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Hasnan N, Hamzaid NA, Magenthran V, Davis GM. Exercise Responses During Outdoor Versus Virtual Reality Indoor Arm+FES-Leg Cycling in Individuals with Spinal Cord Injury. Games Health J 2024. [PMID: 38709784 DOI: 10.1089/g4h.2023.0047] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 05/08/2024] Open
Abstract
Background: Virtual reality (VR)-enhanced indoor hybrid cycling in people with spinal cord injury (SCI) can be comparable to outdoor hybrid cycling. Method: Eight individuals with chronic thoracic-lesion SCI performed voluntary arm and electrically assisted leg cycling on a hybrid recumbent tricycle. Exercises were conducted outdoors and indoors incorporating VR technology in which the outdoor environment was simulated on a large flat screen monitor. Electrical stimulation was applied bilaterally to the leg muscle groups. Oxygen uptake (VO2), heart rate, energy expenditures, and Ratings of Perceived Exertion were measured over a 30-minute outdoor test course that was also VR-simulated indoors. Immediately after each exercise, participants completed questionnaires to document their perceptual-psychological responses. Results: Mean 30-minute VO2 was higher for indoor VR exercise (average VO2-indoor VR-exercise: 1316 ± mL/min vs. outdoor cycling: 1255 ± 53 mL/min; highest VO2-indoor VR-exercise: 1615 ± 67 mL/min vs. outdoor cycling: 1725 ± 67 mL/min). Arm and leg activity counts were significantly higher during indoor VR-assisted hybrid functional electrical stimulation (FES) cycling than outdoors; 42% greater for the arms and 23% higher for the legs (P < 0.05). Similar responses were reported for exercise effort and perceptual-psychological outcomes during both modes. Conclusion: This study proposes that combining FES and VR technology provides new opportunities for physical activity promotion or exercise rehabilitation in the SCI population, since these modes have similar "dose-potency" and self-perceived effort. Human Research Ethics Committee of the University of Sydney Ref. No. 01-2010/12385.
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Affiliation(s)
- Nazirah Hasnan
- Department of Rehabilitation Medicine, Faculty of Medicine, Universiti Malaya, Kuala Lumpur, Malaysia
| | - Nur Azah Hamzaid
- Department of Biomedical Engineering, Faculty of Engineering, Universiti Malaya, Kuala Lumpur, Malaysia
| | - Vhinoth Magenthran
- Department of Biomedical Engineering, Faculty of Engineering, Universiti Malaya, Kuala Lumpur, Malaysia
| | - Glen M Davis
- Discipline of Exercise and Sport Science, Sydney School of Health Sciences, Faculty of Medicine and Health. The University of Sydney, Sydney, New South Wales, Australia
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Botha BS, De wet L. CyPVICS: A framework to prevent or minimise cybersickness in immersive virtual clinical simulation. Heliyon 2024; 10:e29595. [PMID: 38665591 PMCID: PMC11044044 DOI: 10.1016/j.heliyon.2024.e29595] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/13/2023] [Revised: 03/28/2024] [Accepted: 04/10/2024] [Indexed: 04/28/2024] Open
Abstract
Cybersickness is a global issue affecting users of immersive virtual reality. However, there is no agreement on the exact cause of cybersickness. Taking into consideration how it can differ greatly from one person to another, it makes it even more difficult to determine the exact cause or find a solution. Because cybersickness excludes so many prospective users, including healthcare professionals, from using immersive virtual reality as a learning tool, this research sought to find solutions in existing literature and construct a framework that can be used to prevent or minimise cybersickness during immersive virtual clinical simulation (CyPVICS). The Bestfit Framework by Carrol and authors were used to construct the CyPVICS framework. The process started by conducting two separate literature searchers using the BeHEMoTh (for models, theories, and frameworks) and SPIDER (for primary research articles) search techniques. Once the literature searches were completed the models, theories and framework were used to construct a priori framework. The models' theories and frameworks were analysed to determine aspects relevant to causes, reducing, eliminating, and detecting cybersickness. The priori framework was expanded by, first coding the findings of the primary research study into the existing aspects of the priori framework. Once coded the aspects that could not be coded were added in the relevant category, for example causes. After reviewing 1567 abstracts and titles as part of the BeHEMoTh search string,19 full text articles, a total of 15 papers containing models, theories, and frameworks, were used to construct the initial CyPVICS framework. Once the initial CyPVICS was created, a total 904 primary research studies (SPIDER) were evaluated, based on their titles and abstracts, of which 100 were reviewed in full text. In total, 67 articles were accepted and coded to expand the initial CyPVICS framework. This paper presents the CyPVICS framework for use, not only in health professions' education, but also in other disciplines, since the incorporated models, theories, frameworks, and primary research studies were not specific to virtual clinical simulation.
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Affiliation(s)
- Benjamin Stephanus Botha
- Department of Computer Science and Informatics, Faculty of Natural and Agricultural Sciences, University of the Free State, Bloemfontein, Free State, South Africa
| | - Lizette De wet
- Department of Computer Science and Informatics, Faculty of Natural and Agricultural Sciences, University of the Free State, Bloemfontein, Free State, South Africa
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Biniok M, Forbrig TA, Gellert P, Gräske J. Analysis of cybersickness in virtual nursing simulation: a German longitudinal study. BMC Nurs 2024; 23:187. [PMID: 38509512 PMCID: PMC10953248 DOI: 10.1186/s12912-024-01833-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/19/2024] [Accepted: 03/01/2024] [Indexed: 03/22/2024] Open
Abstract
BACKGROUND Innovative educational approaches such as simulation-based nursing education using virtual reality (VR) technologies provide new opportunities for nursing education. However, there is a lack of information on side effects, especially health-related side effects, of head-mounted displays (HMDs) on the human body when using VR devices for nursing simulation. This study aims to validate the German version of the Virtual Reality Sickness Questionnaire (VRSQ) and to evaluate its associations with sex and age, as reflected in the VRSQG scores (total score, oculomotor, and disorientation) over time. METHODS A longitudinal-sectional study was conducted. In addition to the VRSQG (pre-, post-, and 20 min post-intervention), participants (all nursing students) completed data on personal characteristics. Participants completed a VR simulation of a blood draw. Confirmatory factor analysis (CFA) was used to evaluate whether the measured construct was consistent with the original. In addition to the validity, internal consistency was analyzed and generalized linear models (GLMs) were used for data analysis. RESULTS A total of 38 nursing students (mean age 26.8 years; SD = 7.1, 79.0% female) participated. The mean time spent in the VR simulation was 21 min. All participants completed the entire simulation. The CFA indicates (CFI = 0.981, SRMR = 0.040) VRSQG structure is given. Internal consistency showed low values for the subdomain Oculomotor (Cronbach alpha 0.670). For Disorientation and the Total score values showed a sufficient internal consistency. GLMs showed significant between subject associations with age over time with VRSQG total score, oculomotor, and disorientation. Older nursing students start with higher VRSQG-Scores. Over time, an approximation occurs, so that all participants reach a similar level by the final measurement point. No associations were found between sex (male/female) and VRSQG scores. CONCLUSIONS The VRSQG is a reliable and valid self-assessment for measuring cybersickness in VR based nursing simulations, with cybersickness symptoms positively associated with age. However, in depth-evaluation regarding age-associations with cybersickness should be done. As well as studies to explore additional associations and emphasizes the importance of establishing cut-off values to assess the clinical relevance of the scores.
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Affiliation(s)
- Maria Biniok
- Department II - Health, Education and Pedagogy, Alice Salomon Hochschule Berlin University of Applied Science, Alice-Salomon-Platz 5, 12627, Berlin, Germany.
