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多模态舞蹈视频游戏中顶叶和颞叶的活动:一项近红外光谱研究。

Parietal and temporal activity during a multimodal dance video game: an fNIRS study.

机构信息

ADAM Center, Long Island University, Brooklyn, NY, USA.

出版信息

Neurosci Lett. 2011 Oct 3;503(2):125-30. doi: 10.1016/j.neulet.2011.08.023. Epub 2011 Aug 19.

DOI:10.1016/j.neulet.2011.08.023
PMID:21875646
Abstract

Using functional near infrared spectroscopy (fNIRS) we studied how playing a dance video game employs coordinated activation of sensory-motor integration centers of the superior parietal lobe (SPL) and superior temporal gyrus (STG). Subjects played a dance video game, in a block design with 30s of activity alternating with 30s of rest, while changes in oxy-hemoglobin (oxy-Hb) levels were continuously measured. The game was modified to compare difficult (4-arrow), simple (2-arrow), and stepping conditions. Oxy-Hb levels were greatest with increased task difficulty. The quick-onset, trapezoidal time-course increase in SPL oxy-Hb levels reflected the on-off neuronal response of spatial orienting and rhythmic motor timing that were required during the activity. Slow-onset, bell-shaped increases in oxy-Hb levels observed in STG suggested the gradually increasing load of directing multisensory information to downstream processing centers associated with motor behavior and control. Differences in temporal relationships of SPL and STG oxy-Hb concentration levels may reflect the functional roles of these brain structures during the task period. NIRS permits insights into temporal relationships of cortical hemodynamics during real motor tasks.

摘要

我们使用功能近红外光谱(fNIRS)研究了玩舞蹈视频游戏如何利用上顶叶皮层(SPL)和上颞叶回(STG)的感觉运动整合中心的协调激活。受试者在一个 30 秒活动和 30 秒休息的块设计中玩舞蹈视频游戏,同时连续测量氧合血红蛋白(oxy-Hb)水平的变化。游戏经过修改,以比较困难(4 箭头)、简单(2 箭头)和踏步条件。随着任务难度的增加,oxy-Hb 水平最高。SPL oxy-Hb 水平的快速出现、梯形时程增加反映了在活动期间所需的空间定向和节奏运动定时的神经元开-关反应。在 STG 中观察到的 oxy-Hb 水平的缓慢出现、钟形增加表明,逐渐增加将多感觉信息引导到与运动行为和控制相关的下游处理中心的负荷。SPL 和 STG oxy-Hb 浓度水平的时间关系差异可能反映了这些大脑结构在任务期间的功能作用。NIRS 允许深入了解实际运动任务期间皮质血液动力学的时间关系。

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