Due to the strong scattering, ultraviolet (UV) communication links enable non-line-of-sight (NLOS) outdoor connectivity and relax the pointing, acquisition, and tracking requirements encountered in infrared links. This feature makes the UV communications attractive, in particular, for unmanned aerial vehicle (UAV) networks where link alignment is hard to realize. In this work, we study the performance of the uplink of a ground sensor network where a UAV periodically visits the area to receive the data from serial sensor nodes. The transmission from the closest sensor to the flying UAV is the desired signal while the received signals from other nodes are treated as interference. We derive the bit error rate for the uplink airborne UV in the presence of interference. Numerical results are provided to validate our theoretical analysis and investigate the effect of interferers on the system performance.
Virtual reality (VR) enables the development of virtual training frameworks suitable for various domains, especially when real-world conditions may be hazardous or impossible to replicate because of unique additional resources (e.g., equipment, infrastructure, people, locations). Although VR technology has significantly advanced in recent years, methods for evaluating immersion (i.e., the extent to which the user is engaged with the sensory information from the virtual environment or is invested in the intended task) continue to rely on self-reported questionnaires, which are often administered after using the virtual scenario. Having an objective method to measure immersion is particularly important when using VR for training, education, and applications that promote the development, fine-tuning, or maintenance of skills. The level of immersion may impact performance and the translation of knowledge and skills to the real-world. This is particularly important in tasks where motor skills are combined with complex decision making, such as surgical procedures. Efforts to better measure immersion have included the use of physiological measurements including heart rate and skin response, but so far they do not offer robust metrics that provide the sensitivity to discriminate different states (idle, easy, and hard), which is critical when using VR for training to determine how successful the training is in engaging the user’s senses and challenging their cognitive capabilities. In this study, electroencephalography (EEG) data were collected from 14 participants who completed VR jigsaw puzzles with two different levels of task difficulty. Machine learning was able to accurately classify the EEG data collected during three different states, obtaining accuracy rates of 86% and 97% for differentiating easy versus hard difficulty states and baseline vs. VR states. Building on these results may enable the identification of robust biomarkers of immersion in VR, enabling real-time recognition of the level of immersion that can be used to design more effective and translative VR-based training. This method has the potential to adjust aspects of VR related to task difficulty to ensure that participants are immersed in VR.
1 March 2023 in Basic and Clinical Neuroscience Journal
Introduction: Video games affect the stress system and cognitive abilities in different ways. Here, we evaluated electrophysiological and biochemical indicators of stress and assessed their effects on cognition and behavioral indexes after playing a scary video game. Methods: Thirty volunteers were recruited into two groups as control and experimental. The saliva and blood samples were collected before and after intervention (watching/playing the scary game for control and experimental groups respectively). To measure cortisol and salivary alpha-amylase (sAA) levels, oxytocin (OT), and brain-derived neurotrophic factor (BDNF) plasma levels, dedicated ELISA kits were used. Electroencephalography recording was done before and after interventions for electroencephalogram (EEG)-based emotion and stress recognition. Then, the feature extraction (for mental stress, arousal, and valence) was done. Matrix laboratory (MATLAB) software, version 7.0.1 was used for processing EEG-acquired data. The repeated measures were applied to determine the intragroup significance level of difference. Results: Scary gameplay increases mental stress (P<0.001) and arousal (P<0.001) features and decreases the valence (P<0.001) one. The salivary cortisol and alpha-amylase levels were significantly higher after the gameplay (P<0.001 for both). OT and BDNF plasma levels decreased after playing the scary game (P<0.05 for both). Conclusion: We conclude that perceived stress considerably elevates among players of scary video games, which adversely affects the emotional and cognitive capabilities, possibly via the strength of synaptic connections, and dendritic thorn construction of the brain neurons among players.
(1) Background: Subclinical neck pain is mild-to-moderate neck pain that has not yet been treated, and where individuals experience pain-free days. Alterations in sensorimotor integration, motor control, proprioception, and cerebellar inhibition have been observed in individuals with subclinical neck pain. Upregulation of the cervico-ocular reflex is documented in subclinical neck pain, with no difference in the gain of the vestibulo-ocular reflex. Vestibulo-ocular reflex gain adaptation and associated differences in visuo-motor control have not been successfully measured in this population. This study aims to investigate the vestibulo-ocular reflex gain adaptation and visuo-motor control in individuals with subclinical neck pain. (2) Methods: 30 right-hand-dominant participants (19 healthy controls: 10 male and 9 female; 16 subclinical neck pain: 6 male and 10 female) aged 18 to 35 performed an eye tracking task. Participants were seated 90cm away from a monitor and instructed to hold their gaze on a stationary or moving target projected onto a screen while performing active head rotations. Trials were divided into 12 blocks (pre-adaptation, 10 adaptation, and post-adaptation) for a total of 192 trials. During adaptation, the target would move at increasing speeds during each block, increasing by 10% of active head velocity up to a maximum of 100%. (3) Results: The subclinical neck pain group demonstrated significantly higher total saccades (p = 0.006, ƞ2 = 0.240) and overt catch-up saccades (p = 0.041, ƞ2 = 0.141) than the healthy control group. (4) Conclusion: Subclinical neck pain alters the visual–vestibular interaction.