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一种用于功能磁共振成像期间神经反馈的新型脑机接口虚拟环境。

A Novel Brain-Computer Interface Virtual Environment for Neurofeedback During Functional MRI.

作者信息

Baqapuri Halim I, Roes Linda D, Zvyagintsev Mikhail, Ramadan Souad, Keller Micha, Roecher Erik, Zweerings Jana, Klasen Martin, Gur Ruben C, Mathiak Klaus

机构信息

Department of Psychiatry, Psychotherapy and Psychosomatics, Medical School, RWTH Aachen University, Aachen, Germany.

Jülich Aachen Research Alliance-Translational Brain Medicine, RWTH Aachen University, Aachen, Germany.

出版信息

Front Neurosci. 2021 Jan 11;14:593854. doi: 10.3389/fnins.2020.593854. eCollection 2020.

Abstract

Virtual environments (VEs), in the recent years, have become more prevalent in neuroscience. These VEs can offer great flexibility, replicability, and control over the presented stimuli in an immersive setting. With recent developments, it has become feasible to achieve higher-quality visuals and VEs at a reasonable investment. Our aim in this project was to develop and implement a novel real-time functional magnetic resonance imaging (rt-fMRI)-based neurofeedback (NF) training paradigm, taking into account new technological advances that allow us to integrate complex stimuli into a visually updated and engaging VE. We built upon and developed a first-person shooter in which the dynamic change of the VE was the feedback variable in the brain-computer interface (BCI). We designed a study to assess the feasibility of the BCI in creating an immersive VE for NF training. In a randomized single-blinded fMRI-based NF-training session, 24 participants were randomly allocated into one of two groups: active and reduced contingency NF. All participants completed three runs of the shooter-game VE lasting 10 min each. Brain activity in a supplementary motor area region of interest regulated the possible movement speed of the player's avatar and thus increased the reward probability. The gaming performance revealed that the participants were able to actively engage in game tasks and improve across sessions. All 24 participants reported being able to successfully employ NF strategies during the training while performing in-game tasks with significantly higher perceived NF control ratings in the NF group. Spectral analysis showed significant differential effects on brain activity between the groups. Connectivity analysis revealed significant differences, showing a lowered connectivity in the NF group compared to the reduced contingency-NF group. The self-assessment manikin ratings showed an increase in arousal in both groups but failed significance. Arousal has been linked to presence, or feelings of immersion, supporting the VE's objective. Long paradigms, such as NF in MRI settings, can lead to mental fatigue; therefore, VEs can help overcome such limitations. The rewarding achievements from gaming targets can lead to implicit learning of self-regulation and may broaden the scope of NF applications.

摘要

近年来,虚拟环境(VEs)在神经科学领域变得越来越普遍。这些虚拟环境在沉浸式环境中能够提供极大的灵活性、可复制性以及对所呈现刺激的控制能力。随着近期的发展,以合理的投入实现更高质量的视觉效果和虚拟环境已成为可能。我们在本项目中的目标是开发并实施一种基于实时功能磁共振成像(rt - fMRI)的新型神经反馈(NF)训练范式,同时考虑到新的技术进展,这些进展使我们能够将复杂刺激整合到视觉上不断更新且引人入胜的虚拟环境中。我们在一款第一人称射击游戏的基础上进行构建和开发,其中虚拟环境的动态变化是脑机接口(BCI)中的反馈变量。我们设计了一项研究来评估该脑机接口在创建用于神经反馈训练的沉浸式虚拟环境方面的可行性。在基于fMRI的随机单盲神经反馈训练环节中,24名参与者被随机分配到两组中的一组:主动组和减少偶发事件神经反馈组。所有参与者都完成了三轮射击游戏虚拟环境训练,每次持续10分钟。感兴趣的辅助运动区的大脑活动调节玩家化身的可能移动速度,从而增加奖励概率。游戏表现表明参与者能够积极参与游戏任务并在各轮训练中有所提高。所有24名参与者都报告称在训练期间能够成功运用神经反馈策略,同时在神经反馈组中执行游戏任务时,他们的神经反馈控制感知评分显著更高。频谱分析显示两组之间大脑活动存在显著差异效应。连通性分析揭示了显著差异,表明与减少偶发事件神经反馈组相比,神经反馈组的连通性降低。自我评估人体模型评分显示两组的唤醒水平均有所增加,但未达到显著水平。唤醒与临场感或沉浸感相关联,这支持了虚拟环境的目标。长时间的范式,如MRI环境中的神经反馈,可能会导致精神疲劳;因此,虚拟环境有助于克服此类限制。游戏目标带来的奖励性成就可能会导致自我调节的隐性学习,并可能拓宽神经反馈应用的范围。

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