Understanding Brains in the Second Machine Age
Neuroscience in it’s many forms is playing a central role in the second machine age, especially as it relates to the development of artificial intelligence. There is an interesting dance between the fields of artificial intelligence and human neuroscience where each is informing the other. This department tracks the dance.
Speech Analysis Software Predicted Psychosis in At-Risk Patients with up to 83 Percent Accuracy, Mount Sinai Researchers Find
Big-data approach has potential to improve prediction of psychiatric and other medical disorders. Computer-based analyses of speech transcripts obtained from interviews with at-risk youths were able to predict which youths would later develop psychosis within two years, with an accuracy of up to 83 percent.
A brain-machine interface that combines brain stimulation with a robotic device controlling hand movement increases the output of pathways connecting the brain and spinal cord.
Scientists at Johns Hopkins have used supercomputers to create an atomic scale map that tracks how the signaling chemical glutamate binds to a neuron in the brain. The findings, say the scientists, shed light on the dynamic physics of the chemical’s pathway, as well as the speed of nerve cell communications.
laying an adventure video game featuring a fictitious, young emergency physician treating severe trauma patients was better than text-based learning at priming real doctors to quickly recognize the patients...
The human brain is malleable – it learns and adapts. Numerous research studies have focused on the impact of action video games on the brain by measuring cognitive abilities, such as perception, attention and reaction time. An international team of psychologists, led by the University of Geneva (UNIGE), Switzerland, has assembled data from the last fifteen years to quantify how action video games impact cognition. The research has resulted in two meta-analyses, published in the journal Psychological Bulletin, which reveal a significant improvement in the cognitive abilities of gamers.
Lawrence Livermore National Laboratory (LLNL) scientists and engineers have developed a “brain-on-a-chip” device aimed at testing and predicting the effects of biological and chemical agents, disease or pharmaceutical drugs on the brain over time without the need for human or animal subjects.
Technique illuminates the inner workings of artificial-intelligence systems that process language. Neural networks, which learn to perform computational tasks by analyzing huge sets of training data, have been responsible for the most impressive recent advances in artificial intelligence, including speech-recognition and automatic-translation systems.
Study led by Rensselaer Polytechnic Institute faculty and graduate student shows that surgeons who trained on simulator had higher level of cortical activation and faster times for cutting tasks. While simulation platforms have been used to train surgeons before they enter an actual operating room (OR), few studies have evaluated how well trainees transfer those skills from the simulator to the OR.
Researchers at the University of York have discovered a link between young people’s ability to perform well at two popular video games and high levels of intelligence. Studies carried out at the Digital Creativity Labs (DC Labs) at York found that some action strategy video games can act like IQ tests. The researchers’ findings are published today in the journal PLOS ONE.
EPFL scientists from the Center for Neuroprosthetics have used functional MRI to show how the brain re-maps motor and sensory pathways following targeted motor and sensory reinnervation (TMSR), a neuroprosthetic approach where residual limb nerves are rerouted towards intact muscles and skin regions to control a robotic limb.
Neuroscience Department Head