| Literature DB >> 28819155 |
Marijn C W Kroes1,2, Joseph E Dunsmoor3, Wayne E Mackey4, Mason McClay5, Elizabeth A Phelps6,7,8.
Abstract
Despite a wealth of knowledge on how humans and nonhuman animals learn to associate meaningful events with cues in the environment, far less is known about how humans learn to associate these events with the environment itself. Progress on understanding spatiotemporal contextual processes in humans has been slow in large measure by the methodological constraint of generating and manipulating immersive spatial environments in well-controlled laboratory settings. Fortunately, immersive Virtual Reality (iVR) technology has improved appreciably and affords a relatively straightforward methodology to investigate the role of context on learning, memory, and emotion while maintaining experimental control. Here, we review context conditioning literature in humans and describe challenges to study contextual learning in humans. We then provide details for a novel context threat (fear) conditioning paradigm in humans using a commercially available VR headset and a cross-platform game engine. This paradigm resulted in the acquisition of subjective threat, threat-conditioned defensive responses, and explicit threat memory. We make the paradigm publicly available and describe obstacles and solutions to optimize future studies of context conditioning using iVR. As computer technology advances to replicate the sensation of realistic environments, there are increasing opportunities to bridge the translational gap between rodent and human research on how context modulates cognition, which may ultimately lead to more optimal treatment strategies for anxiety- and stress-related disorders.Entities:
Mesh:
Year: 2017 PMID: 28819155 PMCID: PMC5561126 DOI: 10.1038/s41598-017-08184-7
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Literature overview context conditioning in humans.
| Publication | Paradigm | Context manipulation | Measures: During task | US exp. | fMRI | Before and after task | Anxiety | STAI-S | After task | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| FPS | SCR | SCL | Arousal | Affect/Valence | PANAS | Contingency | |||||||
| Kroes | CTX | iVR, 1a | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||
| Troger | CTX | iVR, 2b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
| Glotzbach[ | CTX | iVR, 2b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||
| Glotzbach-Schoon | CTX | iVR, 2b | ✓ | ✓ | ✓ | ✓ | |||||||
| Glotzbach-Schoon | CTX | iVR, 2b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||
| Glotzbach-Schoon | CTX | iVR, 2b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
| Andreatta | CTX | iVR, 2b&c | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||
| Andreatta | CTX | iVR, 2b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
| LaBar | Cue in CTX | Test room | ✓ | ||||||||||
| Neuman | Cue in CTX | Test room | ✓ | ||||||||||
| Schiller | Cue in CTX | Test room | ✓ | ||||||||||
| Huff | Cue in CTX | Test room | ✓ | ||||||||||
| Huff | Cue in CTX | Full iVR, 3 | ✓ | ✓ | |||||||||
| Muhlberger | Cue in CTX | iVR, 2b | ✓ | ✓ | |||||||||
| Dunsmoor | Cue in CTX | VR, 3b | ✓ | ||||||||||
| Ahs, | Cue in CTX | VR, 3c | ✓ | ✓ | ✓ | ||||||||
| Baas | Cue in CTX | 2D Movie | ✓ | ✓ | ✓ | ||||||||
| Baas | Cue in CTX | 2D Movie | ✓ | ✓ | ✓ | ||||||||
| Grillon | Cue in CTX | 2D Movie | ✓ | ✓ | |||||||||
| Alvarez | Cue in CTX | 2D Movie | ✓ | ✓ | ✓ | ||||||||
| Alvarez | Cue in CTX | 2D Movie | ✓ | ||||||||||
| Grillon | Cue in CTX | 2D Movie | ✓ | ||||||||||
| Armony | Cue in CTX | 2D Static | ✓ | ✓ | |||||||||
| Milad | Cue in CTX | 2D Static | ✓ | ||||||||||
| Kalisch | Cue in CTX | 2D Static | ✓ | ✓ | |||||||||
| Milad | Cue in CTX | 2D Static | ✓ | ✓ | |||||||||
| Marschner | Cue in CTX | 2D Static | ✓ | ✓ | ✓ | ||||||||
| Neumann | Cue in CTX | 2D Static | ✓ | ✓ | |||||||||
| Pace-Schott | Cue in CTX | 2D Static | ✓ | ||||||||||
| Rougemont-Bucking | Cue in CTX | 2D Static | ✓ | ✓ | |||||||||
| Van Ast | Cue in CTX | 2D Static | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||
| Balooch | Cue in CTX | 2D Static | ✓ | ✓ | |||||||||
| Haaker | Cue in CTX | 2D Static | ✓ | ✓ | ✓ | ||||||||
| Haaker | Cue in CTX | 2D Static | ✓ | ✓ | ✓ | ||||||||
| Londsdorf | Cue in CTX | 2D Static | ✓ | ✓ | |||||||||
| Glenn | Cue in CTX | 2D Static | ✓ | ✓ | ✓ | ||||||||
| Londsdorf | Cue in CTX | 2D Static | ✓ | ✓ | ✓ | ||||||||
| Kastner | Cue in CTX | 2D Static | ✓ | ✓ | ✓ | ||||||||
| Kroes | Cue in CTX | 2D Static | ✓ | ✓ | ✓ | ||||||||
| Haaker | Cue in CTX | 2D Static | ✓ | ✓ | |||||||||
| Sjouwerman | Cue in CTX | 2D Static | ✓ | ✓ | ✓ | ✓ | |||||||
| Hermann | Cue in CTX | 2D Static | ✓ | ✓ | |||||||||
| Kuhn | Cue in CTX-ITI | 2D Static | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||
| Ameli | Cue in CTX-ITI | N/A | ✓ | ✓ | ✓ | ✓ | |||||||
| Grillon | Cue in CTX-ITI | N/A | ✓ | ✓ | ✓ | ✓ | |||||||
| Grillon | Cue in CTX-ITI | N/A | ✓ | ✓ | |||||||||
