The auditory steady-state response (ASSR) is an oscillatory brain activity evoked by repetitive auditory stimuli. Previous studies have reported that the power and phase locking index (PLI) of ASSR could be modulated by the degree of workload. However, those studies used different physical stimuli for tasks of differing difficulty, and the effect of the internal workload itself has not been clearly understood. In this study, we employed the modified N-back task as a visual working memory task in order to vary the degree of difficulty while keeping the physical stimulus constant. The experiment consisted of four types of tasks: No-Load (NL), 1-back, 2-back, and 3-back tasks. The auditory stimulus was a 40 Hz click sound to induce ASSR. Sixteen healthy subjects participated in the present study and magnetoencephalogram responses were recorded using a 148-channel magnetometer system. The hit rate decreased and the reaction time increased according to the task difficulty. Grand averaged phase coherence activities showed the 40 Hz ASSR reductions accompanying an increase in the task difficulty even with the identical external stimuli. In particular, the phase coherence activities in 3-back task were significantly lower than that in the NL and 1-back tasks. Our results suggest that the ASSR can be a useful indicator for the amount of workload in the brain.
Workload in the human brain can be a useful marker of internal brain state. However, due to technical limitations, previous workload studies have been unable to record brain activity via conventional electroencephalography (EEG) and magnetoencephalography (MEG) devices in mobile participants. In this study, we used a wearable EEG system to estimate workload while participants walked in a naturalistic environment. Specifically, we used the auditory steady-state response (ASSR) which is an oscillatory brain activity evoked by repetitive auditory stimuli, as an estimation index of workload. Participants performed three types of N-back tasks, which were expected to command different workloads, while walking at a constant speed. We used a binaural 500 Hz pure tone with amplitude modulation at 40 Hz to evoke the ASSR. We found that the phase-locking index of ASSR activity was significantly correlated with the degree of task difficulty, even for EEG data from few electrodes. Thus, ASSR appears to be an effective indicator of workload during walking in a naturalistic environment.
We developed a statistical method for detecting discontinuous phase changes (phase shifts) in fluctuating alpha rhythms in the human brain from electroencephalogram (EEG) data obtained in a single trial. This method uses the state space models and the line process technique, which is a Bayesian method for detecting discontinuity in an image. By applying this method to simulated data, we were able to detect the phase and amplitude shifts in a single simulated trial. Further, we demonstrated that this method can detect phase shifts caused by a visual stimulus in the alpha rhythm from experimental EEG data even in a single trial. The results for the experimental data showed that the timings of the phase shifts in the early latency period were similar between many of the trials, and that those in the late latency period were different between the trials. The conventional averaging method can only detect phase shifts that occur at similar timings between many of the trials, and therefore, the phase shifts that occur at differing timings cannot be detected using the conventional method. Consequently, our obtained results indicate the practicality of our method. Thus, we believe that our method will contribute to studies examining the phase dynamics of nonlinear alpha rhythm oscillators.
Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situations in which data can be recorded are gradually being overcome. EEG measurement in real environments has become increasingly important as a means to monitor brain activity in our daily lives, such as while playing consumer games in the living room. The present study measured brain EEG activity while two players engaged in a competitive consumer baseball game in conditions that closely resembled daily life. The recorded brain activity was thus likely related to natural mental reactions and cognitive function that occur in similar daily life activities. To measure the EEG from participants who freely moved while playing the game, we developed EEG devices that incorporated a wireless time synchronization system using Global Positioning Satellite (GPS) signals. These devices stamped the time obtained from the GPS signals onto each data sample, which was then used to synchronize the data that were recorded by different devices. When the batter in the game swung and missed, the error-related negativity component of the event-related EEG potential was strongly evoked in frontal electrodes of the participant controlling the batter. Furthermore, the error-related negativity was modulated according to who was winning and by how much. Thus, here we have demonstrated "real-world" brain activity using a competitive consumer game, which increases intrinsic participant motivation.
Feedback outcomes are generally classified into positive and negative feedback. People often predict a feedback outcome with information that is based on both objective facts and uncertain subjective information, such as a mood. For example, if an action leads to good results consecutively, people performing the action overestimate the behavioral result of the next action. In electroencephalogram measurements, negative feedback evokes negative potential, called feedback negativity, and positive feedback evokes positive potential, called reward positivity. The present study investigated the relationship between the degree of the mood caused by the feedback outcome and the error-related brain potentials. We measured the electroencephalogram activity while the participants played a virtual reality shooting game. The experimental task was to shoot down a cannonball flying toward the player using a handgun. The task difficulty was determined from the size and curve of the flying cannonball. These gaming parameters affected the outcome probability of shooting the target in the game. We also implemented configurations in the game, such as the player’s life points and play times. These configurations affected the outcome magnitude of shooting the target in the game. Moreover, we used the temporal accuracy of shooting in the game as the parameter of the mood. We investigated the relationship between these experimental features and the event-related potentials using the single-trial-based linear mixed-effects model analysis. The feedback negativity was observed at an error trial, and its amplitude was modulated with the outcome probability and the mood. Conversely, reward positivity was observed at hit trials, but its amplitude was modulated with the outcome probability and outcome magnitude. This result suggests that feedback negativity is enhanced according to not only the feedback probability but also the mood that was changed depending on the temporal gaming outcome.
Activity in the gamma range is related to many sensory and cognitive processes that are impaired in neuropsychiatric conditions. Therefore, individualized measures of gamma-band activity are considered to be potential markers that reflect the state of networks within the brain. Relatively little has been studied in respect of the individual gamma frequency (IGF) parameter. The methodology for determining the IGF is not well established. In the present work, we tested the extraction of IGFs from electroencephalogram (EEG) data in two datasets where subjects received auditory stimulation consisting of clicks with varying inter-click periods, covering a 30–60 Hz range: in 80 young subjects EEG was recorded with 64 gel-based electrodes; in 33 young subjects, EEG was recorded using three active dry electrodes. IGFs were extracted from either fifteen or three electrodes in frontocentral regions by estimating the individual-specific frequency that most consistently exhibited high phase locking during the stimulation. The method showed overall high reliability of extracted IGFs for all extraction approaches; however, averaging over channels resulted in somewhat higher reliability scores. This work demonstrates that the estimation of individual gamma frequency is possible using a limited number of both the gel and dry electrodes from responses to click-based chirp-modulated sounds.