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1.
Brain Res Bull ; 213: 110974, 2024 May 04.
Artículo en Inglés | MEDLINE | ID: mdl-38710311

RESUMEN

Past research has revealed cognitive improvements resulting from engagement with both traditional action video games and newer action-like video games, such as action real-time strategy games (ARSG). However, the cortical dynamics elicited by different video gaming genres remain unclear. This study explored the temporal dynamics of cortical networks in response to different gaming genres. Functional magnetic resonance imaging (fMRI) data were obtained during eye-closed resting and passive viewing of gameplay videos of three genres: life simulation games (LSG), first-person shooter games (FPS), and ARSG. Data analysis used a seed-free Co-Activation Pattern (CAP) based on Regions of Interest (ROIs). When comparing the viewing of action-like video games (FPS and ARSG) to LSG viewing, significant dynamic distinctions were observed in both primary and higher-order networks. Within action-like video games, compared to FPS viewing, ARSG viewing elicited a more pronounced increase in the Fraction of Time and Counts of attentional control-related CAPs, along with an increased Transition Probability from sensorimotor-related CAPs to attentional control-related CAPs. Compared to ARSG viewing, FPS viewing elicited a significant increase in the Fraction of Time of sensorimotor-related CAPs, when gaming experience was considered as a covariate. Thus, different video gaming genres, including distinct action-like video gaming genres, elicited unique dynamic patterns in whole-brain CAPs, potentially influencing the development of various cognitive processes.

2.
Psychiatry Res Neuroimaging ; 341: 111811, 2024 Mar 27.
Artículo en Inglés | MEDLINE | ID: mdl-38583274

RESUMEN

Previous studies have shown abnormal long-range temporal correlations in neuronal oscillations among individuals with Major Depressive Disorders, occurring during both resting states and transitions between resting and task states. However, the understanding of this effect in preclinical individuals with depression remains limited. This study investigated the association between temporal correlations of neuronal oscillations and depressive symptoms during resting and task states in preclinical individuals, specifically focusing on male action video gaming experts. Detrended fluctuation analysis (DFA), Lifetimes, and Waitingtimes were employed to explore temporal correlations across long-range and short-range scales. The results indicated widespread changes from the resting state to the task state across all frequency bands and temporal scales. Rest-task DFA changes in the alpha band exhibited a negative correlation with depressive scores at most electrodes. Significant positive correlations between DFA values and depressive scores were observed in the alpha band during the resting state but not in the task state. Similar patterns of results emerged concerning maladaptive negative emotion regulation strategies. Additionally, short-range temporal correlations in the alpha band echoed the DFA results. These findings underscore the state-dependent relationships between temporal correlations of neuronal oscillations and depressive symptoms, as well as maladaptive emotion regulation strategies, in preclinical individuals.

4.
Front Hum Neurosci ; 16: 906123, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35959240

RESUMEN

Research showed that action real-time strategy gaming (ARSG) experience is related to cognitive and neural plasticity, including visual selective attention and working memory, executive control, and information processing. This study explored the relationship between ARSG experience and information transmission in the auditory channel. Using an auditory, two-choice, go/no-go task and lateralized readiness potential (LRP) as the index to partial information transmission, this study examined information transmission patterns in ARSG experts and amateurs. Results showed that experts had a higher accuracy rate than amateurs. More importantly, experts had a smaller stimulus-locked LRP component (250 - 450 ms) than amateurs on no-go trials, while the response-locked LRP component (0 - 300 ms) on go trials did not differ between groups. Thus, whereas amateurs used an asynchronous information transmission pattern, experts used a reduced asynchronous information transmission pattern or a synchronous pattern where most of processing occurred prior to response execution - an information transmission pattern that supports rapid, error-free performance. Thus, experts and amateurs may use different information transmission patterns in auditory processing. In addition, the information transmission pattern used by experts is typically observed only after long-term auditory training according to past research. This study supports the relationship between ARSG experience and the development of information processing patterns.

