Kodama Tohru, Kojima Takashi, Honda Yoshiko, Hosokawa Takayuki, Karashima Akihiro, Watanabe Masataka
Department of Physiological Psychology, Tokyo Metropolitan Institute of Medical Science, Setagaya, Tokyo 156-8506, Japan.
Department of Orthoptics, Faculty of Rehabilitation, Kawasaki University of Medical Welfare, Kurashiki, Okayama 701-0193, Japan.
Neurosci Lett. 2023 Sep 25;814:137465. doi: 10.1016/j.neulet.2023.137465. Epub 2023 Sep 1.
Neuroimaging studies have demonstrated the presence of a default mode network (DMN) which shows greater activity during rest, and an executive network (EN) which is activated during cognitive tasks. DMN and EN are thought to have competing functions. However, recent studies reported that the two networks show coactivation during some cognitive tasks. To clarify how DMN works and how DMN interacts with EN for cognitive control, we recorded EEG activities in the medial prefrontal (anterior DMN: aDMN), posterior cingulate/precuneus (posterior DMN: pDMN), and lateral prefrontal (EN) areas in the monkey. As cognitive tasks, we employed a monkey-monkey competitive video game (GAME) and a delayed-response (DR) task. We focused on theta oscillation because of its importance in cognitive control. We also examined theta band connectivity among the three network areas using the Granger causality analysis. DMN and EN were found to work cooperatively in both tasks. In all the three network areas, we found GAME-task-related, but no DR-task-related, increase in theta power from the resting level, maybe because of the higher cognitive demand associated with the GAME task performance. The information flow conveyed by the theta oscillation was directed more to aDMN than from aDMN for both tasks. The GAME-task-related increase in theta power in aDMN is supposed to be supported by more information flow conveyed by the theta oscillation from EN and pDMN.
神经影像学研究已经证实了默认模式网络(DMN)的存在,该网络在休息时表现出更强的活动,以及执行网络(EN),其在认知任务期间被激活。DMN和EN被认为具有相互竞争的功能。然而,最近的研究报告称,这两个网络在某些认知任务期间会共同激活。为了阐明DMN如何工作以及DMN如何与EN相互作用以进行认知控制,我们记录了猴子内侧前额叶(前DMN:aDMN)、后扣带回/楔前叶(后DMN:pDMN)和外侧前额叶(EN)区域的脑电图活动。作为认知任务,我们采用了猴子对猴子的竞争性视频游戏(GAME)和延迟反应(DR)任务。由于其在认知控制中的重要性,我们关注了theta振荡。我们还使用格兰杰因果分析研究了三个网络区域之间的theta频段连接性。发现DMN和EN在两项任务中都协同工作。在所有三个网络区域中,我们发现从静息水平开始,GAME任务相关的theta功率增加,但没有DR任务相关的增加,这可能是因为与GAME任务执行相关的认知需求更高。对于两项任务,由theta振荡传递的信息流更多地指向aDMN而非从aDMN传出。aDMN中与GAME任务相关的theta功率增加应该是由来自EN和pDMN的theta振荡传递的更多信息流所支持的。