| | - Theresa A Forbrig
- Department II - Health, Education and Pedagogy, Alice Salomon Hochschule Berlin University of Applied Science, Alice-Salomon-Platz 5, 12627, Berlin, Germany
| | - Paul Gellert
- Institute of Medical Sociology and Rehabilitation Science, Charité- Universitätsmedizin Berlin, Berlin, Germany
| | - Johannes Gräske
- Department II - Health, Education and Pedagogy, Alice Salomon Hochschule Berlin University of Applied Science, Alice-Salomon-Platz 5, 12627, Berlin, Germany
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Sokołowska B. Being in Virtual Reality and Its Influence on Brain Health-An Overview of Benefits, Limitations and Prospects. Brain Sci 2024; 14:72. [PMID: 38248287 PMCID: PMC10813118 DOI: 10.3390/brainsci14010072] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/08/2023] [Revised: 12/17/2023] [Accepted: 01/08/2024] [Indexed: 01/23/2024] Open
Abstract
BACKGROUND Dynamic technological development and its enormous impact on modern societies are posing new challenges for 21st-century neuroscience. A special place is occupied by technologies based on virtual reality (VR). VR tools have already played a significant role in both basic and clinical neuroscience due to their high accuracy, sensitivity and specificity and, above all, high ecological value. OBJECTIVE Being in a digital world affects the functioning of the body as a whole and its individual systems. The data obtained so far, both from experimental and modeling studies, as well as (clinical) observations, indicate their great and promising potential, but apart from the benefits, there are also losses and negative consequences for users. METHODS This review was conducted according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework across electronic databases (such as Web of Science Core Collection; PubMed; and Scopus, Taylor & Francis Online and Wiley Online Library) to identify beneficial effects and applications, as well as adverse impacts, especially on brain health in human neuroscience. RESULTS More than half of these articles were published within the last five years and represent state-of-the-art approaches and results (e.g., 54.7% in Web of Sciences and 63.4% in PubMed), with review papers accounting for approximately 16%. The results show that in addition to proposed novel devices and systems, various methods or procedures for testing, validation and standardization are presented (about 1% of articles). Also included are virtual developers and experts, (bio)(neuro)informatics specialists, neuroscientists and medical professionals. CONCLUSIONS VR environments allow for expanding the field of research on perception and cognitive and motor imagery, both in healthy and patient populations. In this context, research on neuroplasticity phenomena, including mirror neuron networks and the effects of applied virtual (mirror) tasks and training, is of interest in virtual prevention and neurogeriatrics, especially in neurotherapy and neurorehabilitation in basic/clinical and digital neuroscience.
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Affiliation(s)
- Beata Sokołowska
- Bioinformatics Laboratory, Mossakowski Medical Research Institute, Polish Academy of Sciences, 02-106 Warsaw, Poland
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Ugur E. Investigation of the Correlation Between the Visually Induced Motion Sickness Susceptibility Questionnaire and the Turkish Motion Sickness Susceptibility Questionnaire. J Audiol Otol 2024; 28:36-43. [PMID: 37857370 PMCID: PMC10808388 DOI: 10.7874/jao.2023.00122] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/30/2023] [Revised: 05/19/2023] [Accepted: 06/26/2023] [Indexed: 10/21/2023] Open
Abstract
BACKGROUND AND OBJECTIVES Visually induced motion sickness (VIMS) is a phenomenon similar to motion sickness frequently observed in users of visual technologies. The Visually Induced Motion Sickness Susceptibility Questionnaire (VIMSSQ), developed by Golding et al. (2006), is considered the most effective scale for assessing VIMS susceptibility levels. The main purpose of this study was to standardize the selection of participants for research conducted with virtual reality, especially motion sickness (MS) research. To achieve this, first, the Turkish version of the VIMSSQ was created to establish its validity and reliability, and subsequently, its correlation with the Turkish Motion Sickness Susceptibility Questionnaire Short form (HDDA), the expanded version of the Motion Sickness Susceptibility Questionnaire Short form (MSSQ), was examined. Subjects and. METHODS Linguistic equivalence assessment was obtained from ten experts by passing the VIMSSQ through the translation process. The VIMSSQ and the Turkish MSSQ forms were then administered to 49 subjects. This study statistically analyzed the validity and reliability of the VIMSSQ and its relationship with the MSSQ. RESULTS Results showed that the Turkish version of the original questionnaire is highly reliable (Cronbach alpha=0.843). There is a moderate statistically significant positive correlation between the total MSSQ scores and the subfactors of the VIMSSQ. CONCLUSIONS In this study, VIMSSQ was successfully adapted to Turkish, normative data demonstrated its validity, and all sub-factors were highly reliable. The Turkish version of the VIMSSQ can serve as a valuable tool for estimating individual susceptibility to VIMS.
