| Literature DB >> 32210769 |
Florian Schöberl1,2, Andreas Zwergal1,2, Thomas Brandt2,3.
Abstract
Successful navigation relies on the flexible and appropriate use of metric representations of space or topological knowledge of the environment. Spatial dimensions (2D vs. 3D), spatial scales (vista-scale vs. large-scale environments) and the abundance of visual landmarks critically affect navigation performance and behavior in healthy human subjects. Virtual reality (VR)-based navigation paradigms in stationary position have given insight into the major navigational strategies, namely egocentric (body-centered) and allocentric (world-centered), and the cerebral control of navigation. However, VR approaches are biased towards optic flow and visual landmark processing. This major limitation can be overcome to some extent by increasingly immersive and realistic VR set-ups (including large-screen projections, eye tracking and use of head-mounted camera systems). However, the highly immersive VR settings are difficult to apply particularly to older subjects and patients with neurological disorders because of cybersickness and difficulties with learning and conducting the tasks. Therefore, a need for the development of novel spatial tasks in real space exists, which allows a synchronous analysis of navigational behavior, strategy, visual explorations and navigation-induced brain activation patterns. This review summarizes recent findings from real space navigation studies in healthy subjects and patients with different cognitive and sensory neurological disorders. Advantages and limitations of real space navigation testing and different VR-based navigation paradigms are discussed in view of potential future applications in clinical neurology.Entities:
Keywords: brain imaging; egocentric and allocentric navigation; hippocampus; landmarks; navigation; spatial disorientation; visual exploration
Mesh:
Year: 2020 PMID: 32210769 PMCID: PMC7069479 DOI: 10.3389/fncir.2020.00006
Source DB: PubMed Journal: Front Neural Circuits ISSN: 1662-5110 Impact factor: 3.492
Figure 1Horizontal real space navigation paradigm. (A) real space navigation is tested in a complex and unfamiliar spatial environment, where items are placed as target points. These items are shown to the subjects first on an investigator-guided walk (exploration). Afterward, subjects have to find the items in a pseudo-randomized order over the next 10 min (navigation). In the first part of the navigation paradigm, routes, which are identical to the previous exploration route (so-called egocentric routes, red lines), are tested; in the second part, the order of target items is changed in a way that requires the planning of new routes (so-called allocentric routes, green lines). (B) Subjects wear a gaze-monitoring head camera throughout the experiment to allow post hoc analysis of their visual exploration. (C) [18F]FDG is injected at the start of the 10-min navigation phase. After the end of navigation testing subjects rest in a supine position for 20 min and image acquisition starts 30 min after tracer administration. This paradigm can be used to depict navigation-induced brain activations because the cerebral glucose utilization is weighted to the 10 min following [18F]FDG injection and is integrative due to intracellular trapping of the tracer (adapted from Irving et al., 2018b; permission from the journal obtained).
Figure 2Earth-horizontal vs. earth-vertical real space navigation in healthy subjects. The individual error rate in finding the right items was significantly higher in the vertical than in the horizontal navigation paradigm (bottom left). In the horizontal navigation paradigm selection and recall of landmarks were orientated to strategic waypoints along the path like crossings and prominent items (bottom right). This strategy reflects the importance of landmark-guided navigation in the horizontal plane. In contrast, during vertical navigation landmark fixations were distributed more evenly along the path (top left). This strategy may indicate that vertical navigation is less reliant on visual landmarks. The most frequent fixation targets are indicated as red circles with the diameter being proportional to the mean number of fixations. During horizontal navigation, regional cerebral glucose metabolism was relatively increased in the right anterior hippocampus, bilateral retrosplenial cortex (RSC), and the pontine brainstem tegmentum. The glucose uptake in the eye muscles was higher in horizontal navigation, indicating increased exploration. During vertical navigation regional cerebral glucose metabolism was relatively increased in the anterior hippocampus, insula, and cerebellum bilaterally. Significance level p < 0.005, L, left; R, right side, level of the section are marked by MNI-z-coordinates (adapted from Zwergal et al., 2016; permission from the journal obtained).
Figure 3Horizontal navigation in a patient after acute hemorrhage of the right posterior hippocampus. (A) Schematic drawing of the exact lesion localization in the right posterior hippocampus and adjacent parahippocampal cortex. (B) In the acute stage the patient exhibited severe topographical disorientation with a completely missing cognitive map of the environment. In a follow-up investigation after 4 months, the patient’s navigation performance was completely normalized with an intact cognitive map of the environment. Search paths during navigation are color-coded on a ground map (x, y) as the cumulative time at the location (z). The most frequent fixation targets are indicated as green circles on the ground map with diameter proportional to the cumulative time of fixation (adapted from Irving et al., 2018a; permission from the journal obtained). L, left; R, right.
Figure 4Horizontal real space navigation in patients with transient global amnesia (TGA). (A) TGA-patients, as compared to healthy controls, had a different navigation strategy in the post-acute stage (day 3 after symptom onset) with less usage of short cuts (red arrows), a longer duration at strategic way crossings (blue arrows) and more visual fixations along the path, particularly at strategic way crossings. This pattern persisted until follow-up after 3–4 months. Search paths during navigation are color-coded on a ground map (x, y) as the cumulative time at the location (z). The most frequent fixation targets are indicated as green circles on the ground map with diameter proportional to the cumulative time of fixation. (B) During navigation in the post-acute stage the regional cerebral glucose metabolism in TGA-patients was increased in the right hippocampus, bilateral posterior parietal, retrosplenial, mesiofrontal cortex, and the cerebellar dentate nucleus, indicating compensatory recruitment of the hippocampal and extrahippocampal navigation network. Significance level p < 0.005; the level of sections is given in MNI-coordinates (adapted from Schöberl et al., 2019; permission from the journal obtained).
Comparison of different virtual reality (VR) and real space-based navigation paradigms.
| Advantages | Limitations | Future applications | |
|---|---|---|---|
| 2D desktop | High level of control and standardization, combination with fMRI experiments possible | Overly dependency on visual processing, no vestibular or proprioceptive feedback or motor-efference signals, low degree of immersion to VR | Investigation of specific aspects of navigation control (in fMRI), quantification of spatial orientation deficits in patients with cognitive disorders or mobility restrictions |
| Large-screen | Analysis of eye movements and visual exploration patterns in more naturalistic and ecologically valid environments | High visual dependency, no multisensory feedback or motor-efference signals, the potential for cybersickness, hardly adaptable to online fMRI | Analysis of visual exploration strategies in environments of different scales, textures, and abundance of landmarks |
| Hybrid | Allows some degree of multisensory feedback and motor-efference control | Increasing risk of cybersickness by sensory mismatch, moderate immersion to VR, restricted degree of interaction, combined with online fMRI not possible | Training of spatial navigation abilities for patients with cognitive disorders or acute/subacute cerebral lesions (e.g., during in-patient rehabilitation) |
| Head-mounted | Highly interactive allows for multisensory inputs and motor-efference signals, multiple options to track behavior, possibility to go beyond reality | Higher risk of cybersickness, problems with embodiment (in older subjects), the dependence of performance on previous VR experience, combined with online fMRI restricted | Investigation of behavioral responses to controlled environmental changes, the potential for combination with advanced fMRI techniques or PET-based approaches |
| Real space navigation | Investigation of multisensory contribution to navigation control, analysis of visual exploration patterns in natural environments, navigation in 3D environments, combination with PET imaging to depict navigation-induced brain activations, no cybersickness | Problems with standardization of the navigation task, limitations in experimental manipulation of the task, problems if mobility restrictions exist, potential ceiling effects for repetitive testing | Application as an easy screening test for patients with navigation disorders in clinical routine, analysis of eye movements as a potential biomarker for navigation control, transfer to everyday life situations (by combination with mobile tracking technologies like GPS) |
Figure 5Navigation testing in virtual reality (VR) and real space. Examples of VR set-ups to study spatial navigation using (A) a 2D tablet touch screen paradigm (4 Mountains Test, which assesses allocentric spatial memory by altering the viewpoint, colors, and textures of the topographical layout of four mountains within a computer-generated landscape). (B) A 2D desktop screen paradigm with joystick navigation. (C) A VR paradigm displayed with a head-mounted device and motion recording. The degree of immersion increased from (A–C). Functional MRI (fMRI) based studies are mostly possible in 2D paradigms and hard to achieve in immersive VR set-ups. Examples of real space spatial orientation and navigation testing by (D) pointing experiments to a known position in vista space (Flanagin et al., 2019) and (E) navigation in large-scale environments. Navigation strategy and visual exploration patterns are recorded by a head-mounted eye-tracking system and are analyzed post hoc in navigograms. Brain activations during real space navigation can be captured by an [18F]FDG-PET based approach.