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1.
Adv Cogn Psychol ; 16(2): 169-175, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32685061

RESUMO

Empathy is the ability to understand and react to other people's inner states. Neuroimaging evidence suggests that there are two aspects of empathy which are subserved by distinct brain networks. The emotional aspect of empathy is reflected by bottom-up processes and the cognitive aspect of empathy is influenced by top-down processes. Both aspects can be studied by measuring the reaction of participants exposed to the pictures of models who feel physical pain, for example, having a needle stuck in their cheek. The early event-related potential (ERP) N2 has been reported in observing other's physical pain and has been suggested as a biomarker of the emotional aspect of empathy. The present study investigated the time course of processing other's pain and the influence of face attractiveness on the early ERP component. Participants (N = 24) viewed photos of physically attractive and unattractive men and women during painful (a needle in the check) and nonpainful stimulation (Q-tip touching the skin). N1 and P2 components were sensitive to face attractiveness. The amplitude of the N2 component was more positive for the stimuli associated with pain than for neutral stimuli, but only for unattractive faces. Therefore, we suggest that a difference in the N2 amplitude to pain in unattractive faces most likely reflects a difference in emphatic response depending on facial attractiveness.

2.
Exp Brain Res ; 238(9): 2067-2076, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-32638037

RESUMO

Empathy for pain is at the basis of altruistic behaviors and is known to be modulated by variables such as group membership, pleasantness or unpleasantness of situations and social relationships. Also, face attractiveness and aesthetic judgment might play a role when observing a person in painful conditions, by increasing individuals' empathic responsiveness. Indeed, physical attractiveness can modify both the perception of the face itself and its reception in a social context. In the present study, we aimed to assess cortical activity when attention is focused on the aesthetic features of an individual showing painful feelings. Brain activity (optical imaging: functional near-infrared spectroscopy, fNIRS), considered in its hemodynamic components (oxygenated [oxy-Hb] and deoxygenated hemoglobin [deoxy-Hb]) was monitored when 22 subjects (Mage = 24.9; SD = 3.6) observed faces (attractive; unattractive) that received painful stimulations (pain; no pain) and were asked to judge the attractiveness and pain condition of the face. Specifically, we targeted the left and right inferior frontal gyrus (IFG), sensory cortex, and temporo-parietal junction (TPJ). Analyses revealed significant lower oxy-Hb levels in left IFG compared to right hemispheric channels when asking participants to rate faces attractiveness independently from the stimulus features. Besides, lower levels of deoxy-Hb were detected in the right TPJ for unattractive faces compared to attractive faces. Overall, present findings highlighted that the formulation of an aesthetic judgment and face attractiveness plays a relevant role in empathic concerns and this seems to be able to overlay painful appraisal.


Assuntos
Empatia , Julgamento , Beleza , Estética , Face , Humanos , Dor
3.
Sci Rep ; 10(1): 2087, 2020 02 07.
Artigo em Inglês | MEDLINE | ID: mdl-32034277

RESUMO

Brain-computer interfaces (BCIs) allow control of various applications or external devices solely by brain activity, e.g., measured by electroencephalography during motor imagery. Many users are unable to modulate their brain activity sufficiently in order to control a BCI. Most of the studies have been focusing on improving the accuracy of BCI control through advances in signal processing and BCI protocol modification. However, some research suggests that motor skills and physiological factors may affect BCI performance as well. Previous studies have indicated that there is differential lateralization of hand movements' neural representation in right- and left-handed individuals. However, the effects of handedness on sensorimotor rhythm (SMR) distribution and BCI control have not been investigated in detail yet. Our study aims to fill this gap, by comparing the SMR patterns during motor imagery and real-feedback BCI control in right- (N = 20) and left-handers (N = 20). The results of our study show that the lateralization of SMR during a motor imagery task differs according to handedness. Left-handers present lower accuracy during BCI performance (single session) and weaker SMR suppression in the alpha band (8-13 Hz) during mental simulation of left-hand movements. Consequently, to improve BCI control, the user's training should take into account individual differences in hand dominance.


