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1.
Cell ; 186(7): 1369-1381.e17, 2023 03 30.
Artigo em Inglês | MEDLINE | ID: mdl-37001501

RESUMO

Memories initially formed in hippocampus gradually stabilize to cortex over weeks-to-months for long-term storage. The mechanistic details of this brain re-organization remain poorly understood. We recorded bulk neural activity in circuits that link hippocampus and cortex as mice performed a memory-guided virtual-reality task over weeks. We identified a prominent and sustained neural correlate of memory in anterior thalamus, whose inhibition substantially disrupted memory consolidation. More strikingly, gain amplification enhanced consolidation of otherwise unconsolidated memories. To gain mechanistic insights, we developed a technology for simultaneous cellular-resolution imaging of hippocampus, thalamus, and cortex throughout consolidation. We found that whereas hippocampus equally encodes multiple memories, the anteromedial thalamus preferentially encodes salient memories, and gradually increases correlations with cortex to facilitate tuning and synchronization of cortical ensembles. We thus identify a thalamo-cortical circuit that gates memory consolidation and propose a mechanism suitable for the selection and stabilization of hippocampal memories into longer-term cortical storage.


Assuntos
Consolidação da Memória , Memória de Longo Prazo , Camundongos , Animais , Memória de Longo Prazo/fisiologia , Tálamo/fisiologia , Hipocampo/fisiologia , Consolidação da Memória/fisiologia , Encéfalo
2.
Cell ; 186(26): 5910-5924.e17, 2023 12 21.
Artigo em Inglês | MEDLINE | ID: mdl-38070509

RESUMO

The evolution and development of the head have long captivated researchers due to the crucial role of the head as the gateway for sensory stimuli and the intricate structural complexity of the head. Although significant progress has been made in understanding head development in various vertebrate species, our knowledge of early human head ontogeny remains limited. Here, we used advanced whole-mount immunostaining and 3D imaging techniques to generate a comprehensive 3D cellular atlas of human head embryogenesis. We present detailed developmental series of diverse head tissues and cell types, including muscles, vasculature, cartilage, peripheral nerves, and exocrine glands. These datasets, accessible through a dedicated web interface, provide insights into human embryogenesis. We offer perspectives on the branching morphogenesis of human exocrine glands and unknown features of the development of neurovascular and skeletomuscular structures. These insights into human embryology have important implications for understanding craniofacial defects and neurological disorders and advancing diagnostic and therapeutic strategies.


Assuntos
Embrião de Mamíferos , Cabeça , Humanos , Morfogênese , Cabeça/crescimento & desenvolvimento
3.
Cell ; 183(6): 1586-1599.e10, 2020 12 10.
Artigo em Inglês | MEDLINE | ID: mdl-33159859

RESUMO

The hippocampus is crucial for spatial navigation and episodic memory formation. Hippocampal place cells exhibit spatially selective activity within an environment and have been proposed to form the neural basis of a cognitive map of space that supports these mnemonic functions. However, the direct influence of place cell activity on spatial navigation behavior has not yet been demonstrated. Using an 'all-optical' combination of simultaneous two-photon calcium imaging and two-photon optogenetics, we identified and selectively activated place cells that encoded behaviorally relevant locations in a virtual reality environment. Targeted stimulation of a small number of place cells was sufficient to bias the behavior of animals during a spatial memory task, providing causal evidence that hippocampal place cells actively support spatial navigation and memory.


