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Ryu H, Ju U, Wallraven C. Decoding visual fatigue in a visual search task selectively manipulated via myopia-correcting lenses. Front Neurosci 2024; 18:1307688. [PMID: 38660218 PMCID: PMC11039808 DOI: 10.3389/fnins.2024.1307688] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/10/2023] [Accepted: 03/25/2024] [Indexed: 04/26/2024] Open
Abstract
Introduction Visual fatigue resulting from sustained, high-workload visual activities can significantly impact task performance and general wellbeing. So far, however, little is known about the underlying brain networks of visual fatigue. This study aimed to identify such potential networks using a unique paradigm involving myopia-correcting lenses known to directly modulate subjectively-perceived fatigue levels. Methods A sample of N = 31 myopia participants [right eye-SE: -3.77D (SD: 2.46); left eye-SE: -3.75D (SD: 2.45)] performed a demanding visual search task with varying difficulty levels, both with and without the lenses, while undergoing fMRI scanning. There were a total of 20 trials, after each of which participants rated the perceived difficulty and their subjective visual fatigue level. We used representational similarity analysis to decode brain regions associated with fatigue and difficulty, analyzing their individual and joint decoding pattern. Results and discussion Behavioral results showed correlations between fatigue and difficulty ratings and above all a significant reduction in fatigue levels when wearing the lenses. Imaging results implicated the cuneus, lingual gyrus, middle occipital gyrus (MOG), and declive for joint fatigue and difficulty decoding. Parts of the lingual gyrus were able to selectively decode perceived difficulty. Importantly, a broader network of visual and higher-level association areas showed exclusive decodability of fatigue (culmen, middle temporal gyrus (MTG), parahippocampal gyrus, precentral gyrus, and precuneus). Our findings enhance our understanding of processing within the context of visual search, attention, and mental workload and for the first time demonstrate that it is possible to decode subjectively-perceived visual fatigue during a challenging task from imaging data. Furthermore, the study underscores the potential of myopia-correcting lenses in investigating and modulating fatigue.
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Affiliation(s)
- Hyeongsuk Ryu
- Department of Brain and Cognitive Engineering, Korea University, Seoul, Republic of Korea
| | - Uijong Ju
- Department of Information Display, Kyunghee University, Seoul, Republic of Korea
| | - Christian Wallraven
- Department of Brain and Cognitive Engineering, Korea University, Seoul, Republic of Korea
- Department of Artificial Intelligence, Korea University, Seoul, Republic of Korea
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Ju U, Wallraven C. Decoding the dynamic perception of risk and speed using naturalistic stimuli: A multivariate, whole-brain analysis. Hum Brain Mapp 2024; 45:e26652. [PMID: 38488473 PMCID: PMC10941534 DOI: 10.1002/hbm.26652] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/13/2023] [Revised: 02/20/2024] [Accepted: 02/25/2024] [Indexed: 03/18/2024] Open
Abstract
Time-resolved decoding of speed and risk perception in car driving is important for understanding the perceptual processes related to driving safety. In this study, we used an fMRI-compatible trackball with naturalistic stimuli to record dynamic ratings of perceived risk and speed and investigated the degree to which different brain regions were able to decode these. We presented participants with first-person perspective videos of cars racing on the same course. These videos varied in terms of subjectively perceived speed and risk profiles, as determined during a behavioral pilot. During the fMRI experiment, participants used the trackball to dynamically rate subjective risk in a first and speed in a second session and assessed overall risk and speed after watching each video. A standard multivariate correlation analysis based on these ratings revealed sparse decodability in visual areas only for the risk ratings. In contrast, the dynamic rating-based correlation analysis uncovered frontal, visual, and temporal region activation for subjective risk and dorsal visual stream and temporal region activation for subjectively perceived speed. Interestingly, further analyses showed that the brain regions for decoding risk changed over time, whereas those for decoding speed remained constant. Overall, our results demonstrate the advantages of time-resolved decoding to help our understanding of the dynamic networks associated with decoding risk and speed perception in realistic driving scenarios.
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Affiliation(s)
- Uijong Ju
- Department of Information DisplayKyung Hee UniversitySeoulSouth Korea
| | - Christian Wallraven
- Department of Brain and Cognitive EngineeringKorea UniversitySouth Korea
- Department of Artificial IntelligenceKorea UniversitySouth Korea
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Ju U. Identifying neural correlates of multidimensional, subjective gaming experiences during active gameplay. Front Hum Neurosci 2022; 16:1013991. [PMID: 36393987 PMCID: PMC9651959 DOI: 10.3389/fnhum.2022.1013991] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/08/2022] [Accepted: 10/12/2022] [Indexed: 11/03/2023] Open
Abstract
Studying how gaming experiences are encoded is important to understand the effects of gaming on the brain. Although studies have investigated neural correlates of gaming experiences, the brain patterns related to the full range of subjective experiences across different types of games are yet to be identified. The present study used three custom-made, immersive driving games with different input dynamics (controlling a car, a boat, or a spaceship) and different mechanics to assess subjective gaming experiences in a magnetic resonance imaging scanner. A correlational analysis identified several brain networks associated with different subjective gaming experiences, including visual and attentional processing networks. The contributions of these networks were further validated using meta-analysis-based functional term decoding. The results of the present study point to a range of perceptual, motivational, and control networks that are engaged during active gameplay.
