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Paradigms Behavioral Tasks
Paper Rock Scissors
Visual Working Memory Task
Go/Nogo Task
Risky Gains Task
GCC Behavioral Tasks
Two-choice Task
Gamble Task
CERT Task
Temporal Discounting Task
Hariri Emotional Face Task
Programs to analyze data sets from the behavioral tasks:
Choice Task
Paper Rock Scissors Task
Go/Nogo Task
Risky Gains Task
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Paper Rock Scissors
Rock Paper Scissors Task:
This task is used to determine whether subjects are able to
select responses that are associated with wins and avoid responses that
are associated with losses; whether subjects are able to change their
response selection when the associated outcome contingencies change.
This task is based on the well-known Rock Paper Scissors game.
For the task, the typical rules apply: paper beats rock, rock
beats scissors, and scissors beat paper.
The subjects were instructed that they were playing against the
computer and were told to maximize their total point account (1 point
for a win, 0 points for a tie, and -1 point for a loss).
The probability of reinforcement, i.e. beating the computer (e.g.
subject chooses paper, computer selects rock, subject gains one point),
was pre-determined for each response within a trial block (see Figure
2). Unbeknownst to the
subject and without changing trial duration or inter-trial interval, the
preferred, even, and worst response were switched every 20 trials.
For example, when the subject selects scissors (preferred
response) during the first block the computer will select paper in 9/10
encounters. When the
subject selects rock (even response), the computer will select rock in
8/10 encounters, paper in 1/10 encounters and scissors in 1/10
encounters. When the
subject selects paper (worst response), the computer will select
scissors in 9/10 encounters. A total of 120 trials are presented;
therefore the “best response” block switches 6 times after 20
consecutive trials in the following order: scissors, paper, rock,
scissors, rock, paper. The
main dependent variable was the proportion of response that is
associated with wins 9/10 times during each trial block.
Download Task here.
Download Analysis
Software here.

Visual Working Memory Task
Visual Working Memory Task:
Purpose: Central to human information processing is the concept
of a limited-capacity memory system for the short-term retention and
manipulation of information.
Baddeley proposed a multi-component model of working memory in which
memory for visual and verbal information is stored separately in
different subsystems and are controlled by a central executive.
The most notable characteristic of WM is that its storage
capacity is highly limited.
Results from functional neuroimaging studies of verbal WM are consistent
with its conceptualization as a phonological loop.
In comparison, visual WM
depends on the number objects but not on the number of different object
features.
Using different experimental manipulations it was estimated that, on
average, subject can hold 3-4 visual objects in mind.
Description:
Based on a memory task
previously described by Phillips & Singer,Vogel
and Luck developed a paradigm that allows one to easily estimate visual
working memory capacity and to parametrically manipulate working memory
load in terms of number of items to be recalled. In addition, the executive component, i.e. the degree to
which the temporarily stored information has to be manipulated, is
minimal in this paradigm.
In this task colored dots of various set sizes (sample) are presented
simultaneously at random locations on the computer screen for a brief
period of time. After a short delay, another set of colored dots (test) is
presented simultaneously at the same random locations.
Both sets are either the same or the sets differ on one feature,
e.g. color, in one of the objects.
In this sample-test dot array visual working memory task, the
subject has to indicate whether the sample and the set are the same or
different and, therefore, has to encode both object and spatial
information for correct responding.
All stimulus arrays are presented within a 10 cm x 10 cm region
on a video monitor with a gray background. The color of each object is
randomly selected from a set of 7 colors.
When a feature is changed between sample and test, the new value
is selected at random from all of the possible feature values.
Each trial consists of a 100 msec sample followed by a 900 msec
delay period and then a 2000 msec test array.
The sample and test arrays are identical except that one feature
of one item in the test array is different from that of the
corresponding item in the sample array on 50% of the trials.
The subject responds by pressing one of two buttons on each trial
to indicate whether the sample and test arrays were the same or
different.
Download Task here
Download Analysis Software here.
Go/Nogo Task: Participants view a serial
presentation of blue shapes on a computer screen, comprised of large
circles, small circles, large squares, and small squares.
Each stimulus appears for 200 msec.
Subjects are instructed to press a button each time a large
circle, small circle, or large square (go stimulus) appears, and not to
press the button when a small square (nogo stimulus) is shown.
The intertrial interval is 1500 msec.
The task is presented in 18 blocks of 10 trials each.
There are two block types (9 of each):
one consisting of salient cue (SC) sequences and one of
nonsalient cue (NC) sequences.
Subjects are not informed that there are different types of sequences.
In both types, when a large square appears, it is frequently
followed by a small square (79% of the time across all SC sequences, 76%
across all NC sequences), thus serving not only as a go stimulus but
also as a cue that the nogo stimulus is likely to appear next.
In the SC sequences, large squares appear relatively frequently
(about 27% of stimuli), so there are many pairings of this cue with the
nogo stimulus. In the NC
sequences, large squares appear less frequently (15% of stimuli),
resulting in fewer pairings.
Thus, while a given appearance of the cue has about the same probability
of being followed by a nogo stimulus in the two sequence types, in the
SC sequences cues appear more often in the first place, leading to more
cue-nogo pairings and correspondingly more salient cue-nogo
associations.
Download Task here
Download Analysis Software here.