Assuntos
Hipocampo/citologia , Células de Lugar/citologia , Comportamento Espacial , Memória Espacial , Animais , Comportamento Animal , Masculino , Camundongos Endogâmicos C57BL , Neurônios/metabolismo , Opsinas/metabolismo , Optogenética , Fótons , Recompensa , Corrida , Navegação Espacial
4.
Cell ; 175(3): 736-750.e30, 2018 10 18.
Artigo em Inglês | MEDLINE | ID: mdl-30270041

RESUMO

How the topography of neural circuits relates to their function remains unclear. Although topographic maps exist for sensory and motor variables, they are rarely observed for cognitive variables. Using calcium imaging during virtual navigation, we investigated the relationship between the anatomical organization and functional properties of grid cells, which represent a cognitive code for location during navigation. We found a substantial degree of grid cell micro-organization in mouse medial entorhinal cortex: grid cells and modules all clustered anatomically. Within a module, the layout of grid cells was a noisy two-dimensional lattice in which the anatomical distribution of grid cells largely matched their spatial tuning phases. This micro-arrangement of phases demonstrates the existence of a topographical map encoding a cognitive variable in rodents. It contributes to a foundation for evaluating circuit models of the grid cell network and is consistent with continuous attractor models as the mechanism of grid formation.


Assuntos
Córtex Entorrinal/citologia , Células de Grade/citologia , Animais , Córtex Entorrinal/fisiologia , Células de Grade/fisiologia , Masculino , Camundongos , Camundongos Endogâmicos C57BL , Rede Nervosa
5.
Cell ; 170(5): 986-999.e16, 2017 Aug 24.
Artigo em Inglês | MEDLINE | ID: mdl-28823559

RESUMO

Neuronal representations change as associations are learned between sensory stimuli and behavioral actions. However, it is poorly understood whether representations for learned associations stabilize in cortical association areas or continue to change following learning. We tracked the activity of posterior parietal cortex neurons for a month as mice stably performed a virtual-navigation task. The relationship between cells' activity and task features was mostly stable on single days but underwent major reorganization over weeks. The neurons informative about task features (trial type and maze locations) changed across days. Despite changes in individual cells, the population activity had statistically similar properties each day and stable information for over a week. As mice learned additional associations, new activity patterns emerged in the neurons used for existing representations without greatly affecting the rate of change of these representations. We propose that dynamic neuronal activity patterns could balance plasticity for learning and stability for memory.


Assuntos
Aprendizagem , Neurônios/citologia , Lobo Parietal/citologia , Animais , Masculino , Memória , Camundongos , Camundongos Endogâmicos C57BL , Optogenética , Lobo Parietal/fisiologia , Análise de Célula Única
6.
Proc Natl Acad Sci U S A ; 121(17): e2314590121, 2024 Apr 23.
Artigo em Inglês | MEDLINE | ID: mdl-38625938

RESUMO

Studying heroism in controlled settings presents challenges and ethical controversies due to its association with physical risk. Leveraging virtual reality (VR) technology, we conducted a three-study series with 397 participants from China to investigate heroic actions. Participants unexpectedly witnessed a criminal event in a simulated scenario, allowing observation of their tendency to physically intercept a thief. We examined situational factors (voluntariness, authority, and risk) and personal variables [gender, impulsivity, empathy, and social value orientation (SVO)] that may influence heroism. Also, the potential association between heroism and social conformity was explored. In terms of situational variables, voluntariness modulated participants' tendency to intercept the escaping thief, while perceived risk demonstrated its impact by interacting with gender. That is, in study 3 where the perceived risk was expected to be higher (as supported by an online study 5), males exhibited a greater inclination toward heroic behavior compared to females. Regarding other personal variables, the tendency to engage in heroic behavior decreased as empathy levels rose among males, whereas the opposite trend was observed for females. SVO influenced heroic behavior but without a gender interaction. Finally, an inverse relationship between heroism and social conformity was observed. The robustness of these findings was partly supported by the Chinese sample (but not the international sample) of an online study 4 that provided written descriptions of VR scenarios, indicating cultural variations. These results advance insights into motivational factors influencing heroism in the context of restoring order and highlight the power of VR technology in examining social psychological hypotheses beyond ethical constraints.


