@article{HuesteggeBoeckler2016, author = {Huestegge, Lynn and B{\"o}ckler, Anne}, title = {Out of the corner of the driver's eye: Peripheral processing of hazards in static traffic scenes}, series = {Journal of Vision}, volume = {16}, journal = {Journal of Vision}, number = {11}, doi = {10.1167/16.2.11}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-147726}, pages = {1-15}, year = {2016}, abstract = {Effective gaze control in traffic, based on peripheral visual information, is important to avoid hazards. Whereas previous hazard perception research mainly focused on skill-component development (e.g., orientation and hazard processing), little is known about the role and dynamics of peripheral vision in hazard perception. We analyzed eye movement data from a study in which participants scanned static traffic scenes including medium-level versus dangerous hazards and focused on characteristics of fixations prior to entering the hazard region. We found that initial saccade amplitudes into the hazard region were substantially longer for dangerous (vs. medium-level) hazards, irrespective of participants' driving expertise. An analysis of the temporal dynamics of this hazard-level dependent saccade targeting distance effect revealed that peripheral hazard-level processing occurred around 200-400 ms during the course of the fixation prior to entering the hazard region. An additional psychophysical hazard detection experiment, in which hazard eccentricity was manipulated, revealed better detection for dangerous (vs. medium-level) hazards in both central and peripheral vision. Furthermore, we observed a significant perceptual decline from center to periphery for medium (but not for highly) dangerous hazards. Overall, the results suggest that hazard processing is remarkably effective in peripheral vision and utilized to guide the eyes toward potential hazards.}, 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} } @phdthesis{Muenchow2016, author = {M{\"u}nchow, Hannes}, title = {I feel, therefore I learn - Effectiveness of affect induction interventions and possible covariates on learning outcomes}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-148432}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2016}, abstract = {Affective states in the context of learning and achievement can influence the learning process essentially. The impact of affective states can be both directly on the learning performance and indirectly mediated via, for example, motivational processes. Positive activating affect is often associated with increased memory skills as well as advantages in creative problem solving. Negative activating affect on the other hand is regarded to impair learning outcomes because of promoting task-irrelevant thinking. While these relationships were found to be relatively stable in correlation studies, causal relationships have been examined rarely so far. This dissertation aims to investigate the effects of positive and negative affective states in multimedia learning settings and to identify potential moderating factors. Therefore, three experimental empirical studies on university students were conducted. In Experiment 1, N = 57 university students were randomly allocated to either a positive or negative affect induction group. Affects were elicited using short film clips. After a 20-minute learning phase in a hypertext-based multimedia learning environment on "functional neuroanatomy" the learners' knowledge as well as transfer performance were measured. It was assumed that inducing positive activating affect should enhance learning performance. Eliciting negative activating affect on the other hand should impair learning performance. However, it was found that the induction of negative activating affect prior to the learning phase resulted in slight deteriorations in knowledge. Contrary to the assumptions, inducing positive activating affect before the learning phase did not improve learning performance. Experiment 2 induced positive activating affect directly during learning. To induce affective states during the entire duration of the learning phase, Experiment 2 used an emotional design paradigm. Therefore, N = 111 university students were randomly assigned to learn either in an affect inducing multimedia learning environment (use of warm colours and round shapes) or an affectively neutral counterpart (using shades of grey and angular shapes) on the same topic as in Experiment 1. Again, knowledge as well as transfer performance were measured after learning for 20 minutes. In addition, positive and negative affective states were measured before and after learning. Complex interaction patterns between the treatment and initial affective states were found. Specifically, learners with high levels of positive affect before learning showed better transfer performance when they learned in the affect inducing learning environment. Regarding knowledge, those participants who reported high levels