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Biomedical subjects

Walter Schneider

Publications and source records attributed to Walter Schneider.

8 recordsLinked to original sources

Perceptual knowledge retrieval activates sensory brain regions.

Although knowledge indexes our experiences of the world, the neural basis of this relationship remains to be determined. Previous neuroimaging research, especially involving knowledge biased to visual and functional information, suggests that semantic representations depend on modality-specific brain mechanisms. However, it is unclear whether sensory cortical regions, in general, support retrieval of perceptual knowledge. Using neuroimaging methods, we show that semantic decisions that index tactile, gustatory, auditory, and visual knowledge specifically activate brain regions associated with encoding these sensory experiences. Retrieval of tactile knowledge was specifically associated with increased activation in somatosensory, motor, and premotor cortical regions. In contrast, decisions involving flavor knowledge increased activation in an orbitofrontal region previously implicated in processing semantic comparisons among edible items. Perceptual knowledge retrieval that references visual and auditory experiences was associated with increased activity in distinct temporal brain regions involved in the respective sensory processing. These results indicate that retrieval of perceptual knowledge relies on brain regions used to mediate sensory experiences with the referenced objects.

Adolescent↗

A rapid fMRI task battery for mapping of visual, motor, cognitive, and emotional function.

A set of sensory, motor, cognitive, and emotional tasks were combined in a simple, rapid-presentation task battery and tested on a group of 31, normal, healthy subjects aged 22 to 76. Five tasks were selected on the basis of widespread use in fMRI and their ability to produce robust and reliable regional activations. They were (1) a visual task designed to activate the occipital cortex; (2) a bimanual motor task designed to activate motor areas; (3) a verb generation task designed to activate speech processing areas; (4) an n-back task designed to activate areas associated with working memory and executive function; and (5) an emotional pictures task designed to provoke strong emotional responses that typically activate limbic structures. Most of the tasks produced reliable activations in individual subjects, and assessments of the distribution and reliability of individual subject activations in each targeted area are provided. The emotional pictures task did not demonstrate adequate sensitivity in a priori target regions, only in the a posteriori defined inferior temporal region. Age- and gender-specific differences were found in the activation patterns for both the cognitive and emotional tasks. The battery provides a prescribed means for researchers to obtain reliable functional localizers within 20-25 min of scanning, which can be used to support more elaborate mapping studies of brain function. The dataset can also serve as a reliability metric for new fMRI laboratories and novice investigators seeking to test their acquisition and analysis techniques with minimal time investment and expense.

Adult↗

Neuroimaging studies of practice-related change: fMRI and meta-analytic evidence of a domain-general control network for learning.

Functional magnetic resonance imaging and a meta-analysis of prior neuroimaging studies were used to characterize cortical changes resulting from extensive practice and to evaluate a dual-processing account of the neural mechanisms underlying human learning. Three core predictions of the dual processing theory are evaluated: 1) that practice elicits generalized reductions in regional activity by reducing the load on the cognitive control mechanisms that scaffold early learning; 2) that these control mechanisms are domain-general; and 3) that no separate processing pathway emerges as skill develops. To evaluate these predictions, a meta-analysis of prior neuroimaging studies and a within-subjects fMRI experiment contrasting unpracticed to practiced performance in a paired-associate task were conducted. The principal effect of practice was found to be a reduction in the extent and magnitude of activity in a cortical network spanning bilateral dorsal prefrontal, left ventral prefrontal, medial frontal (anterior cingulate), left insular, bilateral parietal, and occipito-temporal (fusiform) areas. These activity reductions are shown to occur in common regions across prior neuroimaging studies and for both verbal and nonverbal paired-associate learning in the present fMRI experiment. The implicated network of brain regions is interpreted as a domain-general system engaged specifically to support novice, but not practiced, performance.

Adult↗

Cross-cultural effect on the brain revisited: universal structures plus writing system variation.

Recognizing printed words requires the mapping of graphic forms, which vary with writing systems, to linguistic forms, which vary with languages. Using a newly developed meta-analytic approach, aggregated Gaussian-estimated sources (AGES; Chein et al. [2002]: Psychol Behav 77:635-639), we examined the neuroimaging results for word reading within and across writing systems and languages. To find commonalities, we compiled 25 studies in English and other Western European languages that use an alphabetic writing system, 9 studies of native Chinese reading, 5 studies of Japanese Kana (syllabic) reading, and 4 studies of Kanji (morpho-syllabic) reading. Using the AGES approach, we created meta-images within each writing system, isolated reliable foci of activation, and compared findings across writing systems and languages. The results suggest that these writing systems utilize a common network of regions in word processing. Writing systems engage largely the same systems in terms of gross cortical regions, but localization within those regions suggests differences across writing systems. In particular, the region known as the visual word form area (VWFA) shows strikingly consistent localization across tasks and across writing systems. This region in the left mid-fusiform gyrus is critical to word recognition across writing systems and languages.

