by systematically combining three different effector systems (pairwise combinations of oculomotor, vocal, and manual responses) in the PRP paradigm. Specifically, we asked whether task order-based task prioritization (SOA effect) is modulated as a function of Task 2 effector system. The results indicate a modulation of SOA effects when the same (oculomotor) Task 1 is combined with a vocal versus a manual Task 2. This is incompatible with the assumption that SOA effects are solely determined by Task 1 response selection duration. Instead, they support the view that dual-task processing bottlenecks are resolved by establishing a capacity allocation scheme fed by multiple input factors, including attentional weights associated with particular effector systems.}, language = {en} } @article{KaussnerKuraszkiewiczSchochetal.2020, author = {Kaussner, Y. and Kuraszkiewicz, A. M. and Schoch, S. and Markel, Petra and Hoffmann, S. and Baur-Streubel, R. and Kenntner-Mabiala, R. and Pauli, P.}, title = {Treating patients with driving phobia by virtual reality exposure therapy - a pilot study}, series = {PLoS ONE}, volume = {15}, journal = {PLoS ONE}, number = {1}, doi = {10.1371/journal.pone.0226937}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-201051}, pages = {e0226937}, year = {2020}, abstract = {Objectives Virtual reality exposure therapy (VRET) is a promising treatment for patients with fear of driving. The present pilot study is the first one focusing on behavioral effects of VRET on patients with fear of driving as measured by a post-treatment driving test in real traffic. Methods The therapy followed a standardized manual including psychotherapeutic and medical examination, two preparative psychotherapy sessions, five virtual reality exposure sessions, a final behavioral avoidance test (BAT) in real traffic, a closing session, and two follow-up phone assessments after six and twelve weeks. VRE was conducted in a driving simulator with a fully equipped mockup. The exposure scenarios were individually tailored to the patients' anxiety hierarchy. A total of 14 patients were treated. Parameters on the verbal, behavioral and physiological level were assessed. Results The treatment was helpful to overcome driving fear and avoidance. In the final BAT, all patients mastered driving tasks they had avoided before, 71\% showed an adequate driving behavior as assessed by the driving instructor, and 93\% could maintain their treatment success until the second follow-up phone call. Further analyses suggest that treatment reduces avoidance behavior as well as symptoms of posttraumatic stress disorder as measured by standardized questionnaires (Avoidance and Fusion Questionnaire: p < .10, PTSD Symptom Scale-Self Report: p < .05). Conclusions VRET in driving simulation is very promising to treat driving fear. Further research with randomized controlled trials is needed to verify efficacy. Moreover, simulators with lower configuration stages should be tested for a broad availability in psychotherapy.}, language = {en} } @article{PoetzschGermanakosHuestegge2020, author = {Poetzsch, Tristan and Germanakos, Panagiotis and Huestegge, Lynn}, title = {Toward a Taxonomy for Adaptive Data Visualization in Analytics Applications}, series = {Frontiers in Artificial Intelligence}, volume = {3}, journal = {Frontiers in Artificial Intelligence}, issn = {2624-8212}, doi = {10.3389/frai.2020.00009}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-202074}, year = {2020}, abstract = {Data analytics as a field is currently at a crucial point in its development, as a commoditization takes place in the context of increasing amounts of data, more user diversity, and automated analysis solutions, the latter potentially eliminating the need for expert analysts. A central hypothesis of the present paper is that data visualizations should be adapted to both the user and the context. This idea was initially addressed in Study 1, which demonstrated substantial interindividual variability among a group of experts when freely choosing an option to visualize data sets. To lay the theoretical groundwork for a systematic, taxonomic approach, a user model combining user traits, states, strategies, and actions was proposed and further evaluated empirically in Studies 2 and 3. The results implied that for adapting to user traits, statistical expertise is a relevant dimension that should be considered. Additionally, for adapting to user states different user intentions such as monitoring and analysis should be accounted for. These results were used to develop a taxonomy which adapts visualization recommendations to these (and other) factors. A preliminary attempt to validate the taxonomy in Study 4 tested its visualization recommendations with a group of experts. While the corresponding results were somewhat ambiguous overall, some aspects nevertheless supported the claim that a user-adaptive data visualization approach based on the principles outlined in the taxonomy can indeed be useful. While the present approach to user adaptivity is still in its infancy and should be extended (e.g., by testing more participants), the general approach appears to be very promising.