Julie Giustiniani

Mrs. Julie Giustiniani

orcid

Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
22 May 2021 in Applied Sciences
Verified
Journal Article
Open access
PDF file
DGDamien Gabriel
Damien Gabriel
EMEmmanuelle Merat
Emmanuelle Merat
AJAdeline Jeudy
Adeline Jeudy
SCSophie Cambos
Sophie Cambos
TCThibault Chabin
Thibault Chabin
EHEmmanuel Haffen
Emmanuel Haffen
Well-being is an essential concept in cosmetics, but its complexity makes it very difficult to measure. The goal of the present study was to use electroencephalography (EEG) to compare the emotions induced by the application of two cosmetic products, and to offer to the experimenter a real-time representation of the participants’ emotional state. Fifteen female subjects participated in a cross-over study. Two cosmetic products of similar consistency were compared and applied from the dominant hand to the non-dominant hand. During the application, the neural activity of each participant was recorded with EEG. We found that the most appreciated product was the one that induced emotions with the most positive valence and the higher arousal, as recorded by EEG. Moreover, the videos recorded of each participant allowed us to attest to the differences in emotion processing for each product in real-time. This exploratory study shows that EEG can be successfully used to assess the emotions induced by the application of a cosmetic product, and in real-time. This technique could be a useful adjunct to other methods of examining emotions, such as observational experiments, surveys, and questionnaires.

8 May 2020 in Brain Sciences
Verified
Journal Article
Open access
PDF file
JGJulie Giustiniani
Julie Giustiniani
MNMagali Nicolier
Magali Nicolier
JMJuliana Teti Mayer
Juliana Teti Mayer
TCThibault Chabin
Thibault Chabin
CMCaroline Masse
Caroline Masse
DGDamien Gabriel
Damien Gabriel
Dynamic and temporal facets of the various constructs that comprise motivation remain to be explored. Here, we adapted the Effort Expenditure for Reward Task, a well-known laboratory task used to evaluate motivation, to study the event-related potentials associated with reward processing. The Stimulus Preceding Negativity (SPN) and the P300 were utilized as motivation indicators with high density electroencephalography. The SPN was found to be more negative for difficult choices compared to easy choices, suggesting a greater level of motivation, at a neurophysiological level. The insula, a structure previously associated with both effort discounting and prediction error, was concomitantly activated during the generation of the SPN. Processing a gain significantly altered the amplitude of the P300 compared to an absence of gain, particularly on centroparietal electrodes. One of the generators of the P300 was located on the vmPFC, a cerebral structure involved in the choice between two positive results and their predictions, during loss processing. Both the SPN and the P300 appear to be reliable neural markers of motivation. We postulate that the SPN represents the strength of the motivational level, while the P300 represents the impact of motivation on updating memories of the feedback.

1 February 2020 in European Neuropsychopharmacology
Verified
Journal Article
Closed access
LCLidia Cabeza
Lidia Cabeza
JGJulie Giustiniani
Julie Giustiniani
TCThibault Chabin
Thibault Chabin
BRBahrie Ramadan
Bahrie Ramadan
CJCoralie Joucla
Coralie Joucla
YPYvan PETERSCHMITT
Yvan PETERSCHMITT

24 September 2019 in Brain Sciences
Verified
Journal Article
Open access
PDF file
JGJulie Giustiniani
Julie Giustiniani
CJCoralie Joucla
Coralie Joucla
DBDjamila Bennabi
Djamila Bennabi
MNMagali Nicolier
Magali Nicolier
TCThibault Chabin
Thibault Chabin
DGDamien Gabriel
Damien Gabriel
The aim of the present study was to investigate the relationship between trait impulsivity, risk-taking, and decision-making performance. We recruited 20 healthy participants who performed the Iowa Gambling Task (IGT) and the Balloon Analog Risk Task (BART) to measure decision-making and risk-taking. The impulsivity was measured by the Barratt Impulsiveness Scale. Resting-state neural activity was recorded to explore whether brain oscillatory rhythms provide important information about the dispositional trait of impulsivity. We found a significant correlation between the ability to develop a successful strategy and the propensity to take more risks in the first trials of the BART. Risk-taking was negatively correlated with cognitive impulsivity in participants who were unable to develop a successful strategy. Neither risk-taking nor decision-making was correlated with cortical asymmetry. In a more exploratory approach, the group was sub-divided in function of participants’ performances at the IGT. We found that the group who developed a successful strategy at the IGT was more prone to risk, whereas the group who failed showed a greater cognitive impulsivity. These results emphasize the need for individuals to explore their environment to develop a successful strategy in uncertain situations, which may not be possible without taking risks.

