task effect
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2021 ◽  
Author(s):  
Wanrou Hu ◽  
Zhiguo Zhang ◽  
Huilin Zhao ◽  
Li Zhang ◽  
Linling Li ◽  
...  

Emotions dynamically change in response to ever-changing environments. It is of great importance, both clinically and scientifically, to investigate the neural representation and evoking mechanism of emotion dynamics. But, there are many unknown places in this stream of research, such as consistent and conclusive findings are still lacking. In this work, we perform an in-depth investigation of emotion dynamics under a video-watching task by gauging the dynamic associations among evoked emotions, electroencephalography (EEG) responses, and multimedia stimulation. Here, we introduce EEG microstate analysis to study emotional EEG signals, which provides a spatial-temporal neural representation of emotion dynamics. To investigate the temporal characteristics of evoking emotions during video watching with its neural mechanism, we conduct two studies from the perspective of EEG microstates. In Study 1, the dynamic microstate activities under different emotion states and emotion levels are explored to identify EEG spatial-temporal correlates of emotion dynamics. In Study 2, the stimulation effects of multimedia content (visual and audio) on EEG microstate activities are examined to learn about the involved affective information and investigate the emotion-evoking mechanism. The results show that emotion dynamics could be well reflected by four EEG microstates (MS1, MS2, MS3, and MS4). Specifically, emotion tasks lead to an increase in MS2 and MS4 coverage but a decrease in MS3 coverage, duration, and occurrence. Meanwhile, there exists a negative association between valence and MS4 occurrence as well as a positive association between arousal and MS3 coverage and occurrence. Further, we find that MS4 and MS3 activities are significantly affected by visual and audio content, respectively. In this work, we verify the possibility to reveal emotion dynamics through EEG microstate analysis from sensory and stimulation dimensions, where EEG microstate features are found to be highly correlated to different emotion states (emotion task effect and level effect) and different affective information involved in the multimedia content (visual and audio). Our work deepens the understanding of the neural representation and evoking mechanism of emotion dynamics, which can be beneficial for future development in the applications of emotion decoding and regulation.


2021 ◽  
Vol 90 ◽  
pp. 29
Author(s):  
E. Cinar ◽  
I. Gagnon
Keyword(s):  

Author(s):  
Alexandre Cremers ◽  
Liz Coppock ◽  
Jakub Dotlačil ◽  
Floris Roelofsen

AbstractModified numerals, such as at least three and more than five, are known to sometimes give rise to ignorance inferences. However, there is disagreement in the literature regarding the nature of these inferences, their context dependence, and differences between at least and more than. We present a series of experiments which sheds new light on these issues. Our results show that (a) the ignorance inferences of at least are more robust than those of more than, (b) the presence and strength of the ignorance inferences triggered by both at least and more than depends on the question under discussion (QUD), and (c) whether ignorance inferences are detected in a given experimental setting depends partly on the task that participants are asked to perform (e.g., an acceptability task versus an inference task). We offer an Optimality Theoretic account of these findings. In particular, the task effect is captured by assuming that in performing an acceptability task, participants take the speaker’s perspective in order to determine whether an expression is optimal given a certain epistemic state, while in performing an inference task they take the addressee’s perspective in order to determine what the most likely epistemic state of the speaker is given a certain expression. To execute the latter task in a fully rational manner, participants have to perform higher-order reasoning about alternative expressions the speaker could have used. Under the assumption that participants do not always perform such higher-order reasoning but also often resort to so-called unidirectional optimization, the task effect finds a natural explanation. This also allows us to relate our finding to asymmetries between comprehension and production that have been found in language acquisition.


