Decision-making tasks that have good ecological validity, such as simulated gambling tasks, are complex, and performance on these tasks represents a synthesis of several different underlying psychological processes, such as learning from experience, and motivational processes such as sensitivity to reward and punishment. Cognitive models can be used to break down performance on these tasks into constituent processes, which can then be assessed and studied in relation to clinical characteristics and neuroimaging outcomes. Whether it will be possible to improve treatment success by targeting these constituent processes more directly remains unexplored. We review the development and testing of the Expectancy-Valence and Prospect-Valence Learning models from the past 10 years or so using simulated gambling tasks, in particular the Iowa and Soochow Gambling Tasks. We highlight the issues of model generalizability and parameter consistency, and we describe findings obtained from these models in clinical populations including substance use disorders. We then suggest future directions for this research that will help to bring its utility to broader research and clinical applications.
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http://dx.doi.org/10.1016/bs.pbr.2015.07.032 | DOI Listing |
J Integr Neurosci
January 2025
Sports, Exercise and Brain Sciences Laboratory, Sports Coaching College, Beijing Sport University, 100084 Beijing, China.
Background: Sports fatigue in soccer athletes has been shown to decrease neural activity, impairing cognitive function and negatively affecting motor performance. Transcranial direct current stimulation (tDCS) can alter cortical excitability, augment synaptic plasticity, and enhance cognitive function. However, its potential to ameliorate cognitive impairment during sports fatigue remains largely unexplored.
View Article and Find Full Text PDFFront Robot AI
January 2025
Interactive Robotics Laboratory, School of Computing and Augmented Intelligence (SCAI), Arizona State University (ASU), Tempe, AZ, United States.
We present WearMoCap, an open-source library to track the human pose from smartwatch sensor data and leveraging pose predictions for ubiquitous robot control. WearMoCap operates in three modes: 1) a Watch Only mode, which uses a smartwatch only, 2) a novel Upper Arm mode, which utilizes the smartphone strapped onto the upper arm and 3) a Pocket mode, which determines body orientation from a smartphone in any pocket. We evaluate all modes on large-scale datasets consisting of recordings from up to 8 human subjects using a range of consumer-grade devices.
View Article and Find Full Text PDFFront Psychol
December 2024
Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy.
Soc Sci Med
December 2024
Département de gestion, Evaluation et politique de santé, School of Public Health, University of Montreal, Montreal, QC, Canada; CR-IUSMM, CIUSSS de l'Est de l'Île de Montréal, 7101 Parc Avenue, Montreal, QC, H3N 1X9, Canada.
Objective: To develop a value set for the Short-Form 6-Dimension version 2 (SF-6Dv2) by incorporating societal preferences obtained from three distinct approaches: Standard Gamble (SG), composite Time Trade-Off (cTTO), and Discrete Choice Experiment (DCE).
Methods: Data were gathered from the general population of Quebec, Canada, using the standardized valuation protocol developed by EuroQol for the cTTO and DCE tasks, as well as the valuation protocol developed by Sheffield University for the SG. The SG and cTTO data were analyzed using OLS, GLS, GLS Tobit, and heteroskedastic Tobit models.
Front Psychiatry
December 2024
Department of Research, Innlandet Hospital Trust, Brumunddal, Norway.
Objective: We aimed to explore how specific cognitive processes, such as attention and executive functions, account for variance in decision-making measured by Iowa Gambling Task (IGT) performance among individuals with schizophrenia spectrum disorders.
Methods: Adults ( = 65, = 25.4) with schizophrenia spectrum disorders participating in a clinical trial (registered at clinicaltrials.
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