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O. Binsch

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7 records found

Journal article (2025) - C. Bottenheft, Y. M. Fonken, L. F. Hendrikse, M. Koedijk, A. Landman, O. Binsch
Introduction: Maintaining cognitive performance during sleep deprivation is of vital importance in many professions, especially in high-risk professions like the military. It has long been known that sleep deprivation diminishes cognitive performance. To mitigate the negative effects on cognitive performance during crucial military tasks, new interventions are necessary. Non-invasive cervical transcutaneous vagus nerve stimulation (ctVNS) has gained traction as a method to boost alertness and cognitive functioning. Methods: We investigated the effects of a 2 × 2 minute ctVNS stimulation protocol on three cognitive tasks applied during conditions of sleep-deprivation: a psychomotor vigilance task (PVT), a multitasking task (SynWin), and an inhibitory control task (stop-signal task; SST). In addition, participants also performed a close-quarter-battle (CQB) test in virtual reality (VR) to examine if potential effects of ctVNS translate to operational military contexts. A total of 35 military operators from Special Operations Forces (SOF) and SOF support units participated. They were randomly assigned to an active stimulation group or sham group. Before stimulation at 19:00 h, participants performed baseline tests. Participants stayed awake through the night and performed the cognitive tasks every 3 h. The last round of cognitive tasks was followed by the VR test. Results: Though sleep deprivation was successfully induced, as evident from a decline in performance on all three cognitive tasks (effect of session: p < 0.001 SynWin; p < 0.001 PVT; p < 0.001 SST; Linear Mixed Model), no significant effects of ctVNS were found on cognitive task performance, as well as on the military operational VR task. However, the influence of stimulation intensity on SynWin performance showed a trend, indicating that higher stimulation intensities could have a negative impact on cognitive performance. Discussion: A 2 × 2 minute stimulation protocol may not be sufficient to elicit beneficial effects on cognitive-and operational military performance. Moreover, correct stimulation intensity may be critical to induce effects on cognitive performance, as stimulation effects may follow an inverted-u dose-response curve. Stimulation intensities in the current study are higher compared to a similar study that reported beneficial effects of ctVNS, which may explain this null finding. Further research is recommended to optimize stimulation protocols and investigate robustness of effects. ...
Abstract (2023) - Olaf Binsch, H.M. Landman, Lotte Linssen, Jikke Reinten, Koen Hogenelst
Dismounted soldiers often need to perform physical tasks and cognitive tasks concurrently and/or sequentially. Previous research on the effects of concurrent and subsequent physical activity on cognitive performance has focused on physical activities with little complexity and variation, such as treadmill running and cycling. However, physical activities of infantry units often varies in complexity and intensity, especially in urban settings. Methods: In this pilot study, a design was applied by letting soldiers (n = 10) individually run the varied LEAP obstacle course while conducting cognitive tasks (N-back, Mackworth clock detection task, or self-reports) compared to cognitive performance measured during more simple physical activity (i.e., running on flat – obstacle-free terrain), and compared to no physical activity (i.e., sitting). Results: The current pilot study showed that cognitive performance (N-back misses) during physical activity was indeed most affected by the LEAP condition, less by the running condition, and least by the sitting condition, confirming cognitive-energetic theories. Considering a low number of participants that effected the power of our results, the differences between the conditions were statistically significant and the effect sizes were large (r > .85). Self-reported mental effort was only significantly higher in the physically active conditions compared to sitting, also with a large effect size (r >.85). Cognitive performance (N-back misses) subsequent to physical activity were only significantly differed between the physically active conditions and sitting, with large effect sizes, (r’s > .80) confirming arousal theories. The subjective mental effort indicated the same pattern in differences between conditions (Z=2.80, p=0.005). The cognitive Mackworth clock detection task revealed only a significant difference between the LEAP condition and sitting, perhaps indicating that the LEAP condition had a more pronounced positive effect (Z=2.68, p=0.007; r=.85). Conclusions: Though Corona restrictions limited the number of participants, the results seem to indicate that it is wise to avoid concurrent performance of cognitive tasks and intense or complex physical tasks, if possible, when also required to perform cognitively. In addition, sequencing cognitive tasks directly after physical activity could possibly be used to enhance cognitive performance. Military Impact: Sequencing physical activity in a specific order can have a positive impact on cognitive performance in military personnel. The LEAP obstacle environment is able to simulate complex urban terrain, thereby offering the moderation of physical activity to improve cognitive performance. Hence, the LEAP course might also a platform to evaluate the effect of physical activity as Human Augmentation technology. ...
Journal article (2022) - Olaf Binsch, Nanco Oudejans, Milan N. A. van der Kuil, H.M. Landman, Math M. J. Smeets, Mathie P. G. Leers, Annika S. Smit
Virtual reality (VR) simulation tools, in combination with miniaturized sensor and geo-technology, represent an opportunity to prepare high-risk professionals better for uncertain situations. In the current study, we tested whether VR preparation for a police surveillance task leads to increased performance and decreased stress, workload, and a faster recuperation. Police officers (n = 46) were either prepared with a 3D interactive VR simulation of the venue, or received the standard preparation using a 2D paper-based map. Then, officers individually conducted a surveillance scenario during a real live-music concert. Position tracking, heart rate, heart rate variability (HRV), salivary cortisol levels (SCL) and self-perceived stress were assessed. Results showed that police officers with the VR preparation made less direction changes when finding target locations, had lower HRV during the surveillance, and had lower SCL during their recuperation. These results indicate that VR preparation may increase police officers’ performance and improve their recovery. ...
