A wide variety of evidence, from neurophysiology, neuroanatomy, and imaging studies in humans and animals, suggests that human auditory cortex is in part tonotopically organized. Here we present a new means of resolving this spatial organization using a combination of non-invasive observables (EEG, MEG, and MRI), model-based estimates of spectrotemporal patterns of neural activation, and multivariate pattern analysis. The method exploits both the fine-grained temporal patterning of auditory cortical responses and the millisecond scale temporal resolution of EEG and MEG. Participants listened to 400 English words while MEG and scalp EEG were measured simultaneously. We estimated the location of cortical sources using the MRI anatomically constrained minimum norm estimate (MNE) procedure. We then combined a form of multivariate pattern analysis (representational similarity analysis) with a spatiotemporal searchlight approach to successfully decode information about patterns of neuronal frequency preference and selectivity in bilateral superior temporal cortex. Observed frequency preferences in and around Heschl's gyrus matched current proposals for the organization of tonotopic gradients in primary acoustic cortex, while the distribution of narrow frequency selectivity similarly matched results from the fMRI literature. The spatial maps generated by this novel combination of techniques seem comparable to those that have emerged from fMRI or ECOG studies, and a considerable advance over earlier MEG results.
Brain stimulation therapies have been established as effective treatments for Parkinson’s disease, essential tremor, and epilepsy, as well as having high diagnostic and therapeutic potential in a wide range of neurological and psychiatric conditions. Novel interventions such as extended reality (XR), video games and exergames that can improve physiological and cognitive functioning are also emerging as targets for therapeutic and rehabilitative treatments. Previous studies have proposed specific applications involving non-invasive brain stimulation (NIBS) and virtual environments, but to date these have been uni-directional and restricted to specific applications or proprietary hardware. Here, we describe technology integration methods that enable invasive and non-invasive brain stimulation devices to interface with a cross-platform game engine and development platform for creating bi-directional brain-computer interfaces (BCI) and XR-based interventions. Furthermore, we present a highly-modifiable software framework and methods for integrating deep brain stimulation (DBS) in 2D, 3D, virtual and mixed reality applications, as well as extensible applications for BCI integration in wireless systems. The source code and integrated brain stimulation applications are available online at
https://github.com/oxfordbioelectronics/brain-stim-game
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