Publications by authors named "I Ronga"

Previous research indicates that both adults and newborns show enhanced electrophysiological and behavioral responses to schematic face-like configurations (FCs-three dots composing a downward-pointing triangle), as compared to the inverted configurations (ICs). Even fetuses, when exposed to light stimuli projected through the uterine wall, preferentially orient their heads toward FCs rather than ICs. However, when this effect emerges along the third trimester of pregnancy and in relation to the maturation of which brain structures is still unknown.

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Article Synopsis
  • This paper talks about how therapists can help people change their thoughts and feelings by surprising them in a good way.
  • It says that when these surprises happen, people can start to think and feel differently, which helps them break old habits.
  • The researchers believe that understanding and being open to new experiences can make therapy work better in the future.
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Introduction: Dissociative experiences are considered undesirable ketamine's adverse events. However, they might be crucial for ketamine's antidepressant effects, at least in some depression subtypes. Current understandings of ketamine's therapeutic potentials converge on the so-called "relaxed prior hypothesis," suggesting that glutamatergic blockage up-weights bottom-up surprising somatosensory/affective states.

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It is well known that social interaction enhances learning processes, improving abilities such as attention and memorization. However, it is not clear whether similar advantages may be obtained even in virtual environments. Here, we investigate whether virtual interactions in a video game, similarly to real-life social interactions, may improve individuals' performance in a subsequent implicit learning task.

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Shared attention effects on learning and memory demonstrate that experiences are amplified when we are not alone. Virtual reality poses new challenges to the study of co-presence. Above all, is coattending together with someone else's avatar in an immersive VR setting comparable with shared experiences at a neural processing level? In the present study we investigate shared attention effects in VR for the first time.

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