9 research outputs found

    Action postponing and restraint varies among sensory modalities

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    application/pdfBrain Sciences. 2022, 12(11), 1530.33111甲第97

    Menstrual Cycle Modulates Motor Learning and Memory Consolidation in Humans

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    Numerous studies have noted that sex and/or menstrual phase influences cognitive performance (in particular, declarative memory), but the effects on motor learning (ML) and procedural memory/consolidation remain unclear. In order to test the hypothesis that ML differs across menstrual cycle phases, initial ML, overlearning, consolidation, and final performance were assessed in women in the follicular, preovulation and luteal phases. Primary motor cortex (M1) oscillations were assessed neuro-physiologically, and premenstrual syndrome and interoceptive awareness scores were assessed psychologically. We found not only poorer performance gain through initial ML but also lower final performance after overlearning a day and a week later in the luteal group than in the ovulation group. This behavioral difference could be explained by particular premenstrual syndrome symptoms and associated failure of normal M1 excitability in the luteal group. In contrast, the offline effects, i.e., early and late consolidation, did not differ across menstrual cycle phases. These results provide information regarding the best time in which to start learning new sensorimotor skills to achieve expected gains

    Action Postponing and Restraint Varies among Sensory Modalities

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    Proactive inhibition is divided into two components: action postponing (AP), which refers to slowing the onset of response, and action restraint (AR), which refers to preventing the response. To date, several studies have reported alterations in proactive inhibition and its associated neural processing among sensory modalities; however, this remains inconclusive owing to several methodological issues. This study aimed to clarify the differences in AP and AR and their neural processing among visual, auditory, and somatosensory modalities using an appropriate experimental paradigm that can assess AP and AR separately. The postponing time calculated by subtracting simple reaction time from Go signal reaction time was shorter in the visual modality than in the other modalities. This was explained by faster neural processing for conflict monitoring induced by anticipating the presence of the No-go signal, supported by the shorter latency of AP-related N2. Furthermore, the percentage of false alarms, which is the reaction to No-go signals, was lower in the visual modality than in the auditory modality. This was attributed to higher neural resources for conflict monitoring induced by the presence of No-go signals, supported by the larger amplitudes of AR-related N2. Our findings revealed the differences in AP and AR and their neural processing among sensory modalities

    Does Long-Term Training in a Water Immersion Environment Change Interoception?

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    The aim of this study was to investigate individual interoception by comparing the responses of swimmers and baseball players when exposed to specific water environments, depending on training content and environment. Forty-eight healthy male university students were evaluated for their interoceptive response (accuracy, sensibility, and awareness) and heart rate following 25 min of water immersion (WI) at 35 °C. We assessed three conditions: pre-WI, during WI, and post-WI. The results indicated that interoceptive accuracy (IAcc) did not differ between groups because both swimming and baseball do not require emotional expression, as opposed to an activity such as dance. The heart rate was significantly decreased at post-WI compared to that at pre-WI. The IAcc of post-WI presented as higher than that of pre-WI. In addition, there was a significant negative correlation between the ratio of IAcc and that of HR among subjects. Moreover, the attention regulation subscale of the MAIA changed in the WI environment and the ratio of IAcc was negatively correlated with that of the not-distracting subscale of the MAIA. These results suggested that interoception did not differ among the athletes who had long-term training, which enabled them to acquire multi-modal sensorimotor integration, compared to that of non-athlete control participants. We conclude that interoception did not differ among athletes who had long-term training compared to that of non-athlete control participants