5.
Front Hum Neurosci ; 15: 640329, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34267631

RESUMEN

Action video gaming (AVG) places sustained cognitive load on various behavioral systems, thus offering new insights into learning-related neural plasticity. This study aims to determine whether AVG experience is associated with resting-state electroencephalogram (rs-EEG) temporal and spatial complexity, and if so, whether this effect is observable across AVG subgenres. Two AVG games - League of Legends (LOL) and Player Unknown's Battle Grounds (PUBG) that represent two major AVG subgenres - were examined. We compared rs-EEG microstate and omega complexity between LOL experts and non-experts (Experiment 1) and between PUBG experts and non-experts (Experiment 2). We found that the experts and non-experts had different rs-EEG activities in both experiments, thus revealing the adaptive effect of AVG experience on brain development. Furthermore, we also found certain subgenre-specific complexity changes, supporting the recent proposal that AVG should be categorized based on the gaming mechanics of a specific game rather than a generic genre designation.

6.
Neural Plast ; 2021: 8841156, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34135955

RESUMEN

Action video gaming (AVG) experience has been found related to sensorimotor and attentional development. However, the influence of AVG experience on the development of emotional perception skills is still unclear. Using behavioral and ERP measures, this study examined the relationship between AVG experience and the ability to decode emotional faces and emotional word meanings. AVG experts and amateurs completed an emotional word-face Stroop task prior to (the pregaming phase) and after (the postgaming phase) a 1 h AVG session. Within-group comparisons showed that after the 1 h AVG session, a more negative N400 was observed in both groups of participants, and a more negative N170 was observed in the experts. Between-group comparisons showed that the experts had a greater change of N170 and N400 amplitudes across phases than the amateurs. The results suggest that both the 1 h and long-term AVG experiences may be related to an increased difficulty of emotional perception. Furthermore, certain behavioral and ERP measures showed neither within- nor between-group differences, suggesting that the relationship between AVG experience and emotional perception skills still needs further research.


Asunto(s)
Emociones , Reconocimiento Facial/fisiología , Lenguaje , Juegos de Video/psicología , Electrorretinografía , Potenciales Evocados Visuales , Humanos , Pruebas del Lenguaje , Masculino , Tiempo de Reacción , Test de Stroop , Juegos de Video/efectos adversos , Adulto Joven
7.
Front Hum Neurosci ; 14: 333, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33110407

RESUMEN

Action real-time strategy gaming (ARSG)-a major genre of action video gaming (AVG)-has both action and strategy elements. ARSG requires attention, visual working memory (VWM), sensorimotor skills, team cooperation, and strategy-making abilities, thus offering promising insights into the learning-induced plasticity. However, it is yet unknown whether the ARSG experience is related to the development of VWM capacity. Using both behavioral and event-related potential (ERP) measurements, this study tested whether ARSG experts had larger VWM capacity than non-experts in a change detection task. The behavioral results showed that ARSG experts had higher accuracy and larger VWM capacity than non-experts. In addition, the ERP results revealed that the difference wave of the contralateral delay activity (CDA) component (size 4-size 2) elicited by experts was significantly larger than that of non-experts, suggesting that the VWM capacity was higher in experts than in non-experts. Thus, the findings suggested that prolonged ARSG experience is correlative with the enhancement of VWM.

8.
Cogn Neurodyn ; 14(4): 425-442, 2020 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-32655708

RESUMEN

The brain is the most important organ of the human body, and the conversations between the brain and an apparatus can not only reveal a normally functioning or a dysfunctional brain but also can modulate the brain. Here, the apparatus may be a nonbiological instrument, such as a computer, and the consequent brain-computer interface is now a very popular research area with various applications. The apparatus may also be a biological organ or system, such as the gut and muscle, and their efficient conversations with the brain are vital for a healthy life. Are there any common bases that bind these different scenarios? Here, we propose a new comprehensive cross area: Bacomics, which comes from brain-apparatus conversations (BAC) + omics. We take Bacomics to cover at least three situations: (1) The brain is normal, but the conversation channel is disabled, as in amyotrophic lateral sclerosis. The task is to reconstruct or open up new channels to reactivate the brain function. (2) The brain is in disorder, such as in Parkinson's disease, and the work is to utilize existing or open up new channels to intervene, repair and modulate the brain by medications or stimulation. (3) Both the brain and channels are in order, and the goal is to enhance coordinated development between the brain and apparatus. In this paper, we elaborate the connotation of BAC into three aspects according to the information flow: the issue of output to the outside (BAC-1), the issue of input to the brain (BAC-2) and the issue of unity of brain and apparatus (BAC-3). More importantly, there are no less than five principles that may be taken as the cornerstones of Bacomics, such as feedforward and feedback control, brain plasticity, harmony, the unity of opposites and systems principles. Clearly, Bacomics integrates these seemingly disparate domains, but more importantly, opens a much wider door for the research and development of the brain, and the principles further provide the general framework in which to realize or optimize these various conversations.