Risky Gains Task
Risky Gains Task:
Subjects are presented with a sequence of three numbers in
ascending order (20, 40, and 80).
Each number is displayed onscreen for one second and, if the subject
presses a button while that number is displayed, he/she receives that
number of points along with immediate positive visual and auditory
feedback.
When a 40 or 80 appears, however, there is a chance that it will
appear in an alternate color, along with immediate negative feedback
signaling a loss of 40 or 80 points, respectively.
When this occurs, the trial ends immediately (i.e. the subject
may not make a response).
Each trial lasts 3.5 seconds regardless of the subject’s selection or
punishment.
Subjects are informed that waiting to select a 40 or 80 allows for
larger point gains but risks losing points, while selecting a 20 offers
fewer points but carries no risk of a penalty. What they are not told, however, is that the probabilities of
negative 40s and negatives 80s appearing are such that one’s final score
would be identical given consistent selection of the 20, 40, or 80
option. Thus, there is no
inherent advantage or disadvantage in selecting the risky response (40
or 80) over the safe response (20).
The 96 trials of the RGT consist of three trial types, which are
presented in randomized order:
unpunished (n=54), punished—negative 40 (n=24), punished—negative 80
(n=18).
Actual punishment occurs only if the subject holds out long
enough for one to occur, so if a response is made during the 20 window
of a negative 40 trial or the 20 or 40 window of a negative 80 trial,
the result is the same as if it were a unpunished trial.
If, on the other hand, a subject plans to hold out for an 80 on a
negative 40 trial, punishment arrives immediately after the 1-second
window for a 20 response elapses, just as if he or she planned to choose
a 40 or had not yet decided when to respond.
The dependent measure in the RGT is response frequency.
The main indices of risk-taking are the relative frequency of
“safe” responses (20) versus “risky” responses (40 or 80) overall and as
a function of previous trial outcome (i.e. punished versus unpunished).
The former provides a baseline assessment of risk-taking while the
latter probes sensitivity to punishment.
To investigate whether outcomes influenced later responses beyond just
the subsequent trial, a mutual information analysis (described in the
following section) was performed to assess the degree to which
action-outcomes (i.e. selecting 20, selecting 40, selecting 80, being
punished) for one trial were related to those for earlier trials at each
lag between 1 and 10 trials ago.
Download Task here
Download Analysis Software here.

Two Choice Prediction Task
Two Choice Prediction Task:
In this task, a house is presented on the computer screen, which is
flanked by a person to the left and right.
The goal for the subject is to decide on which side of the house
a car will be presented.
Each trial is self-paced to maximize self-determined action, thus
the subject determines the number of trials by the latency to select a
response.
Immediately following the subject’s response, the car is
presented for 300 msec on the far left or right side of the screen,
which provides the feedback whether the prediction was correct, i.e. the
person and car are on the same side, or incorrect, i.e. the person and
car are on opposite sides.
Immediately, after the presentation of the car, the next trial
begins.
Unbeknownst to the participants, the computer determined the
response based on the participant’s selection.
Three error rate block types were presented:
a high (20% of responses were “correct”), a chance-level (50% of
responses were “correct”), and a low (80% of responses were “correct”)
error-rate block type.
Download Task here.
Download Analysis
Software here.
Gamble Task
Gamble Task: In this task, individuals
are asked to state a preference between two gambles consisting of urns
with three balls. The instructions read as follows: Imagine
that you must pick a ball from a box to determine how much you will get
paid. Picking a BLUE ball means that you get nothing, picking a
YELLOW ball means that you get 20 dollars, and picking a RED ball means
that you get 40 dollars. There are two boxes with different numbers of
these balls. To the left of each ball you will see how many balls of
that color are in the box. You need to decide: WHICH BOX YOU WOULD
LIKE TO PICK FROM!
Download Task here.