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Affiliation(s)
- Uijong Ju
- HXR Lab, Department of Information Display, Kyung Hee University, Seoul, South Korea
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Alameda C, Sanabria D, Ciria LF. The brain in flow: A systematic review on the neural basis of the flow state. Cortex 2022; 154:348-364. [DOI: 10.1016/j.cortex.2022.06.005] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/26/2021] [Revised: 04/20/2022] [Accepted: 06/13/2022] [Indexed: 11/03/2022]
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The role of family intimacy in playing collaborative e-sports with a Switch device to predict the experience of flow and anxiety during COVID-19 lockdown. COMPUTERS IN HUMAN BEHAVIOR 2022; 132:107244. [PMID: 35250161 PMCID: PMC8883355 DOI: 10.1016/j.chb.2022.107244] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/22/2021] [Revised: 01/20/2022] [Accepted: 02/19/2022] [Indexed: 11/24/2022]
Abstract
During the COVID-19 pandemic, most people have more time to stay at home and play games together. In particular, so as to maintain social distancing, most people play with their family members. To understand how people's family intimacy affects their game experience and perceived value of playing, the present study applied a boating game, River Survival, played collaboratively via Swtich. People with experience of playing the game with family members were targeted in this study. They were notified via Facebook and Line special interest groups and responded to the questionnaire through a website. Data of 301 respondents were validated, and were subjected to structural equation modeling. The results of this study indicated that family intimacy positively predicted flow experience, but there was no significant relation to gameplay anxiety. Flow experience positively predicted perceived value, but gameplay anxiety did not significantly predict perceived value. The implication of this study is that without intimacy among team members, players cannot experience flow state or perceived game values.
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Khoshnoud S, Alvarez Igarzábal F, Wittmann M. Brain–Heart Interaction and the Experience of Flow While Playing a Video Game. Front Hum Neurosci 2022; 16:819834. [PMID: 35572002 PMCID: PMC9096496 DOI: 10.3389/fnhum.2022.819834] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/22/2021] [Accepted: 04/06/2022] [Indexed: 11/13/2022] Open
Abstract
The flow state – an experience of complete absorption in an activity – is linked with less self-referential processing and increased arousal. We used the heart-evoked potential (HEP), an index representing brain–heart interaction, as well as indices of peripheral physiology to assess the state of flow in individuals playing a video game. 22 gamers and 21 non-gamers played the video game Thumper for 25 min while their brain and cardiorespiratory signals were simultaneously recorded. The more participants were absorbed in the game, the less they thought about time and the faster time passed subjectively. On the cortical level, the fronto-central HEP amplitude was significantly lower while playing the game compared to resting states before and after the game, reflecting less self-referential processing while playing. This HEP effect corresponded with lower activity during gameplay in brain regions contributing to interoceptive processing. The HEP amplitude predicted the level of absorption in the game. While the HEP amplitude was overall lower during the gaming session than during the resting states, within the gaming session the amplitude of HEP was positively associated with absorption. Since higher absorption was related to higher performance in the game, the higher HEP in more absorbed individuals reflects more efficient brain–heart interaction, which is necessary for efficient game play. On the physiological level, a higher level of flow was associated with increased overall sympathetic activity and less inhibited parasympathetic activity toward the end of the game. These results are building blocks for future neurophysiological assessments of flow.
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Affiliation(s)
- Shiva Khoshnoud
- Institute for Frontier Areas of Psychology and Mental Health, Freiburg, Germany
- Department of Neurosurgery and Neurotechnology, Institute for Neuromodulation and Neurotechnology, University of Tübingen, Tübingen, Germany
- *Correspondence: Shiva Khoshnoud,
| | | | - Marc Wittmann
- Institute for Frontier Areas of Psychology and Mental Health, Freiburg, Germany
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Lenormand D, Piolino P. In search of a naturalistic neuroimaging approach: Exploration of general feasibility through the case of VR-fMRI and application in the domain of episodic memory. Neurosci Biobehav Rev 2021; 133:104499. [PMID: 34914938 DOI: 10.1016/j.neubiorev.2021.12.022] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/29/2021] [Revised: 12/10/2021] [Accepted: 12/10/2021] [Indexed: 12/22/2022]
Abstract
Virtual Reality (VR) is an increasingly widespread tool for research as it allows the creation of experiments taking place in multimodal and daily-life-like environments, while keeping a strong experimental control. Adding neuroimaging to VR leads to a better understanding of the underlying brain networks activated during a naturalistic task, whether for research purposes or rehabilitation. The present paper focuses on the specific use of concurrent VR and fMRI and its technical challenges and feasibility, with a brief examination of the general existing solutions. Following the PRISMA guidelines, the review investigates the particular case of how VR-fMRI has explored episodic memory so far, with a comparison of object- and place-based episodic memory. This review confirms the involvement of cerebral regions well-known to be implicated in episodic memory and unravels other regions devoted to bodily and narrative aspects of the self, promoting new avenues of research in the domain of naturalistic episodic memory. Future studies should develop more immersive and interactive virtual neuroimaging features to increase ecological and embodied neurocognition aspects.
