25 research outputs found

    Facilitation of corticospinal excitability by virtual reality exercise following anodal transcranial direct current stimulation in healthy volunteers and subacute stroke subjects

    Get PDF
    BACKGROUND: There is growing evidence that the combination of non-invasive brain stimulation and motor skill training is an effective new treatment option in neurorehabilitation. We investigated the beneficial effects of the application of transcranial direct current stimulation (tDCS) combined with virtual reality (VR) motor training. METHODS: In total, 15 healthy, right-handed volunteers and 15 patients with stroke in the subacute stage participated. Four different conditions (A: active wrist exercise, B: VR wrist exercise, C: VR wrist exercise following anodal tDCS (1 mV, 20 min) on the left (healthy volunteer) or affected (stroke patient) primary motor cortex, and D: anodal tDCS without exercise) were provided in random order on separate days. We compared during and post-exercise corticospinal excitability under different conditions in healthy volunteers (A, B, C, D) and stroke patients (B, C, D) by measuring the changes in amplitudes of motor evoked potentials in the extensor carpi radialis muscle, elicited with single-pulse transcranial magnetic stimulation. For statistical analyses, a linear mixed model for a repeated-measures covariance pattern model with unstructured covariance within groups (healthy or stroke groups) was used. RESULTS: The VR wrist exercise (B) facilitated post-exercise corticospinal excitability more than the active wrist exercise (A) or anodal tDCS without exercise (D) in healthy volunteers. Moreover, the post-exercise corticospinal facilitation after tDCS and VR exercise (C) was greater and was sustained for 20 min after exercise versus the other conditions in healthy volunteers (A, B, D) and in subacute stroke patients (B, D). CONCLUSIONS: The combined effect of VR motor training following tDCS was synergistic and short-term corticospinal facilitation was superior to the application of VR training, active motor training, or tDCS without exercise condition. These results support the concept of combining brain stimulation with VR motor training to promote recovery after a stroke. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1186/1743-0003-11-124) contains supplementary material, which is available to authorized users

    Social Pressure-Induced Craving in Patients with Alcohol Dependence: Application of Virtual Reality to Coping Skill Training

    Get PDF
    OBJECTIVE: This study was conducted to assess the interaction between alcohol cues and social pressure in the induction of alcohol craving. METHODS: Fourteen male patients with alcohol dependence and 14 age-matched social drinkers completed a virtual reality coping skill training program composed of four blocks according to the presence of alcohol cues (x2) and social pressure (x2). Before and after each block, the craving levels were measured using a visual analogue scale. RESULTS: Patients with alcohol dependence reported extremely high levels of craving immediately upon exposure to a virtual environment with alcohol cues, regardless of social pressure. In contrast, the craving levels of social drinkers were influenced by social pressure from virtual avatars. CONCLUSION: Our findings imply that an alcohol cue-laden environment should interfere with the ability to use coping skills against social pressure in real-life situations.ope

    Antibacterial poly (3,4-ethylenedioxythiophene): poly(styrene-sulfonate)/agarose nanocomposite hydrogels with thermo-processability and self-healing

    Get PDF
    Recently, Near-infrared (NIR)-induced photothermal killing of pathogenic bacteria has received considerable attention due to the increase in antibiotic resistant bacteria. In this paper, we report a simple aqueous solution-based strategy to construct an effective photothermal nanocomposite composed of poly(3,4-ethylenedioxythiophene):poly(styrene-sulfonate) (PEDOT:PSS) and agarose with thermo-processability, light triggered self-healing, and excellent antibacterial activity. Our experiments revealed that PEDOT:PSS/agarose was easily coated on both a 2D glass substrate and 3D cotton structure. Additionally, PEDOT:PSS/agarose can be designed into free-standing objects of diverse shape as well as restored through an NIR light-induced self-healing effect after damage. Taking advantage of strong NIR light absorption, PEDOT:PSS/agarose exhibited a sharp temperature increase of 24.5 °C during NIR exposure for 100 s. More importantly, we demonstrated that the temperature increase on PEDOT:PSS/agarose via photothermal conversion resulted in the rapid and effective killing of nearly 100% of the pathogenic bacteria within 2 min of NIR irradiation

    Distraction Classification During Target Tracking Tasks Involving Target and Cursor Flickering Using EEGNet

    No full text
    Keeping patients from being distracted while performing motor rehabilitation is important. An EEG-based biofeedback strategy has been introduced to help encourage participants to focus their attention on rehabilitation tasks. Here, we suggest a BCI-based monitoring method using a flickering cursor and target that can evoke a steady-state visually evoked potential (SSVEP) using the fact that the SSVEP is modulated by a patient’s attention. Fifteen healthy individuals performed a tracking task where the target and cursor flickered. There were two tracking sessions, one with and one without flickering stimuli, and each session had four conditions in which each had no distractor (non-D), a visual (vis-D) or cognitive distractor (cog-D), and both distractors (both-D). An EEGNet was trained as a classifier using only non-D and both-D conditions to classify whether it was distracted and validated with a leave-one-subject-out scheme. The results reveal that the proposed classifier demonstrates superior performance when using data from the task with the flickering stimuli compared to the case without the flickering stimuli. Furthermore, the observed classification likelihood was between those corresponding to the non-D and both-D when using the trained EEGNet. This suggests that the classifier trained for the two conditions could also be used to measure the level of distraction by windowing and averaging the outcomes. Therefore, the proposed method is advantageous because it can reveal a robust and continuous level of patient distraction. This facilitates its successful application to the rehabilitation systems that use computerized technology, such as virtual reality to encourage patient engagement