Journal article (2022) - Lotte Linssen, H.M. Landman, Jan Ubbo van Baardewijk, Charelle Bottenheft, Olaf Binsch
Real-time physiological stress monitoring would be a relevant addition to virtual reality (VR) training for high-risk professions, such as the military. VR is highly suitable for the implementation of such monitoring due to the controlled environment and the already used wearables. However, physiological stress measurements suffer from distortion due to physical activity. Therefore, we tested whether we can use accelerometry to correct non-invasively measured heart rate (HR) for physical activity in 23 soldiers who performed three room-clearing VR scenarios. These scenarios were dynamic, in that soldiers moved around in the VR environment by walking around in the real environment. In contrast to uncorrected HR, and HR corrected by subtracting baseline HR measured when walking, the accelerometry-corrected HR was able to significantly predict the participants’ self-reported stress in the scenarios, p = 0.047, R 2 = 0.11. Whereas uncorrected HR significantly predicted self-reported physical demand, p = 0.028, R 2 = 0.09, the accelerometry-corrected HR did not. All HR measures significantly predicted self-reported mental effort, which was most strongly the case for uncorrected HR, p < 0.001 R 2 = 0.42. These findings, in combination with the methods’ low sensitivity to motion artifacts and non-invasiveness, are very promising for its use to monitor stress in real-time during dynamic VR training scenarios. ...
Journal article (2022) - Annemarie Landman, Daný de Vries, Olaf Binsch
The current study was performed to obtain insight into the retention of combat lifesaving (CLS) skills after initial training and to compare a more individualized-style training with a more classroom-style training. We measured performance at 0 month, 2 months, and 6 months after initial training in 40 CLSers (17 individualized, 23 classroom). Each test consisted of two 20-minute scenarios with a medical mannequin to simulate combat injuries. An instructor scored the actions, which were divided into critical and non-critical by medical experts. We also measured the speed of performing the protocol and perceived mental effort and anxiety. There were no differences between the groups in critical actions. The full sample made on average almost six critical errors per scenario at 6 months. However, on non-critical actions, the individualized group scored better at 0 month. The individualized group also performed the protocol faster at each test. The classroom group reported an increase in mental effort and anxiety at subsequent tests, while the individualized group did not. Based on the high number of critical errors at 6 months, and on the drop-off in performance at 2 months, we advise that extra refresher training is organized within 2 months after initial training to improve retention further down the line. ...
Journal article (2021) - Olaf Binsch, Charelle Bottenheft, H.M. Landman, Linsey Roijendijk, Eric Vermetten
The current study explores whether different stressors in a virtual reality (VR) military training scenario cause increases in physiological stress. This would validate the use of VR simulation for stress training, as well as the physiological monitoring of trainees for educational purposes. Military cadets (n = 63) performed a patrol scenario (military convoy) in which they answered questions about their surroundings. Stressors (task difficulty, noise, lighting changes, social evaluations, electric muscle stimulation, and a simulated attack on the convoy) were stepwise added in four phases. Electrocardiogram, blood pressure, electrodermal activity, cortisol, and the cadets’ subjective threat/challenge appraisal were measured. We found that only the first phase caused a significant increase in physiological stress, as measured with heart rate, heart rate variability, and electrodermal activity. Physiological stress appeared to stay high in the second phase as well, but decreased to baseline level in the third and fourth phases, even though these phases were designed to be the most stressful. Cadets classified as threat responders based on physiological data (n = 3) scored significantly higher on subjective threat/challenge appraisal than those classified as challenge responders (n = 21). It seems that in the tested VR training scenario, the novelty of the scenario was the only effective stress stimuli, whereas the other implemented stressors did not cause a measurable physiological response. We conclude that if VR training scenarios are to be used for stress training, these should confront trainees with unpredictable but context-specific demands. ...
Journal article (2020) - Eric Vermetten, Myrthe Tielman, Ewout van Dort, Olaf Binsch, Xueliang Li, Marco Rozendaal, Bernard Veldkamp, Gary Wynn, Rakesh Jetly
Introduction: Virtual reality (VR)-based interventions, wearable technology and text mining hold promising potential for advancing the way in which military and Veteran mental health conditions are diagnosed and treated. They have the ability to improve treatment protocol adherence, assist in the detection of mental health conditions, enhance resilience and increase a patient’s motivation to continue therapy. Methods: This article explores five cutting-edge research projects designed to leverage VR-based interventions, wearable technology, and text mining to improve military and Veteran mental health. A computer-animated virtual agent provides online coaching for posttraumatic stress disorder (PTSD) patients in their own homes to enhance treatment compliance. A head-mounted display safely immerses PTSD patients in a virtual world to relive past experiences and associate them with new meanings. Gaming and simulation technology are tested as a way to improve resilience and performance in military members in deployment-related scenarios. Guidelines are developed for the creation of wearable assistive technology for military members and Veterans. Text mining is explored as a way to assist in the detection of PTSD. Results: VR-based therapy, gaming and simulation, wearable assistive and sensory technology, and text mining hold promise for diagnosing, monitoring, and treating military mental health conditions. Discussion: The five research projects presented have made promising contributions to the field of military and Veteran mental health, either by advancing diagnostic trajectories, contributing to therapy or enhancing the process by developing new approaches to delivering preventive or curative care. ...