rTMS Induced Reduction in M1 Excitability
The Effects of rTMS Induced Reduction in M1 Excitability on Early-online Learning and Retention in Dexterous Video-game Task
調査の概要
詳細な説明
Research employing rTMS-induced reductions in excitability showed that M1 had a large role in consolidation after practice, but was not responsible for the improvements that occur during practice. Though this study used a simple finger tapping task, additional studies have shown the role of M1 in task consolidation with ballistic movements and dynamic force-field learning tasks, while using rTMS to reduce cortical excitability. The main issue with previous studies is that they have been limited to a single digit, single joint, or non-transferrable laboratory tasks. This limits the application of these studies to real world scenarios, and shows the need for further research into this interaction. Therefore, we intend to examine the effect of an rTMS-induced reduction in M1 excitability, on the learning of a dynamic, two-handed video game task (Guitar Hero). This is important because it will help explain the role of M1 in learning complex, bimanual tasks. Our study will also directly address how M1 contributes to the fast and slow consolidation of dynamic, coordinated actions that more closely resemble real-world activities (video games). Ultimately, this knowledge is crucial to the development of targeted non-invasive brain stimulation protocols that could aid in the rehabilitation of patients with motor dysfunction, in which relearning complex coordinated motor tasks is a primary goal.
Objective(s)
- Primary Objective Our primary objective is to determine if short term inhibition of M1 with 1Hz rTMS (rTMS induced reductions in excitability) blocks the early online learning (fast and slow consolidation) that occurs when first playing a video game
- Secondary Objective Our secondary objective is to compare the amount of rTMS-induced reductions in excitability, measured with single pulse TMS motor-evoked potential cortical excitability, with the amount of fast and slow consolidation observed in playing the video game.
研究の種類
入学 (推定)
段階
- 適用できない
連絡先と場所
研究連絡先
- 名前:Zachary A Riley
- 電話番号:317-274-1487
- メール:zariley@iu.edu
研究場所
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Indiana
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Indianapolis、Indiana、アメリカ、46202
- 募集
- National Institute for Fitness and Sport
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コンタクト:
- Zachary Riley
- メール:zariley@iu.edu
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参加基準
適格基準
就学可能な年齢
- 大人
健康ボランティアの受け入れ
説明
Inclusion Criteria:
- Between ages 18 and 45 years old (to avoid any changes in the developing brain, or with aging).
- Answer 'no' to questions 2 through 17 on the brain stimulation questionnaire as these factors can increase likelihood of adverse events with brain stimulation.
- No neurological damage, disease, or dysfunction (nerve damage, chronic pain disorders, diabetic neuropathy, epilepsy) that affect the upper limbs and limit the ability to complete the study, and/or compromise the objectives of the study
- No significant visual impairment that would prevent them from playing a video game.
Exclusion Criteria:
- Currently prescribed and taking stimulant medication (Adderall, Ritalin, Vyvanse, etc.)
- Consumption of over-the-counter stimulants such as caffeine or nicotine (coffee, soda, supplements, energy drinks, tobacco products, or other nicotine containing products such as gum, vape pens, etc...) 12 hours prior to entering the lab on the day of testing as this can directly affect cortical excitability. If a subject takes any of these substances 12 hours prior to the study visit they will be asked to reschedule for a later date.
- Have played a real stringed instrument in the last 12 months (e.g. guitar, bass, violin)
- Have played the videogame "Guitar Hero" on a traditional guitar controller in the last 12 months.
研究計画
研究はどのように設計されていますか?
デザインの詳細
- 主な目的:基礎科学
- 割り当て:ランダム化
- 介入モデル:並列代入
- マスキング:独身
武器と介入
参加者グループ / アーム |
介入・治療 |
|---|---|
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実験的:rTMS stimulation group
this group will receive 15 minutes of repetitive transcranial magnetic stimulation of the motor cortex while seated quietly
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in the arm/group descriptions
他の名前:
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プラセボコンパレーター:SHAM stimulation group
This group will have the same stimulating wand placed over the head, but at a distance far enough away as to not activate the cortical neurons.
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in the arm/group descriptions
他の名前:
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この研究は何を測定していますか?
主要な結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
|---|---|---|
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Gaming outcome
時間枠:3 sessions, sessions 1 & 2 on the first day and session 3 on the follow-up day (next day)
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Primary outcome measures will include comparing video game performance (number of correct notes played, overstrums) across the three testing sessions.
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3 sessions, sessions 1 & 2 on the first day and session 3 on the follow-up day (next day)
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二次結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
|---|---|---|
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Cortical Changes
時間枠:3 sessions, sessions 1 & 2 on the first day and session 3 on the follow-up day (next day)
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Secondary outcome measures will include correlating cortical excitability with the amount of learning observed in video game performance.
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3 sessions, sessions 1 & 2 on the first day and session 3 on the follow-up day (next day)
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協力者と研究者
スポンサー
捜査官
- 主任研究者:Zachary Riley、Professor
研究記録日
主要日程の研究
研究開始 (実際)
一次修了 (推定)
研究の完了 (推定)
試験登録日
最初に提出
QC基準を満たした最初の提出物
最初の投稿 (実際)
学習記録の更新
投稿された最後の更新 (実際)
QC基準を満たした最後の更新が送信されました
最終確認日
詳しくは
本研究に関する用語
キーワード
その他の研究ID番号
- 30610
個々の参加者データ (IPD) の計画
個々の参加者データ (IPD) を共有する予定はありますか?
IPD プランの説明
医薬品およびデバイス情報、研究文書
米国FDA規制医薬品の研究
米国FDA規制機器製品の研究
米国で製造され、米国から輸出された製品。
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