Understanding and treating heterogeneous brain disorders requires specialized techniques spanning genetics, proteomics, and neuroimaging. Designed to meet this need, NeuroPM-box is a user-friendly, open-access, multi-tool cross-platform software capable of characterizing multiscale and multifactorial neuropathological mechanisms. Using advanced analytical modeling for molecular, histopathological, brain-imaging and/or clinical evaluations, this framework has multiple applications, validated here with synthetic (N > 2900), in-vivo (N = 911) and post-mortem (N = 736) neurodegenerative data, and including the ability to characterize: (i) the series of sequential states (genetic, histopathological, imaging or clinical alterations) covering decades of disease progression, (ii) concurrent intra-brain spreading of pathological factors (e.g., amyloid, tau and alpha-synuclein proteins), (iii) synergistic interactions between multiple biological factors (e.g., toxic tau effects on brain atrophy), and (iv) biologically-defined patient stratification based on disease heterogeneity and/or therapeutic needs. This freely available toolbox (neuropm-lab.com/neuropm-box.html) could contribute significantly to a better understanding of complex brain processes and accelerating the implementation of Precision Medicine in Neurology.
There is a critical need for a better multiscale and multifactorial understanding of neurological disorders, covering from genes to neuroimaging to clinical factors and treatments effects. Here we present NeuroPM-box, a cross-platform, user-friendly and open-access software for characterizing multiscale and multifactorial brain pathological mechanisms and identifying individual therapeutic needs. The implemented methods have been extensively tested and validated in the neurodegenerative context, but there is not restriction in the kind of disorders that can be analyzed. By using advanced analytic modeling of molecular, neuroimaging and/or cognitive/behavioral data, this framework allows multiple applications, including characterization of: (i) the series of sequential states (e.g. transcriptomic, imaging or clinical alterations) covering decades of disease progression, (ii) intra-brain spreading of pathological factors (e.g. amyloid and tau misfolded proteins), (iii) synergistic interactions between multiple brain biological factors (e.g. direct tau effects on vascular and structural properties), and (iv) biologically-defined patients stratification based on therapeutic needs (i.e. optimum treatments for each patient). All models outputs are biologically interpretable. A 4D-viewer allows visualization of spatiotemporal brain (dis)organization. Originally implemented in MATLAB, NeuroPM-box is compiled as standalone application for Windows, Linux and Mac environments: neuropm-lab.com/software. In a regular workstation, it can analyze over 150 subjects per day, reducing the need for using clusters or High-Performance Computing (HPC) for large-scale datasets. This open-access tool for academic researchers may significantly contribute to a better understanding of complex brain processes and to accelerating the implementation of Precision Medicine (PM) in neurology.
Background The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants’ motivations to adopt these technologies. Objective This crossover longitudinal multifactorial study aimed to examine the interactions between game difficulty, appraisal, cognitive ability, and physiological and cognitive responses that indicate game stress using the Affective Game Planning for Health Applications framework. Methods A total of 18 volunteers (mean age 71 years, SD 4.5; 12 women) completed a three-session study to evaluate different genres of games in increasing order of difficulty (S1-BrainGame, S2-CarRace, and S3-Exergame). Each session included an identical sequence of activities (t1-Baseline, t2-Picture encode, t3-Play, t4-Stroop test, t5-Play, and t6-Picture recall), a repeated sampling of salivary cortisol, and time-tagged ambulatory data from a wrist-worn device. Generalized estimating equations were used to investigate the effect of session×activity or session×activity×cognitive ability on physiology and cognitive performance. Scores derived from the Montreal Cognitive Assessment (MoCA) test were used to define cognitive ability (MoCA-high: MoCA>27, n=11/18). Kruskal-Wallis tests were used to test session or session×group effects on the scores of the postgame appraisal questionnaire. Results Session×activity effects were significant on all ambulatory measures (χ210>20; P<.001) other than cortisol (P=.37). Compared with S1 and S2, S3 was associated with approximately 10 bpm higher heart rate (P<.001) and approximately 5 muS higher electrodermal activity (P<.001), which were both independent of the movement caused by the exergame. Compared with S1, we measured a moderate but statistically significant drop in the rate of hits in immediate recall and rate of delayed recall in S3. The low-MoCA group did not differ from the high-MoCA group in general characteristics (age, general self-efficacy, and perceived stress) but was more likely to agree with statements such as digital games are too hard to learn. In addition, the low-MoCA group was more likely to dislike the gaming experience and find it useless, uninteresting, and visually more intense (χ21>4; P<.04). Group differences in ambulatory signals did not reach statistical significance; however, the rate of cortisol decline with respect to the baseline was significantly larger in the low-MoCA group. Conclusions Our results show that the experience of playing digital games was not stressful for our participants. Comparatively, the neurophysiological effects of exergame were more pronounced in the low-MoCA group, suggesting greater potential of this genre of games for cognitive and physical stimulation by gamified interventions; however, the need for enjoyment of this type of challenging game must be addressed.
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