Blog


26.09.2021

New Preprint on the impact of digital media on children’s intelligence while controlling for geneticdifferences in cognition and socioeconomic background

Digital media defines modern childhood, but its cognitive effects are unclear and hotly debated. We estimated the impact of different types of screen time (watching, socializing, or gaming) on children’s intelligence while controlling for genetic differences in cognition and socioeconomic background. We analyzed 9855 children from the ABCD dataset with measures of intelligence at baseline (ages 9-10) and after two years.... Read more: PsyArXiv

31.05.2021

New Article on Decision‑making, cognitive functions, impulsivity, and media multitasking expectancies in high versus low media multitaskers

The current study investigated HMMs and LMMs in a laboratory setting with the Game of Dice Task (GDT; objective risk), the Iowa Gambling Task (IGT; ambiguous risk), various tests quantifying cognitive functions (logical reasoning, working memory, information processing, general executive functions), and selfreport measures of impulsivity, media multitasking expectancies, and problematic Internet use. From 182 participants, 25 HMMs and 19 LMMs were identified using the Media Multitasking Index. Results show... Read more: Cognitive Processing

27.05.2021

New Preprint about Additive Effects of cognitive Load, Motor Demand, and Environmental Complexity on Attention: A Real-World EEG-study

This study employed a ‘real-world’ EEG design to investigate how attentional processing varies under increasing levels of cognitive, motor, and environmental demand. Forty-four participants were exposed to an auditory oddball task while (1) sitting in a quiet room inside the lab, (2) walking around a sports field, and (3) wayfinding across a university campus. In each condition, participants were instructed to either attend to (i.e., count) or ignore oddball stimuli.  Read more: Biorxiv

21.04.2021

New Article on Stress and Simulated Environments

The present study aims to provide a better understanding of the association between simulated environments and humans’ stress level under consideration of age, simulator adaptation, experience with simulator sickness, and driving performance. Data from 164 participants (M = 61.62 years, SD = 12.66 years, ranging from 25 to 89 years, 42 women) were analyzed in the present study. During three measurement times, participants completed an advance first simulator drive (T0), followed by an online survey, assessing experience with simulator sickness (T1), and a second simulator drive (T2) including pre- and post-cortisol measurements.  Read more: Frontiers in Virtual Reality

20.03.2021

New Article on Driver Situation Awareness and Perceived Sleepiness during Truck Platoon Driving in the International Journal of Human-Computer-Interaction

Aim of the study:

To gain first insights whether increased driver sleepiness and reduced situation awareness applies to semi-automated platoon driving and whether platoon-specific situations pose special visual demands. Read more: International Journal of Human-Computer-Interaction

28.12.2020

Check out and peerreview our new manuscript on Mindfulness Meditation

14.12.2020

Editor's Choice: 2020 Highlights Computers in Human Behavior Reports

15.09.2020

New Article on Gaming Disorder: How to Translate Behavioral Neuroscience Into Public Health Advances in the Journal 'Current Behavioral Neuroscience Reports'

Purpose of Review

Gaming disorder (GD), meanwhile classified as a mental disorder in both DSM-5 and ICD-11, is a current public health issue. Theoretical models assume core psychological processes, such as cue reactivity, craving, reward processing, decision-making, cognitive biases, inhibitory control, and stress relief, to be crucially involved in the development and maintenance of GD. This review summarizes neuroscientific findings on these processes in the context of GD as well as treatments and intervention programs addressing these processes. Read more: Journal Current Behavioral Neuroscience Reports

17.06.2020

New Article on the relevance of mental abilities and age in simulator usage, published in the Journal 'Ergonomics'

Previous studies increasingly report problems with simulator adaptation as well as dropouts. Therefore, the present study aims at better understanding these aspects by considering individual factors, such as age and mental abilities. 414 people were tested with commonly used neuropsychological measures as well as within a driving simulator which consists of a close-to-production vehicle of the compact class. In contrast to previous findings, neither a significant relationship between age and the time of adaptation nor an interaction between age and mental abilities on adaptation time could be identified. However, the time participants spent in the simulator (simulator dropout) significantly correlated with age but not with mental abilities. People who showed no adaptation spent significantly less time in the simulator, because of the occurrence of simulator sickness. Although attention was only mildly associated with the time of simulator adaptation, further research on this linkage is suggested.  Read more: Journal Ergonomics