Sensors ◽  
2021 ◽  
Vol 21 (12) ◽  
pp. 3989
Author(s):  
Wesley Niswander ◽  
Kimberly Kontson

There are several algorithms that use the 3D acceleration and/or rotational velocity vectors from IMU sensors to identify gait events (i.e., toe-off and heel-strike). However, a clear understanding of how sensor location and the type of walking task effect the accuracy of gait event detection algorithms is lacking. To address this knowledge gap, seven participants were recruited (4M/3F; 26.0 ± 4.0 y/o) to complete a straight walking task and obstacle navigation task while data were collected from IMUs placed on the foot and shin. Five different commonly used algorithms to identify the toe-off and heel-strike gait events were applied to each sensor location on a given participant. Gait metrics were calculated for each sensor/algorithm combination using IMUs and a reference pressure sensing walkway. Results show algorithms using medial-lateral rotational velocity and anterior-posterior acceleration are fairly robust against different sensor locations and walking tasks. Certain algorithms applied to heel and lower lateral shank sensor locations will result in degraded algorithm performance when calculating gait metrics for curved walking compared to straight overground walking. Understanding how certain types of algorithms perform for given sensor locations and tasks can inform robust clinical protocol development using wearable technology to characterize gait in both laboratory and real-world settings.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
D. Chandrakumar ◽  
S. Coussens ◽  
H. A. D. Keage ◽  
S. Banks ◽  
J. Dorrian ◽  
...  

AbstractCurrent evidence suggests that the ability to detect and react to information under lowered alertness conditions might be more impaired on the left than the right side of space. This evidence derives mainly from right-handers being assessed in computer and paper-and-pencil spatial attention tasks. However, there are suggestions that left-handers might show impairments on the opposite (right) side compared to right-handers with lowered alertness, and it is unclear whether the impairments observed in the computer tasks have any real-world implications for activities such as driving. The current study investigated the alertness and spatial attention relationship under simulated monotonous driving in left- and right-handers. Twenty left-handed and 22 right-handed participants (15 males, mean age = 23.6 years, SD = 5.0 years) were assessed on a simulated driving task (lasting approximately 60 min) to induce a time-on-task effect. The driving task involved responding to stimuli appearing at six different horizontal locations on the screen, whilst driving in a 50 km/h zone. Decreases in alertness and driving performance were evident with time-on-task in both handedness groups. We found handedness impacts reacting to lateral stimuli differently with time-on-task: right-handers reacted slower to the leftmost stimuli, while left-handers showed the opposite pattern (although not statistically significant) in the second compared to first half of the drive. Our findings support suggestions that handedness modulates the spatial attention and alertness interactions. The interactions were observed in a simulated driving task which calls for further research to understand the safety implications of these interactions for activities such as driving.


Author(s):  
Ke Ding ◽  
Qunlin Chen ◽  
Wenjing Yang ◽  
Xi Wang ◽  
Dong Yang ◽  
...  

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Weilun Chung ◽  
Cheuk-Kwan Sun ◽  
I.-Ting Tsai ◽  
Kuo-Chuan Hung ◽  
Hsien-Jane Chiu ◽  
...  

AbstractThe significance of probability discounting (PD) among individuals with Internet gaming disorder (IGD) remains unclear. Following the PRISMA guidelines, we systematically searched the PubMed, Embase, and ScienceDirect databases for English articles on Internet addiction that included comparison between individuals with and without IGD as well as probabilistic discounting task as the main outcome from January 1970 to July 2020 using the appropriate keyword strings. The primary outcome was the overall difference in rate of PD, while the secondary outcomes included the difference in PD with magnitude of probabilistic reward and response time of the PD task. Effect size (ES) was calculated through dividing the group means (e.g., h value or AUC) by the pooled standard deviations of the two groups. A total of five studies with 300 participants (i.e., IGD group, n = 150, mean age = 20.27 ± 2.68; healthy controls, n = 150, mean age = 20.70 ± 2.81) were analyzed. The IGD group was more willing to take risks in probabilistic gains but performances on probabilistic losses were similar between the two groups. The IGD group also exhibited a shorter response time (Hedge’s g = − 0.51; 95%CI = − 0.87 to − 0.15). Meta-regression demonstrated a positive correlation between maximum reward magnitude and PD rate (p < 0.04). However, significant publication bias was noted among the included studies (Egger’s test, p < 0.01). In conclusion, individuals with IGD seemed more impulsive in making risky decisions, especially when the potential gains were expected. Our findings not only supported the use of PD for assessing individuals with IGD but may also provide new insights into appropriate interventions.


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