| Literature DB >> 35301388 |
Quentin Chenot1, Caroline Hamery2, Evelyne Lepron2, Pierre Besson3, Xavier De Boissezon4,5, Stéphane Perrey3, Sébastien Scannella6.
Abstract
Interest for neuromodulation, and transcranial random noise stimulation (tRNS) in particular, is growing. It concerns patients rehabilitation, but also healthy people who want or need to improve their cognitive and learning abilities. However, there is no consensus yet regarding the efficacy of tRNS on learning and performing a complex task. In particular, the most effective electrode montage is yet to be determined. Here, we examined the effect of two different tRNS montages on learning rate, short- and long-term performance in a video game (Space Fortress) that engages multiple cognitive abilities. Sixty-one participants were randomly assigned to one of three groups (sham vs. simple-definition tRNS vs. high-definition tRNS) in a double-blind protocol. Their performance on the Space Fortress task was monitored during a 15-day experiment with baseline (day 1), stimulation (day 2 to 4), short- (day 5) and long-term (day 15) evaluations. Our results show that the high-definition tRNS group improved more on the long term than simple-definition tRNS group, tended to learn faster and had better performance retention compared to both simple-definition tRNS and sham groups. This study is the first to report that high-definition tRNS is more effective than conventional simple-definition tRNS to enhance performance in a complex task.Entities:
Mesh:
Year: 2022 PMID: 35301388 PMCID: PMC8931133 DOI: 10.1038/s41598-022-08545-x
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Figure 1Experimental design and performance evaluation. (a) A participant playing the Space Fortress game (in this example, the participant is equipped with a HD montage). (b) Space Fortress in-game screenshot. (c) Timeline of the experimental protocol. GSn stands for Game Session number n across days. Short-term is the delta of performance between GS9 and GS1. Long-term is the delta of performance between GS11 and GS1. Retention is the delta of performance between GS11 and GS9.
Figure 2Mean total scores for Space Fortress game (with standard error bars) per group across game sessions. The fitted ln model across game sessions and for each group is presented in the lower right part. D day.
Figure 3Learning rate by stimulation group (Hypothesis 1). Bold: .
Figure 4(a) Delta between short-term and baseline performance (Hypothesis 2.a.). (b) Delta between long-term and baseline performance (Hypothesis 2.b.). (c) Delta between long-term and short-term performance (Hypothesis 3.). GS Game Session. Bold: .
Figure 5Stimulation montages and influence maps according to the montage type. Extracted from NIC2 software v.2.0.11.7.
Participants’ demographics (mean ± SD).
| Sham | SD-tRNS | HD-tRNS | ||
|---|---|---|---|---|
| N | 19 | 21 | 21 | NA |
| Gender | 4 women | 3 women | 3 women | NA |
| Handedness | 1 LH | 1 LH | 1 LH | NA |
| Age | 0.39 | |||
| Education | 0.93 | |||
| VGexp | 0.32 |
Education is measured on a scale from 1 to 20 (with 12 = high school degree). Video Game experience (VGexp) is measured by a questionnaire and range on a scale from 0 to 10. ***ANOVA’s were performed for Age and Education, and a Kruskal-Wallis was performed for VGexp (available in Supplementary Information). LH Left-handed