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Voloh, B.

Publications and source records attributed to Voloh, B..

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USE: An integrative suite for temporally-precise psychophysical experiments in virtual environments

11.1 BackgroundThere is a growing interest in complex, active, and immersive behavioral neuroscience tasks. However, the development and control of such tasks present unique challenges.\n\n1.2 New MethodThe Unified Suite for Experiments (USE) is an integrated set of hardware and software tools for the design and control of behavioral neuroscience experiments. The software, developed using the Unity video game engine, supports both active tasks in immersive 3D environments and static 2D tasks used in more traditional visual experiments. The custom USE SyncBox hardware, based around an Arduino Mega2560 board, integrates and synchronizes multiple data streams from different pieces of experimental hardware. The suite addresses three key issues with developing cognitive neuroscience experiments in Unity: tight experimental control, accurate sub-ms timing, and accurate gaze target identification.\n\n1.3 ResultsUSE is a flexible framework to realize experiments, enabling (i) nested control over complex tasks, (ii) flexible use of 3D or 2D scenes and objects, (iii) touchscreen-, button-, joystick- and gaze-based interaction, and (v) complete offline reconstruction of experiments for post-processing and temporal alignment of data streams.\n\n1.4 Comparison with Existing MethodsMost existing experiment-creation tools are not designed to support the development of video-game-like tasks. Those that do use older or less popular video game engines as their base, and are not as feature-rich or enable as precise control over timing as USE.\n\n1.5 ConclusionsUSE provides an integrated, open source framework for a wide variety of active behavioral neuroscience experiments using human and nonhuman participants, and artificially-intelligent agents.\n\n2 GlossaryO_LIActive task: Experimental tasks which involve some combination of realistic, usually moving, stimuli, continuous opportunities for action, ecologically valid tasks, complex behaviours, etc. Here, they are contrasted with static tasks (see below)\nC_LIO_LIArduino: A multi-purpose generic micro-processor, here used to control inter-device communication and time synchronization.\nC_LIO_LIRaycast: A game-engine method that sends a vector between two points in a virtual three-dimensional environment, and returns the first object in that environment it hits. Often used to determine if a character in a game can see or shoot another character.\nC_LIO_LIState Machine (also Finite State Machine): A way of conceptualizing and implementing control in software, such that at any one moment the software is in one, and only one, state. In hierarchical state machines, as used in the present software suite, these can be organized into different levels, such that each level can only be in one state, but a state can pass control to a lower level.\nC_LIO_LIStatic task: Experimental tasks like those traditionally used in the cognitive neurosciences. Simple, usually stationary, stimuli, limited opportunities for action, simple behaviours, etc. Here, they are contrasted with active tasks (see above).\nC_LIO_LIUnity: One of the most popular video game engines. Freely available.\nC_LIO_LIVideo game engine: A software development kit designed to handle many of the common issues involved in creating video games, such as interfacing with controllers, simulating physical collisions and lighting, etc.\nC_LI

neuroscience

Quaddles: A multidimensional 3D object set with parametrically-controlled and customizable features

Many studies of vision and cognition require novel three-dimensional object sets defined by a parametric feature space. Creating such sets and verifying that they are suitable for a given task, however, can be extremely time-consuming and effortful. Here we present a new set of multidimensional objects, Quaddles, designed for a study of feature-based learning and attention, but adaptable for many research purposes. Quaddles have features that are all equally-visible from any angle around the vertical axis, and which all have similar response biases on a feature detection task, thus removing one potential source of bias in object selection. They are available as two-dimensional images, rotating videos, and FBX object files suitable for use with any modern video game engine. We also provide examples and tutorials for modifying Quaddles or creating completely new object sets from scratch, hopefully greatly speeding up the development time of future novel object studies.\n\nAuthors noteThis work was supported by grant MOP 102482 from the Canadian Institutes of Health Research (TW) and by the Natural Sciences and Engineering Research Council of Canada Brain in Action CREATE-IRTG program (MRW, TW). The funders had no role in study design, data collection and analysis, the decision to publish, or the preparation of this manuscript. Authors would like to thank Hongying Wang for technical support, and Isabel Gauthier for comments on a draft version of the manuscript.\n\nThe study described herein was approved by the York University Office of Research Ethics (Certificate # 2016-214).\n\nA draft version of this manuscript is available online at BioR{chi}iv:

neuroscience

Cell-Type Specific Burst Firing Interacts With Theta And Beta Activity In Prefrontal Cortex During Attention States

Population-level theta and beta band activity in anterior cingulate and prefrontal cortex (ACC/PFC) are prominent signatures of endogenously controlled, adaptive behaviors. But how these rhythmic activities are linked to cell-type specific activity has remained unclear. Here, we suggest such a cell-to-systems level linkage. We found that the rate of burst spiking events is enhanced particularly during attention states and that attention-specific burst spikes have a unique temporal relationship to local theta and beta band population level activities. For the 5-10Hz theta frequency range, bursts coincided with transient increases of local theta power relative to non-bursts, particularly for bursts of putative interneurons. For the 16-30Hz beta frequency, bursts of putative interneurons phase synchronized stronger than nonbursts, and were associated with larger beta power modulation. In contrast, burst of putative pyramidal cells were overall similarly beta-synchronized than nonbursts, but were linked with stronger beta power only when they occurred early in the beta cycle. These findings suggests that in the ACC/PFC during attention states, mechanisms underlying burst firing are intimately linked to narrow band population level activities, providing a cell-type specific window into the emergence, resetting, or termination of oscillatory activities.

neuroscience