111 research outputs found

    Investigating alterations of social interaction in psychiatric disorders with dual interactive eye tracking and virtual faces

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    This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY).Peer reviewedPublisher PD

    "Making it explicit" makes a difference: Evidence for a dissociation of spontaneous and intentional level 1 perspective taking in high-functioning autism

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    This research was supported by Volkswagen Foundation grant “Being addressed as you: Conceptual and empirical investigations of a Second-Person approach to other minds” awarded to LS and BT. LS is also supported by the Koeln Fortune Program of the Medical Faculty, University of Cologne. BT was supported by a European Commission Marie Curie Fellowship FP7-PEOPLE-IEF 237502 “Social Brain.” We thank Dana Samson for providing the stimulus material and Julia Proft and Franka Pieplow for data collection. For helpful comments and suggestions we are also grateful to three anonymous reviewers.Peer reviewedPreprin

    Eyes on the mind : investigating the influence of gaze dynamics on the perception of others in real-time social interaction

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    ACKNOWLEDGMENTS This study was partially supported by a grant of the Köln Fortune Program of the Medical Faculty at the University of Cologne to Leonhard Schilbach and by a grant “Other Minds” of the German Ministry of Research and Education to Kai Vogeley. The authors would like to thank Stephanie Alexius and Leonhard Engels for their assistance in data collection.Peer reviewedPublisher PD

    Social Bayes: using Bayesian modeling to study autistic trait–related differences in social cognition - Retracted article

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    Background: Autism is characterized by impairments of social interaction, but the underlying subpersonal processes are still a matter of controversy. It has been suggested that the autistic spectrum might be characterized by alterations of the brain’s inference on the causes of socially relevant signals. However, it is unclear at what level of processing such trait-related alterations may occur. Methods: We used a reward-based learning task that requires the integration of nonsocial and social cues in conjunction with computational modeling. Healthy subjects (N = 36) were selected based on their Autism Quotient Spectrum (AQ) score, and AQ scores were assessed for correlations with model parameters and task scores. Results: Individual differences in AQ were inversely correlated with participants’ task scores (r = −.39, 95% confidence interval [CI] [−.68, −.13]). Moreover, AQ scores were significantly correlated with a social weighting parameter that indicated how strongly the decision was influenced by the social cue (r = −.42, 95% CI [−.66, −.19]), but not with other model parameters. Also, more pronounced social weighting was related to higher scores (r = .50, 95% CI [.20, .86]). Conclusions: Our results demonstrate that higher autistic traits in healthy subjects are related to lower scores in a learning task that requires social cue integration. Computational modeling further demonstrates that these trait-related performance differences are not explained by an inability to process the social stimuli and its causes, but rather by the extent to which participants take into account social information during decision making

    Why we interact : on the functional role of the striatum in the subjective experience of social interaction

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    Acknowledgments We thank Neil Macrae and Axel Cleeremans for comments on earlier versions of this manuscript. Furthermore, we are grateful to Dorothé Krug and Barbara Elghahwagi for their assistance in data acquisition. This study was supported by a grant of the Köln Fortune Program of the Medical Faculty at the University of Cologne to L.S. and by a grant “Other Minds” of the German Ministry of Research and Education to K.V.Peer reviewedPreprin

    A Non-Verbal Turing Test: Differentiating Mind from Machine in Gaze-Based Social Interaction

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    In social interaction, gaze behavior provides important signals that have a significant impact on our perception of others. Previous investigations, however, have relied on paradigms in which participants are passive observers of other persons’ gazes and do not adjust their gaze behavior as is the case in real-life social encounters. We used an interactive eye-tracking paradigm that allows participants to interact with an anthropomorphic virtual character whose gaze behavior is responsive to where the participant looks on the stimulus screen in real time. The character’s gaze reactions were systematically varied along a continuum from a maximal probability of gaze aversion to a maximal probability of gaze-following during brief interactions, thereby varying contingency and congruency of the reactions. We investigated how these variations influenced whether participants believed that the character was controlled by another person (i.e., a confederate) or a computer program. In a series of experiments, the human confederate was either introduced as naïve to the task, cooperative, or competitive. Results demonstrate that the ascription of humanness increases with higher congruency of gaze reactions when participants are interacting with a naïve partner. In contrast, humanness ascription is driven by the degree of contingency irrespective of congruency when the confederate was introduced as cooperative. Conversely, during interaction with a competitive confederate, judgments were neither based on congruency nor on contingency. These results offer important insights into what renders the experience of an interaction truly social: Humans appear to have a default expectation of reciprocation that can be influenced drastically by the presumed disposition of the interactor to either cooperate or compete

    Communicative interactions in point-light displays: Choosing among multiple response alternatives

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    Vision scientists are increasingly relying on the point-light technique as a way to investigate the perception of human motion. Unfortunately, the lack of standardized stimulus sets has so far limited the use of this technique for studying social interaction. Here, we describe a new tool to study the interaction between two agents starting from point-light displays: the Communicative Interaction Database -5AFC format (CID-5). The CID-5 consists of 14 communicative and seven non-communicative individual actions performed by two agents. Stimuli were constructed by combining motion capture techniques and 3-D animation software to provide precise control over the computer-generated actions. For each action stimulus, we provide coordinate files and movie files depicting the action as seen from four different perspectives. Furthermore, the archive contains a text file with a list of five alternative action descriptions to construct forced-choice paradigms. In order to validate the CID-5 format, we provide normative data collected to assess action identification within a 5AFC tasks. The CID-5 archive is freely downloadable from http://bsb-lab.org/research/ and from the supplementary materials of this article

    An Active-Inference Approach to Second-Person Neuroscience

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    Social neuroscience has often been criticized for approaching the investigation of the neural processes that enable social interaction and cognition from a passive, detached, third-person perspective, without involving any real-time social interaction. With the emergence of second-person neuroscience, investigators have uncovered the unique complexity of neural-activation patterns in actual, real-time interaction. Social cognition that occurs during social interaction is fundamentally different from that unfolding during social observation. However, it remains unclear how the neural correlates of social interaction are to be interpreted. Here, we leverage the active-inference framework to shed light on the mechanisms at play during social interaction in second-person neuroscience studies. Specifically, we show how counterfactually rich mutual predictions, real-time bodily adaptation, and policy selection explain activation in components of the default mode, salience, and frontoparietal networks of the brain, as well as in the basal ganglia. We further argue that these processes constitute the crucial neural processes that underwrite bona fide social interaction. By placing the experimental approach of second-person neuroscience on the theoretical foundation of the active-inference framework, we inform the field of social neuroscience about the mechanisms of real-life interactions. We thereby contribute to the theoretical foundations of empirical second-person neuroscience
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