Assuntos
Coragem , Masculino , Feminino , Humanos , Empatia , China
7.
Proc Natl Acad Sci U S A ; 121(12): e2315758121, 2024 Mar 19.
Artigo em Inglês | MEDLINE | ID: mdl-38489383

RESUMO

Grid cells in the entorhinal cortex (EC) encode an individual's location in space, integrating both environmental and multisensory bodily cues. Notably, body-derived signals are also primary signals for the sense of self. While studies have demonstrated that continuous application of visuo-tactile bodily stimuli can induce perceptual shifts in self-location, it remains unexplored whether these illusory changes suffice to trigger grid cell-like representation (GCLR) within the EC, and how this compares to GCLR during conventional virtual navigation. To address this, we systematically induced illusory drifts in self-location toward controlled directions using visuo-tactile bodily stimulation, while maintaining the subjects' visual viewpoint fixed (absent conventional virtual navigation). Subsequently, we evaluated the corresponding GCLR in the EC through functional MRI analysis. Our results reveal that illusory changes in perceived self-location (independent of changes in environmental navigation cues) can indeed evoke entorhinal GCLR, correlating in strength with the magnitude of perceived self-location, and characterized by similar grid orientation as during conventional virtual navigation in the same virtual room. These data demonstrate that the same grid-like representation is recruited when navigating based on environmental, mainly visual cues, or when experiencing illusory forward drifts in self-location, driven by perceptual multisensory bodily cues.


Assuntos
Células de Grade , Ilusões , Navegação Espacial , Humanos , Córtex Entorrinal/fisiologia , Células de Grade/fisiologia , Estado de Consciência , Ilusões/fisiologia , Tato , Navegação Espacial/fisiologia
8.
Proc Natl Acad Sci U S A ; 120(6): e2217828120, 2023 02 07.
Artigo em Inglês | MEDLINE | ID: mdl-36716364

RESUMO

Thermal sensations contribute to our ability to perceive and explore the physical world. Reproducing these sensations in a spatiotemporally programmable manner through wireless computer control could enhance virtual experiences beyond those supported by video, audio and, increasingly, haptic inputs. Flexible, lightweight and thin devices that deliver patterns of thermal stimulation across large areas of the skin at any location of the body are of great interest in this context. Applications range from those in gaming and remote socioemotional communications, to medical therapies and physical rehabilitation. Here, we present a set of ideas that form the foundations of a skin-integrated technology for power-efficient generation of thermal sensations across the skin, with real-time, closed-loop control. The systems exploit passive cooling mechanisms, actively switchable thermal barrier interfaces, thin resistive heaters and flexible electronics configured in a pixelated layout with wireless interfaces to portable devices, the internet and cloud data infrastructure. Systematic experimental studies and simulation results explore the essential mechanisms and guide the selection of optimized choices in design. Demonstration examples with human subjects feature active thermoregulation, virtual social interactions, and sensory expansion.


Assuntos
Pele , Realidade Virtual , Humanos , Eletrônica , Sensação Térmica , Comunicação
9.
Proc Natl Acad Sci U S A ; 120(41): e2302215120, 2023 10 10.
Artigo em Inglês | MEDLINE | ID: mdl-37782807

RESUMO

The interplay between space and cognition is a crucial issue in Neuroscience leading to the development of multiple research fields. However, the relationship between architectural space and the movement of the inhabitants and their interactions has been too often neglected, failing to provide a unifying view of architecture's capacity to modulate social cognition broadly. We bridge this gap by requesting participants to judge avatars' emotional expression (high vs. low arousal) at the end of their promenade inside high- or low-arousing architectures. Stimuli were presented in virtual reality to ensure a dynamic, naturalistic experience. High-density electroencephalography (EEG) was recorded to assess the neural responses to the avatar's presentation. Observing highly aroused avatars increased Late Positive Potentials (LPP), in line with previous evidence. Strikingly, 250 ms before the occurrence of the LPP, P200 amplitude increased due to the experience of low-arousing architectures, reflecting an early greater attention during the processing of body expressions. In addition, participants stared longer at the avatar's head and judged the observed posture as more arousing. Source localization highlighted a contribution of the dorsal premotor cortex to both P200 and LPP. In conclusion, the immersive and dynamic architectural experience modulates human social cognition. In addition, the motor system plays a role in processing architecture and body expressions suggesting that the space and social cognition interplay is rooted in overlapping neural substrates. This study demonstrates that the manipulation of mere architectural space is sufficient to influence human social cognition.