Assuntos
Interfaces Cérebro-Computador/psicologia , Retroalimentação Sensorial , Lateralidade Funcional , Desempenho Psicomotor , Adolescente , Adulto , Encéfalo/fisiologia , Eletroencefalografia , Retroalimentação Sensorial/fisiologia , Feminino , Lateralidade Funcional/fisiologia , Humanos , Masculino , Desempenho Psicomotor/fisiologia , Adulto Jovem
4.
PLoS One ; 14(12): e0226213, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31821356

RESUMO

The aim of our research was to investigate the predictors of Problematic Video Gaming (PVG) in emerging adulthood. From among the factors which were considered significant in previous studies, we decided to include the following in our research: empathy, self-esteem, self-efficacy and loneliness. Additionally, we wanted to examine which predictors have a direct or indirect effect on PVG in female and male emerging adult gamers group. Including a sample of 370 video game players (201 female gamers) aged 18-30 years (M = 21.66 years, SD = 2.83) participated in this study and were asked to complete self-report measures. The questionnaires included: Problem Videogame Playing Questionnaire, The Interpersonal Reactivity Index, Rosenberg Self-Esteem Scale, De Jong Gierveld Loneliness Scale, General Self-Efficacy Scale. Our results indicate that empathy dimension associated with personal distress, the time spent playing computer games per week is directly associated with PVG. Also, there were found full mediation between self-esteem, loneliness, self-efficacy and PVG via personal distress in emerging adult male gamers group. In emerging adult female gamers group personal distress fully mediated relation between self-esteem, self-efficacy and PVG. Our findings indicate that the time spent playing video games, as well as personal distress as a function of self-esteem, loneliness and self-efficacy, are predictors of problematic video gaming. Additionally, our results may lead to a better understanding of PVG among emerging adults. In particular, they may point to the importance of personal distress in relation to PVG during emerging adulthood, which is a developmental stage of many changes in social and professional life.


Assuntos
Solidão , Autoimagem , Autoeficácia , Jogos de Vídeo/psicologia , Adolescente , Adulto , Feminino , Humanos , Masculino , Polônia , Inquéritos e Questionários , Adulto Jovem
5.
Adv Cogn Psychol ; 15(1): 63-74, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-32537037

RESUMO

More and more people are using social networking sites, with Facebook being one of the most popular. So far, most of the research on using Facebook has focused on emotional, social, and personality-related factors and few studies have investigated the phenomenon from a cognitive perspective. The aim of our study was, therefore, to identify relationships between cognitive control and Facebook intrusion, with regard to proactive and reactive modes of cognitive control. The study was also designed to investigate the effects of neutral and Facebook-related context. The subjects (N = 80 young adults, M age = 21.13 years; SD = 1.60) were divided into two groups based on their level of Facebook intrusion. The Facebook Intrusion Scale was used for selection. Using the AX-continuous performance task, we found that subjects with high Facebook intrusion showed more reactive control than their low Facebook intrusion peers. We also demonstrated that all subjects showed less proactive control in a Facebook-related context than in a neutral context. The results were interpreted in the light of the dual mechanism of cognitive control model.

6.
Cyberpsychol Behav Soc Netw ; 21(8): 523-529, 2018 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-30110198

RESUMO

Technological advancements, on the one hand, facilitate everyday activities and, on the other hand, may lead to problematic behavior. These include problematic video gaming (PVG) and problematic Internet use. The purpose of this article is to present the specificity of these behavioral addictions in a group of Polish young adults and to determine their predictors and interrelatedness. The study involved a group of 1,493 young adults, aged from 18 to 30. The intensity of problematic Internet use was measured with the Problematic Internet Use Test (the Polish version of Internet Addiction Test developed by Kimberly Young), and intensity of PVG was measured with the Problem Video Game Playing Questionnaire. Based on the results, it can be shown that in the group of Polish young adults participating in the study, 0.3 percent of the individuals present very high problematic Internet use. On the contrary, 3.6 percent of the gamers show signs of PVG. Furthermore, analysis of structural equations showed that only the model assuming a correlation between the two types of behavioral addiction correctly fits the data set. Based on the developed model, it was established that the duration of social network usage is probably a predictor of problematic Internet use, while predictors of PVG include the amount of time dedicated to playing video games as well as engagement in action games. The present findings enable better understanding of the relationship between PVG and problematic Internet use among young adults. They also support other studies which suggest that, despite similarities between them, various types of behavioral addictions may be predicted by different factors.


