神经调节通过tRNS加速学习和提高在虚拟现实第一人称射击游戏中的表现

IF 12.2 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2025-04-01 Epub Date: 2024-12-12 DOI:10.1016/j.chb.2024.108537
Francesco Neri , Jacopo Della Toffola , Adriano Scoccia , Alberto Benelli , Francesco Lomi , Alessandra Cinti , Carmelo Luca Smeralda , Sara Romanella , Alessandro Giannotta , Simone Rossi , Emiliano Santarnecchi
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引用次数: 0

摘要

最近的研究探讨了在虚拟现实(VR)环境下提高复杂视觉运动技能习得的方法,但结果尚无定论。目的/假设本研究旨在探讨经颅随机噪声刺激(tRNS)这一非侵入性脑刺激技术是否能加速VR第一人称射击游戏(VR- fps)训练的学习过程及其对游戏能力和认知功能的影响。方法在排除9例虚拟现实晕动病后,选取22名健康青年志愿者(女性6名,男性16名;平均年龄26.5±4.9岁)参加了为期5天的VR-FPS训练。参与者被随机分配到活性(真实)trns组(n=11)或假(安慰剂)trns组(n=11)。每天,在前两轮(tRNS ON)给药针对特设的视觉-运动功能脑网络,但在四轮(tRNS OFF)中的最后两轮(tRNS OFF)不给药。回合的难度是根据被打败的敌人(O)与玩家失败(D)的比例(O/D)来调整的。在训练前、训练后立即和训练后一周(T0、T1、T2)对被试射击技术和认知能力进行评估。结果与Sham-tRNS组相比,Active-tRNS组的O/D性能显著提高(p <;.05),特别是在tRNS OFF回合(p <;. 05)。此外,在T2时,Active-tRNS组在远距离射击任务中的表现明显优于Sham-tRNS组。两组在T1和T2时认知能力均有改善。结论视觉-运动混合网络的strns能增强VR-FPS训练的学习曲线,且后效持久且强。这一发现在性能训练和临床疾病治疗方面都有潜在的应用。
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Neuromodulation via tRNS accelerates learning and enhances in-game performance at a virtual-reality first person shooter game

Background

Recent studies have investigated methods for improving the acquisition of complex visuomotor skills in virtual reality (VR) settings, but the results have been inconclusive.

Objective/Hypothesis

This study aims to examine whether transcranial random noise stimulation (tRNS), a non-invasive brain stimulation technique, can accelerate the learning process of a VR first-person shooter (VR-FPS) training and its impact on gaming abilities and on cognitive functions.

Methods

After exclusion of 9 subjects due to VR-cybersickness, twenty-two healthy young volunteers (6 females, 16 males; mean age 26.5 ± 4.9 years) participated in a five-day VR-FPS training. The participants were randomly assigned to either the Active (real)-tRNS (n=11) or the Sham (placebo)-tRNS group (n=11). Each day, tRNS targeting an ad-hoc visuo-motor functional brain network was administered for the first two rounds (tRNS ON), but not in the last two rounds out of four (tRNS OFF). The difficulty of the round was adjusted according to the ratio of overwhelmed enemies (O) to the player's defeats (D): (O/D). The participants' shooting skills and cognitive abilities were evaluated before, immediately after and one week after the training (T0, T1, T2).

Results

The Active-tRNS group showed significantly higher O/D performance compared to the Sham-tRNS group (p < .05), particularly during tRNS OFF rounds (p < .05). Additionally, at T2, the Active-tRNS group exhibited significantly better performance in a long-range shooting task than the Sham-tRNS group. Both groups showed improved cognitive abilities at T1 and at T2.

Conclusions

tRNS of an hybrid visuo-motor network can enhance the learning curve of VR-FPS training, with persistent and strong after-effects. This finding has potential applications for both performance training and treatment of clinical conditions.
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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