Assuntos
Cognição , Eletroencefalografia , Humanos , Cognição/fisiologia , Nível de Alerta/fisiologia , Emoções/fisiologia , Potenciais Evocados/fisiologia
10.
Cereb Cortex ; 34(2)2024 01 31.
Artigo em Inglês | MEDLINE | ID: mdl-38365271

RESUMO

Sense of agency (SoA) is the sensation that self-actions lead to ensuing perceptual consequences. The prospective mechanism emphasizes that SoA arises from motor prediction and its comparison with actual action outcomes, while the reconstructive mechanism stresses that SoA emerges from retrospective causal processing about the action outcomes. Consistent with the prospective mechanism, motor planning regions were identified by neuroimaging studies using the temporal binding (TB) effect, a behavioral measure often linked to implicit SoA. Yet, TB also occurs during passive observation of another's action, lending support to the reconstructive mechanism, but its neural correlates remain unexplored. Here, we employed virtual reality (VR) to modulate such observation-based SoA and examined it with functional magnetic resonance imaging (fMRI). After manipulating an avatar hand in VR, participants passively observed an avatar's "action" and showed a significant increase in TB. The binding effect was associated with the right angular gyrus and inferior parietal lobule, which are critical nodes for inferential and agency processing. These results suggest that the experience of controlling an avatar may potentiate inferential processing within the right inferior parietal cortex and give rise to the illusionary SoA without voluntary action.


Assuntos
Ilusões , Realidade Virtual , Humanos , Desempenho Psicomotor , Estudos Retrospectivos , Lobo Parietal
11.
Proc Natl Acad Sci U S A ; 119(27): e2117076119, 2022 07 05.
Artigo em Inglês | MEDLINE | ID: mdl-35776545

RESUMO

Memories are thought to be encoded in populations of neurons called memory trace or engram cells. However, little is known about the dynamics of these cells because of the difficulty in real-time monitoring of them over long periods of time in vivo. To overcome this limitation, we present a genetically encoded RNA indicator (GERI) mouse for intravital chronic imaging of endogenous Arc messenger RNA (mRNA)-a popular marker for memory trace cells. We used our GERI to identify Arc-positive neurons in real time without the delay associated with reporter protein expression in conventional approaches. We found that the Arc-positive neuronal populations rapidly turned over within 2 d in the hippocampal CA1 region, whereas ∼4% of neurons in the retrosplenial cortex consistently expressed Arc following contextual fear conditioning and repeated memory retrievals. Dual imaging of GERI and a calcium indicator in CA1 of mice navigating a virtual reality environment revealed that only the population of neurons expressing Arc during both encoding and retrieval exhibited relatively high calcium activity in a context-specific manner. This in vivo RNA-imaging approach opens the possibility of unraveling the dynamics of the neuronal population underlying various learning and memory processes.


Assuntos
Região CA1 Hipocampal , Proteínas do Citoesqueleto , Memória , Proteínas do Tecido Nervoso , RNA Mensageiro , Animais , Região CA1 Hipocampal/metabolismo , Cálcio/metabolismo , Condicionamento Clássico , Proteínas do Citoesqueleto/biossíntese , Proteínas do Citoesqueleto/genética , Medo , Memória/fisiologia , Camundongos , Camundongos Endogâmicos C57BL , Proteínas do Tecido Nervoso/biossíntese , Proteínas do Tecido Nervoso/genética , RNA Mensageiro/biossíntese , RNA Mensageiro/genética
12.
J Neurosci ; 43(31): 5723-5737, 2023 08 02.
Artigo em Inglês | MEDLINE | ID: mdl-37474310

