In a valence induction task, one color acquired positive valence by indicating the chance to win money (in the case of fast and correct responses), and a different color acquired negative valence by indicating the danger to lose money (in the case of slow or incorrect responses). In the additional-singleton trials of a visual search task, the task-irrelevant singleton color was either the positive one, the negative one, or one of two neutral colors. We found an additional-singleton effect (i.e., longer RTs with a singleton color than in the no-singleton control condition). This effect was significantly increased for the two valent colors (with no differences between them) relative to the two neutral colors (with no differences between them, either). This result favors the hypothesis that the general relevance of stimuli elicits attentional capture, rather than the negativity bias hypothesis.
A quantum network combines the benefits of quantum systems regarding secure information transmission and calculational speed-up by employing quantum coherence and entanglement to store, transmit and process information. A promising platform for implementing such a network are atom-based quantum memories and processors, interconnected by photonic quantum channels. A crucial building block in this scenario is the conversion of quantum states between single photons and single atoms through controlled emission and absorption. Here we present an experimental protocol for photon-to-atom quantum state conversion, whereby the polarization state of an absorbed photon is mapped onto the spin state of a single absorbing atom with 495% fidelity, while successful conversion is heralded by a single emitted photon. Heralded high-fidelity conversion without affecting the converted state is a main experimental challenge, in order to make the transferred information reliably available for further operations. We record 480 s À 1 successful state transfer events out of 18,000 s À 1 repetitions.
Rapport, the close and harmonious relationship in which interaction partners are "in sync" with each other, was shown to result in smoother social interactions, improved collaboration, and improved interpersonal outcomes. In this work, we are first to investigate automatic prediction of low rapport during natural interactions within small groups. This task is challenging given that rapport only manifests in subtle non-verbal signals that are, in addition, subject to influences of group dynamics as well as inter-personal idiosyncrasies. We record videos of unscripted discussions of three to four people using a multi-view camera system and microphones. We analyse a rich set of non-verbal signals for rapport detection, namely facial expressions, hand motion, gaze, speaker turns, and speech prosody. Using facial features, we can detect low rapport with an average precision of 0.7 (chance level at 0.25), while incorporating prior knowledge of participants' personalities can even achieve early prediction without a drop in performance. We further provide a detailed analysis of different feature sets and the amount of information contained in different temporal segments of the interactions.
Highlights d CD31 is essential for endothelial cell susceptibility to C. perfringens b-toxin (CPB) d CD31 reconstitution is necessary and sufficient for CPB pore formation in liposomes d A conserved region of the extracellular Ig6 domain of CD31 is essential for CPB binding d CD31 deficiency confers resistance to mice administered a lethal CPB dose
Although motivational reinforcers are often used to enhance the attractiveness of trainings of cognitive control in children, little is known about how such motivational manipulations of the setting contribute to separate gains in motivation and cognitive-control performance. Here we provide a framework for systematically investigating the impact of a motivational video-game setting on the training motivation, the task performance, and the transfer success in a task-switching training in middle-aged children (8–11 years of age). We manipulated both the type of training (low-demanding/single-task training vs. high-demanding/task-switching training) as well as the motivational setting (low-motivational/without video-game elements vs. high-motivational/with video-game elements) separately from another. The results indicated that the addition of game elements to a training setting enhanced the intrinsic interest in task practice, independently of the cognitive demands placed by the training type. In the task-switching group, the high-motivational training setting led to an additional enhancement of task and switching performance during the training phase right from the outset. These motivation-induced benefits projected onto the switching performance in a switching situation different from the trained one (near-transfer measurement). However, in structurally dissimilar cognitive tasks (far-transfer measurement), the motivational gains only transferred to the response dynamics (speed of processing). Hence, the motivational setting clearly had a positive impact on the training motivation and on the paradigm-specific task-switching abilities; it did not, however, consistently generalize on broad cognitive processes. These findings shed new light on the conflation of motivation and cognition in childhood and may help to refine guidelines for designing adequate training interventions.
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