    The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial

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    BackgroundVirtual reality (VR) exergaming is a new intervention strategy to help humans engage in physical activity to enhance mood. VR exergaming may improve both mood and executive function by acting on the prefrontal cortex, expanding the potential benefits. However, the impact of VR exergaming on executive function has not been fully investigated, and associated intervention strategies have not yet been established. ObjectiveThis study aims to investigate the effects of 10 minutes of VR exergaming on mood and executive function. MethodsA total of 12 participants played the exergame “FitXR” under 3 conditions: (1) a VR exergame condition (ie, exercise with a head-mounted display condition [VR-EX]) in which they played using a head-mounted display, (2) playing the exergame in front of a flat display (2D-EX), and (3) a resting condition in which they sat in a chair. The color-word Stroop task (CWST), which assesses executive function; the short form of the Profile of Mood States second edition (POMS2); and the short form of the Two-Dimensional Mood Scale (TDMS), which assess mood, were administered before and after the exercise or rest conditions. ResultsThe VR-EX condition increased the POMS2 vigor activity score (rest and VR-EX: t11=3.69, P=.003) as well as the TDMS arousal (rest vs 2D-EX: t11=5.34, P<.001; rest vs VR-EX: t11=5.99, P<.001; 2D-EX vs VR-EX: t11=3.02, P=.01) and vitality scores (rest vs 2D-EX: t11=3.74, P=.007; rest vs VR-EX: t11=4.84, P=.002; 2D-EX vs VR-EX: t11=3.53, P=.006), suggesting that VR exergaming enhanced mood. Conversely, there was no effect on CWST performance in either the 2D-EX or VR-EX conditions. Interestingly, the VR-EX condition showed a significant positive correlation between changes in CWST arousal and reaction time (r=0.58, P=.046). This suggests that the effect of exergaming on improving executive function may disappear under an excessively increased arousal level in VR exergaming. ConclusionsOur findings showed that 10 minutes of VR exergaming enhanced mood but did not affect executive function. This suggests that some VR content may increase cognitive demands, leading to psychological fatigue and cognitive decline as an individual approaches the limits of available attentional capacity. Future research must examine the combination of exercise and VR that enhances both brain function and mood

    The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial

    No full text
    application/pdfBackground: Virtual reality (VR) exergaming is a new intervention strategy to help humans engage in physical activity to enhance mood. VR exergaming may improve both mood and executive function by acting on the prefrontal cortex, expanding the potential benefits. However, the impact of VR exergaming on executive function has not been fully investigated, and associated intervention strategies have not yet been established. Objective: This study aims to investigate the effects of 10 minutes of VR exergaming on mood and executive function. Methods: A total of 12 participants played the exergame “FitXR” under 3 conditions: (1) a VR exergame condition (ie, exercise with a head-mounted display condition [VR-EX]) in which they played using a head-mounted display, (2) playing the exergame in front of a flat display (2D-EX), and (3) a resting condition in which they sat in a chair. The color-word Stroop task (CWST), which assesses executive function; the short form of the Profile of Mood States second edition (POMS2); and the short form of the Two-Dimensional Mood Scale (TDMS), which assess mood, were administered before and after the exercise or rest conditions. Results: The VR-EX condition increased the POMS2 vigor activity score (rest and VR-EX: t11=3.69, P=.003) as well as the TDMS arousal (rest vs 2D-EX: t11=5.34, P<.001; rest vs VR-EX: t11=5.99, P<.001; 2D-EX vs VR-EX: t11=3.02, P=.01) and vitality scores (rest vs 2D-EX: t11=3.74, P=.007; rest vs VR-EX: t11=4.84, P=.002; 2D-EX vs VR-EX: t11=3.53, P=.006), suggesting that VR exergaming enhanced mood. Conversely, there was no effect on CWST performance in either the 2D-EX or VR-EX conditions. Interestingly, the VR-EX condition showed a significant positive correlation between changes in CWST arousal and reaction time (r=0.58, P=.046). This suggests that the effect of exergaming on improving executive function may disappear under an excessively increased arousal level in VR exergaming. Conclusions: Our findings showed that 10 minutes of VR exergaming enhanced mood but did not affect executive function. This suggests that some VR content may increase cognitive demands, leading to psychological fatigue and cognitive decline as an individual approaches the limits of available attentional capacity. Future research must examine the combination of exercise and VR that enhances both brain function and mood

    Transcranial high-frequency random noise stimulation does not modulate Nogo N2 and Go/Nogo reaction times in somatosensory and auditory modalities

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    application/pdfTranscranial random noise stimulation (tRNS) of the primary sensory or motor cortex can improve sensorimotor functions by enhancing circuit excitability and processing fidelity. However, tRNS is reported to have little effect on higher brain functions, such as response inhibition when applied to associated supramodal regions. These discrepancies suggest differential effects of tRNS on the excitability of the primary and supramodal cortex, although this has not been directly demonstrated. This study examined the effects of tRNS on supramodal brain regions on somatosensory and auditory Go/Nogo task performance, a measure of inhibitory executive function, while simultaneously recording event-related potentials (ERPs). Sixteen participants received sham or tRNS stimulation of the dorsolateral prefrontal cortex in a single-blind crossover design study. Neither sham nor tRNS altered somatosensory and auditory Nogo N2 amplitudes, Go/Nogo reaction times, or commission error rates. The results suggest that current tRNS protocols are less effective at modulating neural activity in higher-order cortical regions than in the primary sensory and motor cortex. Further studies are required to identify tRNS protocols that effectively modulate the supramodal cortex for cognitive enhancement
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