509 research outputs found

    More than skin deep: About the influence of self-relevant avatars on inhibitory control

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    AbstractOne important aspect of cognitive control is the ability to stop a response in progress and motivational aspects, such as self-relevance, which may be able to influence this ability. We test the influence of self-relevance on stopping specifically if increased self-relevance enhances reactive response inhibition. We measured stopping capabilities using a gamified version of the stop-signal paradigm. Self-relevance was manipulated by allowing participants to customize their game avatar (Experiment 1) or by introducing a premade, self-referential avatar (Experiment 2). Both methods create a motivational pull that has been shown to increase motivation and identification. Each participant completed one block of trials with enhanced self-relevance and one block without enhanced self-relevance, with block order counterbalanced. In both experiments, the manipulation of self-relevance was effective in a majority of participants as indicated by self-report on the Player-Identification-Scale, and the effect was strongest in participants that completed the self-relevance block first. In those participants, the degree of subjectively experienced that self-relevance was associated with improvement in stopping performance over the course of the experiment. These results indicate that increasing the degree to which people identify with a cognitive task may induce them to exert greater, reactive inhibitory control. Consequently, self-relevant avatars may be used when an increase in commitment is desirable such as in therapeutic or training settings

    Gaussian white noise as a resource for work extraction

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    11 pages, 5 figuresThe present study was supported by KAKENHI (Nos. 25103002 and 26610115). A. D. was employed as an International Research Fellow of the Japan Society for the Promotion of Science

    Shocking advantage! Improving digital game performance using non-invasive brain stimulation

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    As digital gaming has grown from a leisure activity into a competitive endeavor with college scholarships, celebrity, and large prize pools at stake, players search for ways to enhance their performance, including through coaching, training, and employing tools that yield a performance advantage. Transcranial direct current stimulation (tDCS) is a non-invasive brain stimulation technique that is presently being explored by esports athletes and competitive gamers. Although shown to modulate cognitive processing in standard laboratory tasks, there is little scientific evidence that tDCS improves performance in digital games, which are visually complex and attentionally demanding environments. We applied tDCS between two sessions of the Stop-Signal Game (SSG; Friehs, Dechant, Vedress, Frings, Mandryk, 2020). The SSG is a custom-built infinite runner that is based on the Stop-Signal Task (SST; Verbruggen et al., 2019). Consequently, the SSG can be used to evaluate response inhibition as measured by Stop-Signal Reaction Time (SSRT), but in an enjoyable 3D game experience. We used anodal, offline tDCS to stimulate the right dorsolateral prefrontal cortex (rDLPFC); a 9 cm² anode was always positioned over the rDLPFC while the 35 cm² cathode was placed over the left deltoid. We hypothesized that anodal tDCS would enhance neural processing (as measured by a decrease in SSRT) and improve performance, while sham stimulation (i.e., the control condition with a faked stimulation) should lead to no significant change. In a sample of N = 45 healthy adults a significant session x tDCS-condition interaction emerged in the expected direction. Subsequent analysis confirmed that the statistically significant decrease in SSRT after anodal tDCS to the rDLPFC was not due to a general change in reaction times. These results provide initial evidence that tDCS can influence performance in digital games

    Effects of ecotropic murine retroviruses on the dual-function cell surface receptor/basic amino acid transporter

