Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 3 de 3
Filtrar
Mais filtros

Base de dados
Tipo de documento
País de afiliação
Intervalo de ano de publicação
1.
Front Hum Neurosci ; 14: 66, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32194387

RESUMO

Transcranial magnetic stimulation (TMS) of the visual cortex can induce phosphenes as participants look at a visual target. So can non-diagnostic ultrasound (nDU), delivered in a transcranial fashion, while participants have closed their eyes during stimulation. Here, we sought to determine if DU, aimed at the visual cortex, could alter the perception of a visual target. We applied a randomized series of actual or sham DU, transcranially and towards the visual cortex of healthy participants while they stared at a visual target (a white crosshair on a light-blue background), with the ultrasound device placed where TMS elicited phosphenes. These participants observed percepts seven out of ten times, which consisted of extra or extensions of lines relative to the original crosshair, and additional colors, an average of 53.7 ± 2.6% of the time over the course of the experiment. Seven out of ten different participants exposed to sham-only DU observed comparable percepts, but only an average of 36.3 ± 1.9% of the time, a statistically significant difference (p < 0.00001). Moreover, on average, participants exposed to a combination of sham and actual ultrasound reported a net increase of 47.9 percentage points in the likelihood that they would report a percept by the end of the experiment. Our results are consistent with the hypothesis that a random combination of sham-only and actual DU, applied directly over the visual cortex of participants, increased the likelihood that they would observe visual effects, but not the type of effects, with that likelihood increasing over the course of the experiment. From this, we conclude that repeated exposures by DU may make the visual cortex more responsive to stimulation of their visual cortex by the visual target itself. Future studies should identify the biophysical mechanism(s) and neural pathways by which DU, in our hands and others, can generate its observed effects on brain function. These observations, consistent with other's observation of effects of DU stimulation of the human motor cortex and amygdala, as well as the FDA approved nature of DU, may lead to increased use of DU as a means of altering brain function.

2.
Sci Rep ; 9(1): 6115, 2019 04 16.
Artigo em Inglês | MEDLINE | ID: mdl-30992474

RESUMO

We present BrainNet which, to our knowledge, is the first multi-person non-invasive direct brain-to-brain interface for collaborative problem solving. The interface combines electroencephalography (EEG) to record brain signals and transcranial magnetic stimulation (TMS) to deliver information noninvasively to the brain. The interface allows three human subjects to collaborate and solve a task using direct brain-to-brain communication. Two of the three subjects are designated as "Senders" whose brain signals are decoded using real-time EEG data analysis. The decoding process extracts each Sender's decision about whether to rotate a block in a Tetris-like game before it is dropped to fill a line. The Senders' decisions are transmitted via the Internet to the brain of a third subject, the "Receiver," who cannot see the game screen. The Senders' decisions are delivered to the Receiver's brain via magnetic stimulation of the occipital cortex. The Receiver integrates the information received from the two Senders and uses an EEG interface to make a decision about either turning the block or keeping it in the same orientation. A second round of the game provides an additional chance for the Senders to evaluate the Receiver's decision and send feedback to the Receiver's brain, and for the Receiver to rectify a possible incorrect decision made in the first round. We evaluated the performance of BrainNet in terms of (1) Group-level performance during the game, (2) True/False positive rates of subjects' decisions, and (3) Mutual information between subjects. Five groups, each with three human subjects, successfully used BrainNet to perform the collaborative task, with an average accuracy of 81.25%. Furthermore, by varying the information reliability of the Senders by artificially injecting noise into one Sender's signal, we investigated how the Receiver learns to integrate noisy signals in order to make a correct decision. We found that like conventional social networks, BrainNet allows Receivers to learn to trust the Sender who is more reliable, in this case, based solely on the information transmitted directly to their brains. Our results point the way to future brain-to-brain interfaces that enable cooperative problem solving by humans using a "social network" of connected brains.


Assuntos
Interfaces Cérebro-Computador , Encéfalo/fisiologia , Comportamento Cooperativo , Tomada de Decisões Assistida por Computador , Tomada de Decisão Compartilhada , Adolescente , Adulto , Comunicação , Eletroencefalografia , Feminino , Voluntários Saudáveis , Humanos , Masculino , Reprodutibilidade dos Testes , Rede Social , Estimulação Magnética Transcraniana , Confiança , Adulto Jovem
3.
PLoS One ; 10(9): e0137303, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26398267

RESUMO

We present, to our knowledge, the first demonstration that a non-invasive brain-to-brain interface (BBI) can be used to allow one human to guess what is on the mind of another human through an interactive question-and-answering paradigm similar to the "20 Questions" game. As in previous non-invasive BBI studies in humans, our interface uses electroencephalography (EEG) to detect specific patterns of brain activity from one participant (the "respondent"), and transcranial magnetic stimulation (TMS) to deliver functionally-relevant information to the brain of a second participant (the "inquirer"). Our results extend previous BBI research by (1) using stimulation of the visual cortex to convey visual stimuli that are privately experienced and consciously perceived by the inquirer; (2) exploiting real-time rather than off-line communication of information from one brain to another; and (3) employing an interactive task, in which the inquirer and respondent must exchange information bi-directionally to collaboratively solve the task. The results demonstrate that using the BBI, ten participants (five inquirer-respondent pairs) can successfully identify a "mystery item" using a true/false question-answering protocol similar to the "20 Questions" game, with high levels of accuracy that are significantly greater than a control condition in which participants were connected through a sham BBI.


Assuntos
Encéfalo/fisiologia , Eletroencefalografia , Resolução de Problemas , Estimulação Magnética Transcraniana , Adulto , Potenciais Evocados Visuais , Feminino , Humanos , Masculino , Adulto Jovem
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA