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Featured researches published by Frank P. Schulte.


advances in computer entertainment technology | 2011

Designing and evaluating digital games for frail elderly persons

Kathrin Maria Gerling; Frank P. Schulte; Maic Masuch

Game research increasingly addresses human factors of gaming. Though more and more seniors become players, game design for frail elderly has rarely been explored. This paper addresses game design for senior citizens experiencing age-related changes, especially cognitive and physical limitations. We introduce and evaluate the case study SilverPromenade, which is specifically aimed at providing institutionalized frail elderly with a new leisure activity. SilverPromenade allows players to go on virtual walks while accounting for special needs regarding game complexity, and simplistic interaction paradigms are provided using Nintendos Wii Remote and the Balance Board for game control. Evaluation results suggest that despite age-related impairments, the game was generally accessible to elderly persons. Yet, differences between inexperienced and experienced players were observed which suggest that interaction problems may be reduced by engaging with games over a longer time. Findings also indicate that the engagement of elderly players transcends into their everyday life, and their social interaction increases among one another. Most importantly, the evaluation showed that games were perceived as enjoyable leisure activity, supporting the approach of applying digital games to raise the quality of life among frail elderly by fostering activity.


Journal of behavioral addictions | 2013

Cybersex addiction: Experienced sexual arousal when watching pornography and not real-life sexual contacts makes the difference.

Christian Laier; Mirko Pawlikowski; Jaro Pekal; Frank P. Schulte; Matthias Brand

Background and aims Cybersex addiction is discussed controversially, while empirical evidence is widely missing. With respect to its mechanisms of development and maintenance Brand et al. (2011) assume that reinforcement due to cybersex should lead to the development of cue-reactivity and craving explaining recurrent cybersex use in the face of growing but neglected negative consequences. To support this hypothesis, two experimental studies were conducted. Methods In a cue-reactivity paradigm 100 pornographic cues were presented to participants and indicators of sexual arousal and craving were assessed. The first study aimed at identifying predictors of cybersex addiction in a freely recruited sample of 171 heterosexual males. The aim of the second study was to verify the findings of the first study by comparing healthy (n = 25) and problematic (n = 25) cybersex users. Results The results show that indicators of sexual arousal and craving to Internet pornographic cues predicted tendencies towards cybersex addiction in the first study. Moreover, it was shown that problematic cybersex users report greater sexual arousal and craving reactions resulting from pornographic cue presentation. In both studies, the number and subjective quality of real-life sexual contacts were not associated to cybersex addiction. Discussion The results support the gratification hypothesis, which assumes reinforcement, learning mechanisms, and craving to be relevant processes in the development and maintenance of cybersex addiction. Poor or unsatisfying sexual real-life contacts cannot sufficiently explain cybersex addiction. Conclusions Positive reinforcement in terms of gratification plays a major role in cybersex addiction.


NeuroImage | 2013

Food labels promote healthy choices by a decision bias in the amygdala.

Fabian Grabenhorst; Frank P. Schulte; Stefan Maderwald; Matthias Brand

Food labeling is the major health policy strategy to counter rising obesity rates. Based on traditional economic theory, such strategies assume that detailed nutritional information will necessarily help individuals make better, healthier choices. However, in contrast to the well-known utility of labels in food marketing, evidence for the efficacy of nutritional labeling is mixed. Psychological and behavioral economic theories suggest that successful marketing strategies activate automatic decision biases and emotions, which involve implicit emotional brain systems. Accordingly, simple, intuitive food labels that engage these neural systems could represent a promising approach for promoting healthier choices. Here we used functional MRI to investigate this possibility. Healthy, mildly hungry subjects performed a food evaluation task and a food choice task. The main experimental manipulation was to pair identical foods with simple labels that emphasized either taste benefits or health-related food properties. We found that such labels biased food evaluations in the amygdala, a core emotional brain system. When labels biased the amygdalas evaluations towards health-related food properties, the strength of this bias predicted behavioral shifts towards healthier choices. At the time of decision-making, amygdala activity encoded key decision variables, potentially reflecting active amygdala participation in food choice. Our findings underscore the potential utility of food labeling in health policy and indicate a principal role for emotional brain systems when labels guide food choices.


Computers in Human Behavior | 2014

Investigations on empathy towards humans and robots using fMRI

Astrid M. Rosenthal-von der Pütten; Frank P. Schulte; Sabrina C. Eimler; Sabrina Sobieraj; Laura Hoffmann; Stefan Maderwald; Matthias Brand; Nicole C. Krämer

Although robots are starting to enter into our professional and private lives, little is known about the emotional effects they elicit. In line with the Media Equation, humans may react towards robots as they do towards humans, making it all the more important to carefully investigate the preconditions and consequences of contact with robots. Based on assumptions on the socialness of reactions towards robots, we conducted a study that provides further insights into the question of whether humans show emotional reactions towards a robot and whether these reactions differ from those towards a human. To explore emotionality in human-robot interaction we conducted an fMRI study (n=14). Participants were presented videos showing a human, a robot and an inanimate object, being treated in either an affectionate or in a violent way. Self-reported emotional states and functional imaging data revealed that participants indeed reacted emotionally when seeing the affectionate and violent videos. While no different neural activation patterns emerged for the affectionate interaction towards both, the robot and the human, we found differences in neural activity when comparing only the videos showing abusive behavior indicating that participants experience more emotional distress and show negative empathetic concern for the human in the abuse condition. This was supported by similar findings with regard to participants self-reported emotional states.


