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
研究概览
详细说明
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.
研究类型
注册 (估计的)
阶段
- 不适用
联系人和位置
学习联系方式
- 姓名:Zachary A Riley
- 电话号码:317-274-1487
- 邮箱:zariley@iu.edu
学习地点
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Indiana
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Indianapolis、Indiana、美国、46202
- 招聘中
- National Institute for Fitness and Sport
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接触:
- Zachary Riley
- 邮箱:zariley@iu.edu
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参与标准
资格标准
适合学习的年龄
- 成人
接受健康志愿者
描述
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.
学习计划
研究是如何设计的?
设计细节
- 主要用途:基础科学
- 分配:随机化
- 介入模型:并行分配
- 屏蔽:单身的
武器和干预
参与者组/臂 |
干预/治疗 |
|---|---|
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实验性的: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
其他名称:
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安慰剂比较: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
其他名称:
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研究衡量的是什么?
主要结果指标
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
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Gaming outcome
大体时间: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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次要结果测量
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
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Cortical Changes
大体时间: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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合作者和调查者
调查人员
- 首席研究员:Zachary Riley、Professor
研究记录日期
研究主要日期
学习开始 (实际的)
初级完成 (估计的)
研究完成 (估计的)
研究注册日期
首次提交
首先提交符合 QC 标准的
首次发布 (实际的)
研究记录更新
最后更新发布 (实际的)
上次提交的符合 QC 标准的更新
最后验证
更多信息
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