@misc{RodriguezMartinMeule2015, author = {Rodr{\´i}guez-Mart{\´i}n, Boris C. and Meule, Adrian}, title = {Food craving: new contributions on its assessment, moderators, and consequences}, series = {Frontiers in Psychology}, volume = {6}, journal = {Frontiers in Psychology}, number = {21}, issn = {1664-1078}, doi = {10.3389/fpsyg.2015.00021}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-190299}, year = {2015}, abstract = {No abstract available.}, language = {en} } @article{MirallesVargiuDauwalderetal.2015, author = {Miralles, Felip and Vargiu, Eloisa and Dauwalder, Stefan and Sol{\`a}, Marc and M{\"u}ller-Putz, Gernot and Wriessnegger, Selina C. and Pinegger, Andreas and K{\"u}bler, Andrea and Halder, Sebastian and K{\"a}thner, Ivo and Martin, Suzanne and Daly, Jean and Armstrong, Elaine and Guger, Christoph and Hinterm{\"u}ller, Christoph and Lowish, Hannah}, title = {Brain computer interface on track to home.}, series = {The Scientific World Journal}, volume = {2015}, journal = {The Scientific World Journal}, number = {623896}, doi = {10.1155/2015/623896}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-149575}, year = {2015}, abstract = {The novel BackHome system offers individuals with disabilities a range of useful services available via brain-computer interfaces (BCIs), to help restore their independence. This is the time such technology is ready to be deployed in the real world, that is, at the target end users' home. This has been achieved by the development of practical electrodes, easy to use software, and delivering telemonitoring and home support capabilities which have been conceived, implemented, and tested within a user-centred design approach. The final BackHome system is the result of a 3-year long process involving extensive user engagement to maximize effectiveness, reliability, robustness, and ease of use of a home based BCI system. The system is comprised of ergonomic and hassle-free BCI equipment; one-click software services for Smart Home control, cognitive stimulation, and web browsing; and remote telemonitoring and home support tools to enable independent home use for nonexpert caregivers and users. BackHome aims to successfully bring BCIs to the home of people with limited mobility to restore their independence and ultimately improve their quality of life.}, 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{KaethnerKueblerHalder2015, author = {K{\"a}thner, Ivo and K{\"u}bler, Andrea and Halder, Sebastian}, title = {Rapid P300 brain-computer interface communication with a head-mounted display}, series = {Frontiers in Neuroscience}, volume = {9}, journal = {Frontiers in Neuroscience}, number = {207}, doi = {10.3389/fnins.2015.00207}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-148520}, year = {2015}, abstract = {Visual ERP (P300) based brain-computer interfaces (BCIs) allow for fast and reliable spelling and are intended as a muscle-independent communication channel for people with severe paralysis. However, they require the presentation of visual stimuli in the field of view of the user. A head-mounted display could allow convenient presentation of visual stimuli in situations, where mounting a conventional monitor might be difficult or not feasible (e.g., at a patient's bedside). To explore if similar accuracies can be achieved with a virtual reality (VR) headset compared to a conventional flat screen monitor, we conducted an experiment with 18 healthy participants. We also evaluated it with a person in the locked-in state (LIS) to verify that usage of the headset is possible for a severely paralyzed person. Healthy participants performed online spelling with three different display methods. In one condition a 5 x 5 letter matrix was presented on a conventional 22 inch TFT monitor. Two configurations of the VR headset were tested. In the first (glasses A), the same 5 x 5 matrix filled the field of view of the user. In the second (glasses B), single letters of the matrix filled the field of view of the user. The participant in the LIS tested the VR headset on three different occasions (glasses A condition only). For healthy participants, average online spelling accuracies were 94\% (15.5 bits/min) using three flash sequences for spelling with the monitor and glasses A and 96\% (16.2 bits/min) with glasses B. In one session, the participant in the LIS reached an online spelling accuracy of 100\% (10 bits/min) using the glasses A condition. We also demonstrated that spelling with one flash sequence is possible with the VR headset for healthy users (mean: 32.1 bits/min, maximum reached by one user: 71.89 bits/min at 100\% accuracy). We conclude that the VR headset allows for rapid P300 BCI communication in healthy users and may be a suitable display option for severely paralyzed persons.