Journal of Sex Research | 2013

Pornographic Picture Processing Interferes with Working Memory Performance

Christian Laier; Frank P. Schulte; Matthias Brand

Some individuals report problems during and after Internet sex engagement, such as missing sleep and forgetting appointments, which are associated with negative life consequences. One mechanism potentially leading to these kinds of problems is that sexual arousal during Internet sex might interfere with working memory (WM) capacity, resulting in a neglect of relevant environmental information and therefore disadvantageous decision making. In this study, 28 healthy individuals performed 4 experimental manipulations of a pictorial 4-back WM task with neutral, negative, positive, or pornographic stimuli. Participants also rated 100 pornographic pictures with respect to sexual arousal and indicated masturbation urges previous to and following pornographic picture presentation. Results revealed worse WM performance in the pornographic picture condition of the 4-back task compared with the three remaining picture conditions. Furthermore, hierarchical regression analysis indicated an explanation of variance of the sensitivity in the pornographic picture condition by the subjective rating of the pornographic pictures as well as by a moderation effect of masturbation urges. Results contribute to the view that indicators of sexual arousal due to pornographic picture processing interfere with WM performance. Findings are discussed with respect to Internet sex addiction because WM interference by addiction-related cues is well known from substance dependencies.


human-robot interaction | 2013

Neural correlates of empathy towards robots

Astrid M. Rosenthal-von der Pütten; Frank P. Schulte; Sabrina C. Eimler; Laura Hoffmann; Sabrina Sobieraj; Stefan Maderwald; Nicole C. Krämer; Matthias Brand

We conducted an fMRI study to investigate emotionality in human-robot interaction. Subjects (N=14) were presented videos showing a human, a robot and an unanimated object, being treated in either an affectionate or a violent way. Violent interaction towards both the robot and the human resulted in similar neural activation patterns in classic limbic structures indicating that both the robot and the human elicit similar emotional reactions. However, differences in neural activity suggest that participants show more negative empathetic concern for the human in a negative situation.


Frontiers in Behavioral Neuroscience | 2013

Retrieval, Monitoring, and Control Processes: A 7 Tesla fMRI Approach to Memory Accuracy

Uda-Mareke Risius; Angelica Staniloiu; Martina Piefke; Stefan Maderwald; Frank P. Schulte; Matthias Brand; Hans J. Markowitsch

Memory research has been guided by two powerful metaphors: the storehouse (computer) and the correspondence metaphor. The latter emphasizes the dependability of retrieved mnemonic information and draws upon ideas about the state dependency and reconstructive character of episodic memory. We used a new movie to unveil the neural correlates connected with retrieval, monitoring, and control processes, and memory accuracy (MAC), according to the paradigm of Koriat and Goldsmith (1996a,b). During functional magnetic resonance imaging, subjects performed a memory task which required (after an initial learning phase) rating true and false statements [retrieval phase (RP)], making confidence judgments in the respective statement [monitoring phase (MP)], and deciding for either venturing (volunteering) the respective answer or withholding the response [control phase (CP)]. Imaging data pointed to common and unique neural correlates. Activations in brain regions related to RP and MAC were observed in the precuneus, middle temporal gyrus, and left hippocampus. MP was associated with activation in the left anterior and posterior cingulate cortex along with bilateral medial temporal regions. If an answer was volunteered (as opposed to being withheld) during the CP, temporal, and frontal as well as middle and posterior cingulate areas and the precuneus revealed activations. Increased bilateral hippocampal activity was found during withholding compared to volunteering answers. The left caudate activation detected during withholding compared to venturing an answer supports the involvement of the left caudate in inhibiting unwanted responses. Contrary to expectations, we did not evidence prefrontal activations during withholding (as opposed to volunteering) answers. This may reflect our design specifications, but alternative interpretations are put forth.


Applied Neuropsychology | 2014

A Versatile Task for Assessing Decision-Making Abilities: The Truck Dispatcher Framework

Johannes Schiebener; Frank P. Schulte; Jens Hofmann; Matthias Brand

In neuropsychological decision-making research, several different tasks are used to measure decision-making competences in patients and healthy study participants. Unfortunately, the existing tasks are often inflexible for modification, use different scenarios, and include several gambling cues. Therefore, comparisons between participants’ performances in different tasks are difficult. We developed the Truck Dispatcher Framework (TDF), in which different decision-making tasks can be designed within one unitary, flexible, and real-world-oriented story line. To test the story line, TDF analogues of three standard decision-making tasks (Game of Dice Task, Probability-Associated Gambling task, Iowa Gambling Task) were developed. In three studies with brain-healthy participants, the behavior in standard decision-making tasks and the TDF analogues of those tasks were compared. Similar behaviors indicate that the TDF tasks measure decision making appropriately. Thus, the TDF is recommended for experimental and clinical research because it allows for examining decision-making competences in tasks with different demands that take place within one unitary story line.


Zeitschrift Für Medienpsychologie | 2007

Charakteristika des Virtual Reality-Mediums als Determinanten der intermodalen Informationsintegration in einer hybriden Realität

Edgar Heineken; Frank P. Schulte

Zusammenfassung. In einer hybriden Realitat kann Information aus der virtuellen Realitat (VR) und Information aus der naturlichen Realitat umso leichter integriert werden, je starker das VR-Medium ...


international conference on entertainment computing | 2012

Game design for older adults: effects of age-related changes on structural elements of digital games

Kathrin Maria Gerling; Frank P. Schulte; Jan D. Smeddinck; Maic Masuch

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Matthias Brand

University of Duisburg-Essen

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Edgar Heineken

University of Duisburg-Essen

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Christian Laier

University of Duisburg-Essen

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Mirko Pawlikowski

University of Duisburg-Essen

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Nicole C. Krämer

University of Duisburg-Essen

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Laura Hoffmann

University of Duisburg-Essen

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Maic Masuch

University of Duisburg-Essen

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Sabrina C. Eimler

University of Duisburg-Essen

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Sabrina Sobieraj

University of Duisburg-Essen

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