Virtual Reality
virtual reality
Professor Fiona Newell
Applications are invited for the role of Research Assistant at the Institute of Neuroscience in Trinity College (TCIN) to work in the Multisensory Cognition Lab headed by Prof. Fiona Newell. The Multisensory Cognition lab is generally interested in all aspects of human perception based on vision, hearing and touch. The Research Assistant will join a project aimed at investigating object recognition in children and in adults. The research adopts a multidisciplinary approach involving cognitive neuroscience, statistical modelling, psychophysics and computer science, particularly Virtual Reality. The candidate will participate in regular lab and collaborator meetings, learn about diverse methodologies in perceptual science. The position is funded for 1 year with a possibility for continuation for another year. Successful candidates are expected to take up the position immediately, but ideally no later than March 2022. The Research Assistant will join a research team of PhD students, postdoctoral researchers and will have the opportunity to collaborate with colleagues within the Institute of Neuroscience and industrial partners. The group has dedicated laboratory facility equipped with state-of art facilities for behavioural testing, including eye tracking and VR technology (HTC Vive and Oculus). TCIN also houses a research-dedicated MRI scanner, accessible to all principal investigators and their groups. The Research Assistant will be expected to support the administration and management of the project (e.g. Ethical approval, project website, social media, recruitment of participants, setting up data storage protocols etc.). The will also be required to help with the research, including stimulus creation (i.e. collating and building a database of visual, haptic and auditory stimuli for experiments on multisensory perception), participant testing and data collection. The Research Assistant will also be involved in the initial stages of setting up and testing using an eye tracker (Tobii or Eyelink) and VR/AR apparatus (Oculus or HTC Vive) with other team members and collaborators.
Prof Jae-Hyun Jung
Postdoc Fellow in virtual reality and mobility studies - Jung Lab (Schepens Eye Research Institute, Harvard Medical School) Schepens Eye Research Institute/Mass. Eye and Ear, Harvard Medical School has an opening for one full-time postdoc fellow to work with Dr. Jae-Hyun Jung (https://scholar.harvard.edu/jaehyun_jung) in the Mobility Enhancement and Vision Rehabilitation Center of Excellence. The position is initially available for one year with the possibility of extension for additional more years. Ph.D. in any area related to visual perception (e.g., vision/neuroscience, computer science, electrical engineering, or optometry) include any of below topics: Motion perception, Mobility simulation, Stereoscopic depth perception, Attention switching, or Contrast/Saliency modeling The successful candidate will make major contributions to a current NIH-funded project evaluating field expansion in mobility and other pilot projects related to AR/VR devices. Proficiency in programming for experiment design, experience with human subject study, and good problem-solving skills are required. Experience with VR/AR devices, Unity/Unreal programming, or experience with people with vision impairment would be a plus. The position is open and available right now. Salary will be according to the NIH scale for postdoctoral fellows. Start date is flexible but ideally as soon as possible. Applications will be reviewed until the position is filled. Applications should include a CV, a letter of interest, and the expected date of availability in PDF. Please email applications to Jae-Hyun Jung (jaehyun_jung@meei.harvard.edu) Schepens Eye Research Institute of Mass. Eye and Ear, Harvard Medical School is located in Boston with a strong research community of faculty, postdoctoral fellows, and research assistants with interdisciplinary backgrounds. The position also provides the opportunity to participate in the Schepens postdoc/research training program for scientific integrity and other general issues of interest to young scientists and also to develop additional collaborations with the research community at the Schepens, which includes multiple Center of Excellence in Harvard Medical School.
Prof Jae-Hyun Jung
Postdoc Fellow in virtual reality and mobility studies - Jung Lab (Schepens Eye Research Institute, Harvard Medical School) Schepens Eye Research Institute/Mass. Eye and Ear, Harvard Medical School has an opening for one full-time postdoc fellow to work with Dr. Jae-Hyun Jung (https://scholar.harvard.edu/jaehyun_jung) in the Mobility Enhancement and Vision Rehabilitation Center of Excellence. The position is initially available for one year with the possibility of extension for additional more years. Ph.D. in any area related to visual perception (e.g., vision/neuroscience, computer science, electrical engineering, or optometry) include any of below topics: Motion perception, Mobility simulation, Stereoscopic depth perception, Attention switching, or Contrast/Saliency modeling The successful candidate will make major contributions to a current NIH-funded project evaluating field expansion in mobility and other pilot projects related to AR/VR devices. Proficiency in programming for experiment design, experience with human subject study, and good problem-solving skills are required. Experience with VR/AR devices, Unity/Unreal programming, or experience with people with vision impairment would be a plus. The position is open and available right now. Salary will be according to the NIH scale for postdoctoral fellows. Start date is flexible but ideally as soon as possible. Applications will be reviewed until the position is filled. Applications should include a CV, a letter of interest, and the expected date of availability in PDF. Please email applications to Jae-Hyun Jung (jaehyun_jung@meei.harvard.edu) Schepens Eye Research Institute of Mass. Eye and Ear, Harvard Medical School is located in Boston with a strong research community of faculty, postdoctoral fellows, and research assistants with interdisciplinary backgrounds. The position also provides the opportunity to participate in the Schepens postdoc/research training program for scientific integrity and other general issues of interest to young scientists and also to develop additional collaborations with the research community at the Schepens, which includes multiple Center of Excellence in Harvard Medical School.
Prof Virginie van Wassenhove
** Job application opened until filled ideally by the end of Feb. 2021** Applications are invited for two full-time post-doctoral cognitive neuroscientists in the European consortium “Extended-personal reality: augmented recording and transmission of virtual senses through artificial-intelligence” (see abstract p.2). EXPERIENCE involves eight academic and industrial partners with complementary expertise in artificial intelligence, neuroscience, psychiatry, neuroimaging, MEG/EEG/physiological recording techniques, and virtual-reality. The postdoctoral positions will be fully dedicated to the Scientific foundation for the Extended-Personal Reality, a work package lead by the CEA (Virginie van Wassenhove) in collaboration with Univ. of Pisa (Gaetano Valenza, Mateo Bianchi), Padova (Claudio Gentilli), Roma Tor Vergata (Nicola Toschi) and others… Full information here: https://brainthemind.files.wordpress.com/2021/01/experience_postdoctoral_adds.pdf
Dan Goodman
We have a research associate (postdoc) position to work on spatial audio processing and spatial hearing using methods from machine learning. The aim of the project is to design a method for interactively fitting individualised filters for spatial audio (HRTFs) to users in real-time based on their interactions with a VR/AR environment. We will use meta-learning algorithms to minimise the time required to individualise the filters, using simulated and real interactions with large databases of synthetic and measured filters. The project has potential to become a very widely used tool in academia and industry, as existing methods for recording individualised filters are often expensive, slow, and not widely available for consumers. The role is initially available for up to 18 months, ideally starting on or soon after 1st January 2022 (although there is flexibility). The role is based in the Neural Reckoning group led by Dan Goodman in the Electrical and Electronic Engineering Department of Imperial College. You will work with other groups at Imperial, as well as with a wider consortium of universities and companies in the SONICOM project (€5.7m EU grant), led by Lorenzo Picinali at Imperial.
Prof Georges Debrégeas
Motile animals use sensory cues to navigate towards environments where there are more likely to obtain food, find mates or to avoid predators. Sensory-driven navigation relies on a closed-loop mechanism between motor action and motor-induced sensory inputs. At each instant, multiple sensory cues have to be integrated to bias the forthcoming motor command. The student will thoroughly and quantitatively characterize the behavioral algorithm underlying sensory-driven navigation in zebrafish larvae. The animals will be 5-10 days old, as this age is amenable to whole-brain functional imaging. The project will focus on both phototaxis (navigation towards a light source) and thermotaxis (navigation relative to a thermal gradient). Two experimental platforms will be set up. 1. Freely swimming larvae will be video-monitored and submitted to whole-field visual stimuli. The visual stimulation will be locked in real-time on the animal’s orientation and/or position in space. This will allow in particular to separately probe the effect of stereo (difference in illumination between both eyes) and uniform (total illumination on both eyes) visual cues. For thermally-driven navigation, the animal will be allowed to freely explore a large environment in which a constant thermal gradient is imposed.e 2. Experiments will be reproduced in a virtual-reality setting. In this case, the animal is partially restrained in agarose with its tail free. Monitoring the tail movement will provide access to its virtual displacement, on which the visual and/or thermal stimuli will be locked. These behavioral experiments will be analysed in order to describe the animal’s navigation as a sensory-biased random walk. For more information see: https://www.smartnets-etn.eu/behavioral-characterization-of-sensory-driven-nagivation-in-zebrafish-larvae/
Prof Georges Debrégeas
Zebrafish larva possesses a combination of assets – small dimensions, brain transparency, genetic tractability – which makes it a unique vertebrate model system to probe brain-scale neuronal dynamics. Using light-sheet microscopy, it is currently possible to monitor the activity of the entire brain at cellular resolution using functional calcium imaging, at about 1 full brain/second. The student will harness this unique opportunity to dissect the neural computation at play during sensory-driven navigation. 5-7 days old larvae will be partially restrained in agarose, i.e. with their tail free. Real-time video-monitoring of the tail beats will be used to infer virtual navigational parameters (displacement, reorientation); visual or thermal stimuli will be delivered to the larvae in a manner that will simulate a realistic navigation along light or thermal gradients. During this virtual sensory-driven navigation, the brain activity will be monitored using two-photon light-sheet functional imaging. These experiments will provide rich datasets of whole-brain activity during a complex sensorimotor task. The network dynamics will be analysed in order to extract a finite number of brain states associated with various motor programs. Starting from spontaneous navigation phases (i.e. absence of varying sensory cues), the student will analyse how different sensory cues interfere with the network endogenous dynamics to bias the probability of these different brain states and eventually favor movements along sensory gradients. For more information see: https://www.smartnets-etn.eu/whole-brain-network-dynamics-in-zebrafish-larvae-during-spontaneous-and-sensory-driven-virtual-navigation/
Prof Iain Couzin
The application of Virtual Reality (VR) environments allows us to experimentally dissociate social input and responses, opening powerful avenues of inquiry into the dynamics of social influence and the physiological and neural mechanisms of collective behaviour. A key task for the nervous system is to make sense of complex streams of potentially-informative sensory input, allowing appropriate, relatively low-dimensional, motor actions to be taken, sometimes under conditions of considerable time constraint. The student will employ fully immersive ‘holographic’ VR to investigate the behavioural mechanisms by which freely-swimming zebrafish obtain both social and non-social sensory information from their surroundings, and how they use this to inform movement decisions. Immersive VR allows extremely precise control over the appearance, body postural changes, and motion, allowing photorealistic virtual individuals to interact dynamically with unrestrained real animals. Similar to a method that has transformed neuroscience — the dynamic patch clamp paradigm in which inputs to neurons can be based on fast closed-loop measurements of their present behaviour — VR creates the possibility for a ‘dynamic social patch clamp’ paradigm in which we can develop, and interrogate, decision-making models by integrating virtual organisms in the same environment as real individuals. This tool will help us to infer the sensory basis of social influence, the causality of influence in (small) social networks, to provide highly repeatable stimuli (allowing us to evaluate inter-individual and within-individual variation) and to interrogate the feedback loops inherent in social dynamics. For more information see: https://www.smartnets-etn.eu/using-immersive-virtual-reality-vr-to-determine-causal-relationships-in-animal-social-networks/
Jens Peter Lindemann
The PhD project is part of the DFG-funded project 'Cue integration by bumblebees during navigation in uncertain environments with multiple goal options: Behavioural analysis in virtual reality and computational modelling' in an international research team. Bumblebees can be trained to prefer certain places or objects in a virtual environment through appropriate rewarding. In a close integration of two PhD projects, one with a focus on VR behaviour experiments and the other focussing on computational modelling and simulation, we are investigating the mechanisms underlying these learning and orientation performances. The applicant is expected to design and implement models for behavioral control of bumblebees, test them in computer simulations, contribute to VR experiments with bumblebees, and collaborate intensively with other project participants.
Burcu Ayşen Ürgen
Bilkent University invites applications for multiple open-rank faculty positions in the Department of Neuroscience. The department plans to expand research activities in certain focus areas and accordingly seeks applications from promising or established scholars who have worked in the following or related fields: Cellular/molecular/developmental neuroscience with a strong emphasis on research involving animal models. Systems/cognitive/computational neuroscience with a strong emphasis on research involving emerging data-driven approaches, including artificial intelligence, robotics, brain-machine interfaces, virtual reality, computational imaging, and theoretical modeling. Candidates with a research focus in those areas whose research has a neuroimaging component are particularly encouraged to apply. The Department’s interdisciplinary Graduate Program in Neuroscience that offers Master's and PhD degrees was established in 2014. The department is affiliated with Bilkent’s Aysel Sabuncu Brain Research Center (ASBAM) and the National Magnetic Resonance Research Center (UMRAM). Faculty affiliated with the department has the privilege to access state-of-the-art research facilities in these centers, including animal facilities, cellular/molecular laboratory infrastructure, psychophysics laboratories, eyetracking laboratories, EEG laboratories, a human-robot interaction laboratory, and two MRI scanners (3T and 1.5T).
N/A
The position integrates into an attractive environment of existing activities in artificial intelligence such as machine learning for robotics and computer vision, natural language processing, recommender systems, schedulers, virtual and augmented reality, and digital forensics. The candidate should engage in research and teaching in the general area of artificial intelligence. Examples of possible foci include machine learning for pattern recognition, prediction and decision making, data-driven, adaptive, learning and self-optimizing systems, explainable and transparent AI, representation learning; generative models, neuro-symbolic AI, causality, distributed/decentralized learning, environmentally-friendly, sustainable, data-efficient, privacy-preserving AI, neuromorphic computing and hardware aspects, knowledge representations, reasoning, ontologies. Cooperations with research groups at the Department of Computer Science, the Research Areas and in particular the Digital Science Center of the University as well as with business, industry and international research institutions are expected. The candidate should reinforce or complement existing strengths of the Department of Computer Science.
Brandon (Brad) Minnery
We currently have an opening for a full-time Senior Human-Computer Interaction Researcher whose work seeks to incorporate recent advances in generative large language models (LLMs). Specific research areas of interest include human-machine dialogue, human-AI alignment, trust (and over-trust) in AI, and the use of multimodal generative AI approaches in conjunction with other tools and techniques (e.g., virtual and/or augmented reality) to accelerate learning in real-world task environments. Additional related projects underway at Kairos involve the integration of generative AI into interactive dashboards for visualizing and interrogating social media narratives. The Human-Computer Interaction Researcher will play a significant role in supporting our growing body of work with DARPA, Special Operations Command, the Air Force Research Laboratory, and other federal sponsors.
Dr. Roman Rosipal
We seek a PhD candidate to undertake research in the domain of Brain-Computer Interface and Virtual Reality for post-stroke rehabilitation, representing the exciting intersection of computational neuroscience, applied informatics, and artificial intelligence. The position is open within the European Doctoral Network for Neural Prostheses and Brain Research (DONUT) project at the Slovak Academy of Sciences in Bratislava, Slovakia, and supervised by Dr. Roman Rosipal.
John P. Spencer
The School of Psychology at the University of East Anglia has two lecturer / assistant professor posts available. We welcome applications in all areas of neuroscience – come join our outstanding faculty! We have great resources here at UEA (fNIRS, EEG, MRI, TMS, virtual reality, EyeLink 1000+, Tobii eye-trackers, mobile eye-trackers), including the newly established UEA Wellcome-Wolfson Brain Imaging Centre.
Paul Cisek
Doctoral studies in computational neuroscience, focusing on the neural mechanisms of embodied decision-making and action planning in humans and non-human primates. The research involves computational models of the nervous system integrated with behavioral experiments, transcranial magnetic stimulation, and multi-electrode recording in multiple regions of the cerebral cortex and basal ganglia. New projects will use virtual reality to study naturalistic behavior and develop theoretical models of distributed cortical and subcortical circuits.
Louis Marti
We currently have an opening for a full-time Senior Human-Computer Interaction Researcher whose work seeks to incorporate recent advances in generative large language models (LLMs). Specific research areas of interest include human-machine dialogue, human-AI alignment, trust (and over-trust) in AI, and the use of multimodal generative AI approaches in conjunction with other tools and techniques (e.g., virtual and/or augmented reality) to accelerate learning in real-world task environments. Additional related projects underway at Kairos involve the integration of generative AI into interactive dashboards for visualizing and interrogating social media narratives. The Human-Computer Interaction Researcher will play a significant role in supporting our growing body of work with DARPA, Special Operations Command, the Air Force Research Laboratory, and other federal sponsors.
Prof. Thomas Wolbers
You will engage in a comprehensive investigation of the neural and cognitive processes underlying superior memory in aging. This research will involve: - Designing and implementing behavioral experiments using advanced virtual reality (VR) technologies - Conducting neuroimaging experiments using molecular imaging techniques and ultra-high field MRI (7T) - Applying computational models to analyze data and generate predictive insights This project is positioned at the intersection of aging research, advanced neuroimaging and computational neuroscience, allowing you to contribute to an area of high societal relevance. For more details, please visit https://jobs.dzne.de/en/jobs/101384/phd-fmx-position-on-memory-and-spatial-coding-in-superagers-406620249
Zoran Tiganj, PhD
The College of Arts and Sciences and the Luddy School of Informatics, Computing, and Engineering at Indiana University Bloomington invite applications for multiple open-rank, tenured or tenure-track faculty positions in one or more of the following areas: artificial intelligence, human intelligence, and machine learning to begin in Fall 2025 or after. Appointments will be in one or more departments, including Cognitive Science, Computer Science, Informatics, Intelligent Systems Engineering, Mathematics, and Psychological and Brain Sciences. We encourage applications from scholars who apply interdisciplinary perspectives across these fields to a variety of domains, including cognitive science, computational social sciences, computer vision, education, engineering, healthcare, mathematics, natural language processing, neuroscience, psychology, robotics, virtual reality, and beyond. Reflecting IU’s strong tradition of interdisciplinary research, we encourage diverse perspectives and innovative research that may intersect with or extend beyond these areas. The positions are part of a new university-wide initiative that aims to transform our understanding of human and artificial intelligence, involving multiple departments and schools, as well as the new Luddy Artificial Intelligence Center.
Dominik R Bach
We are looking to hire a highly motivated and driven postdoctoral researcher to understand human cooperation & competition using virtual reality. This ambitious project combines concepts from behavioural game theory and theory of mind in an existing VR setup, and is supported by a dedicated VR developer. The goal of the position is to understand human cooperation in dangerous situations. The role includes conceptual design of classical game-theoretic dilemmata in naturalistic VR scenarios with experimentally controlled non-verbal information channels, conducting and analysing experiments using motion capture data and an established R package (https://github.com/bachlab/vrthreat), and publication of research and development results.
Prof. Dominik R Bach
The Hertz Chair for Artificial Intelligence and Neuroscience at University of Bonn is looking to recruit a postdoctoral fellow or PhD student to undertake high quality research and produce high-impact publications in a collaborative research project investigating human escape using wearable magnetoencephalography with optically pumped magnometers (OPM). The goal of the advertised position is to understand the neural control of human escape decisions in an immersive virtual reality (VR) environment using an OPM-compatible HMD, in collaboration with the Wellcome Platform for Naturalistic Neuroimaging, which is part of the FIL at the UCL Queen Square Institute of Neurology, London, UK. The role includes conceptual design of naturalistic VR scenarios that allow MEG recordings, planning, conducting, and analysing MEG experiments, building robust pipelines for MEG analysis in naturalistic settings, and publication of research and development results.
Prof. Dominik R Bach
The Hertz Chair for Artificial Intelligence and Neuroscience at University of Bonn is looking to recruit a postdoctoral fellow or PhD student to undertake high quality research and produce high-impact publications in a collaborative research project investigating human escape using wearable magnetoencephalography with optically pumped magnometers (OPM). The goal of the advertised position is to understand the neural control of human escape decisions in an immersive virtual reality (VR) environment using an OPM-compatible HMD, in collaboration with the Wellcome Platform for Naturalistic Neuroimaging, which is part of the FIL at the UCL Queen Square Institute of Neurology, London, UK. The role includes conceptual design of naturalistic VR scenarios that allow MEG recordings, planning, conducting, and analysing MEG experiments, building robust pipelines for MEG analysis in naturalistic settings, and publication of research and development results.
Multisensory perception in the metaverse
Learning produces a hippocampal cognitive map in the form of an orthogonalized state machine
Cognitive maps confer animals with flexible intelligence by representing spatial, temporal, and abstract relationships that can be used to shape thought, planning, and behavior. Cognitive maps have been observed in the hippocampus, but their algorithmic form and the processes by which they are learned remain obscure. Here, we employed large-scale, longitudinal two-photon calcium imaging to record activity from thousands of neurons in the CA1 region of the hippocampus while mice learned to efficiently collect rewards from two subtly different versions of linear tracks in virtual reality. The results provide a detailed view of the formation of a cognitive map in the hippocampus. Throughout learning, both the animal behavior and hippocampal neural activity progressed through multiple intermediate stages, gradually revealing improved task representation that mirrored improved behavioral efficiency. The learning process led to progressive decorrelations in initially similar hippocampal neural activity within and across tracks, ultimately resulting in orthogonalized representations resembling a state machine capturing the inherent struture of the task. We show that a Hidden Markov Model (HMM) and a biologically plausible recurrent neural network trained using Hebbian learning can both capture core aspects of the learning dynamics and the orthogonalized representational structure in neural activity. In contrast, we show that gradient-based learning of sequence models such as Long Short-Term Memory networks (LSTMs) and Transformers do not naturally produce such orthogonalized representations. We further demonstrate that mice exhibited adaptive behavior in novel task settings, with neural activity reflecting flexible deployment of the state machine. These findings shed light on the mathematical form of cognitive maps, the learning rules that sculpt them, and the algorithms that promote adaptive behavior in animals. The work thus charts a course toward a deeper understanding of biological intelligence and offers insights toward developing more robust learning algorithms in artificial intelligence.
Conversations with Caves? Understanding the role of visual psychological phenomena in Upper Palaeolithic cave art making
How central were psychological features deriving from our visual systems to the early evolution of human visual culture? Art making emerged deep in our evolutionary history, with the earliest art appearing over 100,000 years ago as geometric patterns etched on fragments of ochre and shell, and figurative representations of prey animals flourishing in the Upper Palaeolithic (c. 40,000 – 15,000 years ago). The latter reflects a complex visual process; the ability to represent something that exists in the real world as a flat, two-dimensional image. In this presentation, I argue that pareidolia – the psychological phenomenon of seeing meaningful forms in random patterns, such as perceiving faces in clouds – was a fundamental process that facilitated the emergence of figurative representation. The influence of pareidolia has often been anecdotally observed in Upper Palaeolithic art examples, particularly cave art where the topographic features of cave wall were incorporated into animal depictions. Using novel virtual reality (VR) light simulations, I tested three hypotheses relating to pareidolia in the caves of Upper Palaeolithic cave art in the caves of Las Monedas and La Pasiega (Cantabria, Spain). To evaluate this further, I also developed an interdisciplinary VR eye-tracking experiment, where participants were immersed in virtual caves based on the cave of El Castillo (Cantabria, Spain). Together, these case studies suggest that pareidolia was an intrinsic part of artist-cave interactions (‘conversations’) that influenced the form and placement of figurative depictions in the cave. This has broader implications for conceiving of the role of visual psychological phenomena in the emergence and development of figurative art in the Palaeolithic.
Visual-vestibular cue comparison for perception of environmental stationarity
Note the later time!
The Geometry of Decision-Making
Running, swimming, or flying through the world, animals are constantly making decisions while on the move—decisions that allow them to choose where to eat, where to hide, and with whom to associate. Despite this most studies have considered only on the outcome of, and time taken to make, decisions. Motion is, however, crucial in terms of how space is represented by organisms during spatial decision-making. Employing a range of new technologies, including automated tracking, computational reconstruction of sensory information, and immersive ‘holographic’ virtual reality (VR) for animals, experiments with fruit flies, locusts and zebrafish (representing aerial, terrestrial and aquatic locomotion, respectively), I will demonstrate that this time-varying representation results in the emergence of new and fundamental geometric principles that considerably impact decision-making. Specifically, we find that the brain spontaneously reduces multi-choice decisions into a series of abrupt (‘critical’) binary decisions in space-time, a process that repeats until only one option—the one ultimately selected by the individual—remains. Due to the critical nature of these transitions (and the corresponding increase in ‘susceptibility’) even noisy brains are extremely sensitive to very small differences between remaining options (e.g., a very small difference in neuronal activity being in “favor” of one option) near these locations in space-time. This mechanism facilitates highly effective decision-making, and is shown to be robust both to the number of options available, and to context, such as whether options are static (e.g. refuges) or mobile (e.g. other animals). In addition, we find evidence that the same geometric principles of decision-making occur across scales of biological organisation, from neural dynamics to animal collectives, suggesting they are fundamental features of spatiotemporal computation.
Are place cells just memory cells? Probably yes
Neurons in the rodent hippocampus appear to encode the position of the animal in physical space during movement. Individual ``place cells'' fire in restricted sub-regions of an environment, a feature often taken as evidence that the hippocampus encodes a map of space that subserves navigation. But these same neurons exhibit complex responses to many other variables that defy explanation by position alone, and the hippocampus is known to be more broadly critical for memory formation. Here we elaborate and test a theory of hippocampal coding which produces place cells as a general consequence of efficient memory coding. We constructed neural networks that actively exploit the correlations between memories in order to learn compressed representations of experience. Place cells readily emerged in the trained model, due to the correlations in sensory input between experiences at nearby locations. Notably, these properties were highly sensitive to the compressibility of the sensory environment, with place field size and population coding level in dynamic opposition to optimally encode the correlations between experiences. The effects of learning were also strongly biphasic: nearby locations are represented more similarly following training, while locations with intermediate similarity become increasingly decorrelated, both distance-dependent effects that scaled with the compressibility of the input features. Using virtual reality and 2-photon functional calcium imaging in head-fixed mice, we recorded the simultaneous activity of thousands of hippocampal neurons during virtual exploration to test these predictions. Varying the compressibility of sensory information in the environment produced systematic changes in place cell properties that reflected the changing input statistics, consistent with the theory. We similarly identified representational plasticity during learning, which produced a distance-dependent exchange between compression and pattern separation. These results motivate a more domain-general interpretation of hippocampal computation, one that is naturally compatible with earlier theories on the circuit's importance for episodic memory formation. Work done in collaboration with James Priestley, Lorenzo Posani, Marcus Benna, Attila Losonczy.
A specialized role for entorhinal attractor dynamics in combining path integration and landmarks during navigation
During navigation, animals estimate their position using path integration and landmarks. In a series of two studies, we used virtual reality and electrophysiology to dissect how these inputs combine to generate the brain’s spatial representations. In the first study (Campbell et al., 2018), we focused on the medial entorhinal cortex (MEC) and its set of navigationally-relevant cell types, including grid cells, border cells, and speed cells. We discovered that attractor dynamics could explain an array of initially puzzling MEC responses to virtual reality manipulations. This theoretical framework successfully predicted both MEC grid cell responses to additional virtual reality manipulations, as well as mouse behavior in a virtual path integration task. In the second study (Campbell*, Attinger* et al., 2021), we asked whether these principles generalize to other navigationally-relevant brain regions. We used Neuropixels probes to record thousands of neurons from MEC, primary visual cortex (V1), and retrosplenial cortex (RSC). In contrast to the prevailing view that “everything is everywhere all at once,” we identified a unique population of MEC neurons, overlapping with grid cells, that became active with striking spatial periodicity while head-fixed mice ran on a treadmill in darkness. These neurons exhibited unique cue-integration properties compared to other MEC, V1, or RSC neurons: they remapped more readily in response to conflicts between path integration and landmarks; they coded position prospectively as opposed to retrospectively; they upweighted path integration relative to landmarks in conditions of low visual contrast; and as a population, they exhibited a lower-dimensional activity structure. Based on these results, our current view is that MEC attractor dynamics play a privileged role in resolving conflicts between path integration and landmarks during navigation. Future work should include carefully designed causal manipulations to rigorously test this idea, and expand the theoretical framework to incorporate notions of uncertainty and optimality.
Does subjective time interact with the heart rate?
Decades of research have investigated the relationship between perception of time and heart rate with often mixed results. In search of such a relationship, I will present my far journey between two projects: from time perception in the realistic VR experience of crowded subway trips in the order of minutes (project 1); to the perceived duration of sub-second white noise tones (project 2). Heart rate had multiple concurrent relationships with subjective temporal distortions for the sub-second tones, while the effects were lacking or weak for the supra-minute subway trips. What does the heart have to do with sub-second time perception? We addressed this question with a cardiac drift-diffusion model, demonstrating the sensory accumulation of temporal evidence as a function of heart rate.
Designing the BEARS (Both Ears) Virtual Reality Training Package to Improve Spatial Hearing in Young People with Bilateral Cochlear Implant
Results: the main areas which were modified based on participatory feedback were the variety of immersive scenarios to cover a range of ages and interests, the number of levels of complexity to ensure small improvements were measured, the feedback and reward schemes to ensure positive reinforcement, and specific provision for participants with balance issues, who had difficulties when using head-mounted displays. The effectiveness of the finalised BEARS suite will be evaluated in a large-scale clinical trial. We have added in additional login options for other members of the family and based on patient feedback we have improved the accompanying reward schemes. Conclusions: Through participatory design we have developed a training package (BEARS) for young people with bilateral cochlear implants. The training games are appropriate for use by the study population and ultimately should lead to patients taking control of their own management and reducing the reliance upon outpatient-based rehabilitation programmes. Virtual reality training provides a more relevant and engaging approach to rehabilitation for young people.
Neurocognitive mechanisms of enhanced implicit temporal processing in action video game players
Playing action video games involves both explicit (conscious) and implicit (non-conscious) expectations of timed events, such as the appearance of foes. While studies revealed that explicit attention skills are improved in action video game players (VGPs), their implicit skills remained untested. To this end, we investigated explicit and implicit temporal processing in VGPs and non-VGPs (control participants). In our variable foreperiod task, participants were immersed in a virtual reality and instructed to respond to a visual target appearing at variable delays after a cue. I will present behavioral, oculomotor and EEG data and discuss possible markers of the implicit passage of time and explicit temporal attention processing. All evidence indicates that VGPs have enhanced implicit skills to track the passage of time, which does not require conscious attention. Thus, action video game play may improve a temporal processing found altered in psychopathologies, such as schizophrenia. Could digital (game-based) interventions help remediate temporal processing deficits in psychiatric populations?
The effect of gravity on the perception of distance and self-motion: a multisensory perspective
Gravity is a constant in our lives. It provides an internalized reference to which all other perceptions are related. We can experimentally manipulate the relationship between physical gravity with other cues to the direction of “up” using virtual reality - with either HMDs or specially built tilting environments - to explore how gravity contributes to perceptual judgements. The effect of gravity can also be cancelled by running experiments on the International Space Station in low Earth orbit. Changing orientation relative to gravity - or even just perceived orientation – affects your perception of how far away things are (they appear closer when supine or prone). Cancelling gravity altogether has a similar effect. Changing orientation also affects how much visual motion is needed to perceive a particular travel distance (you need less when supine or prone). Adapting to zero gravity has the opposite effect (you need more). These results will be discussed in terms of their practical consequences and the multisensory processes involved, in particular the response to visual-vestibular conflict.
From natural scene statistics to multisensory integration: experiments, models and applications
To efficiently process sensory information, the brain relies on statistical regularities in the input. While generally improving the reliability of sensory estimates, this strategy also induces perceptual illusions that help reveal the underlying computational principles. Focusing on auditory and visual perception, in my talk I will describe how the brain exploits statistical regularities within and across the senses for the perception space, time and multisensory integration. In particular, I will show how results from a series of psychophysical experiments can be interpreted in the light of Bayesian Decision Theory, and I will demonstrate how such canonical computations can be implemented into simple and biologically plausible neural circuits. Finally, I will show how such principles of sensory information processing can be leveraged in virtual and augmented reality to overcome display limitations and expand human perception.
Online "From Bench to Bedside" Neurosciences Symposium
2 Keynote lectures :“Homeostatic control of sleep in the fly"and “Management of Intracerebral Haemorrhage – where is the evidence?” and 2 sessions: "Cortical top-down information processing” and “Virtual/augmented reality and its implications for the clinic”
Distance-tuned neurons drive specialized path integration calculations in medial entorhinal cortex
During navigation, animals estimate their position using path integration and landmarks, engaging many brain areas. Whether these areas follow specialized or universal cue integration principles remains incompletely understood. We combine electrophysiology with virtual reality to quantify cue integration across thousands of neurons in three navigation-relevant areas: primary visual cortex (V1), retrosplenial cortex (RSC), and medial entorhinal cortex (MEC). Compared with V1 and RSC, path integration influences position estimates more in MEC, and conflicts between path integration and landmarks trigger remapping more readily. Whereas MEC codes position prospectively, V1 codes position retrospectively, and RSC is intermediate between the two. Lowered visual contrast increases the influence of path integration on position estimates only in MEC. These properties are most pronounced in a population of MEC neurons, overlapping with grid cells, tuned to distance run in darkness. These results demonstrate the specialized role that path integration plays in MEC compared with other navigation-relevant cortical areas.
Deforming the metric of cognitive maps distorts memory
Environmental boundaries anchor cognitive maps that support memory. However, trapezoidal boundary geometry distorts the regular firing patterns of entorhinal grid cells proposedly providing a metric for cognitive maps. Here, we test the impact of trapezoidal boundary geometry on human spatial memory using immersive virtual reality. Consistent with reduced regularity of grid patterns in rodents and a grid-cell model based on the eigenvectors of the successor representation, human positional memory was degraded in a trapezoid compared to a square environment; an effect particularly pronounced in the trapezoid’s narrow part. Congruent with spatial frequency changes of eigenvector grid patterns, distance estimates between remembered positions were persistently biased; revealing distorted memory maps that explained behavior better than the objective maps. Our findings demonstrate that environmental geometry affects human spatial memory similarly to rodent grid cell activity — thus strengthening the putative link between grid cells and behavior along with their cognitive functions beyond navigation.
Body Representation in Virtual Reality
How the brain represents the body is a fundamental question in cognitive neuroscience. Experimental studies are difficult because ‘the body is always there’ (William James). In recent years immersive virtual reality techniques have been introduced that deliver apparent changes to the body extending earlier techniques such as the rubber hand illusion, or substituting the whole body by a virtual one visually collocated with the real body, and seen from a normal first person perspective. This talk will introduce these techniques, and concentrate on how changing the body can change the mind and behaviour, especially in the context of combatting aggression based on gender or race.
NMC4 Short Talk: Neurocomputational mechanisms of causal inference during multisensory processing in the macaque brain
Natural perception relies inherently on inferring causal structure in the environment. However, the neural mechanisms and functional circuits that are essential for representing and updating the hidden causal structure during multisensory processing are unknown. To address this, monkeys were trained to infer the probability of a potential common source from visual and proprioceptive signals on the basis of their spatial disparity in a virtual reality system. The proprioceptive drift reported by monkeys demonstrated that they combined historical information and current multisensory signals to estimate the hidden common source and subsequently updated both the causal structure and sensory representation. Single-unit recordings in premotor and parietal cortices revealed that neural activity in premotor cortex represents the core computation of causal inference, characterizing the estimation and update of the likelihood of integrating multiple sensory inputs at a trial-by-trial level. In response to signals from premotor cortex, neural activity in parietal cortex also represents the causal structure and further dynamically updates the sensory representation to maintain consistency with the causal inference structure. Thus, our results indicate how premotor cortex integrates historical information and sensory inputs to infer hidden variables and selectively updates sensory representations in parietal cortex to support behavior. This dynamic loop of frontal-parietal interactions in the causal inference framework may provide the neural mechanism to answer long-standing questions regarding how neural circuits represent hidden structures for body-awareness and agency.
NMC4 Short Talk: Novel population of synchronously active pyramidal cells in hippocampal area CA1
Hippocampal pyramidal cells have been widely studied during locomotion, when theta oscillations are present, and during short wave ripples at rest, when replay takes place. However, we find a subset of pyramidal cells that are preferably active during rest, in the absence of theta oscillations and short wave ripples. We recorded these cells using two-photon imaging in dorsal CA1 of the hippocampus of mice, during a virtual reality object location recognition task. During locomotion, the cells show a similar level of activity as control cells, but their activity increases during rest, when this population of cells shows highly synchronous, oscillatory activity at a low frequency (0.1-0.4 Hz). In addition, during both locomotion and rest these cells show place coding, suggesting they may play a role in maintaining a representation of the current location, even when the animal is not moving. We performed simultaneous electrophysiological and calcium recordings, which showed a higher correlation of activity between the LFO and the hippocampal cells in the 0.1-0.4 Hz low frequency band during rest than during locomotion. However, the relationship between the LFO and calcium signals varied between electrodes, suggesting a localized effect. We used the Allen Brain Observatory Neuropixels Visual Coding dataset to further explore this. These data revealed localised low frequency oscillations in CA1 and DG during rest. Overall, we show a novel population of hippocampal cells, and a novel oscillatory band of activity in hippocampus during rest.
Targeted Activation of Hippocampal Place Cells Drives Memory-Guided Spatial Behaviour
The hippocampus is crucial for spatial navigation and episodic memory formation. Hippocampal place cells exhibit spatially selective activity within an environment and have been proposed to form the neural basis of a cognitive map of space that supports these mnemonic functions. However, the direct influence of place cell activity on spatial navigation behaviour has not yet been demonstrated. Using an ‘all-optical’ combination of simultaneous two-photon calcium imaging and two-photon holographically targeted optogenetics, we identified and selectively activated place cells that encoded behaviourally relevant locations in a virtual reality environment. Targeted stimulation of a small number of place cells was sufficient to bias the behaviour of animals during a spatial memory task, providing causal evidence that hippocampal place cells actively support spatial navigation and memory. Time permitting, I will also describe new experiments aimed at understanding the fundamental encoding mechanism that supports episodic memory, focussing on the role of hippocampal sequences across multiple timescales and behaviours.
Rastermap: Extracting structure from high dimensional neural data
Large-scale neural recordings contain high-dimensional structure that cannot be easily captured by existing data visualization methods. We therefore developed an embedding algorithm called Rastermap, which captures highly nonlinear relationships between neurons, and provides useful visualizations by assigning each neuron to a location in the embedding space. Compared to standard algorithms such as t-SNE and UMAP, Rastermap finds finer and higher dimensional patterns of neural variability, as measured by quantitative benchmarks. We applied Rastermap to a variety of datasets, including spontaneous neural activity, neural activity during a virtual reality task, widefield neural imaging data during a 2AFC task, artificial neural activity from an agent playing atari games, and neural responses to visual textures. We found within these datasets unique subpopulations of neurons encoding abstract properties of the environment.
The Geometry of Decision-Making
Choosing among spatially distributed options is a central challenge for animals, from deciding among alternative potential food sources or refuges, to choosing with whom to associate. Here, using an integrated theoretical and experimental approach (employing immersive Virtual Reality), with both invertebrate and vertebrate models—the fruit fly, desert locust and zebrafish—we consider the recursive interplay between movement and collective vectorial integration in the brain during decision-making regarding options (potential ‘targets’) in space. We reveal that the brain repeatedly breaks multi-choice decisions into a series of abrupt (critical) binary decisions in space-time where organisms switch, spontaneously, from averaging vectorial information among, to suddenly excluding one of, the remaining options. This bifurcation process repeats until only one option—the one ultimately selected—remains. Close to each bifurcation the ‘susceptibility’ of the system exhibits a sharp increase, inevitably causing small differences among the remaining options to become amplified; a property that both comes ‘for free’ and is highly desirable for decision-making. This mechanism facilitates highly effective decision-making, and is shown to be robust both to the number of options available, and to context, such as whether options are static (e.g. refuges) or mobile (e.g. other animals). In addition, we find evidence that the same geometric principles of decision-making occur across scales of biological organisation, from neural dynamics to animal collectives, suggesting they are fundamental features of spatiotemporal computation.
Creating and controlling visual environments using BonVision
Real-time rendering of closed-loop visual environments is important for next-generation understanding of brain function and behaviour, but is often prohibitively difficult for non-experts to implement and is limited to few laboratories worldwide. We developed BonVision as an easy-to-use open-source software for the display of virtual or augmented reality, as well as standard visual stimuli. BonVision has been tested on humans and mice, and is capable of supporting new experimental designs in other animal models of vision. As the architecture is based on the open-source Bonsai graphical programming language, BonVision benefits from native integration with experimental hardware. BonVision therefore enables easy implementation of closed-loop experiments, including real-time interaction with deep neural networks, and communication with behavioural and physiological measurement and manipulation devices.
PiVR: An affordable and versatile closed-loop platform to study unrestrained sensorimotor behavior
PiVR is a system that allows experimenters to immerse small animals into virtual realities. The system tracks the position of the animal and presents light stimulation according to predefined rules, thus creating a virtual landscape in which the animal can behave. By using optogenetics, we have used PiVR to present fruit fly larvae with virtual olfactory realities, adult fruit flies with a virtual gustatory reality and zebrafish larvae with a virtual light gradient. PiVR operates at high temporal resolution (70Hz) with low latencies (<30 milliseconds) while being affordable (<US$500) and easy to build (<6 hours). Through extensive documentation (www.PiVR.org), this tool was designed to be accessible to a wide public, from high school students to professional researchers studying systems neuroscience in academia.
Enhanced perception and cognition in deaf sign language users: EEG and behavioral evidence
In this talk, Dr. Quandt will share results from behavioral and cognitive neuroscience studies from the past few years of her work in the Action & Brain Lab, an EEG lab at Gallaudet University, the world's premiere university for deaf and hard-of-hearing students. These results will center upon the question of how extensive knowledge of signed language changes, and in some cases enhances, people's perception and cognition. Evidence for this effect comes from studies of human biological motion using point light displays, self-report, and studies of action perception. Dr. Quandt will also discuss some of the lab's efforts in designing and testing a virtual reality environment in which users can learn American Sign Language from signing avatars (virtual humans).
Neural circuits that support robust and flexible navigation in dynamic naturalistic environments
Tracking heading within an environment is a fundamental requirement for flexible, goal-directed navigation. In insects, a head-direction representation that guides the animal’s movements is maintained in a conserved brain region called the central complex. Two-photon calcium imaging of genetically targeted neural populations in the central complex of tethered fruit flies behaving in virtual reality (VR) environments has shown that the head-direction representation is updated based on self-motion cues and external sensory information, such as visual features and wind direction. Thus far, the head direction representation has mainly been studied in VR settings that only give flies control of the angular rotation of simple sensory cues. How the fly’s head direction circuitry enables the animal to navigate in dynamic, immersive and naturalistic environments is largely unexplored. I have developed a novel setup that permits imaging in complex VR environments that also accommodate flies’ translational movements. I have previously demonstrated that flies perform visually-guided navigation in such an immersive VR setting, and also that they learn to associate aversive optogenetically-generated heat stimuli with specific visual landmarks. A stable head direction representation is likely necessary to support such behaviors, but the underlying neural mechanisms are unclear. Based on a connectomic analysis of the central complex, I identified likely circuit mechanisms for prioritizing and combining different sensory cues to generate a stable head direction representation in complex, multimodal environments. I am now testing these predictions using calcium imaging in genetically targeted cell types in flies performing 2D navigation in immersive VR.
From real problems to beast machines: the somatic basis of selfhood
At the foundation of human conscious experience lie basic embodied experiences of selfhood – experiences of simply ‘being alive’. In this talk, I will make the case that this central feature of human existence is underpinned by predictive regulation of the interior of the body, using the framework of predictive processing, or active inference. I start by showing how conscious experiences of the world around us can be understood in terms of perceptual predictions, drawing on examples from psychophysics and virtual reality. Then, turning the lens inwards, we will see how the experience of being an ‘embodied self’ rests on control-oriented predictive (allostatic) regulation of the body’s physiological condition. This approach implies a deep connection between mind and life, and provides a new way to understand the subjective nature of consciousness as emerging from systems that care intrinsically about their own existence. Contrary to the old doctrine of Descartes, we are conscious because we are beast machines.
The effect of gravity on the perception of distance and self-motion
Gravity is a constant in our lives. It provides an internalized reference to which all other perceptions are related. We can experimentally manipulate the relationship between physical gravity with other cues to the direction of “up” using virtual reality - with either HMDs or specially built tilting environments - to explore how gravity contributes to perceptual judgements. The effect of gravity can also be cancelled by running experiments on the International Space Station in low Earth orbit. Changing orientation relative to gravity - or even just perceived orientation – affects your perception of how far away things are (they appear closer when supine or prone). Cancelling gravity altogether has a similar effect. Changing orientation also affects how much visual motion is needed to perceive a particular travel distance (you need less when supine or prone). Adapting to zero gravity has the opposite effect (you need more). These results will be discussed in terms of their practical consequences and the multisensory processes involved, in particular the response to visual-vestibular conflict.
Data-driven Artificial Social Intelligence: From Social Appropriateness to Fairness
Designing artificially intelligent systems and interfaces with socio-emotional skills is a challenging task. Progress in industry and developments in academia provide us a positive outlook, however, the artificial social and emotional intelligence of the current technology is still limited. My lab’s research has been pushing the state of the art in a wide spectrum of research topics in this area, including the design and creation of new datasets; novel feature representations and learning algorithms for sensing and understanding human nonverbal behaviours in solo, dyadic and group settings; designing longitudinal human-robot interaction studies for wellbeing; and investigating how to mitigate the bias that creeps into these systems. In this talk, I will present some of my research team’s explorations in these areas including social appropriateness of robot actions, virtual reality based cognitive training with affective adaptation, and bias and fairness in data-driven emotionally intelligent systems.
Cortical networks for flexible decisions during spatial navigation
My lab seeks to understand how the mammalian brain performs the computations that underlie cognitive functions, including decision-making, short-term memory, and spatial navigation, at the level of the building blocks of the nervous system, cell types and neural populations organized into circuits. We have developed methods to measure, manipulate, and analyze neural circuits across various spatial and temporal scales, including technology for virtual reality, optical imaging, optogenetics, intracellular electrophysiology, molecular sensors, and computational modeling. I will present recent work that uses large scale calcium imaging to reveal the functional organization of the mouse posterior cortex for flexible decision-making during spatial navigation in virtual reality. I will also discuss work that uses optogenetics and calcium imaging during a variety of decision-making tasks to highlight how cognitive experience and context greatly alter the cortical circuits necessary for navigation decisions.
From oscillations to laminar responses - characterising the neural circuitry of autobiographical memories
Autobiographical memories are the ghosts of our past. Through them we visit places long departed, see faces once familiar, and hear voices now silent. These, often decades-old, personal experiences can be recalled on a whim or come unbidden into our everyday consciousness. Autobiographical memories are crucial to cognition because they facilitate almost everything we do, endow us with a sense of self and underwrite our capacity for autonomy. They are often compromised by common neurological and psychiatric pathologies with devastating effects. Despite autobiographical memories being central to everyday mental life, there is no agreed model of autobiographical memory retrieval, and we lack an understanding of the neural mechanisms involved. This precludes principled interventions to manage or alleviate memory deficits, and to test the efficacy of treatment regimens. This knowledge gap exists because autobiographical memories are challenging to study – they are immersive, multi-faceted, multi-modal, can stretch over long timescales and are grounded in the real world. One missing piece of the puzzle concerns the millisecond neural dynamics of autobiographical memory retrieval. Surprisingly, there are very few magnetoencephalography (MEG) studies examining such recall, despite the important insights this could offer into the activity and interactions of key brain regions such as the hippocampus and ventromedial prefrontal cortex. In this talk I will describe a series of MEG studies aimed at uncovering the neural circuitry underpinning the recollection of autobiographical memories, and how this changes as memories age. I will end by describing our progress on leveraging an exciting new technology – optically pumped MEG (OP-MEG) which, when combined with virtual reality, offers the opportunity to examine millisecond neural responses from the whole brain, including deep structures, while participants move within a virtual environment, with the attendant head motion and vestibular inputs.
Experience dependent changes of sensory representation in the olfactory cortex
Sensory representations are typically thought as neuronal activity patterns that encode physical attributes of the outside world. However, increasing evidence is showing that as animals learned the association between a sensory stimulus and its behavioral relevance, stimulus representation in sensory cortical areas can change. In this seminar I will present recent experiments from our lab showing that the activity in the olfactory piriform cortex (PC) of mice encodes not only odor information, but also non-olfactory variables associated with the behavioral task. By developing an associative olfactory learning task, in which animals learn to associate a particular context with an odor and a reward, we were able to record the activity of multiple neurons as the animal runs in a virtual reality corridor. By analyzing the population activity dynamics using Principal Components Analysis, we find different population trajectories evolving through time that can discriminate aspects of different trial types. By using Generalized Linear Models we further dissected the contribution of different sensory and non-sensory variables to the modulation of PC activity. Interestingly, the experiments show that variables related to both sensory and non-sensory aspects of the task (e.g., odor, context, reward, licking, sniffing rate and running speed) differently modulate PC activity, suggesting that the PC adapt odor processing depending on experience and behavior.
Schemas: events, spaces, semantics, and development
Understanding and remembering realistic experiences in our everyday lives requires activating many kinds of structured knowledge about the world, including spatial maps, temporal event scripts, and semantic relationships. My recent projects have explored the ways in which we build up this schematic knowledge (during a single experiment and across developmental timescales) and can strategically deploy them to construct event representations that we can store in memory or use to make predictions. I will describe my lab's ongoing work developing new experimental and analysis techniques for conducting functional MRI experiments using narratives, movies, poetry, virtual reality, and "memory experts" to study complex naturalistic schemas.
Analysis of gaze control neuronal circuits combining behavioural experiments with a novel virtual reality platform
FENS Forum 2024
Comparison of acetylcholine release in the mouse cerebral cortex in response to standard visual stimuli vs dynamic virtual reality environment
FENS Forum 2024
Effectiveness of action observation treatment integrated with virtual reality in the motor rehabilitation of stroke patients: A randomized controlled clinical trial
FENS Forum 2024
Feasibility and compatibility of combining virtual reality and transcranial magnetic stimulation
FENS Forum 2024
Hippocampal place field formation by sparse, local learning of visual features in virtual reality
FENS Forum 2024
The impact of virtual reality on postoperative cognitive impairment and pain perception after surgery
FENS Forum 2024
Modulation of brain activity by environmental design: A study using EEG and virtual reality
FENS Forum 2024
Multimodal activity of mouse auditory cortex during audio-visual-motor virtual reality
FENS Forum 2024
Virtual reality empowered deep learning analysis of brain cells
FENS Forum 2024
Visual feedback manipulation in virtual reality alters movement-evoked pain perception in chronic low back pain
FENS Forum 2024
‘What a Mistake!’: Prediction error modulates explicit and visuomotor predictions in virtual reality
Neuromatch 5