}, language = {en} } @article{WuWinklerWieseretal.2015, author = {Wu, Lingdan and Winkler, Markus H. and Wieser, Matthias J. and Andreatta, Marta and Li, Yonghui and Pauli, Paul}, title = {Emotion regulation in heavy smokers: experiential, expressive and physiological consequences of cognitive reappraisal}, series = {Frontiers in Psychology}, volume = {6}, journal = {Frontiers in Psychology}, number = {1555}, doi = {10.3389/fpsyg.2015.01555}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-145225}, year = {2015}, abstract = {Emotion regulation dysfunctions are assumed to contribute to the development of tobacco addiction and relapses among smokers attempting to quit. To further examine this hypothesis, the present study compared heavy smokers with non-smokers (NS) in a reappraisal task. Specifically, we investigated whether non-deprived smokers (NDS) and deprived smokers (DS) differ from non-smokers in cognitive emotion regulation and whether there is an association between the outcome of emotion regulation and the cigarette craving. Sixty-five participants (23 non-smokers, 22 NDS, and 20 DS) were instructed to down-regulate emotions by reappraising negative or positive pictorial scenarios. Self-ratings of valence, arousal, and cigarette craving as well as facial electromyography and electroencephalograph activities were measured. Ratings, facial electromyography, and electroencephalograph data indicated that both NDS and DS performed comparably to nonsmokers in regulating emotional responses via reappraisal, irrespective of the valence of pictorial stimuli. Interestingly, changes in cigarette craving were positively associated with regulation of emotional arousal irrespective of emotional valence. These results suggest that heavy smokers are capable to regulate emotion via deliberate reappraisal and smokers' cigarette craving is associated with emotional arousal rather than emotional valence. This study provides preliminary support for the therapeutic use of reappraisal to replace maladaptive emotion-regulation strategies in nicotine addicts.}, 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{TopolinskiStrack2015, author = {Topolinski, Sascha and Strack, Fritz}, title = {Corrugator activity confirms immediate negative affect in surprise}, series = {Frontiers in Psychology}, volume = {6}, journal = {Frontiers in Psychology}, number = {134}, doi = {10.3389/fpsyg.2015.00134}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-144068}, year = {2015}, abstract = {The emotion of surprise entails a complex of immediate responses, such as cognitive interruption, attention allocation to, and more systematic processing of the surprising stimulus. All these processes serve the ultimate function to increase processing depth and thus cognitively master the surprising stimulus. The present account introduces phasic negative affect as the underlying mechanism responsible for this switch in operating mode. Surprising stimuli are schema discrepant and thus entail cognitive disfluency, which elicits immediate negative affect. This affect in turn works like a phasic cognitive tuning switching the current processing mode from more automatic and heuristic to more systematic and reflective processing. Directly testing the initial elicitation of negative affect by surprising events, the present experiment presented high and low surprising neutral trivia statements to N = 28 participants while assessing their spontaneous facial expressions via facial electromyography. High compared to low surprising trivia elicited higher corrugator activity, indicative of negative affect and mental effort, while leaving zygomaticus (positive affect) and frontalis (cultural surprise expression) activity unaffected. Future research shall investigate the mediating role of negative affect in eliciting surprise-related outcomes.}, language = {en} } @article{SchroederPfister2015, author = {Schroeder, Philipp A. and Pfister, Roland}, title = {Arbitrary numbers counter fair decisions: trails of markedness in card distribution}, series = {Frontiers in Psychology}, volume = {6}, journal = {Frontiers in Psychology}, doi = {10.3389/fpsyg.2015.00240}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-143481}, pages = {240}, year = {2015}, abstract = {Converging evidence from controlled experiments suggests that the mere processing of a number and its attributes such as value or parity might affect free choice decisions between different actions. For example the spatial numerical associations of response codes (SNARC) effect indicates the magnitude of a digit to be associated