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Affiliation(s)
- Emel Ugur
- Istanbul Aydin University Institute of Graduate Study-Health Sciences Audiology, Istanbul, Türkiye
- Acibadem Mehmet Ali Aydinlar University Vocational School of Health Sciences Audiometry, Istanbul, Türkiye
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Kim DJ, Kim H, Kim K, Kim MJ, Jeon HJ. Association between anxiety and skin conductance according to the intensity of shaking of virtual reality images. Front Psychiatry 2023; 14:1196767. [PMID: 37854448 PMCID: PMC10579564 DOI: 10.3389/fpsyt.2023.1196767] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/30/2023] [Accepted: 09/11/2023] [Indexed: 10/20/2023] Open
Abstract
Introduction Despite the advantages of virtual reality (VR), cyber sickness makes it difficult to apply VR to those who are already anxious and in distress. Skin conductance (SC) is widely used as a bio-signal reflecting anxiety. It is positively correlated with anxiety. The objective of this study was to determine the association between SC and anxiety in VR. Methods Healthy volunteers with moderate-to-high stress defined as a Perceived Stress Scale-10 (PSS-10) score ≥20 were enrolled. STAI-X-1 was used to measure anxiety, and galvanic skin response was used to measure SC. This study used an open, randomized, crossover design. In this study, 360° videos consisted of two types, namely, less dizzying video (G1) and more dizzying video (G2). We randomized subjects into two groups according to video exposure order: G1 after watching G2 (Order 1) and G2 after watching G1 (Order 2). Of 81 subjects, the average age (±SD) was 39.98 ± 10.94 years for the Order 1 group and 36.54 ± 12.44 years for the Order 2 group. Results Anxiety was significantly decreased in the Order 2 group (p < 0.035) after watching videos, whereas there was no significant change in anxiety in the Order 1 group. In both groups, SC was significantly increased after exposure to a dizzying video. Mean difference (SD) between the second VR video and baseline SC was 1.61 (1.07) (p < 0.0001) in the Order 1 group and 0.92 (0.90) (p < 0.0001) in the Order 2 group, showing a significant difference between the two groups (p < 0.003). However, there was no significant difference between the two groups (p < 0.077) after baseline correction. Conclusion Anxiety was decreased significantly in the Order 2 group. The Order 1 group showed a high rate of change in skin conductivity. It is possible to reduce SC and anxiety by viewing a less dizzying VR video first and then viewing a more dizzying video later.
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Affiliation(s)
- Dong Jun Kim
- Samsung Medical Center, Sungkyunkwan University, Seoul, Republic of Korea
- Meditrix Co., Ltd., Seoul, Republic of Korea
- Department of Health Sciences and Technology, Samsung Advanced Institute for Health Sciences & Technology (SAIHST), Sungkyunkwan University, Seoul, Republic of Korea
| | - Hyewon Kim
- Samsung Medical Center, Sungkyunkwan University, Seoul, Republic of Korea
| | - Kiwon Kim
- Department of Psychiatry, Kangdong Sacred Heart Hospital, Hallym University College of Medicine, Seoul, Republic of Korea
| | - Min-Ji Kim
- Biomedical Statistics Center, Samsung Medical Center, Research Institute for Future Medicine, Seoul, Republic of Korea
| | - Hong Jin Jeon
- Samsung Medical Center, Sungkyunkwan University, Seoul, Republic of Korea
- Meditrix Co., Ltd., Seoul, Republic of Korea
- Department of Health Sciences and Technology, Medical Device Management and Research, Clinical Research Design and Evaluation, SAIHST, Sungkyunkwan University, Seoul, Republic of Korea
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Dizmen CJ, So RH. Vection induced by a pair of patches of synchronized visual motion stimuli covering total field of views as small as 10 square-degrees. Iperception 2023; 14:20416695231201463. [PMID: 37766824 PMCID: PMC10521291 DOI: 10.1177/20416695231201463] [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: 06/01/2023] [Accepted: 08/30/2023] [Indexed: 09/29/2023] Open
Abstract
Vection (illusion of self-motion) is known to be induced by watching large field-of-view (FOV) moving scenes. In our study, we investigated vection induced by small FOV stimuli. Three experiments were conducted in 45 sessions to analyze vection provoked by moving scenes covering total FOVs as small as 10 square-degrees. Results indicated that 88% of the participants reported vection while watching two small patches of moving dots (1° horizontal by 5° vertical, each) placed on the left and right sides of the observers. This is less than a quarter of the total visual area of two Apple Watches viewed at a distance of 40 cm. Occlusion of the visual field between the two display patches significantly increased the levels of rated vection. Similarly, increasing the speed of the moving dots of the two display patches from about 5 to 25 °/sec increased the levels of rated vection significantly. The location of the two patches in the horizontal visual field did not affect the vection perception significantly. When the two straight stripes of dots were moving in opposite directions, participants perceived circular vection. The observers connected the two stimuli in their minds and perceived them as parts of a single occluded background. The findings of this study are relevant to the design of mobile devices (e.g., smartphones) and wearable technology (e.g., smart watches) with small display areas.