9.
Front Hum Neurosci ; 14: 101, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32341688

RESUMEN

Action real-time strategy gaming (ARSG) is a cognitively demanding task which requires attention, sensorimotor skills, team cooperation, and strategy-making abilities. A recent study found that ARSG experts had superior visual selective attention (VSA) for detecting the location of a moving object that could appear in one of 24 different peripheral locations (Qiu et al., 2018), suggesting that ARSG experience is related to improvements in the spatial component of VSA. However, the influence of ARSG experience on the temporal component of VSA-the detection of an item among a sequence of items presented consecutively and quickly at a single location-still remains understudied. Using behavioral and electrophysiological measures, this study examined whether ARSG experts had superior temporal VSA performance compared to non-experts in an attentional blink (AB) task, which is typically used to examine temporal VSA. The results showed that the experts outperformed the non-experts in their detection rates of targets. Furthermore, compared to the non-experts, the experts had faster information processing as indicated by earlier P3 peak latencies in an AB period, more attentional resources distributed to targets as indicated by stronger P3 amplitudes, and a more flexible deployment of attentional resources. These findings suggest that experts were less prone to the AB effect. Thus, long-term ARSG experience is related to improvements in temporal VSA. The current findings support the benefit of video gaming experience on the development of VSA.

10.
Front Neurosci ; 13: 1068, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31680810

RESUMEN

In the event-related potential (ERP) of scalp electroencephalography (EEG) studies, the vertex reference (Cz), linked mastoids or ears (LM), and average reference (AVG) are popular reference methods, and the reference electrode standardization technique (REST) is increasingly applied. Because scalp EEG recordings are considered as spatially degraded signals, independent component analysis (ICA) is a widely used data-driven method for obtaining ERPs by decomposing EEG data. However, the accurate estimation of the differences in ERP components extracted by ICA with different references remains unclear. In this study, we first provided formal descriptions of the above reference methods (Cz, LM, AVG, and REST) and ICA decomposition in ERP and then investigated the influences of different reference techniques on simulation and real EEG datasets. The results revealed that (1) the reference method did not change the peak amplitudes and latencies of relative ERPs corresponding to some IC time courses; (2) there were non-negligible effects of different reference methods on both temporal ERPs and spatial topographies of some ICs; and (3) compared to Cz, LM, and AR, considering both the performances of temporal ERPs and spatial topographies, the REST reference had overall superiority. These findings provide a recommended choice of REST for ICA analysis at the trial level and contribute to empirical investigations regarding the use of reference methods in ERP domains with ICA analysis.

11.
Neuropsychologia ; 131: 42-52, 2019 08.
Artículo en Inglés | MEDLINE | ID: mdl-31100346

RESUMEN

Action Real-time Strategy Gaming (ARSG) is a cognitively demanding task that requires attention, sensorimotor skills, high-level team coordination, and strategy-making abilities. Thus, ARSG can offer important, new insights into learning-related neural plasticity. However, little research has examined how the brain allocates cognitive resources in ARSG. By analyzing power spectrums and electroencephalograph (EEG) functional connectivity (FC) networks, this study compared multiple conditions (resting, movie watching, ARSG, and Life simulation gaming - LSG) in two experiments. Consistent with previous research, we found that brain waves appeared to be de-assimilated after activation. Furthermore, results showed that ARSG was associated with higher activation and workload as indicated by θ-waves, and required higher attention as reflected by ß-waves. Furthermore, as participants began ARSG, the allocation of cognitive resource gradually prioritized the frontal area, which controls attention, decision-making, monitoring, and mnemonic processing, while participants also showed an enhanced ability to process information under the ARSG condition as indicated by network characteristics. These electrophysiological changes observed in ARSG were not found under LSG. Thus, this study applied both power spectrum and EEG FC networks analyses to ARSG research, revealing characteristics of brain waves in typical areas and how the brain gradually changes from low-working load states to high-working load states based on real-time EEG recordings.