RESUMO

To fluidly engage with the world, our brains must simultaneously represent both the scene in front of us and our memory of the immediate surrounding environment (i.e., local visuospatial context). How does the brain's functional architecture enable sensory and mnemonic representations to closely interface while also avoiding sensory-mnemonic interference? Here, we asked this question using first-person, head-mounted virtual reality and fMRI. Using virtual reality, human participants of both sexes learned a set of immersive, real-world visuospatial environments in which we systematically manipulated the extent of visuospatial context associated with a scene image in memory across three learning conditions, spanning from a single FOV to a city street. We used individualized, within-subject fMRI to determine which brain areas support memory of the visuospatial context associated with a scene during recall (Experiment 1) and recognition (Experiment 2). Across the whole brain, activity in three patches of cortex was modulated by the amount of known visuospatial context, each located immediately anterior to one of the three scene perception areas of high-level visual cortex. Individual subject analyses revealed that these anterior patches corresponded to three functionally defined place memory areas, which selectively respond when visually recalling personally familiar places. In addition to showing activity levels that were modulated by the amount of visuospatial context, multivariate analyses showed that these anterior areas represented the identity of the specific environment being recalled. Together, these results suggest a convergence zone for scene perception and memory of the local visuospatial context at the anterior edge of high-level visual cortex.SIGNIFICANCE STATEMENT As we move through the world, the visual scene around us is integrated with our memory of the wider visuospatial context. Here, we sought to understand how the functional architecture of the brain enables coexisting representations of the current visual scene and memory of the surrounding environment. Using a combination of immersive virtual reality and fMRI, we show that memory of visuospatial context outside the current FOV is represented in a distinct set of brain areas immediately anterior and adjacent to the perceptually oriented scene-selective areas of high-level visual cortex. This functional architecture would allow efficient interaction between immediately adjacent mnemonic and perceptual areas while also minimizing interference between mnemonic and perceptual representations.


Assuntos
Córtex Cerebral , Córtex Visual , Masculino , Feminino , Humanos , Encéfalo , Córtex Visual/diagnóstico por imagem , Memória , Imageamento por Ressonância Magnética/métodos , Mapeamento Encefálico/métodos , Percepção , Percepção Visual
13.
BMC Bioinformatics ; 25(1): 277, 2024 Aug 27.
Artigo em Inglês | MEDLINE | ID: mdl-39192184

RESUMO

Over the past two decades, scientists have increasingly realized the importance of the three-dimensional (3D) genome organization in regulating cellular activity. Hi-C and related experiments yield 2D contact matrices that can be used to infer 3D models of chromosome structure. Visualizing and analyzing genomes in 3D space remains challenging. Here, we present ARGV, an augmented reality 3D Genome Viewer. ARGV contains more than 350 pre-computed and annotated genome structures inferred from Hi-C and imaging data. It offers interactive and collaborative visualization of genomes in 3D space, using standard mobile phones or tablets. A user study comparing ARGV to existing tools demonstrates its benefits.


Assuntos
Realidade Aumentada , Genoma , Imageamento Tridimensional/métodos , Software , Humanos , Genômica/métodos
14.
Stroke ; 55(7): 1895-1903, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38913796

