2016
DOI: 10.3389/frobt.2016.00072
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Navigating a 2D Virtual World Using Direct Brain Stimulation

Abstract: Can the human brain learn to interpret inputs from a virtual world delivered directly through brain stimulation? We answer this question by describing the first demonstration of humans playing a computer game utilizing only direct brain stimulation and no other sensory inputs. The demonstration also provides the first instance of artificial sensory information, in this case depth, being delivered directly to the human brain through non-invasive methods. Our approach utilizes transcranial magnetic stimulation (… Show more

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Cited by 17 publications
(21 citation statements)
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“…As noted in previous studies from our group 1,5,14 , raw accuracy can be an inadequate measure of performance because it does not differentiate the kind of mistakes being made, i.e., whether they are misses or false positives. A better measure of performance can be obtained by calculating each triad's Receiver Operating Characteristic (ROC) curve 15 , which plots the True Positive Rate versus the False Positive rate, and calculating the area under this curve (AUC; Figure 5).…”
Section: Overall Performancementioning
confidence: 89%
“…As noted in previous studies from our group 1,5,14 , raw accuracy can be an inadequate measure of performance because it does not differentiate the kind of mistakes being made, i.e., whether they are misses or false positives. A better measure of performance can be obtained by calculating each triad's Receiver Operating Characteristic (ROC) curve 15 , which plots the True Positive Rate versus the False Positive rate, and calculating the area under this curve (AUC; Figure 5).…”
Section: Overall Performancementioning
confidence: 89%
“…Nonetheless, we think this unlikely in our case for a number of reasons. First, our thresholding procedures adhered to the published guidelines that have consistently found no carry-over effects between single pulses separated by at least 5 s. In fact, the very existence of thresholding procedures such as the one employed in this study and previously used in other studies (Stocco et al, 2015;Losey et al, 2016;Jiang et al, 2019) depends on the documented lack of carry-over effects. Second, all of the established TMS protocols designed to have long-term effects (Ridding and Ziemann, 2010;Stagg and Nitsche, 2011) require many more pulses per second (e.g., 1 Hz or higher) and/or much longer exposure (e.g., 300 or 600 pulses).…”
Section: Limitationsmentioning
confidence: 79%
“…Motivated by observations of alterations of brain function discernible by the participants themselves (Hameroff et al, 2013;Legon et al, 2014;Mueller et al, 2014;Lee et al, 2015Lee et al, , 2016aLosey et al, 2016;Gibson et al, 2018), including by DU, we sought as our primary goal to determine if DU could alter the visual perception of a target (that is, their ''percept'') when applied at the anatomical location where TMS could induce phosphenes. As a secondary goal, we sought to determine if the hypothesized effects on the visual cortex arose due to the short-term or long-term effects of ultrasound exposure.…”
Section: Introductionmentioning
confidence: 99%
“…XR-based interventions also present potential utility for functional neurosurgery patients [ 19 ], providing a controlled environment and a reported increased level of understanding, comfort, and satisfaction among patients [ 20 ]. The untapped potential of combining virtual environments and brain stimulation has led to an influx of new research, creating a new technological niche [ 21 ]–[ 23 ]. Game-based interventions including exergames and XR applications have been integrated with electroencephalography (EEG) and transcranial alternating current stimulation (tACS) for recording and monitoring purposes [ 24 ]–[ 26 ].…”
Section: Introductionmentioning
confidence: 99%