Altruistic Decisions
Study on the Parameters That Influence Perceptual Decisions
調査の概要
状態
条件
研究の種類
入学 (実際)
段階
- 適用できない
連絡先と場所
研究場所
-
-
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Bron、フランス、69677
- CH Le Vinatier
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参加基準
適格基準
就学可能な年齢
健康ボランティアの受け入れ
受講資格のある性別
説明
Inclusion Criteria:
- Aged between 18 and 35
- Right-handed
- French
- Normal vision or corrected by contact lenses
Exclusion Criteria:
- Contraindications to the MEG examination
- Presence of a perceptual disorder (vision) or motor impairing the capacity to carry out the tasks requested (including dyschromatopsia and achromatopsia).
- Taking of medical treatment in progress (excluding contraceptive pill).
- Known neurological or psychiatric history or disorders.
- Participants in an exclusion period for any other research.
- Participants who do not benefit from social protection.
- Participants refusing to be informed of the results of the medical examination.
- Participants who refuse to be informed of the possible detection of an anomaly.
- Participants with MRI contraindications
研究計画
研究はどのように設計されていますか?
デザインの詳細
- 主な目的:基礎科学
- 割り当て:非ランダム化
- 介入モデル:並列代入
- マスキング:なし(オープンラベル)
武器と介入
参加者グループ / アーム |
介入・治療 |
---|---|
他の:Vicarious reward
If a decision influences the well-being of another (through monetary payoff), the decision making processes should differ from a decision that would influences only oneself. The difference will be reflected in the reaction-times and in the accuracy of the response to the task. The drift diffusion models care then used to estimate le decision parameter in each condition and understand which parameter is influenced by the beneficiary of the payoff associated with a decision. Once the decision parameter characterized with behavioral experiment, the study aims to better understand the neural network sustaining the influence of others on the decision making process, by assessing the neural activity related to the decision making processes. Also, the research compares how the brain responses for payoff for others and payoffs for oneself, specially to confirm that these responses are located in different areas of the Anterior cingulate Cortex. |
Random-dots tasks: dots appear and move, most have a random trajectory but a given proportion of them move coherently to the same direction.
Both behavioral task (audience effect and vicarious reward) will be studied in fMRI (functional Magnetic Resonance Imagery). The same paradigms used in the behavioral experiment will be adapted for fMRI. Audience Effect experiment: trials will last for 10 seconds maximum. With 80 trials for each condition (public easy, public difficult, private easy and private difficult), the task will count a total of 320 trials and have a 54 minutes duration, in 3 runs of 17 minutes each. Vicarious Reward experiment: trials will have a 10 seconds maximum duration. Using 40 trials for each condition (other low payoff, other high payoff, self low payoff, self high payoff, control condition), the task will have a total of 200 trials and last for 54 minutes, in 6 runs of 9 minutes each. Both behavioral task (audience effect and vicarious reward) will be studied in MEG (MagnetoEncephaloGraphy). The same paradigms used in the behavioral experiment will be used in MEG. Audience Effect experiment: trials will last for 7 seconds maximum. With 100 trials for each condition (public easy, public difficult, private easy and private difficult), the task will count a total of 400 trials and have a 47 minutes duration. Every 100 trials (about 12 minutes of tasks), a break will be proposed to the participants. Vicarious Reward experiment: trials will have a 7.2 seconds maximum duration. Using 75 trials for each condition (other low payoff, other high payoff, self low payoff, self high payoff, control condition), the task will have a total of 375 trials and last for 45 minutes. Every 125 trials (every 15 minutes), a break will be proposed to the participants. |
他の:Audience effect
In order to clarify the complex changes in the decision-making processes induced by simple observation by others (audience) , the experiment have two levels of difficulty .
These levels of difficulty will be determined in such a way as to achieve better 'public' performance than 'private' when the task is easy (high level of consistency) and poor performance when the task is difficult (low level of coherence) As described in the literature in psychology.
Drift diffusion models will be used to better understand the variations in performance, to decipher between a modulation of the diffusion velocity and or of the decision threshold.
This study will help characterize how observation by others modulates performance.
Once the decision parameter characterized with behavioral experiment, the study aims to better understand the neural network sustaining the impact of observation by others on the decision making process.
|
Random-dots tasks: dots appear and move, most have a random trajectory but a given proportion of them move coherently to the same direction.
Both behavioral task (audience effect and vicarious reward) will be studied in fMRI (functional Magnetic Resonance Imagery). The same paradigms used in the behavioral experiment will be adapted for fMRI. Audience Effect experiment: trials will last for 10 seconds maximum. With 80 trials for each condition (public easy, public difficult, private easy and private difficult), the task will count a total of 320 trials and have a 54 minutes duration, in 3 runs of 17 minutes each. Vicarious Reward experiment: trials will have a 10 seconds maximum duration. Using 40 trials for each condition (other low payoff, other high payoff, self low payoff, self high payoff, control condition), the task will have a total of 200 trials and last for 54 minutes, in 6 runs of 9 minutes each. Both behavioral task (audience effect and vicarious reward) will be studied in MEG (MagnetoEncephaloGraphy). The same paradigms used in the behavioral experiment will be used in MEG. Audience Effect experiment: trials will last for 7 seconds maximum. With 100 trials for each condition (public easy, public difficult, private easy and private difficult), the task will count a total of 400 trials and have a 47 minutes duration. Every 100 trials (about 12 minutes of tasks), a break will be proposed to the participants. Vicarious Reward experiment: trials will have a 7.2 seconds maximum duration. Using 75 trials for each condition (other low payoff, other high payoff, self low payoff, self high payoff, control condition), the task will have a total of 375 trials and last for 45 minutes. Every 125 trials (every 15 minutes), a break will be proposed to the participants. |
この研究は何を測定していますか?
主要な結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
---|---|---|
Modulation of the decisional parameter by the payoff conditions
時間枠:1 hour
|
behavioral data (reaction-times and accuracy) are collected and the decision parameter can be estimated from them using Drift Diffusion Models
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1 hour
|
Modulation of the decisional parameter by the beneficiary conditions
時間枠:1 hour
|
behavioral data (reaction-times and accuracy) are collected and the decision parameter can be estimated from them using Drift Diffusion Models
|
1 hour
|
二次結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
---|---|---|
Event-Related potentials
時間枠:1 hour
|
study of the time-locked brain activity
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1 hour
|
Time-frequency brain responses
時間枠:1 hour
|
study of the oscillatory activity elicited in the brain
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1 hour
|
BOLD
時間枠:1 hour
|
Variation of the blood-oxygen-level dependent (BOLD) signal
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1 hour
|
協力者と研究者
スポンサー
捜査官
- 主任研究者:Caroline DEMILY, MD、CH Le Vinatier
研究記録日
主要日程の研究
研究開始 (実際)
一次修了 (実際)
研究の完了 (実際)
試験登録日
最初に提出
QC基準を満たした最初の提出物
最初の投稿 (実際)
学習記録の更新
投稿された最後の更新 (実際)
QC基準を満たした最後の更新が送信されました
最終確認日
詳しくは
本研究に関する用語
キーワード
その他の研究ID番号
- 69HCL16_0680
医薬品およびデバイス情報、研究文書
米国FDA規制医薬品の研究
米国FDA規制機器製品の研究
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Behaviorの臨床試験
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Carelon ResearchNational Heart, Lung, and Blood Institute (NHLBI); National Institutes of Health (NIH)完了