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Affiliation(s)
- Diane Lenormand
- Université de Paris, MC(2)Lab, 71 avenue Edouard Vaillant, 92100, Boulogne-Billancourt, France.
| | - Pascale Piolino
- Université de Paris, MC(2)Lab, 71 avenue Edouard Vaillant, 92100, Boulogne-Billancourt, France; Institut Universitaire de France (IUF), Paris, France
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Chen S, Wang M, Dong H, Wang L, Jiang Y, Hou X, Zhuang Q, Dong GH. Internet gaming disorder impacts gray matter structural covariance organization in the default mode network. J Affect Disord 2021; 288:23-30. [PMID: 33839555 DOI: 10.1016/j.jad.2021.03.077] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/04/2020] [Revised: 03/19/2021] [Accepted: 03/23/2021] [Indexed: 12/29/2022]
Abstract
INTRODUCTION Although previous studies have revealed that dysfunctional brain organization is associated with internet gamingdisorder (IGD), the neuroanatomical basis that underlies IGD remains elusive. In this work, we aimed to investigate gray matter (GM) volume alterations and structural covariance patterns in relation to IGD severity. METHODS Structural magnetic resonance imaging data were acquired from two hundred and thirty young adults encompassing a wide range of IGD severity. Voxel-based morphometry (VBM) analysis was applied to examine GM volume changes associated with IGD severity. Furthermore, the organization of whole-brain structural covariance network (SCN) was analyzed using the regions identified as seeds from VBM analysis. RESULTS Individuals with greater IGD severity had increased GM volumes in the midline components of the default mode network (DMN), namely, the right medial prefrontal cortex (mPFC) and precuneus. More importantly, the SCN results revealed impaired patterns of structural covariance between the DMN-related regions and areas associated with visuospatial attention and reward craving processing as the addiction severity of IGD worsened. LIMITATIONS Only young Chinese adults were enrolled in our study andthe extent to which findings generalize to samples in other age groups and diverse cultures is unclear. CONCLUSIONS These results showed volume expansion of the DMN components and its weakened structural association with visuospatial attention and motivational craving regions with increasing IGD severity. This study deepens our understanding of the underlying neuroanatomical correlates of IGD, which may help to explain why some individuals are more vulnerable to compulsive gaming usage than others.
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Affiliation(s)
- Shuaiyu Chen
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, Zhejiang Province, China; Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, China
| | - Min Wang
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, Zhejiang Province, China; Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, China
| | - Haohao Dong
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, Zhejiang Province, China; Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, China
| | - Lingxiao Wang
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, Zhejiang Province, China; Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, China
| | - Yuchao Jiang
- School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, Sichuan Province, China
| | - Xin Hou
- State Key Laboratory of Cognitive Neuroscience and Learning & IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Qian Zhuang
- School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, Sichuan Province, China
| | - Guang-Heng Dong
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, Zhejiang Province, China; Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, China.
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Khoshnoud S, Alvarez Igarzábal F, Wittmann M. Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review. PeerJ 2020; 8:e10520. [PMID: 33384898 PMCID: PMC7751419 DOI: 10.7717/peerj.10520] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2020] [Accepted: 11/17/2020] [Indexed: 12/30/2022] Open
Abstract
The flow state is defined by intense involvement in an activity with high degrees of concentration and focused attention accompanied by a sense of pleasure. Video games are effective tools for inducing flow, and keeping players in this state is considered to be one of the central goals of game design. Many studies have focused on the underlying physiological and neural mechanisms of flow. Results are inconsistent when describing a unified mechanism underlying this mental state. This paper provides a comprehensive review of the physiological and neural correlates of flow and explains the relationship between the reported physiological and neural markers of the flow experience. Despite the heterogeneous results, it seems possible to establish associations between reported markers and the cognitive and experiential aspects of flow, particularly regarding arousal, attention control, reward processing, automaticity, and self-referential processing.
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Affiliation(s)
- Shiva Khoshnoud
- Institute for Frontier Areas of Psychology and Mental Health, Freiburg, Germany
| | | | - Marc Wittmann
- Institute for Frontier Areas of Psychology and Mental Health, Freiburg, Germany
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A naturalistic viewing paradigm using 360° panoramic video clips and real-time field-of-view changes with eye-gaze tracking. Neuroimage 2020; 216:116617. [DOI: 10.1016/j.neuroimage.2020.116617] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/19/2019] [Accepted: 02/05/2020] [Indexed: 11/18/2022] Open
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