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Showing posts with label Carnegie Mellon University. Show all posts
Showing posts with label Carnegie Mellon University. Show all posts

Friday, September 2, 2011

Word Association: Study Matches Brain Scans With Complex Thought


In an effort to understand what happens in the brain when a person reads or considers such abstract ideas as love or justice, Princeton researchers have for the first time matched images of brain activity with categories of words related to the concepts a person is thinking about. The results could lead to a better understanding of how people consider meaning and context when reading or thinking.


Princeton researchers developed a method to determine the
probability of various words being associated with the object a person
thought about during a brain scan. They produced color-coded figures
that illustrate the probability of words within the Wikipedia article
about the object the participant saw during the scan actually being
associated with the object. The more red a word is, the more likely a
person is to associate it, in this case, with "cow." On the other hand,
bright blue suggests a strong correlation with "carrot." Black and grey
"neutral" words had no specific association or were not considered at
all. (Credit: Illustration courtesy of Francisco Pereira)

The researchers report in the journal Frontiers in Human Neuroscience that they used functional magnetic resonance imaging (fMRI) to identify areas of the brain activated when study participants thought about physical objects such as a carrot, a horse or a house. The researchers then generated a list of topics related to those objects and used the fMRI images to determine the brain activity that words within each topic shared. For instance, thoughts about "eye" and "foot" produced similar neural stirrings as other words related to body parts.

Once the researchers knew the brain activity a topic sparked, they were able to use fMRI images alone to predict the subjects and words a person likely thought about during the scan. This capability to put people's brain activity into words provides an initial step toward further exploring themes the human brain touches upon during complex thought.

"The basic idea is that whatever subject matter is on someone's mind -- not just topics or concepts, but also, emotions, plans or socially oriented thoughts -- is ultimately reflected in the pattern of activity across all areas of his or her brain," said the team's senior researcher, Matthew Botvinick, an associate professor in Princeton's Department of Psychology and in the Princeton Neuroscience Institute.

"The long-term goal is to translate that brain-activity pattern into the words that likely describe the original mental 'subject matter,'" Botvinick said. "One can imagine doing this with any mental content that can be verbalized, not only about objects, but also about people, actions and abstract concepts and relationships. This study is a first step toward that more general goal.

"If we give way to unbridled speculation, one can imagine years from now being able to 'translate' brain activity into written output for people who are unable to communicate otherwise, which is an exciting thing to consider. In the short term, our technique could be used to learn more about the way that concepts are represented at the neural level -- how ideas relate to one another and how they are engaged or activated."

The research, which was published Aug. 23, was funded by a grant from the National Institute of Neurological Disease and Stroke, part of the National Institutes of Health.

Depicting a person's thoughts through text is a "promising and innovative method" that the Princeton project introduces to the larger goal of correlating brain activity with mental content, said Marcel Just, a professor of psychology at Carnegie Mellon University. The Princeton researchers worked from brain scans Just had previously collected in his lab, but he had no active role in the project.

"The general goal for the future is to understand the neural coding of any thought and any combination of concepts," Just said. "The significance of this work is that it points to a method for interpreting brain activation patterns that correspond to complex thoughts."

Tracking the brain's 'semantic threads'

Largely designed and conducted in Botvinick's lab by lead author and Princeton postdoctoral researcher Francisco Pereira, the study takes a currently popular approach to neuroscience research in a new direction, Botvinick said. He, Pereira and coauthor Greg Detre, who earned his Ph.D. from Princeton in 2010, based their work on various research endeavors during the past decade that used brain-activity patterns captured by fMRI to reconstruct pictures that participants viewed during the scan.

"This 'generative' approach -- actually synthesizing something, an artifact, from the brain-imaging data -- is what inspired us in our study, but we generated words rather than pictures," Botvinick said.

"The thought is that there are many things that can be expressed with language that are more difficult to capture in a picture. Our study dealt with concrete objects, things that are easy to put into a picture, but even then there was an interesting difference between generating a picture of a chair and generating a list of words that a person associates with 'chair.'"

Those word associations, lead author Pereira explained, can be thought of as "semantic threads" that can lead people to think of objects and concepts far from the original subject matter yet strangely related.

"Someone will start thinking of a chair and their mind wanders to the chair of a corporation then to Chairman Mao -- you'd be surprised," Pereira said. "The brain tends to drift, with multiple processes taking place at the same time. If a person thinks about a table, then a lot of related words will come to mind, too. And we thought that if we want to understand what is in a person's mind when they think about anything concrete, we can follow those words."