of negative activating affect prior to the learning period performed worse. However, the effect on knowledge did not occur for those students learning in the affect inducing learning environment. For knowledge, the treatment therefore protected against poorer performance due to high levels of negative affective states. Results of Experiment 2 showed that the induction of positive activating affect influenced learning performance positively when taking into account affective states prior to the learning phase. In order to confirm these interaction effects, a conceptual replication of the previous experiment was conducted in Experiment 3. Experiment 3 largely retained the former study design, but changed the learning materials and tests used. Analogous to Experiment 2, N = 145 university students learning for 20 minutes in either an affect inducing or an affectively neutral multimedia learning environment on "eukaryotic cell". To strengthen the treatment, Experiment 3 also used anthropomorphic design elements to induce affective states next to warm colours and round shapes. Moreover, in order to assess the change in affective states more exactly, an additional measurement of positive and negative affective states after half of the learning time was inserted. Knowledge and transfer were assessed again to measure learning performance. The learners' memory skills were used as an additional learning outcome. To control the influence of potential confounding variables, the participants' general and current achievement motivation as well as interest, and emotion regulation skills were measured. Contrary to the assumptions, Experiment 3 could not confirm the interaction effects of Experiment 2. Instead, there was a significant impact of positive activating affect prior to the learning phase on transfer, irrespective of the learners' group affiliation. This effect was further independent of the control variables that were measured. Nevertheless, the results of Experiment 3 fit into the picture of findings regarding "emotional design" in hypermedia learning settings. To date, the few publications that have used this approach propose heterogeneous results, even when using identical materials and procedures.}, subject = {Affekt}, language = {en} } @article{MusselUlrichAllenetal.2016, author = {Mussel, Patrick and Ulrich, Nathalie and Allen, John J. B. and Osinsky, Roman and Hewig, Johannes}, title = {Patterns of theta oscillation reflect the neural basis of individual differences in epistemic motivation}, series = {Scientific Reports}, volume = {6}, journal = {Scientific Reports}, doi = {10.1038/srep29245}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-146957}, pages = {29245}, year = {2016}, abstract = {Theta oscillations in the EEG have been shown to reflect ongoing cognitive processes related to mental effort. Here, we show that the pattern of theta oscillation in response to varying cognitive demands reflects stable individual differences in the personality trait epistemic motivation: Individuals with high levels of epistemic motivation recruit relatively more cognitive resources in response to situations possessing high, compared to low, cognitive demand; individuals with low levels do not show such a specific response. Our results provide direct evidence for the theory of the construct need for cognition and add to our understanding of the neural processes underlying theta oscillations. More generally, we provide an explanation how individual differences in personality traits might be represented on a neural level.}, language = {en} } @article{KaethnerKueblerHalder2015, author = {K{\"a}thner, Ivo and K{\"u}bler, Andrea and Halder, Sebastian}, title = {Comparison of eye tracking, electrooculography and an auditory brain-computer interface for binary communication: a case study with a participant in the locked-in state}, series = {Journal of NeuroEngineering and Rehabilitation}, volume = {12}, journal = {Journal of NeuroEngineering and Rehabilitation}, number = {76}, doi = {10.1186/s12984-015-0071-z}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-145305}, year = {2015}, abstract = {Background In this study, we evaluated electrooculography (EOG), an eye tracker and an auditory brain-computer interface (BCI) as access methods to augmentative and alternative communication (AAC). The participant of the study has been in the locked-in state (LIS) for 6 years due to amyotrophic lateral sclerosis. He was able to communicate with slow residual eye movements, but had no means of partner independent communication. We discuss the usability of all tested access methods and the prospects of using BCIs as an assistive technology. Methods Within four days, we tested whether EOG, eye tracking and a BCI would allow the participant in LIS to make simple selections. We optimized the parameters in an iterative procedure for all systems. Results The participant was able to gain control over all three systems. Nonetheless, due