Berger Lisa M, Wood Guilherme, Kober Silvia E
Department of Psychology, University of Graz, Graz, Austria.
J Neural Eng. 2025 Mar 13;22(2). doi: 10.1088/1741-2552/adbd76.
. Virtual reality (VR) serves as a modern and powerful tool to enrich neurofeedback (NF) and brain-computer interface (BCI) applications as well as to achieve higher user motivation and adherence to training. However, between 20%-80% of all the users develop symptoms of cybersickness (CS), namely nausea, oculomotor problems or disorientation during VR interaction, which influence user performance and behavior in VR. Hence, we investigated whether CS-inducing VR paradigms influence the success of a NF training task.. We tested 39 healthy participants (20 female) in a single-session VR-based NF study. One half of the participants was presented with a high CS-inducing VR-environment where movement speed, field of view and camera angle were varied in a CS-inducing fashion throughout the session and the other half underwent NF training in a less CS-inducing VR environment, where those parameters were held constant. The NF training consisted of 6 runs of 3 min each, in which participants should increase their sensorimotor rhythm (SMR, 12-15 Hz) while keeping artifact control frequencies constant (Theta 4-7 Hz, Beta 16-30 Hz). Heart rate and subjectively experienced CS were also assessed.. The high CS-inducing condition tended to lead to more subjectively experienced CS nausea symptoms than the low CS-inducing condition. Further, women experienced more CS, a higher heart rate and showed a worse NF performance compared to men. However, the SMR activity during the NF training was comparable between both the high and low CS-inducing groups. Both groups were able to increase their SMR across feedback runs, although, there was a tendency of higher SMR power for male participants in the low CS group.. Hence, sickness symptoms in VR do not necessarily impair NF/BCI training success. This takes us one step further in evaluating the practicability of VR in BCI and NF applications. Nevertheless, inter-individual differences in CS susceptibility should be taken into account for VR-based NF applications.
虚拟现实(VR)是一种现代且强大的工具,可丰富神经反馈(NF)和脑机接口(BCI)应用,还能提高用户的训练积极性和依从性。然而,在所有用户中,有20% - 80%会出现晕动病(CS)症状,即在VR交互过程中出现恶心、动眼问题或迷失方向,这会影响用户在VR中的表现和行为。因此,我们研究了诱发CS的VR范式是否会影响NF训练任务的成功率。我们在一项基于单节VR的NF研究中测试了39名健康参与者(20名女性)。一半参与者被置于高CS诱发的VR环境中,在整个过程中,运动速度、视野和视角以诱发CS的方式变化;另一半在低CS诱发的VR环境中进行NF训练,其中这些参数保持不变。NF训练包括6次每次3分钟的运行,在此期间参与者应增加其感觉运动节律(SMR,12 - 15赫兹),同时保持伪迹控制频率不变(Theta 4 - 7赫兹,Beta 16 - 30赫兹)。还评估了心率和主观体验到的CS。与低CS诱发条件相比,高CS诱发条件往往会导致更多主观体验到的CS恶心症状。此外,与男性相比,女性经历的CS更多、心率更高且NF表现更差。然而,高CS诱发组和低CS诱发组在NF训练期间的SMR活动相当。两组在反馈运行过程中都能够提高其SMR,尽管低CS组男性参与者的SMR功率有更高的趋势。因此,VR中的晕动病症状不一定会损害NF/BCI训练的成功率。这使我们在评估VR在BCI和NF应用中的实用性方面又迈进了一步。尽管如此,基于VR的NF应用应考虑个体对CS易感性的差异。