Pereira and his co-authors worked from fMRI images of brain activity that a team led by Just and fellow Carnegie Mellon researcher Tom Mitchell, a professor of computer science, published in the journal Science in 2008. For those scans, nine people were presented with the word and picture of five concrete objects from 12 categories. The drawing and word for the 60 total objects were displayed in random order until each had been shown six times. Each time an image and word appeared, participants were asked to visualize the object and its properties for three seconds as the fMRI scanner recorded their brain activity.

Matching words and brain activity with related topics

Separately, Pereira and Detre constructed a list of topics with which to categorize the fMRI data. They used a computer program developed by Princeton Associate Professor of Computer Science David Blei to condense 3,500 articles about concrete objects from the online encyclopedia Wikipedia into all the topics the articles covered. The articles included a broad array of subjects, such as an airplane, heroin, birds and manual transmission. The program came up with 40 possible topics -- such as aviation, drugs, animals or machinery -- with which the articles could relate. Each topic was defined by the words most associated with it.

The computer ultimately created a database of topics and associated words that were free from the researchers' biases, Pereira said.

"We let the software discern the factors that make up meaning rather than stipulating it ourselves," he said. "There is always a danger that we could impose our preconceived notions of the meaning words have. Plus, I can identify and describe, for instance, a bird, but I don't think I can list all the characteristics that make a bird a bird. So instead of postulating, we let the computer find semantic threads in an unsupervised manner."




The topic database let the researchers objectively arrange the fMRI images by subject matter, Pereira said. To do so, the team searched the brain scans of related objects for similar activity to determine common brain patterns for an entire subject, Pereira said. The neural response for thinking about "furniture," for example, was determined by the common patterns found in the fMRI images for "table," "chair," "bed," "desk" and "dresser." At the same time, the team established all the words associated with "furniture" by matching each fMRI image with related words from the Wikipedia-based list.

Based on the similar brain activity and related words, Pereira, Botvinick and Detre concluded that the same neural response would appear whenever a person thought of any of the words related to furniture, Pereira said. And a scientist analyzing that brain activity would know that person was thinking of furniture. The same would follow for any topic.

Using images to predict the words on a person's mind
Finally, to ensure their method was accurate, the researchers conducted a blind comparison of each of the 60 fMRI images against each of the others. Without knowing the objects the pair of scans pertained to, Pereira and his colleagues estimated the presence of certain topics on a participant's mind based solely on the fMRI data. Knowing the applicable Wikipedia topics for a given brain image, and the keywords for each topic, they could predict the most likely set of words associated with the brain image.

The researchers found that they could confidently determine from an fMRI image the general topic on a participant's mind, but that deciphering specific objects was trickier, Pereira said. For example, they could compare the fMRI scan for "carrot" against that for "cow" and safely say that at the time the participant had thought about vegetables in the first example instead of animals. In turn, they could say that the person most likely thought of other words related to vegetables, as opposed to words related to animals.

On the other hand, when the scan for "carrot" was compared to that for "celery," Pereira and his colleagues knew the participant had thought of vegetables, but they could not identify related words unique to either object.

One aim going forward, Pereira said, is to fine-tune the group's method to be more sensitive to such detail. In addition, he and Botvinick have begun performing fMRI scans on people as they read in an effort to observe the various topics the mind accesses.

"Essentially," Pereira said, "we have found a way to generally identify mental content through the text related to it. We can now expand that capability to even further open the door to describing thoughts that are not amenable to being depicted with pictures."

Story Source:
The above story is reprinted (with editorial adaptations) from materials provided by Princeton University.

Friday, June 24, 2011

Plant a New Language in Your Mind



A Web app tailors language learning to your ability, and turns the experience into a game.
Vivid memories: The Chinese character for "baby" turns into a cartoon image of a baby in this visual mnemonic.
Credit: Memrise

A world memory champion and a neuroscientist have joined forces to create a language-learning website called Memrise, which combines mnemonic tricks with a game to help users learn quickly and efficiently. Its carefully paced learning structure and competitive points system, the app's developers believe, make their site more effective than other language-learning tools.

Memrise makes learning a game with virtual gardens that users must tend. As they do, they also earn points and thereby fight their way up a community-wide leaderboard.

