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Each of 12 stimuli (circles of different colors, numbers and sizes) is associated with a different reward magnitude and probability. These include all combinations of (100 and 200) point rewards with (0, 0.25, 0.5, 0.75 and 1) probabilities, plus 300 and 400 rewards with 0.5 probability. Participants are first trained to learn the probabilities and outcomes associated with each stimulus. Next, on each trial, a stimulus appears in one of four quadrants of the screen, and participants indicate which quadrant using a button press.
Synonyms: non-choice task to study expected value and uncertainty
Definition contributed by MLewis about five years ago

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non-choice task has been asserted to measure the following CONCEPTS



DISORDERS associated with non-choice task
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IMPLEMENTATIONS of non-choice task
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EXTERNAL DATASETS for non-choice task
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CONDITIONS
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Experimental conditions are the subsets of an experiment that define the relevant experimental manipulation.

CONTRASTS

In the Cognitive Atlas, we define a contrast as any function over experimental conditions. The simplest contrast is the indicator value for a specific condition; more complex contrasts include linear or nonlinear functions of the indicator across different experimental conditions.

INDICATORS

An indicator is a specific quantitative or qualitative variable that is recorded for analysis. These may include behavioral variables (such as response time, accuracy, or other measures of performance) or physiological variables (including genetics, psychophysiology, or brain imaging data).


User Discussion


"Should the definition be as specific as it is, particularly in naming numbers of stimuli and specific probabilities?"
MLewis (about five years ago)

Term History

REVISION 1

Definition contributed by TSchonberg about seven years ago:Each of 12 stimuli (circles of different colors, numbers and sizes) is associated with a different reward magnitude and probability. These include all combinations of (100 and 200) point rewards with (0, 0.25, 0.5, 0.75 and 1) probabilities, plus 300 and 400 rewards with 0.5 probability. Participants are first trained to learn the probabilities and outcomes associated with each stimulus. Next, on each trial, a stimulus appears in one of four quadrants of the screen, and participants indicate which quadrant using a button press

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