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    The widely expressed Na(+)-independent transporter for basic amino acids (system y+) is the cell surface receptor (ecoR) for ecotropic host-range mouse retroviruses (murine leukemia viruses (MuLVs)), a class of retroviruses that naturally infects only mice or rats. Accordingly, expression of mouse ecoR cDNA in mink CCL64 fibroblasts yields cells (CEN cells) that have y+ transporter activity above the endogenous background and that bind and are infected by ecotropic MuLVs. The effect of ecotropic MuLV infection on expression of y+ transporter was analyzed in mouse and in mink CEN fibroblasts. Chronic infection with ecotropic MuLVs caused 50-70% loss (down-modulation) of mouse y+ transporter in plasma membranes, detected as a reduced Vmax for uptake and outflow of L-[3H]arginine with no effect on Km values. Down-modulation was specific for mouse y+ and did not affect other transporters or the endogenous mink y+, suggesting that it results from specific interaction between mouse y+ and the viral envelope glycoprotein gp70 in the infected cells. Because this partial loss of mouse y+ from cell surfaces is insufficient to explain the complete interference to superinfection that occurs in cells chronically infected with ecotropic MuLVs, alternative explanations for interference are proposed. In contrast to the y+ down-modulation caused by chronic infection, binding of extracellular envelope glycoprotein gp70 at 37 degrees C resulted in noncompetitive inhibition of amino acid import by mouse y+ but had no effect on export through this same transporter or on any transporter properties of mink y+. The effects of gp70 on transport kinetics suggest that it slows the rate-limiting step of the amino acid import cycle, a conformational transition of the empty transporter in which the binding site moves from the inside back to the outside of the cell, and that gp70 has no effect on the rate-limiting step of the amino acid export cycle. Infected cells retain substantial y+ activity. Moreover, the virus binding site on ecoR is in a mobile region that changes conformation during the amino acid transport cycle

    Effective gamification of the stop-signal task: Two controlled laboratory experiments

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    BACKGROUND A lack of ability to inhibit prepotent responses, or more generally a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder and schizophrenia as well as general damage to the prefrontal cortex. A stop-signal task (SST) is a reliable and established measure of response inhibition. However, using the SST as an objective assessment in diagnostic or research-focused settings places significant stress on participants as the task itself requires concentration and cognitive effort and is not particularly engaging. This can lead to decreased motivation to follow task instructions and poor data quality, which can affect assessment efficacy and might increase drop-out rates. Gamification-the application of game-based elements in nongame settings-has shown to improve engaged attention to a cognitive task, thus increasing participant motivation and data quality. OBJECTIVE This study aims to design a gamified SST that improves participants' engagement and validate this gamified SST against a standard SST. METHODS We described the design of our gamified SST and reported on 2 separate studies that aim to validate the gamified SST relative to a standard SST. In study 1, a within-subject design was used to compare the performance of the SST and a stop-signal game (SSG). In study 2, we added eye tracking to the procedure to determine if overt attention was affected and aimed to replicate the findings from study 1 in a between-subjects design. Furthermore, in both studies, flow and motivational experiences were measured. RESULTS In contrast, the behavioral performance was comparable between the tasks (P<.87; BF01=2.87), and the experience of flow and intrinsic motivation were rated higher in the SSG group, although this difference was not significant. CONCLUSIONS Overall, our findings provide evidence that the gamification of SST is possible and that the SSG is enjoyed more. Thus, when participant engagement is critical, we recommend using the SSG instead of the SST

    Optimizing Biomedical Discoveries as an Engine of Culture Change in an Academic Medical Center

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    Academic discovery in biomedicine is a growing enterprise with tens of billions of dollars in research funding available to universities and hospitals. Protecting and optimizing the resultant intellectual property is required in order for the discoveries to have an impact on society. To achieve that, institutions must create a multidisciplinary, collaborative system of review and support, and utilize connections to industry partners. In this study, we outline the efforts of Case Western Reserve University, coordinated through its Clinical and Translational Science Collaborative (CTSC), to promote entrepreneurial culture, and achieve goals of product development and startup formation for biomedical and population health discoveries arising from the academic ecosystem in Cleveland. The CTSC Office of Translation and Innovation, with the university’s Technology Transfer Office (TTO), helps identify and derisk promising IP while building interdisciplinary project teams to optimize the assets through key preclinical derisking steps. The benefits of coordinating funding across multiple programs, assuring dedicated project management to oversee optimizing the IP, and ensuring training to help improve proposals and encourage an entrepreneurial culture, are discussed in the context of a case study of therapeutic assets, the Council to Advance Human Health. This case study highlights best practices in academic innovation