RESUMO

BACKGROUND: The hospital's physical environment can impact health and well-being. Patients spend most of their time in their hospital rooms. However, little experimental evidence supports specific physical design variables in these rooms, particularly for people poststroke. The study aimed to explore the influence of patient room design variables modeled in virtual reality using a controlled experimental design. METHODS: Adults within 3 years of stroke who had spent >2 nights in hospital for stroke and were able to consent were included (Melbourne, Australia). Using a factorial design, we immersed participants in 16 different virtual hospital patient rooms in both daytime and nighttime conditions, systematically varying design attributes: patient room occupancy, social connectivity, room size (spaciousness), noise (nighttime), greenery outlook (daytime). While immersed, participants rated their affect (Pick-A-Mood Scale) and preference. Mixed-effect regression analyses were used to explore participant responses to design variables in both daytime and nighttime conditions. Feasibility and safety were monitored throughout. Australian New Zealand Clinical Trials Registry, Trial ID: ACTRN12620000375954. RESULTS: Forty-four adults (median age, 67 [interquartile range, 57.3-73.8] years, 61.4% male, and a third with stroke in the prior 3-6 months) completed the study in 2019-2020. We recorded and analyzed 701 observations of affective responses (Pick-A-Mood Scale) in the daytime (686 at night) and 698 observations of preference responses in the daytime (685 nighttime) while continuously immersed in the virtual reality scenarios. Although single rooms were most preferred overall (daytime and nighttime), the relationship between affective responses differed in response to different combinations of nighttime noise, social connectivity, and greenery outlook (daytime). The virtual reality scenario intervention was feasible and safe for stroke participants. CONCLUSIONS: Immediate affective responses can be influenced by exposure to physical design variables other than room occupancy alone. Virtual reality testing of how the physical environment influences patient responses and, ultimately, outcomes could inform how we design new interventions for people recovering after stroke. REGISTRATION: URL: https://anzctr.org.au; Unique identifier: ACTRN12620000375954.


Assuntos
Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Realidade Virtual , Humanos , Masculino , Feminino , Pessoa de Meia-Idade , Idoso , Acidente Vascular Cerebral/terapia , Reabilitação do Acidente Vascular Cerebral/métodos , Quartos de Pacientes , Austrália , Arquitetura Hospitalar
15.
Pflugers Arch ; 476(11): 1727-1742, 2024 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-39158612

RESUMO

Virtual reality (VR) allows to create controlled scenarios in which the quantity of stimuli can be modulated, as happen in real-life, where humans are subjected to various multisensory-often overlapping-stimuli. The present research aimed to study changes in attentional processes within an auditory oddball paradigm during a virtual exploration, while varying the amount of distractors. Twenty healthy volunteers underwent electroencephalography (EEG) during three different experimental conditions: an auditory oddball without VR (No-VR condition), an auditory oddball during VR exploration without distractors (VR-Empty condition), and an auditory oddball during VR exploration with a high level of distractors (VR-Full condition). Event-related potentials (ERPs) were computed averaging epochs of EEGs and analyzing peaks at 100 ms (N100) and 300 ms (P300) latencies. Results showed modulation of N100 amplitude in Fz and of P300 amplitude in Pz. Statistically significant differences in latency were observed only for P300 where the latency results delayed from the No-VR to VR-Full. The scalp topography revealed for P100 no significant differences between frequent and rare stimuli in either the No-VR and VR-Empty conditions. However, significant results were found in N100 in VR-Full condition. For P300, results showed differences between frequent and rare stimuli, in every condition. However, this difference is gradually less widespread from No-VR condition to the VR-Full. The emerging integration of VR with EEG may have important implications for studying brain attentional processing.


Assuntos
Atenção , Eletroencefalografia , Realidade Virtual , Humanos , Atenção/fisiologia , Masculino , Feminino , Adulto , Eletroencefalografia/métodos , Adulto Jovem , Potenciais Evocados/fisiologia , Estimulação Acústica/métodos , Potenciais Evocados P300/fisiologia , Percepção Auditiva/fisiologia
16.
Neuroimage ; 285: 120483, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-38048921

