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Previous studies that have examined the relationship between implicit and explicit motive measures have consistently found little variance overlap between both types of measures regardless of thematic content domain (i.e., power, achievement, affiliation). However, this independence may be artifactual because the primary means of measuring implicit motivescontent-coding stories people write about picture cuesare incommensurable with the primary means of measuring explicit motives: having individuals fill out self-report scales. To provide a better test of the presumed independence between both types of measures, we measured implicit motives with a Picture Story Exercise (PSE; McClelland, Koestner, Weinberger, 1989) and explicit motives with a cue- and response-matched questionnaire version of the PSE (PSE-Q) and a traditional measure of explicit motives, the Personality Research Form (PRF; Jackson, 1984) in 190 research participants. Correlations between the PSE and the PSE-Q were small and mostly nonsignificant, whereas the PSE- Q showed significant variance overlap with the PRF within and across thematic domains. We conclude that the independence postulate holds even when more commensurable measures of implicit and explicit motives are used.
The interruption of learning processes by breaks filled with diverse activities is common in everyday life. This study investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on auditory versus visual memory performance. Young adults were exposed to breaks involving (a) open eyes resting, (b) listening to music, and (c) playing a video game, immediately after memorizing auditory versus visual stimuli. To assess learning performance, words were recalled directly after the break (an 8:30 minute delay) and were recalled and recognized again after 7 days. Based on linear mixed-effects modeling, it was found that playing the Angry Birds video game during a short learning break impaired long-term retrieval in auditory learning but enhanced long-term retrieval in visual learning compared with the music and rest conditions. These differential effects of video games on visual versus auditory learning suggest specific interference of common break activities on learning.
The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game “Angry Birds” before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the “Angry Birds” video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired. This effect was associated with high levels of daily mind wandering and low self-reported ability to concentrate. These findings indicate that video games can negatively affect working memory performance over time when played in between learning tasks. We suggest further investigation of these effects because of their relevance to everyday activity.
The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game “Angry Birds” before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the “Angry Birds” video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired. This effect was associated with high levels of daily mind wandering and low self-reported ability to concentrate. These findings indicate that video games can negatively affect working memory performance over time when played in between learning tasks. We suggest further investigation of these effects because of their relevance to everyday activity.
A nanohybrid consisting of poly(3-aminobenzenesulfonic acid-co-aniline) and multiwalled carbon nanotubes [MWCNT-P(ABS-A)]) on a gold electrode was used to immobilize the hexameric tyrosine-coordinated heme protein (HTHP). The enzyme showed direct electron transfer between the heme group of the protein and the nanostructured surface. Desorption of the noncovalently bound heme from the protein could be excluded by control measurements with adsorbed hemin on aminohexanthiol-modified electrodes. The nanostructuring and the optimised charge characteristics resulted in a higher protein coverage as compared with MUA/MU modified electrodes. The adsorbed enzyme shows catalytic activity for the cathodic H2O2 reduction and oxidation of NADH.
Much work has shown that differences in the timecourse of language processing are central to comparing native (L1) and non-native (L2) speakers. However, estimating the onset of experimental effects in timecourse data presents several statistical problems including multiple comparisons and autocorrelation. We compare several approaches to tackling these problems and illustrate them using an L1-L2 visual world eye-tracking dataset. We then present a bootstrapping procedure that allows not only estimation of an effect onset, but also of a temporal confidence interval around this divergence point. We describe how divergence points can be used to demonstrate timecourse differences between speaker groups or between experimental manipulations, two important issues in evaluating L2 processing accounts. We discuss possible extensions of the bootstrapping procedure, including determining divergence points for individual speakers and correlating them with individual factors like L2 exposure and proficiency. Data and an analysis tutorial are available at https://osf.io/exbmk/.
Drunk decisions
(2018)
Background: Studies in humans and animals suggest a shift from goal-directed to habitual decision-making in addiction. We therefore tested whether acute alcohol administration reduces goal-directed and promotes habitual decision-making, and whether these effects are moderated by self-reported drinking problems. Methods: Fifty-three socially drinking males completed the two-step task in a randomised crossover design while receiving an intravenous infusion of ethanol (blood alcohol level=80 mg%), or placebo. To minimise potential bias by long-standing heavy drinking and subsequent neuropsychological impairment, we tested 18- to 19-year-old adolescents. Results: Alcohol administration consistently reduced habitual, model-free decisions, while its effects on goal-directed, model-based behaviour varied as a function of drinking problems measured with the Alcohol Use Disorders Identification Test. While adolescents with low risk for drinking problems (scoring <8) exhibited an alcohol-induced numerical reduction in goal-directed choices, intermediate-risk drinkers showed a shift away from habitual towards goal-directed decision-making, such that alcohol possibly even improved their performance. Conclusions: We assume that alcohol disrupted basic cognitive functions underlying habitual and goal-directed decisions in low-risk drinkers, thereby enhancing hasty choices. Further, we speculate that intermediate-risk drinkers benefited from alcohol as a negative reinforcer that reduced unpleasant emotional states, possibly displaying a novel risk factor for drinking in adolescence.
In research on eye-movement control during reading, the importance of cognitive processes related to language comprehension relative to visuomotor aspects of saccade generation is the topic of an ongoing debate. Here we investigate various eye-movement measures during reading of randomly shuffled meaningless text as compared to normal meaningful text. To ensure processing of the material, readers were occasionally probed for words occurring in normal or shuffled text. For reading of shuffled text we observed longer fixation times, less word skippings, and more refixations than in normal reading. Shuffled-text reading further differed from normal reading in that low-frequency words were not overall fixated longer than high-frequency words. However, the frequency effect was present on long words, but was reversed for short words. Also, consistent with our prior research we found distinct experimental effects of spatially distributed processing over several words at a time, indicating how lexical word processing affected eye movements. Based on analyses of statistical linear mixed-effect models we argue that the results are compatible with the hypothesis that the perceptual span is more strongly modulated by foveal load in the shuffled reading task than in normal reading. Results are discussed in the context of computational models of reading.
Factorial experiments in research on memory, language, and in other areas are often analyzed using analysis of variance (ANOVA). However, for effects with more than one numerator degrees of freedom, e.g., for experimental factors with more than two levels, the ANOVA omnibus F-test is not informative about the source of a main effect or interaction. Because researchers typically have specific hypotheses about which condition means differ from each other, a priori contrasts (i.e., comparisons planned before the sample means are known) between specific conditions or combinations of conditions are the appropriate way to represent such hypotheses in the statistical model. Many researchers have pointed out that contrasts should be "tested instead of, rather than as a supplement to, the ordinary 'omnibus' F test" (Hays, 1973, p. 601). In this tutorial, we explain the mathematics underlying different kinds of contrasts (i.e., treatment, sum, repeated, polynomial, custom, nested, interaction contrasts), discuss their properties, and demonstrate how they are applied in the R System for Statistical Computing (R Core Team, 2018). In this context, we explain the generalized inverse which is needed to compute the coefficients for contrasts that test hypotheses that are not covered by the default set of contrasts. A detailed understanding of contrast coding is crucial for successful and correct specification in linear models (including linear mixed models). Contrasts defined a priori yield far more useful confirmatory tests of experimental hypotheses than standard omnibus F-tests. Reproducible code is available from https://osf.io/7ukf6/.