38 research outputs found
Contrasting vertical and horizontal representations of affect in emotional visual search
The final publication is available at Springer via http://dx.doi.org/ 10.3758/s13423-015-0884-6Independent lines of evidence suggest that the representation of emotional evaluation recruits both vertical and horizontal spatial mappings. These two spatial mappings differ in their experiential origins and their productivity, and available data suggest that they differ in their saliency. Yet, no study has so far compared their relative strength in an attentional orienting reaction time task that affords the simultaneous manifestation of both of them. Here we investigated this question using a visual search task with emotional faces. We presented angry and happy face targets and neutral distracter faces in top, bottom, left, and right locations on the computer screen. Conceptual congruency effects were observed along the vertical dimension supporting the ‘up=good’ metaphor, but not along the horizontal dimension. This asymmetrical processing pattern was observed when faces were presented in a cropped (Experiment 1) and whole (Experiment 2) format. These findings suggest that the ‘up=good’ metaphor is more salient and readily activated than the ‘right=good’ metaphor, and that the former outcompetes the latter when the task context affords the simultaneous activation of both mappings
Dissecting the autism-associated 16p11.2 locus identifies multiple drivers in neuroanatomical phenotypes and unveils a male-specific role for the major vault protein
Background
Using mouse genetic studies and systematic assessments of brain neuroanatomical phenotypes, we set out to identify which of the 30 genes causes brain defects at the autism-associated 16p11.2 locus.
Results
We show that multiple genes mapping to this region interact to regulate brain anatomy, with female mice exhibiting far fewer brain neuroanatomical phenotypes. In male mice, among the 13 genes associated with neuroanatomical defects (Mvp, Ppp4c, Zg16, Taok2, Slx1b, Maz, Fam57b, Bola2, Tbx6, Qprt, Spn, Hirip3, and Doc2a), Mvp is the top driver implicated in phenotypes pertaining to brain, cortex, hippocampus, ventricles, and corpus callosum sizes. The major vault protein (MVP), the main component of the vault organelle, is a conserved protein found in eukaryotic cells, yet its function is not understood. Here, we find MVP expression highly specific to the limbic system and show that Mvp regulates neuronal morphology, postnatally and specifically in males. We also recapitulate a previously reported genetic interaction and show that Mvp+/−;Mapk3+/− mice exhibit behavioral deficits, notably decreased anxiety-like traits detected in the elevated plus maze and open field paradigms.
Conclusions
Our study highlights multiple gene drivers in neuroanatomical phenotypes, interacting with each other through complex relationships. It also provides the first evidence for the involvement of the major vault protein in the regulation of brain size and neuroanatomy, specifically in male mice
The Political Economy of European Wine Regulations
The EU wine market is heavily regulated. Despite the many distortions in the wine market as a consequence, refirming the regulations has proven difficult. This paper analyses the political economy mechanism that created the existing set of wine regulations. We document the historical origins of the regulations and relate these to political pressures that resulted from international integration, technological innovations and economic developments
Construire un jeu de gestion de zone humide pour la sensibilisation des acteurs et l'aide à la négocation
Wetlands are ecosystems of great importance as they host specific fauna and flora and provide multiple ecosystem services. Nevertheless, in many cases, their uncontrolled use for human activities put a threat on their integrity. The role-playing game Wet-WAG has been developed by Cemagref, in the framework of the European project WETwin, to raise awareness of stakeholders and support negotiations about small wetland management. The game is applied to the Ga-Mampa wetland in South Africa. The objectives of the internship were to identify stakeholders expectations in terms of wetland management so that the game can address them ; to test the initial version of the game to identify its strengths and weaknesses ; and to include important features of the real wetland system that were missing in the initial version of the game. Participatory approaches such as focus group discussions were used in the villages to identify the stakes of local farmers. Individual interviews were conducted with external stakeholders from local government. New elements were designed for Wet-WAG: a monitoring sheet of the wetland ecological status was developed. New crops were added to the set of activities available to players. The possibility of taking collective decisions was introduced. Finally the game was simplified to increase its playability. Directions for further imporvements and recommendations for future use of the game are suggested in conclusion
Wet-WAG, un jeu de rôle pour aider le dialogue entre acteurs autour de la gestion des zones humides
The GaMampa wetland, like many small scale wetlands in Southern Africa is threatened by human activity. In the last ten years, due to agriculture pressure, the natural vegetation has decreased to occupy less than 20% of the wetland area. Moreover, the agricultural practices are harmful for the wetland health and are degrading the soil organic matter. The Wet-WAG role-playing game created by Cemagref under the WETwin European project aims at providing the basis for discussions among stakeholders, and raising their awareness on wetland management stakes. After a brief presentation of the case-study and a literature review on the use of role-playing games for natural resources management, the report describes the game development process. Wet-WAG is based on the generic platform WAG, developed by Cemagref and Cirad for the participative management of water resources at catchment level. Existing research reports on the case study were used to calibrate the game. Several methods were mobilized to integrate inputs from the widest range of stakeholders (focus group discussions in GaMampa, and interviews of provincial government representatives). Several testing sessions were organised with researchers, students and local farmers. The report then describes the elements of the game (board, role cards, activity cards, monitoring sheets) and relates a typical game session. Improvements brought to the initial version of the game are detailed. Directions for further improvements and recommendations for future use of the game are suggested in conclusion
Wet-WAG, un jeu de rôle pour aider au dialogue entre acteurs sur la gestion des zones humides
The Ga-Mampa wetland, like many small scale wetlands in Southern Africa is threatened by human activity. In the last ten years, due to agriculture pressure, the natural vegetation has decreased to occupy less than 20% of the wetland area. Moreover, the agricultural practices are harmful for the wetland health and are degrading the soil organic matter. The Wet-WAG role-playing game created by Irstea under the WETwin European project aims at providing the basis for discussions among stakeholders, and raising their awareness on wetland management stakes. After a brief presentation of the case-study and a literature review on the use of role-playing games for natural resources management, the report describes the game development process. Wet-WAG is based on the generic platform WAG, developed by Cemagref (now Irstea) and Cirad for the participative management of water resources at catchment level. Existing research reports on the case study were used to calibrate the game. Several methods were mobilized to integrate inputs from the widest range of stakeholders (focus group discussions in Ga-Mampa, and interviews of provincial government representatives). Several testing sessions were organised with researchers, students and local farmers. The report then describes the elements of the game (board, role cards, activity cards, monitoring sheets) and relates a typical game session. Improvements brought to the initial version of the game are detailed. The use of Wet-WAG infor the participatory assessment of wetland management solutions is described and main outcomes presented. Directions for further improvements and recommendations for future use of the game and adaptations to other case studies are suggested in conclusion