30.05.2020

New Article on Smartphone usage and attention, inhibition, and working memory published in the Journal 'Computers in Human Behavior Reports'

The smartphone has become ubiquity in everyday life. Today, it is no longer the question of what these devices are capable of, but rather on related effects of using it. During recent years, studies increasingly focused on smartphone-related effects on cognitive functions, however, existing findings are limited. Therefore, the present manuscript aims to provide an overview of previous findings but also to highlight existing gaps in the field of smartphone-related effects on attention, inhibition, and working memory. We provide a hypothetical model assuming a differentiation between immediate and long-term effects of smartphone use on respective cognitive functions. Read more: Computers in Humban Behavior Reports

 

04.05.2020

!Participants Wanted!

We are looking for participants for a new study on working-memory training. The study will be carried out in Frankfurt am Main / Bockenheim. Interested participants are asked to perform a working-memory training for five consecutive days. During the training, brain waves are measured, by using electroencephalography. Prior to the training we apply different questionnaires as well as a working-memory task. The study aims at increasing working-memory capacity and will be performed in cooperation with the 'Praxis für Neurofeedback & Vitaltherapie' as well as the Institut 'Mindfulife'.

 

21.03.2020

New Article on Country and Sex Differences in Decision Making Under Uncertainty and Risk published in the Journal 'Frontiers in Psychology'

Whether males and females differ in decision-making remains highly debatable. However, a male advantage in decision making is observed in animal as well as human models of the iowa gambling task (IGT), and, in case of the latter, the difference is observed across a wide range of age groups. It is unclear if these sex differences
on the IGT are malleable to environmental influences such as sociocultural factors. We tested sex differences during the uncertainty and risk phases of the IGT in data pooled from three countries that reflected high, moderate, to low gender-equity (Germany, United States, and India: N = 531, female = 269). Read more: Frontiers in Psychology

 

01.03.2020

Matthias o Sonia Westman Postdoctoral Stipend at the Karolinska Institutet, Stockholm

I moved to Stockholm, starting my Postdoctoral Scholarship at the Karolinska Institutet, Stockholm. I'm really looking forward to an exciting time with new projects and inspiration. Please note that I keep my affiliation at the University Duisburg-Essen because I continue my ongoing projects and run my courses there. For further information about the Department of Neuroscience at the Karolinska Institutet, please check: https://ki.se/en/neuro/about-the-department-of-neuroscience

31.01.2020

Submission accepted at the 62nd Conference of Experimental Psychologists

Our following submissions are accepted at the 62nd Conference of Experimental Psychologists in Jena (Germany) (Mar 21, 2020 - Mar 25, 2020):

- Risky decision making and cognitive functions in high versus low media multitaskers (Decision Making I; Mar 24; 8:30-10:00)

- Age-Related Differences in Switching Attentional Demands (Development and Aging; Mar 24; 10:30-12:00)

- Attention and Multimedia Usage – A Study on Children Aged Between 6-10 Years (Posters: Attention III; Mar 25; 10:30-12:00)

I am also very happy to moderate the session 'Development and Aging' with many interesting contributions. Look forward seeing you at the conference.

03.12.2019

New article on driving performance and specific attentional domains

This article focuses on the relation between visual selective attention, auditory selective attention, visual divided attention, switching attentional demands, switching between attributes, switching between rules, vigilance and driving performance in a driving simulator: https://www.sciencedirect.com/science/article/pii/S2590198219300764

10.10.2019

New article on switching attention published

This article introduces a new paradigm, measuring costs of switching between selective and divided attention. To access the full-length article click the link below: https://www.frontiersin.org/articles/10.3389/fpsyg.2019.02178/full

30.09.-1.10.2019

1st mbt Workshop Belgrad

Great time and inspiring discussions at the 1st mbt Workshop in Belgrad. See: https://mbraintrain.com/workshop/

25.09.2019

ESCOP Tenerife 2019

The 21th conference of the European Society for Cognitive Psychology on Tenerife. Was held on a beautiful island, in an extraordinary conference venue, with many highly interesting talks and discussions. Find the link to the conference page with all abstracts: https://escop2019.webs.ull.es

14.08.2019

Start Online-Survey "Was spielt Deutschland?"

The study aims to get a better understanding of the gaming behavior of German residence, focusing on what do people play?, how much do they play?, when do they play?, what skills are needed?, etc. To participate simply scan the QR code. For more information click on the button: