BJMB! ! ! ! ! ! ! ! !
Brazilian(Journal(of(Motor(Behavior(
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https://doi.org/10.20338/bjmb.v17i5.371
Furthermore, in the context of pain perception, the interplay between anxiety and pain can modulate attentional focus and cognitive effort,
thereby impacting postural responses. To gain insights into these multifaceted interactions, this study focuses on examining the effects of
anxiety, visual target characteristics, and acute lumbar muscle pain on gaze behavior during a visuomotor task. For this purpose, we
evaluated gaze time on target and variability of pupil diameter, as these variables have been used to infer visual attention and cognitive
effort, respectively
14-16
. More specifically, two critical variables were employed: (A) continuous time of gaze on target (CTGT) and (B)
pupil diameter variability (PDV). The former, CTGT, represents the time duration an individual fixates on the visual target, reflecting the
allocation of visual attention to task-relevant information, while the latter, PDV, captures the variability in pupillary diameter, serving as a
proxy for cognitive effort and engagement during the task
17-19
.
By manipulating three key independent variables—(A) pain induction (hypertonic vs. isotonic solution) in lumbar erector
muscles, (B) visual target types (fixed vs. deterministic vs. stochastic), and (C) levels of state anxiety (high vs. low anxious participants)
— we aimed to address three specific hypotheses during the visuomotor task: (a) Injection of hypertonic solution into the lumbar region
was expected to lead to shorter CTGT and greater PDV as compared to isotonic solution injection, (b) CTGT was expected to be
prolonged and PDV to be reduced when fixating on deterministic and stochastic targets as opposed to a fixed target, (c) High-anxious
participants were expected to exhibit shorter CTGT and higher PDV as compared to their low-anxious counterparts. Through this
investigation, we strove to shed light on the complex interactions between emotional states, sensory processing, and motor responses in
postural control tasks. By elucidating the role of anxiety and pain perception in shaping attentional allocation and cognitive engagement,
we aimed to provide a comprehensive understanding of the interwoven nature of motor behavior and cognitive processing.
METHODS
Participants
We intentionally selected thirteen healthy volunteers, but three did not finish the experiment and the data of one participant
were not registered. The nine participants included in the analysis, one female and eight males, aged between 18 and 35 years (mean
age 24.22 ± 5.63 years), with normal vision, who reported no fear of needles, no lower limb surgery within the previous six months, no
use of antidepressant or anxiolytic medication within the previous three months, no pain on the day of the experiment or pain lasting more
than three consecutive days within a six-week period before the experiment, and no high-intensity exercise within two days before the
experiment. All participants received prior information about the procedures and risks and signed an informed consent form. The project
was approved by the University Ethics Committee (CAAE: 91074218.2.0000.5390).
Procedure
The State and Trait Anxiety Inventory (STAI; IDATE - Brazilian version)
17
was used to evaluate the participants' state anxiety
levels, which were determined based on the sample median (n=9). The cutoff point was set at 45 (the scale ranges from 20 to 80 points),
classifying four participants as high-anxious and five participants as low-anxious. Data collection with each individual consisted of two
sessions (days), with a one-week interval between them. On day 1, after signing the consent form and completing the STAI/IDATE
questionnaire, each participant performed the visuomotor task, which included three blocks of nine trials, each lasting 60 seconds. The
first block of trials (series 1 - pre-infusion) started without any solution injection. Series 2 (infusion 1) involved intramuscular injection of 2
ml of solution (6% hypertonic saline or 0.9% isotonic) into the multifidus muscles at L4, 2 cm laterally from the spinous process.
Immediately after the infusion, block 2 (series 2a - immediately after the first infusion) began and was divided into two parts: the first part
consisted of five trials, and the second part consisted of four trials. After the fifth trial, the second infusion (infusion 2 and series 2b) of an
intramuscular injection of 1 ml of solution (hypertonic or isotonic) into the same muscles was administered. Immediately after, the
remaining four trials were performed. The order of the conditions was counterbalanced among the participants, with five in the hypertonic-
isotonic condition and four in the isotonic-hypertonic condition.
Forty minutes after pain was vanished, the third block of nine trials (series 3) took place without any injection. The infusions
were administered by an experienced researcher. In the pain condition, as one infusion did not provide enough pain for the entire
session, saline solution (hypertonic) was administered twice: the first infusion containing 2 ml and the second 1 ml. Pain was quantified
before and immediately after infusion of solution and was stopped as soon as the participant no longer reported pain. The average pain
value declared on a visual analogue (posteriori digitally converted on a scale of 0-10) was 5.5, which is considered adequate
6
.
Participants reported feeling moderate pain for approximately 12 minutes.
The visual pursuit task was developed in Matlab
©
software. Participants were instructed to keep their eyes fixed on the targets
for 60 seconds. For analysis, the first and last five minutes of each trial were excluded, resulting in a trial duration of 50 seconds. The
nine trials of each block were presented randomly, with three trials in each pattern: stochastic - red target (2 cm diameter) moving
randomly from left to right and up and down at a frequency of 0.5 Hz; deterministic - red target (2 cm diameter) moving constantly from
left to right and up and down at a frequency of 0.5 Hz; fixed (static) - black target (2 cm diameter) in the center of the screen that
remained motionless for 60 seconds.