Ghani Usman, Signal Nada, Niazi Imran Khan, Taylor Denise
Rehabilitation Innovation Centre, Auckland University of Technology, Auckland, New Zealand.
Department of Health Science and Technology, Aalborg University, Aalborg, Denmark.
Front Hum Neurosci. 2021 Sep 8;15:742384. doi: 10.3389/fnhum.2021.742384. eCollection 2021.
This study aimed to validate the efficacy of single-task event-related potential (ERP) measures of cognitive workload to be implemented in exergame-based rehabilitation. Twenty-four healthy participants took part in a novel gamified balance task where task-irrelevant auditory tones were presented in the background to generate ERPs in the participants' electroencephalogram (EEG) as a measure of cognitive workload. For the balance task, a computer-based tilt-ball game was combined with a balance board. Participants played the game by shifting their weight to tilt the balance board, which moved a virtual ball to score goals. The game was manipulated by adjusting the size of the goalposts to set three predefined levels of game difficulty (easy, medium, and hard). The participant's experience of game difficulty was evaluated based on the number of goals scored and their subjective reporting of perceived difficulty. Participants experienced a significant difference in the three levels of task difficulty based on the number of goals scored and perceived difficulty ( < 0.001). Post hoc analysis revealed the lowest performance for the hardest level. The mean amplitude of the N1 ERP component was used to measure the cognitive workload associated with the three difficulty levels. The N1 component's amplitude decreased significantly ( < 0.001), with an increase in the task difficulty. Moreover, the amplitude of the N1 component for the hard level was significantly smaller compared to medium ( = 0.0003) and easy ( < 0.001) levels. These results support the efficacy of the N1 ERP component to measure cognitive workload in dynamic and real-life scenarios such as exergames and other rehabilitation exercises.
本研究旨在验证在基于运动游戏的康复训练中实施的单任务事件相关电位(ERP)测量认知负荷的有效性。24名健康参与者参与了一项新颖的游戏化平衡任务,在任务进行过程中,无关的听觉音调会在背景中呈现,以在参与者的脑电图(EEG)中产生ERP,作为认知负荷的一种测量方式。对于平衡任务,一个基于计算机的倾斜球游戏与一个平衡板相结合。参与者通过转移体重来倾斜平衡板,从而移动虚拟球来得分,以此进行游戏。通过调整球门柱的大小来设置三个预定义的游戏难度级别(简单、中等和困难),从而对游戏进行操控。根据得分数量和参与者对感知难度的主观报告来评估他们对游戏难度的体验。基于得分数量和感知难度,参与者在三个任务难度级别上体验到了显著差异(<0.001)。事后分析显示最难级别表现最差。N1 ERP成分的平均振幅被用于测量与三个难度级别相关的认知负荷。随着任务难度的增加,N1成分的振幅显著降低(<0.001)。此外,与中等难度(=0.0003)和简单难度(<0.001)级别相比,困难级别N1成分的振幅显著更小。这些结果支持了N1 ERP成分在动态和现实生活场景(如运动游戏和其他康复训练)中测量认知负荷的有效性。