Mandarin Chinese and English are the only languages that have been rolled out yet, but others including French, Spanish, Italian, German, and Arabic can be used in beta form. The app was recently featured at this year's Boston Techstars event, which presented startups that were chosen to receive investment.

The premise is that each word or phrase is a seed for users to plant in their gardens. A new word is planted when a user is exposed to it. Once planted, the seed sprouts in a few hours and must be harvested—that is, the user is tested, typically by having to type out words or choose characters, depending on the language. With each success, a plant is moved to a greenhouse, where it will thrive or wilt depending on how well the user tends it by practicing with the word.

"Learning should always be emotional; you should always be delighted and proud of what you've learned," says Memrise cofounder and memory champion Ed Cooke. That's where many language-learning aids lose users, he says—the presentation fails to engage users and make them want to learn.

The Memrise learning method is based on three principles. The first, Cooke says, is one of the most important aspects of memory training: vivid encoding. In order to recall otherwise arbitrary words, the user's brain benefits from connecting them to an image. The more associations to a word the user makes, the quicker and clearer the recall. Memrise provides some associations for users—the Chinese character for "man," for example, transforms into a cartoon drawing of a man. But it also encourages users to submit their own verbal mnemonics. For instance, in one French session, the phrase "une boucle" (which means "a loop" in English) is paired with a user-submitted mnemonic about a roller coaster: "I hope they boucle us in securely. This roller coaster has so many loops."



The second principle of Memrise's approach is to remind users systematically. Using an algorithm developed by neuroscientist and cofounder Greg Detre, the app is designed so "plants," or words, wilt when not tended to. The user interface tells users which plants are wilting, a problem they can remedy by "watering," or repeated testing. Reminders pop up when a user is most likely to forget new words, rather than at random intervals.

The final Memrise principle is adaptive testing, which means that questions vary in difficulty according to the user's performance. "Other language sites get this wrong," says Cooke. "It's really important that you test these memories at the right time and in the right way."

Memrise isn't the only social language-learning site on the Web. Others, like LiveMocha and Babbel, take a simpler community-based approach, in which users depend on other users for evaluation. These sites also have minor game components, offering points for achievements. But many users give up on learning a language remarkably quickly, says Cooke, and he believes that the learning techniques employed are partly to blame. "No other app uses more than one or two of these memory principles," he says, referring to the three principles behind Memrise. Most rely solely on "non-choreographed" testing, he says, and fail to encourage users to recall newly acquired words.

Memrise is currently focused on getting users to memorize words, rather than teaching a deeper understanding of a language through grammar lessons or speaking. "It seems to work relatively well for teaching vocabulary," says Luis von Ahn, a professor at Carnegie Mellon University and co-creator of a game-based language-learning website called Duolingo. "But that's only a small part of learning a language."

Wednesday, October 13, 2010

A Touch Screen with Texture Electrovibration could make for a better sensory experience on a smooth touch surface.


Touch screens are ubiquitous today. But a common complaint is that the smooth surface just doesn't feel as good to use as a physical keypad. While some touch-screen devices use mechanical vibrations to enhance users' experiences of virtual keypads, the approach isn't widely used, mainly because mechanical vibrations are difficult to implement well, and they often make the entire device buzz in your hand, instead of just a particular spot on the screen.
Subtle sensation: In this TeslaTouch demonstration, one finger is stationary while the other experiences the sensation of friction as it moves.
Credit: Disney Research

Now, engineers from three different groups are proposing a type of tactile feedback that they believe will be more popular than mechanical buzzing. Called electrovibration, the technique uses electrical charges to simulate the feeling of localized vibration and friction, providing touch-screen textures that are impossible to simulate using mechanical actuators.

One of these groups, composed of researchers from Disney Research in Pittsburgh, Carnegie Mellon University, and the University of Paris Sud, presented a paper earlier this month at the User Interface Software and Technology (UIST) symposium in New York City. In the paper, they described their approach to electrovibration, called TeslaTouch, in which they modified a commercial touch panel from 3M that uses capacitive sensing -- the approach used in most mobile phones and in the iPad.

The touch panel is made of transparent electrodes on a glass plate coated with an insulating layer. By applying a periodic voltage to the electrodes via connections used for sensing a finger's position on the screen, the researchers were able to effectively induce a charge in a finger dragged along the surface. By changing the amplitude and frequency of the applied voltage, the surface can be made to feel as though it is bumpy, rough, sticky, or vibrating. The major difference is the specially designed control circuit that produces the sensations.

