Department of Psychology, University of Graz, Graz, Austria.
Department of Psychology, University of Graz, Graz, Austria; BioTechMed-Graz, Graz, Austria.
Behav Brain Res. 2024 May 8;465:114917. doi: 10.1016/j.bbr.2024.114917. Epub 2024 Feb 23.
Virtual Reality (VR) serves as a modern and powerful tool within the domain of neurofeedback (NF). Users can learn how to alter their own brain activation with the help of NF, for example visual feedback. VR can help to make the training more engaging and motivating with its immersive nature. However, cybersickness (CS) poses a serious problem, as it negatively affects up to 80% of all VR users. Especially women seem to be affected. Some studies suggest positive effects of placebo interventions, so that less CS in the users can be detected. Hence, we investigated whether a transcranial direct current stimulation (tDCS) placebo intervention can influence CS symptoms in a VR-based NF training and whether CS affects NF performance. Additionally, we focused on possible sex differences in the development of CS and the NF success. For this purpose, we tested 41 healthy participants in an EEG-NF-training with sensorimotor rhythm (SMR, 12-15 Hz) upregulation and VR feedback. Half of the participants got a placebo tDCS stimulation in advance to the training and were told that the stimulation would prevent them from getting cybersick. The other half received no such treatment. Both groups underwent six NF runs to three minutes each where they were asked to follow a ball along a predefined path in the virtual environment by increasing their SMR. Results showed that women experienced significantly more CS than men regardless of whether they received a placebo intervention or not. Women were also not able to increase their SMR successfully over the six NF runs. Male participants were able to increase their SMR. Also, only participants in the non-placebo group were able to increase their SMR, not those from the placebo group. The tDCS placebo intervention had little to no effect on sickness symptoms in VR, however it hampered the ability to increase SMR power. Also, CS seems to be associated with a worse NF training outcome, especially in women. Strategies to reduce CS inducing factors in VR environments could help participants to benefit more from a VR-based NF training. This should be especially considered in vulnerable groups that are more prone to CS.
虚拟现实(VR)是神经反馈(NF)领域中的一种现代强大工具。用户可以借助 NF,例如视觉反馈,学习如何改变自己的大脑激活。VR 的沉浸式特性可以帮助使训练更具吸引力和激励性。然而,晕动症(CS)是一个严重的问题,高达 80%的所有 VR 用户都会受到影响。尤其是女性似乎更容易受到影响。一些研究表明安慰剂干预有积极的效果,因此可以检测到使用者的 CS 症状减少。因此,我们研究了基于虚拟现实的 NF 训练中经颅直流电刺激(tDCS)安慰剂干预是否会影响 CS 症状,以及 CS 是否会影响 NF 性能。此外,我们还关注了 CS 和 NF 成功发展中可能存在的性别差异。为此,我们在具有感觉运动节律(SMR,12-15 Hz)上调和 VR 反馈的 EEG-NF 训练中测试了 41 名健康参与者。参与者的一半在训练前接受了 tDCS 安慰剂刺激,并被告知刺激将防止他们出现晕动症。另一半则没有接受这种治疗。两组都进行了六次 NF 运行,每次三分钟,要求他们通过增加 SMR 来跟随虚拟环境中的一个球沿着预定的路径。结果表明,无论是否接受安慰剂干预,女性的 CS 症状明显多于男性。女性也无法在六次 NF 运行中成功提高 SMR。男性参与者能够增加他们的 SMR。此外,只有非安慰剂组的参与者能够增加 SMR,安慰剂组的参与者则无法增加 SMR。tDCS 安慰剂干预对 VR 中的疾病症状几乎没有影响,但它阻碍了增加 SMR 功率的能力。此外,CS 似乎与 NF 训练效果较差有关,尤其是在女性中。在 VR 环境中减少 CS 诱发因素的策略可以帮助参与者从基于 VR 的 NF 训练中受益更多。这在更容易出现 CS 的弱势群体中应该特别考虑。