102 research outputs found
Influence on Habitual versus Goal-Directed Decision Making
Different systems for habitual versus goal-directed control are thought to
underlie human decision-making. Working memory is known to shape these
decision-making systems and their interplay, and is known to support goal-
directed decision making even under stress. Here, we investigated if and how
decision systems are differentially influenced by breaks filled with diverse
everyday life activities known to modulate working memory performance. We used
a within-subject design where young adults listened to music and played a
video game during breaks interleaved with trials of a sequential two-step
Markov decision task, designed to assess habitual as well as goal-directed
decision making. Based on a neurocomputational model of task performance, we
observed that for individuals with a rather limited working memory capacity
video gaming as compared to music reduced reliance on the goal-directed
decision-making system, while a rather large working memory capacity prevented
such a decline. Our findings suggest differential effects of everyday
activities on key decision-making processes
Differential effects of wakeful rest, music and video game playing on working memory performance in the n-back task
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.Peer Reviewe
A cross-cultural study
Our minds wander for half of our waking time, and evidence suggests that a wandering mind is often an unhappy one. However, the specific contents of unpleasant thoughts and feelings during mind wandering remain undiscovered. Here, we aim to investigate if mind wandering may closely relate to feelings of loneliness, such as experiencing a sense of being left out and isolated from others, within a cross-cultural context. Our study involved participants from the general populations of China (N= 1123) and Germany (N= 1018), surveyed between December 2021 and February 2022. Using an online survey tool, we assessed self-reported mind wandering (measured by the Mind Wandering Spontaneous and Deliberate Scale) and loneliness (measured by the UCLA Loneliness Scale), while controlling for self-esteem (measured by the Rosenberg Self-Esteem Scale), self-efficacy (measured by the General Self-efficacy Scale), and mental health status (measured by the General Health Questionnaire). Strikingly, we found that approximately half of the respondents in both China and Germany reported feelings of loneliness (49.8% in China versus 49.5% in Germany, p= 0.936). Regression analysis further revealed that higher levels of self-reported spontaneous (β = 0.04, p= 0.047) and deliberate mind wandering (β = 0.05, p= 0.009) were associated with higher levels of loneliness, even after controlling for sociodemographic variables, self-esteem, self-efficacy, and mental health status. These findings suggest that loneliness is a pervasive experience across cultures and may serve as a driving factor underlying unpleasant thoughts and feelings during episodes of mind wandering
Short-term effects of video gaming on brain response during working memory performance
Breaks filled with different break activities often interrupt cognitive performance in everyday life. Previous studies have reported that both enhancing and deteriorating effects on challenging ongoing tasks such as working memory updating, depend on the type of break activity. However, neural mechanisms of these break-related alterations in working memory performance have not been studied, to date. Therefore, we conducted a brain imaging study to identify the neurobiological correlates of effects on the n-back working memory task related to different break activities. Before performing the n-back task in the magnetic resonance imaging (MRI) scanner, young adults were exposed to break activities in the MRI scanner involving (i) eyes-open resting, (ii) listening to music, and (iii) playing the video game “Angry Birds”. Heart rate was measured by a pulse oximeter during the experiment. We found that increased heart rate during gaming as well as decreased relaxation levels after a video gaming break was related to poorer n-back task performance, as compared to listening to music. On the neural level, video gaming reduced supplementary motor area activation during working memory performance. These results may indicate that video gaming during a break may affect working memory performance by interfering with arousal state and frontal cognitive control functions
Word frequency in fast priming: Evidence for immediate cognitive control of eye movements during reading
Numerous studies have demonstrated effects of word frequency on eye movements during reading, but the precise timing of this influence has remained unclear. The fast priming paradigm (Sereno & Rayner, 1992) was previously used to study influences of related versus unrelated primes on the target word. Here, we used this procedure to investigate whether the frequency of the prime word has a direct influence on eye movements during reading when the prime-target relation is not manipulated. We found that with average prime intervals of 32 ms readers made longer single fixation durations on the target word in the low than in the high frequency prime condition. Distributional analyses demonstrated that the effect of prime frequency on single fixation durations occurred very early, supporting theories of immediate cognitive control of eye movements. Finding prime frequency effects only 207 ms after visibility of the prime and for prime durations of 32 ms yields new time constraints for cognitive processes controlling eye movements during reading. Our variant of the fast priming paradigm provides a new approach to test early influences of word processing on eye movement control during reading
How should the advent of large language models affect the practice of science?
Large language models (LLMs) are being increasingly incorporated into
scientific workflows. However, we have yet to fully grasp the implications of
this integration. How should the advent of large language models affect the
practice of science? For this opinion piece, we have invited four diverse
groups of scientists to reflect on this query, sharing their perspectives and
engaging in debate. Schulz et al. make the argument that working with LLMs is
not fundamentally different from working with human collaborators, while Bender
et al. argue that LLMs are often misused and over-hyped, and that their
limitations warrant a focus on more specialized, easily interpretable tools.
Marelli et al. emphasize the importance of transparent attribution and
responsible use of LLMs. Finally, Botvinick and Gershman advocate that humans
should retain responsibility for determining the scientific roadmap. To
facilitate the discussion, the four perspectives are complemented with a
response from each group. By putting these different perspectives in
conversation, we aim to bring attention to important considerations within the
academic community regarding the adoption of LLMs and their impact on both
current and future scientific practices
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