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1.
Front Hum Neurosci ; 18: 1359841, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38532790

RESUMO

Hyperscanning approaches to human neuroscience aim to uncover the neural mechanisms of social interaction. They have been largely guided by the expectation that increased levels of engagement between two persons will be supported by higher levels of inter-brain synchrony (IBS). A common approach to measuring IBS is phase synchrony in the context of EEG hyperscanning. Yet the growing number of experimental findings does not yield a straightforward interpretation, which has prompted critical reflections about the field's theoretical and methodological principles. In this perspective piece, we make a conceptual contribution to this debate by considering the role of a possibly overlooked effect of inter-brain desynchronization (IBD), as for example measured by decreased phase synchrony. A principled reason to expect this role comes from the recent proposal of irruption theory, which operationalizes the efficacy of a person's subjective involvement in behavior generation in terms of increased neural entropy. Accordingly, IBD is predicted to increase with one or more participant's socially motivated subjective involvement in interaction, because of the associated increase in their neural entropy. Additionally, the relative prominence of IBD compared to IBS is expected to vary in time, as well as across frequency bands, depending on the extent that subjective involvement is elicited by the task and/or desired by the person. If irruption theory is on the right track, it could thereby help to explain the notable variability of IBS in social interaction in terms of a countertendency from another factor: IBD due to subjective involvement.

2.
J Neural Eng ; 19(4)2022 08 11.
Artigo em Inglês | MEDLINE | ID: mdl-35882224

RESUMO

Objective. To characterize the direction within and between brain connectivity in winning and losing players in a competitive brain-computer interface game.Approach. Ten dyads (26.9 ± 4.7 yr old, eight females and 12 males) participated in the study. In a competitive game based on neurofeedback, they used their relative alpha (RA) band power from the electrode location Pz, to control a virtual seesaw. The players in each pair were separated into winners (W) and losers (L) based on their scores. Intrabrain connectivity was analyzed using multivariate Granger causality (GC) and directed transfer function, while interbrain connectivity was analyzed using bivariate GC.Main results. Linear regression analysis revealed a significant relationship (p< 0.05) between RA and individual scores. During the game, W players maintained a higher RA than L players, although it was not higher than their baseline RA. The analysis of intrabrain GC indicated that both groups engaged in general social interactions, but only the W group succeeded in controlling their brain activity at Pz. Group L applied an inappropriate metal strategy, characterized by strong activity in the left frontal cortex, indicative of collaborative gaming. Interbrain GC showed a larger flow of information from the L to the W group, suggesting a higher capability of the W group to monitor the activity of their opponent.Significance. Both innate neurological indices and gaming mental strategies contribute to game outcomes. Future studies should investigate whether there is a causal relationship between these two factors.


Assuntos
Interfaces Cérebro-Computador , Jogos de Vídeo , Encéfalo , Feminino , Humanos , Modelos Lineares , Masculino , Análise de Regressão
3.
Front Neurogenom ; 2: 749009, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-38235241

RESUMO

EEG hyperscanning during multiuser gaming offers opportunities to study brain characteristics of social interaction under various paradigms. In this study, we aimed to characterize neural signatures and phase-based functional connectivity patterns of gaming strategies during collaborative and competitive alpha neurofeedback games. Twenty pairs of participants with no close relationship took part in three sessions of collaborative or competitive multiuser neurofeedback (NF), with identical graphical user interface, using Relative Alpha (RA) power as a control signal. Collaborating dyads had to keep their RA within 5% of each other for the team to be awarded a point, while members of competitive dyads scored points if their RA was 10% above their opponent's. Interbrain synchrony existed only during gaming but not during baseline in either collaborative or competitive gaming. Spectral analysis and interbrain connectivity showed that in collaborative gaming, players with higher resting state alpha content were more active in regulating their RA to match those of their partner. Moreover, interconnectivity was the strongest between homologous brain structures of the dyad in theta and alpha bands, indicating a similar degree of planning and social exchange. Competitive gaming emphasized the difference between participants who were able to relax and, in this way, maintain RA, and those who had an unsuccessful approach. Analysis of interbrain connections shows engagement of frontal areas in losers, but not in winners, indicating the formers' attempt to mentalise and apply strategies that might be suitable for conventional gaming, but inappropriate for the alpha neurofeedback-based game. We show that in gaming based on multiplayer non-verbalized NF, the winning strategy is dependent on the rules of the game and on the behavior of the opponent. Mental strategies that characterize successful gaming in the physical world might not be adequate for NF-based gaming.

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