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Presentation software package

Manufactured by Neurobehavioral Systems
Sourced in United States

The Presentation software package is a comprehensive solution for creating and delivering professional presentations. It provides a range of tools and features to help users design, organize, and present their content effectively. The core function of this software is to assist users in creating visually appealing and informative presentations that can be shared with audiences in various settings.

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18 protocols using presentation software package

1

Contraction Velocity Detection in Visual Stimuli

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The experimental paradigm adopted was modified after Hoogenboom et al. (2006) . On each trial, participants were shown a circular sine wave grating at central screen fixation that contracted towards the fixation point (visual angle: 5°; spatial frequency: 2 cycles per degree; contrast: 100%). Subjects had one second to press the response button with their right index finger when the stimulus increased velocity (velocity step to 2.2 °/s), which could randomly occur between 500 ms and 3000 ms post stimulus onset (10% of the trials were catch trials in which no acceleration occurred). After a response was given (or in catch trials 3000 ms after stimulus onset) a visual feedback was shown (Figure 1). Each subject completed eight blocks of 60 trials. An LCD projector located outside of the magnetically shielded room of the MEG was used to project the stimuli onto the screen via two front-silvered mirrors. Stimulus presentation was controlled by the Presentation software package (Neurobehavioral Systems).
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2

Resting-State fNIRS Assessment of Infant Visual Attention

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The resting state fNIRS task took place in a quiet, dimly-lit testing area. Infants were seated on their parents' lap and placed ~60 cm from the screen (23-inch monitor). The infants were fitted with a fNIRS fabric cap (EasyCap, Germany) which was secured in place using infant overalls and outside netting. The experimental paradigm was presented using the Presentation software package (Neurobehavioral Systems, USA). A non-social stimulus was created by selecting non-social clips from a popular infant video (Baby Einstein - Kids2 Inc.) that featured videos of toys, stuffed animals, and still images of everyday objects, which was accompanied by classical music (55 (link)). Similar screen-saver-like videos have been used in prior work examining functional connectivity using fNIRS [see (38 (link))]. This video was played for a total of 7 min while fNIRS data were being recorded. The clips were segmented into 30 s intervals and the order of presentation was randomized for each infant. Parents were asked to remain quiet throughout the fNIRS recording session. Sessions were video-recorded using a camera mounted above the screen. This allowed for later offline coding of infants' alertness and cap placement.
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3

N-Back Working Memory Task

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Stimuli were presented using the Presentation Software package (version 14.6, Neurobehavioral Systems, Berkeley, CA) via a standard 19-in. LCD monitor. Same levels of n-back or threat/safe conditions never followed one another. Letters were in both upper and lowercase to reduce reliance on perceptual information. Approximately 35% of trials were targets (i.e., “same” responses), in keeping with ratios used in previous n-back research (Braver et al. 1997 (link); Ragland et al. 2002 (link)).
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4

Emotion Induction and Perspective Taking

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Thirty‐six short written sentences describing real‐life situations which are likely to induce basic emotions (the same emotions as described above) and situations that were emotionally neutral (6 stimuli per condition) were presented. Participants were asked to imagine how they would feel if they were experiencing those situations. Stimuli were presented for 5 seconds, and response format was the same as for perspective taking, presenting 2 facial expressions, one showing the correct emotion (neutral expression) and the other was chosen randomly from the other expressions.
The presentation of images and recording of responses was achieved using the Presentation© software package (Neurobehavioral Systems, Inc., Albany, CA).
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5

Infant Neuroimaging using fNIRS

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Infants were seated on their parents’ lap and sat approximately 60 cm from the screen (23-inch monitor). The infants wore an fNIRS fabric cap (EasyCap, Germany) which was secured in place using infant overalls and outside netting. Stimuli were presented using the Presentation software package (Neurobehavioral Systems, United States). The video stimulus was played for a total of 7 mins while fNIRS data were being recorded. Parents were asked to remain quiet throughout the fNIRS recording session. Sessions were video-recorded to allow offline coding of infants’ behavior and cap placement.
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6

Computerized Cognitive Task Presentation

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Stimuli were presented using the Presentation software package (Neurobehavioral Systems, Berkeley, CA) via a standard 19-in. LCD monitor, and responses were made on a standard mechanical keyboard.
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7

Motor Imagery and Execution in fMRI

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Before fMRI scanning, participants were provided with experimental instructions and auditory stimuli to familiarize themselves with the experimental settings, and the researchers ensured that the participants fully understood the MI tasks to be performed during the experiment. Since no participant responses were required during the scanning, the researchers checked whether the participants were awake and whether they had made any experimental errors (e.g., missing the specific condition in a session) at the inter-session interval. The experimental paradigm was presented with the Presentation software package (Neurobehavioral Systems, Davis, CA, http://www.neurobs.com). The participants were instructed to ME and MI for grasping and releasing the target with the right hand in the same manner with training during the fMRI experiment. The target object was only used during training sessions and removed during the fMRI experiment so as not to evoke tactile sensations which can substantially influence brain activity during ME.
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8

Normalization and Presentation of Visual Stimuli

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We used grayscale images of faces (Karolinska Directed Emotional Faces)61 , houses (Stanford Vision Lab stimulus set)62 and human bodies (Bodily Expressive Action Stimulus Test set)63 (link). All images were cropped to 200 × 200 pixel dimensions and normalized using the SHINE toolbox for MATLAB64 (link) (v2014a, The MathWorks) by adjusting the mean luminance and s.d. of the intensity values for each pixel. Stimuli were presented to participants using the Presentation software package (v16.4, Neurobehavioral Systems).
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9

Decision-Making Gambling Task Protocol

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Participants were asked to do a learning-based decision-making gambling task built upon one we had employed previously (San Martín et al., 2013 (link); San Martín et al., 2016 (link)). Stimuli were presented on a 24 inch LCD monitor using the Presentation software package (Neurobehavioral Systems, Inc., Albany, CA). Participants were seated in a comfortable chair with eyes about ~60 cm from the screen.
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10

Chills and Neural Response to Music

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The participants listened to 12 pieces of music via headphones while lying down in the MRI scanner. One piece of music was presented per session (Fig. 2), resulting in 12 sessions in total. In each session, a piece of music was presented after a rest period of 30 s. The duration of sessions depended on music pieces, then the mean duration of sessions was 303 s. The order in which the clear and noisy music sessions were presented was randomized. The noisy music sessions were interleaved with clear music sessions. To clarify the duration of their experience of chills in real time, participants reported whether they had chill experience (i.e., chills) or nonchill experience (neutral) in response to the music, using two buttons marked “chills” or “neutral” on an input device (HHSC-1 × 4-D, Current Designs, Inc., Philadelphia, PA, USA) held in their left hand. They were asked to press and hold the appropriate button while listening to the music. At the end of a musical piece, participants were asked to rate how the music made them feel on a 5-point scale (arousal: 1 = low arousal to 5 = high arousal; valence: 1 = unpleasant to 5 = pleasant). Due to technical problems, ratings were not collected from 6 participants. The experiment was programmed with the Presentation software package (Neurobehavioral Systems, Inc., Albany, CA, USA).
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