5 June 2020 in Frontiers in Neuroscience
Verified
Journal Article
Open access
PDF file
JGJulie Giustiniani
Julie Giustiniani
MNMagali Nicolier
Magali Nicolier
JMJuliana Teti Mayer
Juliana Teti Mayer
TCThibault Chabin
Thibault Chabin
CMCaroline Masse
Caroline Masse
DGDamien Gabriel
Damien Gabriel
The scientific world is increasingly interested in motivation, primarily due to the suspected impact on decision-making abilities, particularly in uncertain conditions. To explore this plausible relationship, 28 healthy participants were included in the study and performed decision-making and motivational tasks while their neural activity was recorded. All participants performed the Iowa Gambling Task (IGT) and were split into two groups based on their score, one favorable group with 14 participants who performed advantageously and one undecided group with 14 participants who failed to develop the correct strategy on the IGT. In addition, all participants performed the Effort Expenditure for Reward Task (EEfRT), which defines the motivational level of each participant by the effort that participants agree to do in function of reward magnitudes and probabilities to receive these reward (10, 50, and 90%). The completion of both tasks allowed for the exploration of the relationship between the motivational level and decision-making abilities. The EEfRT was adapted to electroencephalography (EEG) recordings to explore how motivation could influence reward experience. Behavioral results showed no difference in EEfRT performances on the whole task between the two groups’ performances on the IGT. However, there was a negative correlation between the difficulty to develop an optimal strategy on the IGT and the percentage of difficult choices at the 90% condition on the EEfRT. Each probability condition has been previously associated to different motivational and emotional states, with the 90% condition associated to the reward sensitivity. This behavioral result leads to the hypothesis that reward sensitivity may induce an inability to develop an optimal strategy on the IGT. Group analysis demonstrated that only the undecided group showed a P300 during the processing of the outcome, whereas the favorable group showed a blunted P300. Similarly, there was a negative correlation between the P300 amplitude and the ability to develop an optimal strategy on the IGT. In conclusion, behavioral and neuronal data provides evidence that the propensity to focus only on the immediate outcomes is related to the development of an inefficient strategy on the IGT, without influence of motivation.

Sophia AchabSophia Achab
Sophia Achab
SRStephane Rothen
Stephane Rothen
JGJulie Giustiniani
Julie Giustiniani
MNMagali Nicolier
Magali Nicolier
EFElizabeth Megan Franc
Elizabeth Megan Franc
EHEmmanuel Haffen
Emmanuel Haffen
Gaming disorder (GD) is a new health condition still requiring a lot of evidence established around its underlying and related psychological mechanisms. In our study we focused on Massively Multiplayer Online Role Playing Games (MMORPGs), a specific very popular and engaging game genre, to determine that benefit, motivation and control aspects could be predictive of a dysfunctional engagement in gaming. In total, 313 participants were recruited from private forums of gamers between May 2009 and March 2010. They filled out a questionnaire on their socio-demographic data and their weekly gaming time. They also completed different psychometric assessments such as the DSM IV-TR criteria for substance dependence adapted to gaming such as the Dependence Adapted Scale (DAS), the external rewards they expected from gaming (External Motives), the expected internal reward they expected from gaming (Internal Motives), the Zuckerman Sensation Seeking Scale (ZSSS), and the Barratt impulsiveness Scale (BIS-10). Results showed that some psychological factors related to online gaming represented risk factors for GD in participants (i.e., competition and advancement motives, reduced anxiety, solace, greater personal satisfaction, and sense of power), whereas some others were found to be protective factors from GD (i.e., recreation, enjoyment and experience seeking) in participants. Additionally, the study found that disinhibition, boredom susceptibility, thrill and adventure seeking, and high impulsivity were correlated to GD in participants. In conclusion, not only motives for gaming and impulsivity could be predictors for GD, but maladaptive coping strategies based on experienced relief in-game from negative feelings (anxiety and boredom) or experienced improvement in-game of self-perception (personal satisfaction, sense of power) could play as well a role of negative reinforcers for GD. Some benefits from gaming, typically entertainment and enjoyment, are shown to be protective factors from GD, playing the role of positive reinforcing factors. They are worthy of being identified and promoted as functional gaming habits. These findings can feed the clinical and health promotion fields, with a more in-depth understanding of diverse psychological factors in gamers, identifying those at risk for GD and those protective from it. The current work can foster a more balanced approach towards gaming activities, taking their opportunities for mankind and controlling for their adverse effects in some individuals.