Brain↗

PsychMate: providing psychology majors the tools to do real experiments and learn empirical methods.

PsychMate is a set of software tools for undergraduate psychology students to run, develop, and analyze computerized experiments. It includes 30 psychological experiments in the areas of perception, cognition, social psychology, human factors, and cognitive neuroscience. Students run experiments themselves and see basic results immediately. The automatic spreadsheet analysis forms allow them to aggregate data and create analyses, presentations, and Web pages with a single click. Students can use the Psychology Experiment Authoring Kit experiment editor to create their own experiments in minutes and run experiments with other students using Web-based experiment-management tools. The BrainTutor and BrainViewer applications teach brain anatomy and permit students to analyze fMRI brain imaging data from subjects who have performed the same memory experiments in which they participated. PsychMate has been used in 83 classes in which 1,533 students submitted 5,464 completed experiments with few (less than 1%) requests for help and a very positive rating of the research experience.

Brain↗

Psychology Experiment Authoring Kit (PEAK): formal usability testing of an easy-to-use method for creating computerized experiments.

In academic courses in which one task for the students is to understand empirical methodology and the nature of scientific inquiry, the ability of students to create and implement their own experiments allows them to take intellectual ownership of, and greatly facilitates, the learning process. The Psychology Experiment Authoring Kit (PEAK) is a novel spreadsheet-based interface allowing students and researchers with rudimentary spreadsheet skills to create cognitive and cognitive neuroscience experiments in minutes. Students fill in a spreadsheet listing of independent variables and stimuli, insert columns that represent experimental objects such as slides (presenting text, pictures, and sounds) and feedback displays to create complete experiments, all within a single spreadsheet. The application then executes experiments with centisecond precision. Formal usability testing was done in two stages: (1) detailed coding of 10 individual subjects in one-on-one experimenter/subject videotaped sessions and (2) classroom testing of 64 undergraduates. In both individual and classroom testing, the students learned to effectively use PEAK within 2 h, and were able to create a lexical decision experiment in under 10 min. Findings from the individual testing in Stage 1 resulted in significant changes to documentation and training materials and identification of bugs to be corrected. Stage 2 testing identified additional bugs to be corrected and new features to be considered to facilitate student understanding of the experiment model. Such testing will improve the approach with each semester. The students were typically able to create their own projects in 2 h.

Computers↗

A virtual reality system for neurobehavioral and functional MRI studies.

We are developing a VR system of integrated software and hardware for scientific research and clinical application. The system is sufficiently flexible and broad-based in appeal that neurobehavioral researchers from a variety of disciplines might be interested in using it for basic research and clinical studies. The system runs on a standard Windows-based personal computer with a high-performance graphics card. Options allow a head-mounted display, dataglove, simultaneous physiological monitoring or use within neuroimaging machines such as magnetic resonance imaging (MRI) scanners. Currently, the software consists of a virtual world of nearly a dozen interconnected environments that the subject can freely navigate. Additional environments can be built and easily added to the application. A startup interface provides menus for selecting characters and objects that a researcher might want to put at specific locations within the simulation. Interactivity is provided for many typical objects such as doors, chairs and money. There are more than 50 characters in the world, most of them animated or interactive. All movements and actions of the subject within the world are tracked and recorded to an Excel spreadsheet for data analysis. Overlay maps are available as navigational aids. Concurrent physiological data can be acquired on up to 16 channels. The system provides synchronization of the VR simulation with physiological recordings and functional MR images. A spatial navigation memory task was performed with the integrated VR/fMRI system, and some pilot data is presented that shows robust activation in multiple cortical areas appropriate to the task.

Brain↗

Fiswidgets: a graphical computing environment for neuroimaging analysis.

Current fMRI neuroimaging software programs offer the researcher a wealth of analysis methods and tools. However, the incompatibilities in user interface, data format, and computing environment in these tools make it difficult if not impossible for most researchers to take advantage of the full set of resources available for neuroimaging analyses. We describe a graphical computing environment, Functional Imaging Software Widgets (fiswidgets), which was developed to address these interoperability and usability problems. This environment provides a desktop style framework into which 100 subcomponents from a number of widely used fMRI analysis software packages (e.g., AFNI, AIR) are incorporated. It is an open-source, extensible environment available for reuse and modification by other software developers. A discussion of the design criteria (open architecture, modularity, wrapper technology, commercial utilities) that support such loosely integrative computing environments, and the problems entailed in maintaining them (development overhead, distribution logistics, format incompatibilities, graphics vs scripting tradeoffs, and appropriate acknowledgment of software developers) follows.

Computer Graphics↗