Paradigm: CTX = context conditioning, conditioning paradigm where no other cues signal the onset of the unconditioned stimulus. Cue in CTX = cue in context, paradigm where specific cues signal the onset of the unconditioned stimulus dependent on the context in which they occur. Cue in CTX-ITI = Cue in context-inter trial interval, paradigm where specific cues signal the onset of the unconditioned stimulus and defensive responses during inter-trial intervals are taken as a index for context conditioned responses. Context manipulation: iVR = Immersive virtual reality, context manipulation is achieved using head-mounted virtual reality display where head movements are translated into changes in field of view. Test room = context manipulation is achieved by physically moving participants and testing them in different lab spaces. Full iVR = Full immersive Virtual Reality, context manipulation is achieved within room-sized cube (CAVE-like) where the environment is projected onto the walls, floor and ceiling and head movements are translated into changes in field of view. 2D movie = context manipulation is design in 3D but presented as a movie on a 2D computer screen or projected on a screen. 2D static = context manipulation is achieved by presenting a background image. N/A = not applicable, these studies do not manipulate context but take responses during inter-trial intervals as an index of context conditioned responses. *This study also measured heart rate during the task. **This study also measured EEG during the task. ***This study also measured fear ratings during the task. +This study assessed responses during inter-trial-intervals as a proxy for context conditioned responses. FPS = fear potentiated startle; SCR = skin conductance responses; SCL = skin conductance level; US exp. = unconditioned stimulus expectancy ratings; fMRI = functional magnetic resonance imaging; STAI-S = State-Trait Anxiety Inventory-S; PANAS – Positive Affect Negative Affect Scale. References: 24–30, 35, 38–40, 46, 48, 58, 59, 72, 74–95. We apologize for any possible mistakes in our assessment of publications or omission of literature.
Figure 1iVR study design. (a) iVR experimental set-up showing a participant (not an actual participant) wearing the Oculus Rift head mounted display while the context conditioning paradigm is presented with Unity on a standard desktop and electromyography and skin conductance responses are simultaneously recorded. (b) Time-line of experimental design. (c) 2D depiction of the two rooms and the hallway in the iVR environment (note that control buttons at the top and top right of the screen were not visible to the participants).
Figure 2Context conditioning in iVR results in acquisition of subjective threat. Bar plots reflecting mean affect and arousal ratings before and after context conditioning for the threat (CTX+, red) and safe context (CTX−, blue). Context conditioning resulted in more negative affect ratings (a) and higher arousal ratings (b) for the threat context but did not affect ratings for the safe context. Error bars = s.e.m. Coloured geometrical shapes represent individual data-points. ***p < 0.001.
Figure 3Context conditioning in iVR results in acquisition conditioned defensive responses. Bar plots reflecting mean startle and skin conductance responses in the first half (Early) and second half (Late) of the context-conditioning task for the threat (CTX+, red), safe context (CTX−, blue), and neutral context (Hallway, green). (a) Context conditioning resulted in greater electromyography responses (i.e. eye blink magnitude) to startle probes when participants traversed the threat context. (b) Context conditioning resulted in greater skin conductance responses (i.e. sweating) to startle probes when participants traversed the threat context. (c) Context conditioning resulted in greater skin conductance responses (i.e. sweating) when participants transitioned into the threat context. Error bars = s.e.m. Coloured geometrical shapes represent individual data-points. *p < 0.05, **p < 0.01, ***p < 0.001.
Figure 4Context conditioning results in acquisition explicit threat memory. Bar plots reflecting mean estimated number of received shocks (a) and mean estimated reinforcement rate (b) for the threat (CTX+, red), safe context (CTX−, blue) tested at the end of the experiment. Dashed grey line indicates actual number of administered shocks (a: 8 shocks in CTX+ only) and actual reinforcement rate (b) 60% of CTX+ trials featured delivery of shock). Following iVR conditioning, participants accurately estimated having received more shocks in the CTX+ than CTX− and associated the CTX+ with a higher reinforcement rate then the CTX−. (c) Bar plots reflecting mean memory scores on four-alternative choice memory questionnaire testing memory for items that had been present in the CTX+ and CTX−. Dashed line indicates chance level (25%). Participants remembered items from both context above change there were no difference in item memory between contexts. Error bars = s.e.m. Coloured geometrical shapes represent individual data-points. ***p < 0.001.