BackgroundTime discounting refers to the fact that the subjective value of a reward decreases as the delay until its occurrence increases. The present study investigated how time discounting has been affected in survivors of the magnitude-8.0 Wenchuan earthquake that occurred in China in 2008.MethodologyNineteen earthquake survivors and 22 controls, all school teachers, participated in the study. Event-related brain potentials (ERPs) for time discounting tasks involving gains and losses were acquired in both the victims and controls.FindingsThe behavioral data replicated our previous findings that delayed gains were discounted more steeply after a disaster. ERP results revealed that the P200 and P300 amplitudes were increased in earthquake survivors. There was a significant group (earthquake vs. non- earthquake) × task (gain vs. loss) interaction for the N300 amplitude, with a marginally significantly reduced N300 for gain tasks in the experimental group, which may suggest a deficiency in inhibitory control for gains among victims.ConclusionsThe results suggest that post-disaster decisions might involve more emotional (System 1) and less rational thinking (System 2) in terms of a dual-process model of decision making. The implications for post-disaster intervention and management are also discussed.
Current computer architecture research relies heavily on architectural simulation to obtain insight into the cycle-level behavior of modern microarchitectures. Unfortunately, such architectural simulations are extremely time-consuming. Sampling is an often-used technique to reduce the total simulation time. This is achieved by selecting a limited number of samples from a complete benchmark execution. One important issue with sampling, however, is the unknown hardware state at the beginning of each sample. Several approaches have been proposed to address this problem by warming up the hardware state before each sample. This paper presents the boundary line reuse latency (BLRL) which is an accurate and efficient warmup strategy. BLRL considers reuse latencies (between memory references to the same memory location) that cross the boundary line between the pre-sample and the sample to compute the warmup that is required for each sample. This guarantees a nearly perfect warmup state at the beginning of a sample. Our experimental results obtained using detailed processor simulation of SPEC CPU2000 benchmarks show that BLRL significantly outperforms the previously proposed memory reference reuse latency (MRRL) warmup strategy. BLRL achieves a warmup that is only half the warmup for MRRL on average for the same level of accuracy.
To investigate the processing of positive vs. negative feedback in children aged 4–5 years, we devised a prize-guessing game that is analogous to gambling tasks used to measure feedback-related brain responses in adult studies. Unlike adult studies, the feedback-related negativity (FRN) elicited by positive feedback was as large as that elicited by negative feedback, suggesting that the neural system underlying the FRN may not process feedback valence in early childhood. In addition, positive feedback, compared with negative feedback, evoked a larger P1 over the occipital scalp area and a larger positive slow wave (PSW) over the right central-parietal scalp area. We believe that the PSW is related to emotional arousal and the intensive focus on positive feedback that is present in the preschool and early school years has adaptive significance for both cognitive and emotional development during this period.
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