The Virtual Reality and Neuro-cognition Laboratory, Faculty of Education in Technology and Science, Technion - Israel Institute of Technology, Haifa 32000, Israel.
The Virtual Reality and Neuro-cognition Laboratory, Faculty of Education in Technology and Science, Technion - Israel Institute of Technology, Haifa 32000, Israel.
Int J Psychophysiol. 2017 Dec;122:32-41. doi: 10.1016/j.ijpsycho.2017.02.007. Epub 2017 Feb 11.
What are the neural responses to success and failure in a throwing task? To answer this question, we compared Event Related Potentials (ERPs) correlated with success and failure during a highly-ecological-virtual game. Participants played a tennis-like game in an immersive 3D virtual world, against a computer player, by controlling a virtual tennis racket with a force feedback robotic arm. Results showed that success, i.e. hitting the target, and failure, by missing the target, evoked ERP's that differ by peak, latencies, scalp signal distributions, sLORETA source estimation, and time-frequency patterns. The success related grand averaged ERP at the Cz electrode, had two peaks - a negative peak at 244ms and a positive peak at 12ms, prior to the actual successful hit, suggesting a possible process of prediction of success. The grand averaged ERP correlated with failure at Cz, had two peaks, a negative peak at about 107ms and a positive peak at about 311ms post failure. These results suggest different top-down and bottom-up loops for success and failure, which seem to be rooted in the spatial arrangement of the virtual game. Although the latency of the latter is consistent with the error related potentials reported in the literature, the characteristic is unique to this specific error, and differ significantly from other error related potentials in the same environment. These results further provide a basis for EEG based assessment and prediction of user's successful or erroneous movements, and design of the feedback loop in EEG based Brain-Computer Interfaces.
在投掷任务中,成功和失败会引起什么样的神经反应?为了回答这个问题,我们比较了在高度生态虚拟游戏中与成功和失败相关的事件相关电位(ERP)。参与者在沉浸式 3D 虚拟世界中与计算机玩家进行类似网球的游戏,通过使用力反馈机械臂控制虚拟网球拍。结果表明,成功(即击中目标)和失败(即未击中目标)引起的 ERP 在峰值、潜伏期、头皮信号分布、sLORETA 源估计和时频模式上存在差异。与成功相关的 Cz 电极上的平均 ERP 有两个峰值——在实际成功击球前 244ms 处有一个负峰,在 12ms 处有一个正峰,表明可能存在对成功的预测过程。与 Cz 处失败相关的平均 ERP 有两个峰值,在失败后约 107ms 处有一个负峰,在约 311ms 处有一个正峰。这些结果表明成功和失败有不同的自上而下和自下而上的循环,这似乎植根于虚拟游戏的空间安排。虽然后者的潜伏期与文献中报道的错误相关电位一致,但该特征是特定错误所特有的,与同一环境中的其他错误相关电位有显著差异。这些结果进一步为基于 EEG 的用户成功或错误运动的评估和预测以及基于 EEG 的脑机接口中的反馈回路设计提供了依据。