Asunto(s)
Atención/fisiología , Encéfalo/fisiología , Cognición/fisiología , Toma de Decisiones/fisiología , Desempeño Psicomotor/fisiología , Juegos de Video/psicología , Adolescente , Electroencefalografía , Humanos , Masculino , Adulto Joven
12.
Front Hum Neurosci ; 13: 134, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31057383

RESUMEN

This study examines whether a decrease in brain development is observable after players have reduced their video gaming time over a period of 1 year. Both video gaming experts and non-experts were recruited, whose resting-state functional MRI (fMRI) data were collected at the beginning and the end of the study. Immediately after the first scan, the participants were instructed to spend no more than 3 h on video gaming weekly for 1 year. The results showed decreased self-reported video gaming skills and decreased amplitude of low-frequency fluctuation (ALFF) in the experts at the end of the study, demonstrating that a reduction in video gaming time over a period of 1 year produced a decrease in brain development. The non-experts served as a control group and had no significant changes. The findings support the adaptive effect of video gaming experience on brain and cognitive development.

13.
Neural Plast ; 2019: 1940123, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-30804989

RESUMEN

Electronic-sports (e-sports) is a form of organized, online, multiplayer video game competition, which requires both action skills and the ability and process of forming and adapting a strategy (referred to as strategization hereafter) to achieve goals. Over the past few decades, research has shown that video gaming experience has an important impact on the plasticity of the sensorimotor, attentional, and executive brain areas. However, little research has examined the relationship between e-sports experience and the plasticity of brain networks that are related to strategization. Using resting-state fMRI data and the local functional connectivity density (lFCD) analysis, this study investigated the relationship between e-sports experience (League of Legends [LOL] in this study) and brain plasticity by comparing between top-ranking LOL players and lower-ranking (yet experienced) LOL players. Results showed that the top-ranking LOL players had superior local functional integration in the executive areas compared to lower-ranking players. Furthermore, the top-ranking players had higher lFCD in the default mode areas, which have been found related to various subprocesses (e.g., memory and planning) essential for strategization. Finally, the top-ranking players' lFCD was related to their LOL expertise rank level, as indicated by a comprehensive score assigned by the gaming software based on players' gaming experience and expertise. Thus, the result showed that the local functional connectivity in central executive and default mode brain areas was enhanced in the top-ranking e-sports players, suggesting that e-sports experience is related to the plasticity of the central executive and default mode areas.


Asunto(s)
Encéfalo/diagnóstico por imagen , Red Nerviosa/diagnóstico por imagen , Deportes/fisiología , Juegos de Video , Adulto , Atención/fisiología , Encéfalo/fisiología , Mapeo Encefálico , Función Ejecutiva/fisiología , Humanos , Procesamiento de Imagen Asistido por Computador , Imagen por Resonancia Magnética , Masculino , Red Nerviosa/fisiología , Adulto Joven
14.
Front Neuroinform ; 12: 56, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-30197593

RESUMEN

Recently, scalp electroencephalography (EEG) and functional magnetic resonance imaging (fMRI) multimodal fusion has been pursued in an effort to study human brain function and dysfunction to obtain more comprehensive information on brain activity in which the spatial and temporal resolutions are both satisfactory. However, a more flexible and easy-to-use toolbox for EEG-fMRI multimodal fusion is still lacking. In this study, we therefore developed a freely available and open-source MATLAB graphical user interface toolbox, known as the Neuroscience Information Toolbox (NIT), for EEG-fMRI multimodal fusion analysis. The NIT consists of three modules: (1) the fMRI module, which has batch fMRI preprocessing, nuisance signal removal, bandpass filtering, and calculation of resting-state measures; (2) the EEG module, which includes artifact removal, extracting EEG features (event onset, power, and amplitude), and marking interesting events; and (3) the fusion module, in which fMRI-informed EEG analysis and EEG-informed fMRI analysis are included. The NIT was designed to provide a convenient and easy-to-use toolbox for researchers, especially for novice users. The NIT can be downloaded for free at http://www.neuro.uestc.edu.cn/NIT.html, and detailed information, including the introduction of NIT, user's manual and example data sets, can also be observed on this website. We hope that the NIT is a promising toolbox for exploring brain information in various EEG and fMRI studies.

