Antonio Napoli

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The Iowa Gambling Task (IGT) is a common paradigm used to study the interactions between emotions and decision making, yet little consensus exists on the cognitive process determining participants' decisions, what affects them, and how these processes interact with each other. A novel conceptual framework is proposed according to which behavior in the IGT(More)
Iterated decision making can be studied in laboratory using situations, like the Iowa Gambling Task (IGT), in which participants face repeatedly the same decision problem getting feedback after each choice. In the paper we focus on a recurring finding in experiments carried out with the IGT, the frequency of the contingent event effect—i.e., the fact that(More)
A commonly held idea is that people engaged in guessing tasks try to detect sequential dependencies between the occurring events and behave accordingly. For instance, previous accounts of the popular Rock Paper Scissors game assume that people try to anticipate the move an opponent is likely to make and play a move capable of beating it. In the paper we(More)
The collection of information about events in the healthcare sector has been documented internationally for more than 25 years. Incident reporting is used for the structured acquisition of information about adverse events to improve patient and healthcare staff safety, prepare corrective action, and prevent event recurrence in the future. The establishment(More)
We experimentally and theoretically confirm the similar performance of optical time-division demultiplexing (OTDM) and electrical time-division demultiplexing (ETDM) receivers for beat-noise limited return-to-zero signal detection. OTDM receivers show a slight sensitivity advantage, largely independent of parameters like the receiver’s optical filter(More)
Economists and neuroscientists often explain game playing by assuming that humans try to predict the opponent's behavior on the basis of her past choices. We try to question this assumption in a Prisoner's Dilemma Game by using a methodology which we call the “subtractive behavioral method”. Our aim is to investigate which task features make participants(More)
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