Publications by authors named "O Dan"

Boredom and curiosity are common everyday states that drive individuals to seek information. Due to their functional relatedness, it is not trivial to distinguish whether an action, for instance in the context of a behavioral experiment, is driven by boredom or curiosity. Are the two constructs opposite poles of the same cognitive mechanism, or distinct states? How do they interact? Can they co-exist and complement each other? Here, we systematically review similarities and dissimilarities of boredom and curiosity with respect to their subjective experience, functional role, and neurocognitive implementation.

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How do decision-makers choose between alternatives offering outcomes that are not easily quantifiable? Previous literature on decisions under uncertainty focused on alternatives with quantifiable outcomes, for example monetary lotteries. In such scenarios, decision-makers make decisions based on success chance, outcome magnitude, and individual preferences for uncertainty. It is not clear, however, how individuals construct subjective values when outcomes are not directly quantifiable.

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Background: Gastroenteritis (GE) is a non-specific term for various pathologic states of the gastrointestinal tract. Infectious agents usually cause acute GE. At present, there are no robust decision-making rules that predict bacterial GE and dictate when to start antibiotics for patients suffering from acute GE to the emergency department (ED).

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Attention Deficit/Hyperactivity disorder (ADHD) is one of the most common disorders in school-age children. In addition to learning difficulties associated with the disorder's core symptoms of inattention and hyperactivity, children with ADHD display substantial social impairments. Methylphenidate (MPH) in formulations such as Ritalin or Concerta mitigates inattention and hyperactivity, but the effects of the therapy on social behavior in children with ADHD are not clear.

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Boredom has been defined as an aversive mental state that is induced by the disability to engage in satisfying activity, most often experienced in monotonous environments. However, current understanding of the situational factors inducing boredom and driving subsequent behavior remains incomplete. Here, we introduce a two-alternative forced-choice task coupled with sensory stimulation of different degrees of monotony.

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