101,989 research outputs found

    Pier Paolo Pasolini. Tutto è santo, a cura di M. Di Monte, G. Ferracci, G. Garrera, F. Gennari Santori, H. Hanru, C. Pietroiusti, B. Pietromarchi, C. Tosi Pamphili

    No full text
    L'articolo si occupa di riflettere sui 100 anni dalla nascita di Pier Paolo Pasolini a partire dalla mostra Pier Paolo Pasolini. Tutto è santo, a cura di M. Di Monte, G. Ferracci, G. Garrera, F. Gennari Santori, H. Hanru, C. Pietroiusti, B. Pietromarchi, C. Tosi Pamphili

    The influence of age on the rubber hand illusion

    No full text
    The rubber hand illusion is a perceptual illusion whereby a model hand is embodied during tactile stimulation. The aim of the present study is to investigate the onset time of the illusion in relation to age. We used two sensors, made using Arduino NANO, in order to record the onset time in which the participants said to start perceiving the illusion. The subjects involved in the experiment were divided in 3 age groups: 16-20, 21-50, and 51-88 years. We observed a clear-cut stronger manifestation of the illusion in the younger group both in terms of proportion of responders vs. non-responders, which was higher in the first age group, and in terms of illusion onset time which was shorter in the same group. These results were substantiated by the responses to a questionnaire measuring subjective perception of the illusion

    Mapping of event-related potentials to auditory and visual odd-ball paradigms.

    No full text
    This paper reports the results of recordings and maps of event-related potentials (ERPs) obtained in normal subjects, patients with Alzheimer's disease (AD), progressive supranuclear palsy, confusional states, and in subjects with homonymous hemianopsia. ERPs were recorded from 19 scalp electrode derivations using both visual and acoustic paradigms. In normal subjects, the topographical distribution of all ERP components is described in detail. In 45% of AD patients, ERPs were normal; in 35%, although present, ERP components were delayed, while in the other 20% the N2 and P3 peaks could not be recorded. In patients with progressive supranuclear palsy, the normal ERP sequence was not identified. Our findings in normals and in hemianopic patients suggest that the early modulation of stimulus-related potentials could be located in primary associative areas, and that N2, P3a, P3b, SW should have different origins

    How head and visual movements affect evaluations of food products

    No full text
    Many studies suggest that specific movements or postures with shared social meaning can influence mainly verbal stimuli evaluation. On the other hand, several visuospatial biases can interact with this influence. Thus, we tested whether both head and stimuli movements can influence individual attitude towards food pictures. In two experiments, we used images of common foods with a weak positive valence in association with two kinds of movements. In Experiment 1, head movement was induced by presenting food pictures with a vertical or horizontal continuous movement on a computer screen. Conversely, Experiment 2 was conducted to test the effects of participants' own head movements with respect to the same food pictures presented in a fixed position. In neither case did head movements influence product evaluation. However, Experiment 1 revealed that the continuous movement left-right-left in the horizontal condition improved the desire to buy and eat, as well as the willingness to pay for the product shown. Two further experiments, the Experiments 3 and 4 demonstrated, respectively, that this effect disappears if the stimulus does not make the return direction, and that it does not depend on the starting or final placement of the images on the screen. These findings are discussed in the context of embodied cognition and visuospatial bias theories

    Shall I Show My Emotions? The Effects of Facial Expressions in the Ultimatum Game

    No full text
    Over the past fifteen years, research has demonstrated the central role of interpersonal emotions in communicating intentions, goals and desires. These emotions can be conveyed through facial expressions during specific social interactions, such as in the context of coordination between economic agents, where information inferred from them can influence certain decision-making processes. We investigated whether four facial expressions (happiness, neutral, angry and disgusted) can affect decision-making in the Ultimatum Game (UG). In this economic game, one player (proposer) plays the first move and proposes how to allocate a given amount of money in an anonymous one-shot interaction. If the other player (responder) accepts the proposal, each player receives the allocated amount of money; if he/she rejects the offer, both players receive nothing. During the task, participants acted as the responder (Experiment 1) or the proposer (Experiment 2) while seeing the opponent’s facial expression. For the responders, the results show that the decision was mainly driven by the fairness of the offer, with a small main effect of emotion. No interaction effect was found between emotion and offer. For the proposers, the results show that participants modulated their offers on the basis of the responders’ expressed emotions. The most generous/fair offers were proposed to happy responders. Less generous/fair offers were proposed to neutral responders. Finally, the least generous/fair offers were proposed to angry and disgusted responders
    corecore