}, language = {en} } @phdthesis{Ahrens2020, author = {Ahrens, Lea Marlen}, title = {The Role of Attentional Control and Fear Acquisition and Generalization in Social Anxiety Disorder}, doi = {10.25972/OPUS-17162}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-171622}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Although Social Anxiety Disorder (SAD) is one of the most prevalent mental disorders, still little is known about its development and maintenance. Cognitive models assume that deviations in attentional as well as associative learning processes play a role in the etiology of SAD. Amongst others, deficits in inhibitory attentional control as well as aberrations during fear generalization, which have already been observed in other anxiety disorders, are two candidate mechanisms that might contribute to the onset and retention of SAD. However, a review of the literature shows that there is a lack of research relating to these topics. Thus, the aim of the present thesis was to examine in which way individuals with SAD differ from healthy controls regarding attentional control and generalization of acquired fear during the processing of social stimuli. Study 1 tested whether impairment in the inhibitory control of attention is a feature of SAD, and how it might be influenced by emotional expression and gaze direction of an interactional partner. For this purpose, individuals with SAD and healthy controls (HC) participated in an antisaccade task with faces displaying different emotional expressions (angry, neutral and happy) and gaze directions (direct and averted) serving as target stimuli. While the participants performed either pro- or antisaccades in response to the peripherally presented faces, their gaze behavior was recorded via eye-tracking, and ratings of valence and arousal were obtained. Results revealed that both groups showed prolonged latencies and increased error rates in trials with correct anti- compared to prosaccades. However, there were no differences between groups with regard to response latency or error rates, indicating that SAD patients did not exhibit impairment on inhibitory attentional control in comparison to HC during eye-tracking. Possible explanations for this finding could be that reduced inhibitory attentional control in SAD only occurs under certain circumstances, for example, when these individuals currently run the risk of being negatively evaluated by others and not in the mere presence of phobic stimuli, or when the cognitive load of a task is so high that it cannot be unwound by compensatory strategies, such as putting more effort into a task. As not only deviations in attentional, but also associative learning processes might be pathogenic markers of SAD, these mechanisms were further addressed in the following experiments. Study 2 is the first that attempted to investigate the generalization of conditioned fear in patients with SAD. To this end, patients with SAD and HC were conditioned to two neutral female faces serving as conditioned stimuli (CS+: reinforced; CS-: non-reinforced) and a fearful face paired with a loud scream serving as unconditioned stimulus (US). Fear generalization was tested by presenting morphs of the two faces (GS: generalization stimuli), which varied in their similarity to the original faces. During the whole experiment, self-report ratings, heart rate (HR) and skin conductance responses (SCR) were recorded. Results demonstrated that SAD patients rated all stimuli as less pleasant and more arousing, and overestimated the occurrence of the US compared to HC, indicating a general hyperarousal in individuals with SAD. In addition, ratings and SCR indicated that both groups generalized their acquired fear from the CS+ to intermediate GSs as a function of their similarity to the CS+. However, except for the HR data, which indicated that only SAD patients but not HC displayed a generalization response in this measure, most of the results did not support the hypothesis that SAD is characterized by overgeneralization. A plausible reason for this finding could be that overgeneralization is just a key characteristic of some anxiety disorders and SAD is not one of them. Still, other factors, such as comorbidities in the individuals with SAD, could also have had an influence on the results, which is why overgeneralization was further examined in study 3. The aim of study 3 was to investigate fear generalization on a neuronal level. Hence, high (HSA) and low socially anxious participants (LSA) underwent a conditioning paradigm, which was an adaption of the experimental design used study 2 for EEG. During the experiment, steady-state visually evoked potentials (ssVEPs) and ratings of valence and arousal were recorded. Analyses revealed significant generalization gradients in all ratings with highest fear responses to the CS+ and a progressive decline of these reactions with increasing similarity to the CS-. In contrast, the generalization gradient on a neuronal level showed highest amplitudes for the CS+ and a reduction in amplitude to the most proximal, but not distal GSs in the ssVEP signal, which might be interpreted as lateral inhibition in the visual cortex. The observed dissociation among explicit and implicit measures points to different functions of behavioral and sensory cortical processes during fear generalization: While the ratings might reflect an individual's consciously increased readiness to react to threat, the lateral inhibition pattern in the occipital cortex might serve to maximize the contrast among stimuli with and without affective value and thereby improve adaptive behavior. As no group differences could be observed, the finding of study 2 that overgeneralization does not seem to be a marker of SAD is further consolidated. In sum, the conducted experiments suggest that individuals with SAD are characterized by a general hyperarousal during the exposition to disorder-relevant stimuli as indicated by enhanced arousal and reduced valence ratings of the stimuli compared to HC. However, the hypotheses that reduced inhibitory attentional control and overgeneralization of conditioned fear are markers of SAD were mostly not confirmed. Further research is required to elucidate whether they only occur under certain circumstances, such as high cognitive load (e.g. handling two tasks simultaneously) or social stress (e.g. before giving a speech), or whether they are not characteristics of SAD at all. With the help of these findings, new interventions for the treatment of SAD can be developed, such as attentional bias modification or discrimination learning.}, subject = {Sozialangst}, language = {en} } @phdthesis{Weiss2020, author = {Weiß, Martin}, title = {The neural principles of behavior modification using socioemotional facial feedback cues in economic decision-making}, doi = {10.25972/OPUS-20865}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-208654}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {The present dissertation aims to shed light on different mechanisms of socio-emotional feedback in social decision-making situations. The objective is to evaluate emotional facial expressions as feedback stimuli, i.e., responses of interaction partners to certain social decisions. In addition to human faces, artificial emojis are also examined due to their relevance for modern digital communication. Previous research on the influence of emotional feedback suggests that a person's behavior can be effectively reinforced by rewarding stimuli. In the context of this dissertation, the differences in the feedback processing of human photographs and emojis, but also the evaluation of socially expected versus socially unexpected feedback were examined in detail in four studies. In addition to behavioral data, we used the electroencephalogram (EEG) in all studies to investigate neural correlates of social decision-making and emotional feedback. As the central paradigm, all studies were based on a modified ultimatum game. The game is structured as follows: there is a so-called proposer who holds a specific amount of money (e.g., 10 cents) and offers the responder a certain amount (e.g., 3 cents). The responder then decides whether to accept or reject the offer. In the version of the ultimatum game presented here, different types of proposers are introduced. After the participants have accepted or rejected in the role of the responder, the different proposers react to the participant's decision with specific emotional facial expressions. Different feedback patterns are used for the individual experiments conducted in the course of this dissertation. In the first study, we investigated the influence of emotional feedback on decision-making in the modified version of the ultimatum game. We were able to show that a proposer who responds to the acceptance of an offer with a smiling face achieves more accepted offers overall than a control proposer who responds to both accepted and rejected offers with a neutral facial expression. Consequently, the smile served as a positive reinforcement. Similarly, a sad expression in response to a rejected offer also resulted in higher acceptance rates as compared to the control identity, which could be considered an expression of compassion for that proposer. On a neuronal level, we could show that there are differences between simply looking at negative emotional stimuli (i.e., sad and angry faces) and their appearance as feedback stimuli after rejected offers in the modified ultimatum game. The so-called feedback-related negativity was reduced (i.e., more positive) when negative emotions appeared as feedback from the proposers. We argued that these findings might show that the participants wanted to punish the proposers by rejecting an offer for its unfairness and therefore the negative feedback met their expectations. The altered processing of negative emotional facial expressions in the ultimatum game could therefore indicate that the punishment is interpreted as successful. This includes the expectation that the interaction partner will change his behavior in the future and eventually make fairer offers. In the second study we wanted to show that smiling and sad emojis as feedback stimuli in the modified ultimatum game can also lead to increased acceptance rates. Contrary to our assumptions, this effect could not be observed. At the neural level as well, the findings did not correspond to our assumptions and differed strongly from those of the first study. One finding, however, was that the neural P3 component showed how the use of emojis as feedback stimuli particularly characterizes certain types of proposers. This is supported by the fact that the P3 is increased for the proposer who rewards an acceptance with a smile as well as for the proposer who reacts to rejection with a sad emoji compared to the neutral control proposer. The third study examined the discrepancy between the findings of the first and second study. Accordingly, both humans and emojis representing the different proposers were presented in the ultimatum game. In addition, emojis were selected that showed a higher similarity to known emojis from common messenger services compared to the second study. We were able to replicate that the proposers in the ultimatum game, who reward an acceptance of the offer with a smile, led to an increased acceptance rate compared to the neutral control proposers. This difference is independent of whether the proposers are represented by emojis or human faces. With regard to the neural correlates, we were able to demonstrate that emojis and human faces differ strongly in their neural processing. Emojis showed stronger activation than human faces in the face-processing N170 component, the feedback-related negativity and the P3 component. We concluded that the results of the N170 and feedback-related negativity could indicate a signal for missing social information of emojis compared to faces. The increased P3 amplitude for emojis might imply that emojis appear unexpectedly as reward stimuli in a social decision task compared to human faces. The last study of this project dealt with socially unexpected feedback. In comparison to the first three studies, new proposer identities were implemented. In particular, the focus was on a proposer who reacted to the rejection of an offer unexpectedly with a smile and to the acceptance with a neutral facial expression. According to the results, participants approach this unexpected smile through increased rejection, although it is accompanied by financial loss. In addition, as reported in studies one and three, we were able to show that proposers who respond to the acceptance of an offer with a smiling face and thus meet the expectations of the participants have higher offer acceptance rates than the control proposer. At the neuronal level, especially the feedback from the socially unexpected proposer led to an increased P3 amplitude, which indicates that smiling after rejection is attributed a special subjective importance. The experiments provide new insights into the social influence through emotional feedback and the processing of relevant social cues. Due to the conceptual similarity of the studies, it was possible to differentiate between stable findings and potentially stimulus-dependent deviations, thus creating a well-founded contribution to the current research. Therefore, the novel paradigm presented here, and the knowledge gained from it could also play an important role in the future for clinical questions dealing with limited social competencies.}, subject = {Entscheidungsverhalten}, language = {en} } @article{BreilBoeckler2020, author = {Breil, Christina and B{\"o}ckler, Anne}, title = {The Lens Shapes the View: on Task Dependency in ToM Research}, series = {Current Behavioral Neuroscience Reports}, volume = {7}, journal = {Current Behavioral Neuroscience Reports}, doi = {10.1007/s40473-020-00205-6}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-232646}, pages = {41-50}, year = {2020}, abstract = {Purpose of Review This article provides an overview of current findings on Theory of Mind (ToM) in human children and adults and highlights the relationship between task specifications and their outcome in socio-cognitive research. Recent Findings ToM, the capacity to reason about and infer others' mental states, develops progressively throughout childhood—the exact time course is still a matter of debate. Neuroimaging studies indicate the involvement of a widespread neuronal network during mentalizing, suggesting that ToM is a multifaceted process. Accordingly, the tasks and trainings that currently exist to investigate and enhance ToM are heterogeneous, and the outcomes largely depend on the paradigm that was used. Summary We argue for the implementation of multiple-task batteries in the assessment of socio-cognitive abilities. Decisions for a particular paradigm need to be carefully considered and justified. We want to emphasize the importance of targeted research on the relationship between task specifications and outcomes.}, language = {en} } @article{SeitzLenhartRuebsam2020, author = {Seitz, Maximilian and Lenhart, Jan and R{\"u}bsam, Nina}, title = {The effects of gendered information in stories on preschool children's development of gender stereotypes}, series = {British Journal of Developmental Psychology}, volume = {38}, journal = {British Journal of Developmental Psychology}, number = {3}, doi = {10.1111/bjdp.12323}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-214622}, pages = {363 -- 390}, year = {2020}, abstract = {Social-cognitive theory posits that children learn gender stereotypes through gendered information. The present study examined whether children learn new gender stereotypes from stories when unknown words are linked to a gendered protagonist or context information. In Experiment 1, 40 3- to 6-year-old preschoolers were read stories with either a gendered protagonist embedded within a non-gendered context, or a non-gendered protagonist embedded within a gendered context. In Experiment 2, the same sample of children were read stories with the protagonist and the context displaying congruent or incongruent gender information. Each story featured an unknown activity linked with the stereotypical content. Both experiments indicate that the children rated the activity according to both the gender of the context and of the protagonist; however, the effect of the latter was stronger. In addition, children showed higher interest in the unknown activity if the protagonist's gender matched their own sex. Thus, gender information in stories influences how children perceive unknown words.}, language = {en} }