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El Basbasse Y, Packheiser J, Peterburs J, Maymon C, Güntürkün O, Grimshaw G, Ocklenburg S. Walk the plank! Using mobile electroencephalography to investigate emotional lateralization of immersive fear in virtual reality. ROYAL SOCIETY OPEN SCIENCE 2023; 10:221239. [PMID: 37266038 PMCID: PMC10230188 DOI: 10.1098/rsos.221239] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/08/2022] [Accepted: 04/03/2023] [Indexed: 06/03/2023]
Abstract
Most studies on emotion processing induce emotions through images or films. However, this method lacks ecological validity, limiting generalization to real-life emotion processing. More realistic paradigms using virtual reality (VR) may be better suited to investigate authentic emotional states and their neuronal correlates. This pre-registered study examines the neuronal underpinnings of naturalistic fear, measured using mobile electroencephalography (EEG). Seventy-five healthy participants walked across a virtual plank which extended from the side of a skyscraper-either 80 storeys up (the negative condition) or at street level (the neutral condition). Subjective ratings showed that the negative condition induced feelings of fear. Following the VR experience, participants passively viewed negative and neutral images from the international affective picture system (IAPS) outside of VR. We compared frontal alpha asymmetry between the plank and IAPS task and across valence of the conditions. Asymmetry indices in the plank task revealed greater right-hemispheric lateralization during the negative VR condition, relative to the neutral VR condition and to IAPS viewing. Within the IAPS task, no significant asymmetries were detected. In summary, our findings indicate that immersive technologies such as VR can advance emotion research by providing more ecologically valid ways to induce emotion.
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Affiliation(s)
- Yasmin El Basbasse
- Department of Biopsychology, Faculty of Psychology, Institute of Cognitive Neuroscience, Ruhr-University Bochum, Universitätsstrasse 150, 44780 Bochum, Germany
| | - Julian Packheiser
- Netherlands Institute for Neuroscience, Social Brain Lab, 1105 BA Amsterdam, The Netherlands
| | - Jutta Peterburs
- Institute for Systems Medicine & Department of Human Medicine, MSH Medical School Hamburg, Victoria University of Wellington, Wellington 6140, New Zealand
| | - Christopher Maymon
- School of Psychology, Victoria University of Wellington, Wellington 6140, New Zealand
| | - Onur Güntürkün
- Department of Biopsychology, Faculty of Psychology, Institute of Cognitive Neuroscience, Ruhr-University Bochum, Universitätsstrasse 150, 44780 Bochum, Germany
- Research Center One Health Ruhr, Research Alliance Ruhr, Ruhr University Bochum, Bochum, Germany
| | - Gina Grimshaw
- School of Psychology, Victoria University of Wellington, Wellington 6140, New Zealand
| | - Sebastian Ocklenburg
- Department of Biopsychology, Faculty of Psychology, Institute of Cognitive Neuroscience, Ruhr-University Bochum, Universitätsstrasse 150, 44780 Bochum, Germany
- Department of Psychology, MSH Medical School Hamburg, Am Kaiserkai 1, 20457 Hamburg, Germany
- Institute for Cognitive and Affective Neuroscience, Medical School Hamburg, Am Kaiserkai 1, 20457 Hamburg, Germany
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Sokołowska B. Impact of Virtual Reality Cognitive and Motor Exercises on Brain Health. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:4150. [PMID: 36901160 PMCID: PMC10002333 DOI: 10.3390/ijerph20054150] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/26/2023] [Revised: 02/22/2023] [Accepted: 02/23/2023] [Indexed: 06/18/2023]
Abstract
Innovative technologies of the 21st century have an extremely significant impact on all activities of modern humans. Among them, virtual reality (VR) offers great opportunities for scientific research and public health. The results of research to date both demonstrate the beneficial effects of using virtual worlds, and indicate undesirable effects on bodily functions. This review presents interesting recent findings related to training/exercise in virtual environments and its impact on cognitive and motor functions. It also highlights the importance of VR as an effective tool for assessing and diagnosing these functions both in research and modern medical practice. The findings point to the enormous future potential of these rapidly developing innovative technologies. Of particular importance are applications of virtual reality in basic and clinical neuroscience.
