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Characterizing Cerebral Blood Flow Responses to Virtual Reality Gaming

2025· article· en· W4411879970 on OpenAlexaffabout
Spencer Farstad, M.J. James, Tabitha V. Craig, Spencer Skaper, Kira Peary, Nathan A. Ellis, Kurt J. Smith

Bibliographic record

VenuePhysiology · 2025
Typearticle
Languageen
FieldMedicine
TopicTraumatic Brain Injury and Neurovascular Disturbances
Canadian institutionsUniversity of Victoria
Fundersnot available
KeywordsCerebral blood flowVirtual realityBlood flowFlow (mathematics)NeuroscienceComputer scienceBiologyCommunicationPsychologyHuman–computer interactionMedicineCardiologyPhysicsMechanics

Abstract

fetched live from OpenAlex

Virtual reality (VR) gaming provides an immersive 3D environment that is thought to stimulate cardiovascular (CV) function. Cerebral blood flow (CBF) is stimulated by cognitive and visual changes which enhances cerebral metabolic activity. We developed a 3D printed headpiece to assess CBF during VR gaming. The headpiece attached a transcranial Doppler (TCD) ultrasound probe to participants, allowing continuous measurement during dynamic tasks. Objective: We aim to characterize the impact of a rhythm game Beat Saber (VR BS ) on CBF through middle cerebral artery (MCAv) and posterior cerebral artery (PCAv) velocity responses. Further, we aim to assess the dose response of VR BS on CBF by increasing the difficulty of the game with easy, moderate, and hard levels. We hypothesized that increasing game difficulty would elicit progressive increases in MCAv and PCAv, an index of CBF. In addition, we aim to understand if song preference has an impact on CBF. We hypothesize that song familiarity would modulate MCAv and PCAv responses, enhancing flow efficiency compared to standardized songs. Participants (n= 7, 3F) played a total of six VR BS songs of increasing difficulty (easy, moderate, hard) while MCAv and PCAv were measured using TCD ultrasound. Song choice was standardized using 1 pre-selected song choice with progressive difficulty. Next, participants were allowed one song choice played at progressive difficulty. Mean CBF did not change during standard selection songs regardless of difficulty (MCAv: Easy 51.32±17.2, Moderate 52.0±16.6, Hard 51.4±19.4; PCAv: Easy 43.8±9.9, Moderate 38.7±3.9, Hard 40.5±5.2). Mean CBF did not change during preferred song selection regardless of difficulty (MCAv: Easy 51.8 ± 16.3, Moderate 48.9 ± 16.5, Hard 48.6 ± 17.9; PCAv: Easy 34.3±9.1, Moderate 37.5±6.2, Hard 39.2±2.9). Regardless of song performed, individuals who had an increased CV response (increased heart rate +23.4±0.8%) to VR BS increased both MCAv (15.9±1.4%) and PCAv (6±10.4%). The increase in this group appears similar to CBF changes observed during moderate intensity exercise. Future studies exploring the integration of CBF and CV responses to improve brain health with VR are needed. Dr. Kurt Smith is funded through a National Sciences and Engineering Research Council (NSERC) of Canada RGPIN-2020-06269 This abstract was presented at the American Physiology Summit 2025 and is only available in HTML format. There is no downloadable file or PDF version. The Physiology editorial board was not involved in the peer review process.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Bench or experimental · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.900
Threshold uncertainty score0.446

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.029
GPT teacher head0.304
Teacher spread0.275 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designBench or experimental
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2025
Admission routes2
Has abstractyes

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