Previous studies have shown that early posterior components of event-related potentials (ERPs) are modulated by facial expressions. The goal of the current study was to investigate individual differences in the recognition of facial expressions by examining the relationship between ERP components and the discrimination of facial expressions. Pictures of 3 facial expressions (angry, happy, and neutral) were presented to 36 young adults during ERP recording. Participants were asked to respond with a button press as soon as they recognized the expression depicted. A multiple regression analysis, where ERP components were set as predictor variables, assessed hits and reaction times in response to the facial expressions as dependent variables. The N170 amplitudes significantly predicted for accuracy of angry and happy expressions, and the N170 latencies were predictive for accuracy of neutral expressions. The P2 amplitudes significantly predicted reaction time. The P2 latencies significantly predicted reaction times only for neutral faces. These results suggest that individual differences in the recognition of facial expressions emerge from early components in visual processing.
The purpose of this study was to assess the effect of short-term priming in perceptual anticipation tasks involving point-light biological motions. After the production or the observation of a relevant or an irrelevant movement (action vs. observation priming), 11 right-handed volunteers were asked to anticipate, as quickly and accurately as possible, the end point of a pointing movement after the stimulus vanished upon completion of 60% of the total movement. Our results indicate that perceptual accuracy is significantly affected only with relevant observation priming. This suggests that perceptual anticipation tasks' involving point-light biological motions implies specific perceptual competencies. (PsycINFO Database Record (c) 2013 APA, all rights reserved).
The current study examined the long-term effects of video game violence on aggressiveness and facial expression recognition using multiple measures. In Experiment 1, participants unfamiliar with video games were randomly assigned to play a violent or nonviolent video game for four weeks. Before and after the game play interval, event-related potentials (ERP) evoked by facial expressions were recorded, and aggressiveness was measured with a questionnaire. Results showed that playing a violent video game delayed peak latency of a positive component of the ERP evoked by angry faces and increased aggressiveness among male participants. Experiment 2 included a 3-month follow-up assessment. Results showed preservation of delayed neural activity, while levels of aggressiveness diminished to some extent. These findings highlight differential aspects regarding the long-term effects of playing a violent video game: more enduring for facial expression recognition and short-lived for aggressiveness.
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