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Affiliation(s)
- Beata Sokołowska
- Bioinformatics Laboratory, Mossakowski Medical Research Institute, Polish Academy of Sciences, 02-106 Warsaw, Poland
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Zhang T, Guan T, Yao H, Wang LA, Wang Y, Guan Z. Brown Slime Cap Mushroom (Chroogomphus rutilus, Agaricomycetes) Polysaccharide Resists Motion Sickness by Inhibiting the Activity of the Serotonin System in Mice. Int J Med Mushrooms 2023; 25:1-13. [PMID: 37947060 DOI: 10.1615/intjmedmushrooms.2023050471] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2023]
Abstract
Motion sickness (MS) is a disorder of the autonomic nervous system caused by abnormal exercise with symptoms such as nausea, vomiting and drowsiness. More than 90% of the human population has experienced different degrees of MS. At present, anticholinergics, antihistamines, and sympathomimetic drugs are used for treating MS, but these drugs generally have some adverse reactions and are not suitable for all people. Therefore, it is necessary to develop anti-MS drugs that have high efficiency and no adverse effects. Previous studies have found that Chroogomphus rutilus polysaccharide (CRP) is effective at preventing and treating MS in rats and mice. However, its mechanism of action is not clear. To clarify whether the CRP has anti-MS effects in mice, and to clarify its mechanism, we performed behavioral, biochemical, and morphological tests in a Kunming mouse model. Our results indicate that CRPs can significantly relieve the symptoms of MS, and their effect is equivalent to that of scopolamine, a commonly used anti-MS medicine. Our results indicate that CRPs may directly act on the gastrointestinal chromaffin cells to inhibit the synthesis and release of serotonin (5-hydroxytryptamine, or 5-HT) and thus reduce the signal from the gastrointestinal tract.
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Affiliation(s)
- Tao Zhang
- Hebei Research Center of the Basic Discipline of Cell Biology, Hebei Key Laboratory of Physiology, College of Life Sciences, Hebei Normal University, Shijiazhuang, 050024, P.R. China
| | - Tianyuan Guan
- Department of Neurology, Hebei General Hospital, Shijiazhuang, 050051, P.R. China
| | - Hui Yao
- Hebei Research Center of the Basic Discipline of Cell Biology, Hebei Key Laboratory of Physiology, College of Life Sciences, Hebei Normal University, Shijiazhuang, 050024, P.R. China
| | - Li-An Wang
- Hebei Research Center of the Basic Discipline of Cell Biology, Hebei Key Laboratory of Physiology, College of Life Sciences, Hebei Normal University, Shijiazhuang, 050024, P.R. China
| | - Yanqin Wang
- Hebei Research Center of the Basic Discipline of Cell Biology, Hebei Key Laboratory of Physiology, College of Life Sciences, Hebei Normal University, Shijiazhuang, 050024, P.R. China
| | - Zhenlong Guan
- Hebei Research Center of the Basic Discipline of Cell Biology, Hebei Key Laboratory of Physiology, College of Life Sciences, Hebei Normal University, Shijiazhuang, 050024, P.R. China
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