15.
Front Hum Neurosci ; 12: 47, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-29487514

RESUMEN

A central issue in cognitive science is understanding how learning induces cognitive and neural plasticity, which helps illuminate the biological basis of learning. Research in the past few decades showed that action video gaming (AVG) offered new, important perspectives on learning-related cognitive and neural plasticity. However, it is still unclear whether cognitive and neural plasticity is observable after a brief AVG session. Using behavioral and electrophysiological measures, this study examined the plasticity of visual selective attention (VSA) associated with a 1 h AVG session. Both AVG experts and non-experts participated in this study. Their VSA was assessed prior to and after the AVG session. Within-group comparisons on the participants' performance before and after the AVG session showed improvements in response time in both groups and modulations of electrophysiological measures in the non-experts. Furthermore, between-group comparisons showed that the experts had superior VSA, relative to the non-experts, prior to the AVG session. These findings suggested an association between the plasticity of VSA and AVG. Most importantly, this study showed that the plasticity of VSA was observable after even a 1 h AVG session.

16.
Neural Plast ; 2017: 7543686, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-28706740

RESUMEN

With action video games (AVGs) becoming increasingly popular worldwide, the cognitive benefits of AVG experience have attracted continuous research attention over the past two decades. Research has repeatedly shown that AVG experience can causally enhance cognitive ability and is related to neural plasticity in gray matter and functional networks in the brain. However, the relation between AVG experience and the plasticity of white matter (WM) network still remains unclear. WM network modulates the distribution of action potentials, coordinating the communication between brain regions and acting as the framework of neural networks. And various types of cognitive deficits are usually accompanied by impairments of WM networks. Thus, understanding this relation is essential in assessing the influence of AVG experience on neural plasticity and using AVG experience as an interventional tool for impairments of WM networks. Using graph theory, this study analyzed WM networks in AVG experts and amateurs. Results showed that AVG experience is related to altered WM networks in prefrontal networks, limbic system, and sensorimotor networks, which are related to cognitive control and sensorimotor functions. These results shed new light on the influence of AVG experience on the plasticity of WM networks and suggested the clinical applicability of AVG experience.


Asunto(s)
Encéfalo/fisiología , Red Nerviosa/fisiología , Plasticidad Neuronal/fisiología , Sustancia Blanca/fisiología , Potenciales de Acción/fisiología , Adulto , Atención/fisiología , Encéfalo/diagnóstico por imagen , Humanos , Imagen por Resonancia Magnética , Masculino , Juegos de Video , Sustancia Blanca/diagnóstico por imagen , Adulto Joven
17.
IEEE Trans Neural Syst Rehabil Eng ; 25(8): 1092-1099, 2017 08.
Artículo en Inglés | MEDLINE | ID: mdl-28113671

RESUMEN

Motor preparation and execution require the interactions of a large-scale brain network, while the study of the dynamic changes of their interactions could uncover the underlying neural mechanism of the corresponding information processing. This dynamic analysis requires high temporal resolution of the recorded signals. Electroencephalogram (EEG) with high temporal resolution has been widely used in related studies. However, studies based on scalp EEG always lead to distorted results, due to scalp volume conduction, compared with that of cortically recorded signals. In the current study, the dynamic networks of motor preparation and execution are investigated using Go/No-go tasks performed with the left/right hand. In the analysis, the EEG source localization and dynamic causal model are combined together to investigate the neural processes of motor preparation and execution. The results show that similar network patterns with nodes distributed in the bilateral occipital lobe, bilateral temporal lobe, bilateral dorsolateral prefrontal cortex, and contralateral supplementary motor area could be revealed for both the Go and No-go tasks. Statistical testing further indicates that stronger couplings with the supplementary motor area could be found in Go and right-hand response tasks compared with No-go and left-hand response tasks, respectively. The findings in the current study demonstrate that the information exchange within the motor related brain networks plays an important role for motor related functions, i.e., the different motor functions may have the different information exchange and processing network patterns.