to the level of proficiency previously achieved with his low-tech AAC method, he did not consider using any of the tested systems as an additional communication channel. However, he would consider using the BCI once control over his eye muscles would no longer be possible. He rated the ease of use of the BCI as the highest among the tested systems, because no precise eye movements were required; but also as the most tiring, due to the high level of attention needed to operate the BCI. Conclusions In this case study, the partner based communication was possible due to the good care provided and the proficiency achieved by the interlocutors. To ease the transition from a low-tech AAC method to a BCI once control over all muscles is lost, it must be simple to operate. For persons, who rely on AAC and are affected by a progressive neuromuscular disease, we argue that a complementary approach, combining BCIs and standard assistive technology, can prove valuable to achieve partner independent communication and ease the transition to a purely BCI based approach. Finally, we provide further evidence for the importance of a user-centered approach in the design of new assistive devices.}, language = {en} } @article{HommersLewandEhrmann2012, author = {Hommers, Wilfried and Lewand, Martin and Ehrmann, Dominic}, title = {Testing the moral algebra of two Kohlbergian informers}, series = {Ps{\´i}cologica}, volume = {33}, journal = {Ps{\´i}cologica}, number = {3}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-133917}, pages = {515-532}, year = {2012}, abstract = {This paper seeks to unify two major theories of moral judgment: Kohlberg's stage theory and Anderson's moral information integration theory. Subjects were told about thoughts of actors in Kohlberg's classic altruistic Heinz dilemma and in a new egoistical dilemma. These actors's thoughts represented Kohlberg's stages I (Personal Risk) and IV (Societal Risk) and had three levels, High, Medium, and Low. They were presented singly and in a 3 x 3 integration design. Subjects judged how many months of prison the actor deserved. The data supported the averaging model of moral integration theory, whereas Kohlberg's theory has no way to handle the integration problem. Following this, subjects ranked statements related to Kohlberg's first four stages in a procedure similar to that of Rest (1975). Higher score went with larger effect of Societal Risk as predicted by Kohlberg's theory. But contrary to Kohlberg's theory, no age trends were found. Also strongly contrary to Kohlberg's theory, effects of Personal Risk (Stage I) and Societal Risk (Stage IV) correlated positively.}, 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{Rodrigues2016, author = {Rodrigues, Johannes}, title = {Let me change your mind… Frontal brain activity in a virtual T-maze}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-143280}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2016}, abstract = {Frontal asymmetry, a construct invented by Richard Davidson, linking positive and negative valence as well as approach and withdrawal motivation to lateralized frontal brain activation has been investigated for over thirty years. The frontal activation patterns described as relevant were measured via alpha-band frequency activity (8-13 Hz) as a measurement of deactivation in electroencephalography (EEG) for homologous electrode pairs, especially for the electrode position F4/ F3 to account for the frontal relative lateralized brain activation. Three different theories about frontal activation patterns linked to motivational states were investigated in two studies. The valence theory of Davidson (1984; 1998a; 1998b) and its extension to the motivational direction theory by Harmon-Jones and Allen (1998) refers to the approach motivation with relative left frontal brain activity (indicated by relative right frontal alpha activity) and to withdrawal motivation with relative right frontal brain activation (indicated by relative left frontal alpha activity). The second theory proposed by Hewig and colleagues (2004; 2005; 2006) integrates the findings of Davidson and Harmon - Jones and Allen with the reinforcement sensitivity theory of Jeffrey A. Gray (1982, 1991). Hewig sees the lateralized frontal approach system and withdrawal system proposed by Davidson as subsystems of the behavioral activation system proposed by Gray and bilateral frontal activation as a biological marker for the behavioral activation system. The third theory investigated in the present studies is the theory from Wacker and colleagues (2003; 2008; 2010) where the frontal asymmetrical brain activation patterns are linked to the revised reinforcement sensitivity theory of Gray and McNaughton (2000). Here, right frontal brain activity (indicated by lower relative right frontal alpha activity) accounts for conflict, behavioral inhibition and activity of the revised behavioral inhibition system, while left frontal brain