CERT Task
CERT Task:
There are several complex issues associated with the estimation
of decision weights (Kuehberger, 1998) . Depending on the manner of inquiry, individuals can exhibit
inconsistent preferences, show strong framing effects, and overvalue
either reward magnitude or reward probability.
Tversky and Kahneman suggested a procedure akin to psychophysical
experiments of sound or signal threshold detection (Tversky & Kahneman,
1992)
. As shown in the Figure
above, this procedure arrives at the best estimate for the certainty
equivalent by iteratively narrowing the interval that is likely to
contain the certainty equivalent value.
Subjects were instructed prior to the MRI about this task in the
following manner:
"In many situations you have to decide between a sure thing or a
gamble, something that may or may not pay out.
In this task you select between a chance event and a sure thing. You may see: 1: 1 in 10 chance of winning $100 or 2: A sure
win of $10. If you prefer
option 1, please press the LEFT key.
If you prefer option 2, please press the RIGHT arrow key.
After your selection the options disappear and a new trial
begins.”
Subjects are presented with a choice between a gamble (option 1) or a
sure thing (option 2).
Seven different prospects are presented with a probability, p, and a
value, x, i.e.
(p,x) = (0.002, 10000), (0.06, 2000), (0.1,500), (0.55,700),
(0.7, 150), (0.9, 400), (0.99, 5000).
For each prospect, the subject completes eight trials to
successively narrow the range of the certainty equivalent (CE) value.
As shown in Figure 1, each trial began with the presentation of
the gamble and the sure thing.
The subjects have no time limit to respond to the presentation.
Once the subject made a response an “x” appeared next to the
selected options for 2 seconds, which was followed by a blank screen for
4 seconds before the next trial begins.
Download Task here

Temporal Discounting Task:
Subjects are informed that they have to make preference judgments about
hypothetical rewards and are instructed as follows: “You will be asked
to decide between a gain NOW and a gain sometime in the FUTURE. The
future gain may be several days from now or as remote as 10 years from
now. For example, you may see: (1) A gain of $512 in one year; (2) A
gain of $10 now. If you prefer option 1, please press the LEFT key. If
you prefer option 2, please press the RIGHT key.”
The task consists of 6 blocks of 8 preference judgment trials each. On
each trial, subjects are presented with a choice between a future reward
(option 1) and an immediate reward (option 2). Option 1 is the same for
all trials of a given block, with a block-specific delay in days, d, and
reward magnitude in dollars, x, i.e. (d, x) = (5, 506), (30, 476), (180,
524), (365, 512), (1095, 520), (3650, 488) for blocks 1-6, respectively.
The reward magnitude of option 1 is varied slightly over blocks within
the same order of magnitude so as not to alter the rate of discounting
but to prevent stereotyped responding, i.e. always selecting the current
or delayed option. Across blocks the mean greater reward is $504.3
(range: 476 to 524). Option 2, the immediate reward, varied in magnitude
from trial to trial within each block according to a rule described
below. The pairing of a particular delay with a particular reward is the
same for every subject. Subject responses enable us to successively
narrow the range of the DE value. This procedure is analogous to the
psychophysical determination of a stimulus detection threshold and
consists of systematically varying the magnitude of the immediate reward
to find which amount delivered immediately would be preferred equally to
the delayed reward associated with each block.
Download the task here.
Both the CERT task and the Temporal Discounting Task have been revised
so as to work with consecutive bi-section instead of the original triple
section. This has the advantage of needing fewer trials but is not
auto-corrective, i.e. if the subjects makes a decision to go with a
lower interval, there is no turning back.
Download the new version of CERT and DISC
here.

Emotional Face Processing Task
– block design: This is a slightly modified version of the
emotion face assessment task (see
(Hariri et al 2002c)
). During each 5 second trial, a subject is presented with a target face
(on the top of the computer screen) and two probe faces (on the bottom
of the screen) and is instructed to match the probe with the same
emotional expression to the target by pressing the left or right key on
a button box (see above).
A block consists of six consecutive trials where the target face
is either angry, fearful, or happy
(Ekman et al 1983)
.
During the sensorimotor control task subjects are presented with
5-second trials of ovals or circles in an analogous configuration and
instructed to match the shape of the probe to the target.
Each block of faces and of the sensorimotor control task is
presented three times in a pseudo-randomized order.
A fixation cross is interspersed between each block.
For each trial, response accuracy and response latency are
obtained. The regressors of
interest (see analysis pathway below) mark the different block types
(angry, fear, happy, and sensorimotor control).
This paradigm, written in
Presentation, can be downloaded here.
A non-presentation version can be downloaded here.
Programs to analyze
behavioral data:
These programs are
written in gcc and are usually used from the command line or can be run
by a batch program (niteowl.exe). The input for these programs are
the output of the generated data files from the different tasks.
The output is a tab delimited text file, which can be read into a
spreadsheet or statistics program.
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