Assuntos
Comportamento Aditivo , Internet , Jogos de Vídeo , Adolescente , Adulto , Humanos , Polônia , Adulto Jovem
7.
Front Hum Neurosci ; 12: 87, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29632478

RESUMO

The aim of this study was to search for oculomotor correlates of expertise in visual arts, in particular with regard to paintings. Achieving this goal was possible by gathering data on eye movements of two groups of participants: experts and non-experts in visual arts who viewed and appreciated the aesthetics of paintings. In particular, we were interested in whether visual arts experts more accurately recognize a balanced composition in one of the two paintings being compared simultaneously, and whether people who correctly recognize harmonious paintings are characterized by a different visual scanning strategy than those who do not recognize them. For the purposes of this study, 25 paintings with an almost ideal balanced composition have been chosen. Some of these paintings are masterpieces of the world cultural heritage, and some of them are unknown. Using Photoshop, the artist developed three additional versions of each of these paintings, differing from the original in the degree of destruction of its harmonious composition: slight, moderate, or significant. The task of the participants was to look at all versions of the same painting in pairs (including the original) and decide which of them looked more pleasing. The study involved 23 experts in art, students of art history, art education or the Academy of Fine Arts, and 19 non-experts, students in the social sciences and the humanities. The experimental manipulation of comparing pairs of paintings, whose composition is at different levels of harmony, has proved to be an effective tool for differentiating people because of their ability to distinguish paintings with balanced composition from an unbalanced one. It turned out that this ability only partly coincides with expertise understood as the effect of education in the field of visual arts. We also found that the eye movements of people who more accurately appreciated paintings with balanced composition differ from those who more liked their altered versions due to dwell time, first and average fixation duration and number of fixations. The familiarity of paintings turned out to be the factor significantly affects both the aesthetic evaluation of paintings and eye movement.

8.
Appl Psychophysiol Biofeedback ; 43(1): 23-35, 2018 03.
Artigo em Inglês | MEDLINE | ID: mdl-29075937

RESUMO

The challenges of research into brain-computer interfaces (BCI) include significant individual differences in learning pace and in the effective operation of BCI devices. The use of neurofeedback training is a popular method of improving the effectiveness BCI operation. The purpose of the present study was to determine to what extent it is possible to improve the effectiveness of operation of sensorimotor rhythm-based brain-computer interfaces (SMR-BCI) by supplementing user training with elements modifying the characteristics of visual feedback. Four experimental groups had training designed to reinforce BCI control by: visual feedback in the form of dummy faces expressing emotions (Group 1); flashing the principal elements of visual feedback (Group 2) and giving both visual feedbacks in one condition (Group 3). The fourth group participated in training with no modifications (Group 4). Training consisted of a series of trials where the subjects directed a ball into a basket located to the right or left side of the screen. In Group 1 a schematic image a face, placed on the controlled object, showed various emotions, depending on the accuracy of control. In Group 2, the cue and targets were flashed with different frequency (4 Hz) than the remaining elements visible on the monitor. Both modifications were also used simultaneously in Group 3. SMR activity during the task was recorded before and after the training. In Group 3 there was a significant improvement in SMR control, compared to subjects in Group 2 and 4 (control). Differences between subjects in Groups 1, 2 and 4 (control) were insignificant. This means that relatively small changes in the training procedure may significantly impact the effectiveness of BCI control. Analysis of behavioural data acquired from all participants at training showed greater effectiveness in directing the object towards the right side of the screen. Subjects with the greatest improvement in SMR control showed a significantly lower difference in the accuracy of rightward and leftward movement than others.


Assuntos
Interfaces Cérebro-Computador , Retroalimentação Sensorial , Aprendizagem , Neurorretroalimentação , Adulto , Eletroencefalografia/métodos , Emoções , Feminino , Humanos , Masculino , Motivação , Adulto Jovem
9.
Neurosci Lett ; 628: 30-4, 2016 08 15.
Artigo em Inglês | MEDLINE | ID: mdl-27289044

RESUMO

The purpose of our experiment was to test event-related potentials (ERP) accompanying the process of brand extension evaluation in people speaking Indo-European languages. The experimental procedure consisted of sequential presentations of pairs of stimuli; namely, a beverage brand name and a product name. The products fell into the category of beverages (congruent trials) or clothes (incongruent trials). In the response condition (RC), the participants decided whether they accepted the product as an extension of the brand. In the no-response condition (NRC), the participants' task was to attend the stimuli and try to remember them. In the response condition, the amplitudes of the N270, P300 and N400 components were sensitive to incongruence between the product category and the previously presented brand. However, in the no-response condition, differences emerged only at the level of early P1 and P2 components. Our results suggest that, in people speaking one of the Indo-European languages, the process of categorisation in brand extension evaluation is not automatic.


Assuntos
Córtex Cerebral/fisiologia , Comportamento de Escolha/fisiologia , Comportamento do Consumidor , Reconhecimento Psicológico/fisiologia , Adulto , Bebidas , Vestuário , Eletroencefalografia , Potenciais Evocados , Feminino , Humanos , Idioma , Masculino , Estimulação Luminosa , Percepção Visual/fisiologia , Adulto Jovem
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