activation (indicated by lower relative left frontal alpha activity) stands for active behavior and the activity of the revised behavioral activation system as well as the activation of the revised flight fight freezing system. In order to investigate these three theories, a virtual reality T-maze paradigm was introduced to evoke motivational states in the participants, offering the opportunity to measure frontal brain activation patterns via EEG and behavior simultaneously in the first study. In the second study the virtual reality paradigm was additionally compared to mental imagery and a movie paradigm, two well-known state inducing paradigms in the research field of frontal asymmetry. In the two studies, there was confirming evidence for the theory of Hewig and colleages (2004; 2005; 2006), showing higher bilateral frontal activation for active behavior and lateralized frontal activation patterns for approach (left frontal brain activation) and avoidance (right frontal brain activation) behavior. Additionally a limitation for the capability model of anterior brain asymmetry proposed by Coan and colleagues (2006), where the frontal asymmetry should be dependent on the relevant traits driving the frontal asymmetry pattern if a relevant situation occurs, could be found. As the very intense virtual reality paradigm did not lead to a difference of frontal brain activation patterns compared to the mental imagery paradigm or the movie paradigm for the traits of the participants, the trait dependency of the frontal asymmetry in a relevant situation might not be given, if the intensity of the situation exceeds a certain level. Nevertheless there was an influence of the traits in the virtual reality T-maze paradigm, because the shown behavior in the maze was trait-dependent. The implications of the findings are multifarious, leading from possible objective personality testing via diversification of the virtual reality paradigm to even clinical implications for depression treatments based on changes in the lateralized frontal brain activation patterns for changes in the motivational aspects, but also for changes in bilateral frontal brain activation when it comes to the drive and preparedness for action in patients. Finally, with the limitation of the capability model, additional variance in the different findings about frontal asymmetry can be explained by taking the intensity of a state manipulation into account.}, subject = {Electroencephalographie}, language = {en} } @phdthesis{Erle2016, author = {Erle, Thorsten Michael}, title = {A Grounded Approach to Psychological Perspective-Taking}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-143247}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2016}, abstract = {„Perspektiven{\"u}bernahme" bezeichnet die F{\"a}higkeit des Menschen, sich in die Lage eines anderen hineinzuversetzen. In der psychologischen Forschung unterscheidet man drei Arten der Perspektiven{\"u}bernahme, n{\"a}mlich perzeptuelle (visuo-spatiale), affektive (Empathie) und kognitive (Theory of Mind). Die letztgenannten Arten der Perspektiven{\"u}bernahme werden oft als „psychologische Perspektiven{\"u}bernahme" zusammengefasst. Diese Dissertation befasst sich mit der Frage, ob diese verschiedenen Arten der Perspektiven{\"u}bernahme als theoretisch unterscheidbare Konstrukte oder lediglich als Facetten ein und desselben Konstrukts angesehen werden sollten. Die Befundlage in der psychologischen Fachliteratur ist diesbez{\"u}glich nicht eindeutig. W{\"a}hrend einige Autoren Korrelationen zwischen verschiedenen Arten der Perspektiven{\"u}bernahme f{\"u}r zu gering erachten, um ein einheitliches Konstrukt zu konstatieren, bewerten andere Autoren Korrelationen derselben Gr{\"o}ße als Evidenz hierf{\"u}r. Ein weniger arbitr{\"a}res Vorgehen w{\"a}re es, experimentalpsychologisch zugrunde liegende Mechanismen zu identifizieren, die allen Arten der Perspektiven{\"u}bernahme gemein sind, und zu untersuchen, ob eine Manipulation dieser Mechanismen abh{\"a}ngige Maße affektiver, kognitiver und perzeptueller Perspektiven{\"u}bernahme gleichermaßen beeinflusst. Diesem Ansatz folgend macht die vorliegende Arbeit die Annahme, dass die mentale Selbstrotation des K{\"o}rperschemas in die Position einer anderen Person, der zentrale Mechanismus visuo-spatialer Perspektiven{\"u}bernahme, ein gemeinsamer Mechanismus aller Arten der Perspektiven{\"u}bernahme ist. Entgegen fr{\"u}herer Ans{\"a}tze wird diese Einheit somit nicht nur {\"u}ber die zentrale gemeinsame Funktionalit{\"a}t aller Arten von Perspektiven{\"u}bernahme, also dem Verlassen des egozentrischen Referenzrahmens zugunsten einer (visuellen, affektiven oder kognitiven) Fremdperspektive, gerechtfertigt, sondern mit der Annahme eines gemeinsamen zugrundeliegenden Mechanismus. Daraus wird die einfache Hypothese abgeleitet, dass visuo-spatiale Perspektiven{\"u}bernahme zu psychologischen Konsequenzen f{\"u}hren kann. Dies wurde in 6 Experimenten