    Experimental Impacts into Strength-Layered Targets: Crater Morphology and Morphometry

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    Impact cratering is a fundamental physical process that has dominated the evolution and modification of nearly every planetary surface in the Solar System. Impact craters serve as a means to probe the subsurface structure of a planetary body and provide hints about target surface properties. By examining small craters on the lunar maria and comparing these to experimental impacts in the laboratory, Oberbeck and Quaide first suggested that crater morphology can be used to estimate the thickness of a regolith layer on top of a more competent unit. Lunar craters show a morphological progression from a simple bowl shape to flat-floored and concentric craters as crater diameter increases for a given regolith thickness. This quantitative relationship is commonly used to estimate regolith thicknesses on the lunar surface and has also been explored via numerical and experimental studies. Here we report on a series of experimental impact craters formed in targets com-posed of a thin layer of loose sand on top of a stronger substrate at the Experimental Impact Laboratory at NASA Johnson Space Center

    Experimental Impacts into Strength-Layered Targets: Ejecta Kinematics

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    AImpact cratering has dominated the evolution and modification of planetary surfaces through-out the history of the solar system. Impact craters can serve as probes to understanding the details of a planetary subsurface; for example, Oberbeck and Quaide, suggested that crater morphology can be used to estimate the thickness of a regolith layer on top of a more competent unit. Lunar craters show a morphological progression from a simple bowl shape to flat-floored and concentric craters as crater diameter in-creases for a given regolith thickness. The final shape of the impact crater is a result of the subsurface flow-field initiated as the projectile transfers its energy and momentum to the target surface at the moment of impact. Therefore, when a regolith layer is present over a stronger substrate, such as is the case on the lunar surface, the substrate modifies the flow-field and thereby the excavation flow of the crater, which is reflected in the morphology of the final crater. Here we report on a series of experimental impacts into targets composed of a thin layer of loose sand on top of a stronger substrate. We use the Ejection-Velocity Measurement System developed to examine the ejecta kinematics during the formation of these craters

    Superaging correlation function and ergodicity breaking for Brownian motion in logarithmic potentials

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    We consider an overdamped Brownian particle moving in a confining asymptotically logarithmic potential, which supports a normalized Boltzmann equilibrium density. We derive analytical expressions for the two-time correlation function and the fluctuations of the time-averaged position of the particle for large but finite times. We characterize the occurrence of aging and nonergodic behavior as a function of the depth of the potential, and support our predictions with extensive Langevin simulations. While the Boltzmann measure is used to obtain stationary correlation functions, we show how the non-normalizable infinite covariant density is related to the super-aging behavior.Comment: 16 pages, 6 figure

    Validation of the reasons for gambling questionnaire (RGQ) in a British population survey

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    Introduction. The aim of the study is to validate the five-dimensional structure of the Reasons for Gambling Questionnaire (RGQ) and to test the differences between different types of gamblers (i.e., offline gamblers who gambled in-person only vs.mixed-mode gamblers who gambled both online and offline) on the five dimensions of the RGQ. Methods. Data from the 2010 British Gambling Prevalence Survey (BGPS) were used. The analysed data comprised 5,677 individuals (52.7% female; mean age=47.64 years; SD=17.82). Confirmatory factor analysis and independent-samples t-tests were applied. Results. The five-dimensional structure of the RGQ wasconfirmed in the general sample and among gender and age subgroups. Furthermore, mixed-mode gamblers (MMGs) who gambled both online and offline had higher scores for enhancement, recreation and money motives than offline gamblers that gambled in-person only (IPGs). In addition among males, there was a significant difference in the scores for enhancement and recreation motives across MMGs and IPGs. Among past-year gamblers aged 16-34 years, MMGs had higher scores for enhancement, recreational and monetary motives than IPGs whilst among past-year gamblers aged 35-55years, MMGs had higher scores for enhancement and recreational motives than IPGs. Conclusions. The results are consistent with a previous test of the RGQ and the findings indicate that the RGQis a valid instrument to assess gambling motives among the general population
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