Asunto(s)
Percepción Auditiva/fisiología , Mapeo Encefálico/métodos , Corteza Cerebral/fisiología , Electroencefalografía/métodos , Movimiento/fisiología , Red Nerviosa/fisiología , Adulto , Simulación por Computador , Toma de Decisiones/fisiología , Femenino , Humanos , Masculino , Modelos Neurológicos , Modelos Estadísticos , Vías Nerviosas , Desempeño Psicomotor/fisiología , Reproducibilidad de los Resultados , Sensibilidad y Especificidad , Adulto Joven
18.
Neural Plast ; 2016: 9803165, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-26885408

RESUMEN

Action video games (AVGs) have attracted increasing research attention as they offer a unique perspective into the relation between active learning and neural plasticity. However, little research has examined the relation between AVG experience and the plasticity of neural network mechanisms. It has been proposed that AVG experience is related to the integration between Salience Network (SN) and Central Executive Network (CEN), which are responsible for attention and working memory, respectively, two cognitive functions essential for AVG playing. This study initiated a systematic investigation of this proposition by analyzing AVG experts' and amateurs' resting-state brain functions through graph theoretical analyses and functional connectivity. Results reveal enhanced intra- and internetwork functional integrations in AVG experts compared to amateurs. The findings support the possible relation between AVG experience and the neural network plasticity.


Asunto(s)
Atención/fisiología , Encéfalo/fisiología , Función Ejecutiva/fisiología , Red Nerviosa/fisiología , Memoria Espacial/fisiología , Juegos de Video/psicología , Adolescente , Adulto , Humanos , Procesamiento de Imagen Asistido por Computador , Imagen por Resonancia Magnética , Masculino , Pruebas Neuropsicológicas , Adulto Joven
19.
Neuroreport ; 27(2): 94-8, 2016 Jan 20.
Artículo en Inglés | MEDLINE | ID: mdl-26619232

RESUMEN

The influence of music on the human brain has continued to attract increasing attention from neuroscientists and musicologists. Currently, tonal music is widely present in people's daily lives; however, atonal music has gradually become an important part of modern music. In this study, we conducted two experiments: the first one tested for differences in perception of distractibility between tonal music and atonal music. The second experiment tested how tonal music and atonal music affect visual working memory by comparing musicians and nonmusicians who were placed in contexts with background tonal music, atonal music, and silence. They were instructed to complete a delay matching memory task. The results show that musicians and nonmusicians have different evaluations of the distractibility of tonal music and atonal music, possibly indicating that long-term training may lead to a higher auditory perception threshold among musicians. For the working memory task, musicians reacted faster than nonmusicians in all background music cases, and musicians took more time to respond in the tonal background music condition than in the other conditions. Therefore, our results suggest that for a visual memory task, background tonal music may occupy more cognitive resources than atonal music or silence for musicians, leaving few resources left for the memory task. Moreover, the musicians outperformed the nonmusicians because of the higher sensitivity to background music, which also needs a further longitudinal study to be confirmed.


Asunto(s)
Percepción Auditiva , Memoria a Corto Plazo , Música , Percepción Visual , Estimulación Acústica , Adulto , Femenino , Humanos , Masculino , Adulto Joven
20.
Sci Rep ; 5: 15129, 2015 Oct 12.
Artículo en Inglés | MEDLINE | ID: mdl-26456594

RESUMEN

The P3 is an important event-related potential that can be used to identify neural activity related to the cognitive processes of the human brain. However, the relationships, especially the functional correlations, between resting-state brain activity and the P3 have not been well established. In this study, we investigated the relationships between P3 properties (i.e., amplitude and latency) and resting-state brain networks. The results indicated that P3 amplitude was significantly correlated with resting-state network topology, and in general, larger P3 amplitudes could be evoked when the resting-state brain network was more efficient. However, no significant relationships were found for the corresponding P3 latency. Additionally, the long-range connections between the prefrontal/frontal and parietal/occipital brain regions, which represent the synchronous activity of these areas, were functionally related to the P3 parameters, especially P3 amplitude. The findings of the current study may help us better understand inter-subject variation in the P3, which may be instructive for clinical diagnosis, cognitive neuroscience studies, and potential subject selection for brain-computer interface applications.


Asunto(s)
Potenciales Relacionados con Evento P300/fisiología , Red Nerviosa/fisiología , Descanso/fisiología , Adulto , Interfaces Cerebro-Computador , Electroencefalografía , Lóbulo Frontal/fisiología , Humanos , Masculino , Lóbulo Occipital/fisiología , Lóbulo Parietal/fisiología , Cuero Cabelludo/fisiología , Análisis y Desempeño de Tareas
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