getestet. In diesen Experimenten mussten die Probanden zun{\"a}chst immer die visuelle Perspektive einer anderen Person einnehmen. Hierzu sahen die Probanden eine Person, die mit zwei Objekten an einem Tisch sitzt. In jedem Durchgang mussten die Probanden sich entscheiden, mit welcher Hand diese Person eines der beiden Objekte greifen w{\"u}rde. Dabei wurde die Position der Zielperson so manipuliert, dass sie in der H{\"a}lfte der F{\"a}lle im selben visuo-spatialen Referenzrahmen wie der Proband saß, was Perspektiven{\"u}bernahme zur L{\"o}sung der Aufgabe obsolet machte, w{\"a}hrend sie sich in den verbleibenden Durchg{\"a}ngen in einem anderen visuo-spatialen Referenzrahmen befand, so dass die Probanden die visuelle Perspektive der Zielperson {\"u}bernehmen mussten um die Aufgabe korrekt zu l{\"o}sen. Nach jedem Durchgang wurde dem Ziel dieser visuo-spatialen Aufgabe eine psychologische Eigenschaft zugeschrieben. Dies geschah im Rahmen eines abgewandelten Paradigmas zur Untersuchung der Ankerheuristik. Hierzu wurde den Probanden nach jedem Durchgang der visuo-spatialen Aufgabe eine Sch{\"a}tzfrage gestellt. Zeitgleich wurde die Antwort des Ziels bekannt gegeben. Entsprechend der Haupthypothese, dass visuo-spatiale Perspektiven{\"u}bernahme psychologische Konsequenzen erzeugen kann, konnte gezeigt werden, dass die Probanden nach visuo-spatialer Perspektiven{\"u}bernahme in h{\"o}herem Maße die Gedanken der Zielperson {\"u}bernahmen. Dies konnte sowohl anhand der absoluten Gr{\"o}ße des Ankereffekts, als auch anhand der Differenz zwischen den Urteilen der Probanden und der Zielperson, gezeigt werden. Weitere Experimente schlossen Stichprobeneigenschaften, die verwendeten Stimuli oder die Aufgabenschwierigkeit als Alternativerkl{\"a}rungen f{\"u}r diese Effekte aus. Die beiden letzten Experimente zeigten zudem, dass dieser Effekt spezifisch f{\"u}r alle Konstellationen ist, in denen eine mentale Selbstrotation in die Zielperspektive notwendig war und dass die {\"U}bernahme fremder Gedanken mit einem Gef{\"u}hl von {\"A}hnlichkeit assoziiert war. Zusammengenommen unterst{\"u}tzen die Ergebnisse dieser Arbeit die theoretisch abgeleitete Sicht eines einheitlichen Perspektiven{\"u}bernahme-Konstrukts und grenzen dieses zus{\"a}tzlich von verwandten Konstrukten ab. In der abschließenden Diskussion werden die Bedeutung dieser Befunde f{\"u}r die Forschung in den Bereichen Empathie, Theory of Mind, und Perspektiven{\"u}bernahme und ebenfalls praktische Implikationen der Ergebnisse aufgezeigt.}, subject = {Perspektiven{\"u}bernahme}, language = {en} } @article{KlaukeWinterGajewskaetal.2012, author = {Klauke, Benedikt and Winter, Bernward and Gajewska, Agnes and Zwanzger, Peter and Reif, Andreas and Herrmann, Martin J. and Dlugos, Andrea and Warrings, Bodo and Jacob, Christian and M{\"u}hlberger, Andreas and Arolt, Volker and Pauli, Paul and Deckert, J{\"u}rgen and Domschke, Katharina}, title = {Affect-Modulated Startle: Interactive Influence of Catechol-O-Methyltransferase Val158Met Genotype and Childhood Trauma}, series = {PLoS One}, volume = {7}, journal = {PLoS One}, number = {6}, doi = {10.1371/journal.pone.0039709}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-132184}, pages = {e39709}, year = {2012}, abstract = {The etiology of emotion-related disorders such as anxiety or affective disorders is considered to be complex with an interaction of biological and environmental factors. Particular evidence has accumulated for alterations in the dopaminergic and noradrenergic system - partly conferred by catechol-O-methyltransferase (COMT) gene variation - for the adenosinergic system as well as for early life trauma to constitute risk factors for those conditions. Applying a multi-level approach, in a sample of 95 healthy adults, we investigated effects of the functional COMT Val158Met polymorphism, caffeine as an adenosine A2A receptor antagonist (300 mg in a placebo-controlled intervention design) and childhood maltreatment (CTQ) as well as their interaction on the affect-modulated startle response as a neurobiologically founded defensive reflex potentially related to fear- and distress-related disorders. COMT val/val genotype significantly increased startle magnitude in response to unpleasant stimuli, while met/met homozygotes showed a blunted startle response to aversive pictures. Furthermore, significant gene-environment interaction of COMT Val158Met genotype with CTQ was discerned with more maltreatment being associated with higher startle potentiation in val/val subjects but not in met carriers. No main effect of or interaction effects with caffeine were observed. Results indicate a main as well as a GxE effect of the COMT Val158Met variant and childhood maltreatment on the affect-modulated startle reflex, supporting a complex pathogenetic model of the affect-modulated startle reflex as a basic neurobiological defensive reflex potentially related to anxiety and affective disorders.}, language = {en} }