with a spatial representation and might therefore affect spatial response choices (i.e., decisions between a "left" and a "right" option). At the same time, other (linguistic) features of a number such as parity are embedded into space and might likewise prime left or right responses through feature words [odd or even, respectively; markedness association of response codes (MARC) effect]. In this experiment we aimed at documenting such influences in a natural setting. We therefore assessed number space and parity space association effects by exposing participants to a fair distribution task in a card playing scenario. Participants drew cards, read out loud their number values, and announced their response choice, i.e., dealing it to a left vs. right player, indicated by Playmobil characters. Not only did participants prefer to deal more cards to the right player, the card's digits also affected response choices and led to a slightly but systematically unfair distribution, supported by a regular SNARC effect and counteracted by a reversed MARC effect. The experiment demonstrates the impact of SNARC- and MARC-like biases in free choice behavior through verbal and visual numerical information processing even in a setting with high external validity.}, language = {en} } @article{KozlikNeumannLozo2015, author = {Kozlik, Julia and Neumann, Roland and Lozo, Ljubica}, title = {Contrasting motivational orientation and evaluative coding accounts: on the need to differentiate the effectors of approach/avoidance responses}, series = {Frontiers in Psychology}, volume = {6}, journal = {Frontiers in Psychology}, number = {563}, doi = {10.3389/fpsyg.2015.00563}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-143192}, year = {2015}, abstract = {Several emotion theorists suggest that valenced stimuli automatically trigger motivational orientations and thereby facilitate corresponding behavior. Positive stimuli were thought to activate approach motivational circuits which in turn primed approach-related behavioral tendencies whereas negative stimuli were supposed to activate avoidance motivational circuits so that avoidance-related behavioral tendencies were primed (motivational orientation account). However, recent research suggests that typically observed affective stimulus response compatibility phenomena might be entirely explained in terms of theories accounting for mechanisms of general action control instead of assuming motivational orientations to mediate the effects (evaluative coding account). In what follows, we explore to what extent this notion is applicable. We present literature suggesting that evaluative coding mechanisms indeed influence a wide variety of affective stimulus response compatibility phenomena. However, the evaluative coding account does not seem to be sufficient to explain affective S-R compatibility effects. Instead, several studies provide clear evidence in favor of the motivational orientation account that seems to operate independently of evaluative coding mechanisms. Implications for theoretical developments and future research designs are discussed.}, language = {en} } @article{TopolinskiZuernSchneider2015, author = {Topolinski, Sascha and Z{\"u}rn, Michael and Schneider, Iris K.}, title = {What's in and what's out in branding? A novel articulation effect for brand names}, series = {Frontiers in Psychology}, volume = {6}, journal = {Frontiers in Psychology}, number = {585}, doi = {10.3389/fpsyg.2015.00585}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-143036}, year = {2015}, abstract = {The present approach exploits the biomechanical connection between articulation and ingestion-related mouth movements to introduce a novel psychological principle of brand name design. We constructed brand names for diverse products with consonantal stricture spots either from the front to the rear of the mouth, thus inwards (e.g., BODIKA), or from the rear to the front, thus outwards (e.g., KODIBA). These muscle dynamics resemble the oral kinematics during either ingestion (inwards), which feels positive, or expectoration (outwards), which feels negative. In 7 experiments (total N = 1261), participants liked products with inward names more than products with outward names (Experiment 1), reported higher purchase intentions (Experiment 2), and higher willingness-to-pay (Experiments 3a-3c, 4, 5), with the price gain amounting to 4-13\% of the average estimated product value. These effects occurred across English and German language, under silent reading, for both edible and non-edible products, and even in the presence of a much stronger price determinant, namely fair-trade production (Experiment 5).}, language = {en} }