RESUMO

The integration of information from different sensory modalities is a fundamental process that enhances perception and performance in real and virtual environments (VR). Understanding these mechanisms, especially during learning tasks that exploit novel multisensory cue combinations provides opportunities for the development of new rehabilitative interventions. This study aimed to investigate how functional brain changes support behavioural performance improvements during an audio-visual (AV) learning task. Twenty healthy participants underwent a 30 min daily VR training for four weeks. The task was an AV adaptation of a 'scanning training' paradigm that is commonly used in hemianopia rehabilitation. Functional magnetic resonance imaging (fMRI) and performance data were collected at baseline, after two and four weeks of training, and four weeks post-training. We show that behavioural performance, operationalised as mean reaction time reduction in VR, significantly improves. In separate tests in a controlled laboratory environment, we showed that the behavioural performance gains in the VR training environment transferred to a significant mean RT reduction for the trained AV voluntary task on a computer screen. Enhancements were observed in both the visual-only and AV conditions, with the latter demonstrating a faster response time supported by the presence of audio cues. The behavioural learning effect also transfers to two additional tasks that were tested: a visual search task and an involuntary visual task. Our fMRI results reveal an increase in functional activation (BOLD signal) in multisensory brain regions involved in early-stage AV processing: the thalamus, the caudal inferior parietal lobe and cerebellum. These functional changes were only observed for the trained, multisensory, task and not for unimodal visual stimulation. Functional activation changes in the thalamus were significantly correlated to behavioural performance improvements. This study demonstrates that incorporating spatial auditory cues to voluntary visual training in VR leads to augmented brain activation changes in multisensory integration, resulting in measurable performance gains across tasks. The findings highlight the potential of VR-based multisensory training as an effective method for enhancing cognitive function and as a potentially valuable tool in rehabilitative programmes.


Assuntos
Imageamento por Ressonância Magnética , Realidade Virtual , Humanos , Aprendizagem , Encéfalo/fisiologia , Percepção Visual , Cegueira , Percepção Auditiva
17.
Neuroimage ; 299: 120846, 2024 Oct 01.
Artigo em Inglês | MEDLINE | ID: mdl-39260780

RESUMO

Individuals' affective experience can be intricate, influenced by various factors including monetary rewards and social factors during social interaction. However, within this array of factors, divergent evidence has been considered as potential contributors to social anxiety. To gain a better understanding of the specific factors associated with anxiety during social interaction, we combined a social interaction task with neurophysiological recordings obtained through an anxiety-elicitation task conducted in a Virtual Reality (VR) environment. Employing inter-subject representational similarity analysis (ISRSA), we explored the potential linkage between individuals' anxiety neural patterns and their affective experiences during social interaction. Our findings suggest that, after controlling for other factors, the influence of the partner's emotional cues on individuals' affective experiences is specifically linked to their neural pattern of anxiety. This indicates that the emergence of anxiety during social interaction may be particularly associated with the emotional cues provided by the social partner, rather than individuals' own reward or prediction errors during social interaction. These results provide further support for the cognitive theory of social anxiety and extend the application of VR in future cognitive and affective studies.


Assuntos
Ansiedade , Recompensa , Interação Social , Realidade Virtual , Humanos , Masculino , Feminino , Ansiedade/fisiopatologia , Ansiedade/psicologia , Adulto Jovem , Adulto , Eletroencefalografia , Encéfalo/fisiologia , Encéfalo/fisiopatologia , Sinais (Psicologia)
18.
J Neurophysiol ; 2024 Oct 16.
Artigo em Inglês | MEDLINE | ID: mdl-39412564

RESUMO

To configure our limbs in space the brain must compute their position based on sensory information provided by mechanoreceptors in the skin, muscles, and joints. Because this information is corrupted by noise, the brain is thought to process it probabilistically, and integrate it with prior belief about arm posture, following Bayes' rule. Here, we combined computational modeling with behavioral experimentation to test this hypothesis. The model conceives the perception of arm posture as the combination of a probabilistic kinematic chain composed by the shoulder, elbow, and wrist angles, compromised with additive Gaussian noise, with a Gaussian prior about these joint angles. We tested whether the model explains errors in a VR-based posture matching task better than a model that assumes a uniform prior. Human participants were required to align their unseen right arm to a target posture, presented as a visual configuration of the arm in the horizontal plane. Results show idiosyncratic biases in how participants matched their unseen arm to the target posture. We used maximum likelihood estimation to fit the Bayesian model to these observations and estimate key parameters including the prior means and its variance-covariance structure. The Bayesian model including a Gaussian prior explained the response biases and variance much better than a model with a uniform prior. The prior varied across participants, consistent with the idiosyncrasies in arm posture perception, and in alignment with previous behavioral research. Our work clarifies the biases in arm posture perception within a new perspective on the nature of proprioceptive computations.

