Dybvik Henrikke, Erichsen Christian Kuster, Snider Chris, Steinert Martin
School of Electrical, Electronic and Mechanical Engineering, University of Bristol, Bristol, United Kingdom.
TrollLABS, Department of Mechanical and Industrial Engineering, Norwegian University of Science and Technology, Trondheim, Norway.
Front Hum Neurosci. 2025 Jun 2;19:1459653. doi: 10.3389/fnhum.2025.1459653. eCollection 2025.
This study used functional near-infrared spectroscopy (fNIRS), electroencephalography (EEG), electrocardiography (ECG), electrodermal activity (EDA), performance, and subjective self-reports to investigate cognitive load and stress in a complex, dynamically changing environment. A total of 30 participants ( = 30) were assigned to three Tetris gameplays: Easy and Hard had constant difficulties, and Ramp started at a low difficulty level before successively ramping up to a very high difficulty level. Participants performed significantly better in Easy, followed by Ramp and Hard. In general, increased workload resulted in increased cognitive load and stress, but only up to a certain threshold, after which fNIRS activation reduced, possibly due to mental fatigue or disengagement. Furthermore, we found a temporal effect of workload in the constant workload conditions, evidenced by increased fNIRS activation (HbO increase and HbR decrease), and mental fatigue measured by EEG (Delta power increase). Despite significant differences in cognitive load, we found little between-condition differences in physiological stress response as measured by ECG and EDA. At the same time, Easy yielded significantly higher participant ratings of valence, enjoyment, workload acceptability, and subjective performance, compared to Hard, indicating differing affective states. The combination of undistinguishable physiological stress and varying affective states suggests that participants experienced more of a state of eustress in Easy and distress in Hard conditions.
本研究使用功能性近红外光谱技术(fNIRS)、脑电图(EEG)、心电图(ECG)、皮肤电活动(EDA)、表现和主观自我报告,来探究在复杂、动态变化的环境中的认知负荷和压力。共有30名参与者(n = 30)被分配到三种俄罗斯方块游戏玩法中:简单和困难模式具有恒定的难度,而递增模式则从低难度级别开始,随后连续提升至非常高的难度级别。参与者在简单模式下表现明显更好,其次是递增模式和困难模式。一般来说,工作量的增加会导致认知负荷和压力增加,但仅在达到一定阈值之前如此,超过该阈值后,fNIRS激活会降低,这可能是由于精神疲劳或注意力分散所致。此外,我们在恒定工作量条件下发现了工作量的时间效应,表现为fNIRS激活增加(HbO增加和HbR减少),以及通过EEG测量的精神疲劳(Delta功率增加)。尽管认知负荷存在显著差异,但我们发现通过ECG和EDA测量的生理应激反应在不同条件之间几乎没有差异。同时,与困难模式相比,简单模式下参与者的效价、愉悦感、工作量可接受性和主观表现评分显著更高,表明存在不同的情感状态。无法区分的生理应激和不同的情感状态相结合,表明参与者在简单模式下更多地体验到了良性应激状态,而在困难模式下则体验到了应激状态。