    Max-Min Fairness Beamforming With Rate-Splitting Multiple Access: Optimization Without a Toolbox

    No full text
    We propose a max-min fairness (MMF) design method in a multi-antenna downlink network, where rate-splitting multiple access (RSMA) is adopted. A main aim in the considered MMF problem is providing uniformly good rates to users, by carefully controlling the rate of each private and common message, respectively. Solving this problem is challenging since multiple optimization variables, i.e., beamforming vectors and common message portions, are intricately intertwined in a non-tractable objective function. To resolve these obstacles, we first split a whole problem into two stages. In the first stage, we identify beamforming vectors given common message portion by exploiting the LogSumExp (LSE) approximation technique and the novel generalized power iteration (GPI) framework. In the second stage, we determine common message portions under fixed beamforming vectors. Iterating these two stages, we jointly design beamforming vectors and common message portion accordingly. Via simulations, we demonstrate that our method outperforms existing other frameworks in terms of the minimum rate, while requiring extremely small computational complexity

    Secure Transmission for Hierarchical Information Accessibility in Downlink MU-MIMO

    No full text
    Physical layer security is a useful tool to prevent illegal wiretapping to confidential information. In this paper, we consider a generalized model of conventional physical layer security, referred as hierarchical information accessibility (HIA). A main feature of the HIA model is that a network has a hierarchy in information access, wherein decoding feasibility is determined by each user's priority. Under this HIA model, we formulate a sum secrecy rate maximization problem with regard to precoding vectors. This problem is challenging since multiple non-smooth functions are involved into the secrecy rate to fulfill the HIA conditions and also the problem is non-convex. To address the challenges, we approximate the minimum function by using the LogSumExp technique, thereafter obtain the first-order optimality condition. One key observation is that the derived condition is cast as a functional eigenvalue problem, where the eigenvalue is equivalent to the approximated objective function of the formulated problem. Accordingly, we show that finding a principal eigenvector is equivalent to finding a local optimal solution. To this end, we develop a novel method called generalized power iteration for HIA (GPI-HIA). Simulations demonstrate that the GPI-HIA significantly outperforms other baseline methods in terms of the secrecy rate

    Computational Study on the Thermal Effects of Implantable Magnetic Stimulation Based on Planar Coils

    No full text

    Brain Computer Interface-Based Action Observation Game Enhances Mu Suppression in Patients with Stroke

    No full text
    Action observation (AO), based on the mirror neuron theory, is a promising strategy to promote motor cortical activation in neurorehabilitation. Brain computer interface (BCI) can detect a user’s intention and provide them with brain state-dependent feedback to assist with patient rehabilitation. We investigated the effects of a combined BCI-AO game on power of mu band attenuation in stroke patients. Nineteen patients with subacute stroke were recruited. A BCI-AO game provided real-time feedback to participants regarding their attention to a flickering action video using steady-state visual-evoked potentials. All participants watched a video of repetitive grasping actions under two conditions: (1) BCI-AO game and (2) conventional AO, in random order. In the BCI-AO game, feedback on participants’ observation scores and observation time was provided. In conventional AO, a non-flickering video and no feedback were provided. The magnitude of mu suppression in the central motor, temporal, parietal, and occipital areas was significantly higher in the BCI-AO game than in the conventional AO. The magnitude of mu suppression was significantly higher in the BCI-AO game than in the conventional AO both in the affected and unaffected hemispheres. These results support the facilitatory effects of the BCI-AO game on mu suppression over conventional AO

    Clinical Application of Virtual Reality for Upper Limb Motor Rehabilitation in Stroke: Review of Technologies and Clinical Evidence

    No full text
    Neurorehabilitation for stroke is important for upper limb motor recovery. Conventional rehabilitation such as occupational therapy has been used, but novel technologies are expected to open new opportunities for better recovery. Virtual reality (VR) is a technology with a set of informatics that provides interactive environments to patients. VR can enhance neuroplasticity and recovery after a stroke by providing more intensive, repetitive, and engaging training due to several advantages, including: (1) tasks with various difficulty levels for rehabilitation, (2) augmented real-time feedback, (3) more immersive and engaging experiences, (4) more standardized rehabilitation, and (5) safe simulation of real-world activities of daily living. In this comprehensive narrative review of the application of VR in motor rehabilitation after stroke, mainly for the upper limbs, we cover: (1) the technologies used in VR rehabilitation, including sensors; (2) the clinical application of and evidence for VR in stroke rehabilitation; and (3) considerations for VR application in stroke rehabilitation. Meta-analyses for upper limb VR rehabilitation after stroke were identified by an online search of Ovid-MEDLINE, Ovid-EMBASE, the Cochrane Library, and KoreaMed. We expect that this review will provide insights into successful clinical applications or trials of VR for motor rehabilitation after stroke
    corecore