19.
Cancer ; 130(14): 2552-2560, 2024 Jul 15.
Artigo em Inglês | MEDLINE | ID: mdl-38943468

RESUMO

BACKGROUND: Hospitalized patients with cancer often experience acute and/or chronic pain. Although virtual reality (VR) has been extensively studied across a wide range of clinical settings, no studies have yet evaluated potential impact on pain management in this patient population. METHODS: Prospective randomized controlled trial at an urban academic hospital comparing VR against an active control to mitigate moderate-severe cancer disease and treatment-related pain. RESULTS: A total of 128 adult hospitalized patients with cancer (any tumor type) were randomized to 10 minutes of immersive VR distraction therapy or 10 minutes of two-dimensional guided imagery distraction therapy delivered by handheld tablet. Participants in the two arms were similar in age, sex, race, presence of metastatic disease, concurrent pain specialist consultation, and baseline opioid use. Although both groups experienced improved self-reported pain scores (primary outcome), those randomized to VR experienced significantly greater reduction in pain immediately after intervention compared with active control (p = .03). This difference was sustained for 24 hours as well (p = .004). Within-group analysis showed significant improvement in VR arm of pain bothersomeness (p = .05) and general distress (p = .03) as well. CONCLUSION: Among hospitalized adult patients with moderate-severe pain related to cancer and cancer therapies, VR provided more nonpharmacologic pain relief than active control and this benefit sustained long after conclusion of the intervention. PLAIN LANGUAGE SUMMARY: Virtual reality (VR), a developing technology that immerses the user in new environments, has been shown to improve pain in different patient populations. To test the role of VR in improving pain in hospitalized patients with cancer who report moderate-severe pain, we compared the impact of a 10-minute immersive VR intervention to that of a 10-minute two-dimensional guided imagery experience to improve self-reported pain scores. We found that, although both interventions improved pain, VR did so significantly more. Moreover, participants assigned to VR had sustained improvement in pain 24 hours later.


Assuntos
Dor do Câncer , Neoplasias , Manejo da Dor , Realidade Virtual , Humanos , Masculino , Feminino , Manejo da Dor/métodos , Pessoa de Meia-Idade , Neoplasias/complicações , Neoplasias/terapia , Neoplasias/psicologia , Idoso , Dor do Câncer/terapia , Dor do Câncer/psicologia , Estudos Prospectivos , Adulto , Hospitalização , Medição da Dor , Terapia de Exposição à Realidade Virtual/métodos
20.
Eur J Neurosci ; 60(8): 5815-5830, 2024 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-39258353

RESUMO

Monitoring the reality status of conscious experience is essential for a human being to interact successfully with the external world. Despite its importance for everyday functioning, reality monitoring can systematically become erroneous, for example, while dreaming or during hallucinatory experiences. To investigate brain processes associated with reality monitoring occurring online during an experience, i.e., perceptual reality monitoring, we assessed EEG microstates in healthy, young participants. In a within-subjects design, we compared the experience of reality when being confronted with dream-like bizarre elements versus realistic elements in an otherwise highly naturalistic real-world scenario in immersive virtual reality. Dream-like bizarreness induced changes in the subjective experience of reality and bizarreness, and led to an increase in the contribution of a specific microstate labelled C'. Microstate C' was related to the suspension of disbelief, i.e. the suppression of bizarre mismatches. Together with the functional interpretation of microstate C' as reported by previous studies, the findings of this study point to the importance of prefrontal meta-conscious control processes in perceptual reality monitoring.


Assuntos
Sonhos , Eletroencefalografia , Realidade Virtual , Humanos , Masculino , Feminino , Eletroencefalografia/métodos , Sonhos/fisiologia , Adulto , Adulto Jovem , Encéfalo/fisiologia
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