It's a challenge, says Ivan Poupyrev of Disney Research, to vibrate a screen in a way that makes sense for a user. When an entire device buzzes, it can be more annoying than helpful. There are also technical hurdles and extra costs in making a touch screen mechanically move. The goal, then, was to create a tactile sensation without using any mechanical motion. "It sounds crazy," Poupyrev says, "but that's what we've done with TeslaTouch."

Electrovibration was first proposed for touch screens in the 1950s, but the approach didn't see widespread use because the screens didn't achieve commercial success until recently. Now, with many researchers looking for ways to improve the now-popular screens, other groups have also rediscovered electrovibration. Nokia recently announced a smartphone prototype that uses the approach. And a Finnish company called Senseg has also implemented electrovibration in touch screens, having closed deals with three companies to incorporate the technology into products that could be available in 2011.

All three groups have filed patents for electrovibration; each outlines a different approach. Currently, the Disney demonstration only provides the feeling of texture when a finger is moving, although the group is working on a way to give feedback to a still finger. Senseg's technology, however, already provides localized feedback to a nonmoving finger, says Ville Mäkinen, founder of the company.

Another limitation of the Disney prototype is that it provides only a single sensation at a time. However, it is possible to split up the screen in various ways to generate different sensations in different parts of the screen, but the design of such a screen would most likely depend on the specific application.

Nokia is exploring ways to use the tactile feedback as a way to augment communication with another person, says Tapani Ryhänen, Nokia lab director in Cambridge, UK. "There's a possibility to use this as a type of communication," he says, "so if I do something on my screen, then you can feel it on your screen."

While electrovibration can provide a different feel for touch screens, the type of interaction is somewhat limited, says Bic Schediwy, director of research at a touch-screen company called Synaptics. Since some systems only work when a finger is moving, those systems couldn't simulate a button click, one of the biggest complaints with touch screens. Additionally, he says, in demonstrations of electrovibration systems, it appears that people have varying responses to the induced current, possibly because of varying skin thickness.

At the UIST symposium, the Disney researchers showed a range of demos to illustrate TeslaTouch, including a simulated ice-covered window that changes friction as virtual ice is removed and a racetrack that provides different sensation as a finger traverses varying terrain. On hand to test the system was Patrick Baudisch, professor of computer science at the Hasso Plattner Institute in Potsdam, Germany. While the demos were simple, he says, they were "very convincing." TeslaTouch may not provide "the basis for getting rid of keyboards or such," Baudisch says, but "it really enriches the interaction on touch devices."

Disney's Poupyrev isn't sure about what his company plans to do with the technology, but the applications that are most obvious involve honing electrovibration so it could be used to more easily draw and paint on a smooth touch surface. Poupyrev also thinks electrovibration, since it is so easily implemented, could find a home in more unusual applications, such as large surfaces like wallpaper, and conformable materials like cloth.

Monday, October 4, 2010

Collective Intelligence: Number of Women in Group Linked to Effectiveness in Solving Difficult Problems


When it comes to intelligence, the whole can indeed be greater than the sum of its parts. A new study co-authored by MIT, Carnegie Mellon University, and Union College researchers documents the existence of collective intelligence among groups of people who cooperate well, showing that such intelligence extends beyond the cognitive abilities of the groups' individual members, and that the tendency to cooperate effectively is linked to the number of women in a group.
When it comes to intelligence, the whole can indeed be 
greater than the sum of its parts. A new study documents 
the existence of collective intelligence among groups of 
people who cooperate well, showing that such intelligence 
extends beyond the cognitive abilities of the groups' 
individual members, and that the tendency to cooperate 
effectively is linked to the number of women in a group. 
(Credit: iStockphoto/Jacob Wackerhausen)

Many social scientists have long contended that the ability of individuals to fare well on diverse cognitive tasks demonstrates the existence of a measurable level of intelligence in each person. In a study published Sept. 30, in the advance online issue of the journal Science, the researchers applied a similar principle to small teams of people. They discovered that groups featuring the right kind of internal dynamics perform well on a wide range of assignments, a finding with potential applications for businesses and other organizations.

"We set out to test the hypothesis that groups, like individuals, have a consistent ability to perform across different kinds of tasks," says Anita Williams Woolley, the paper's lead author and an assistant professor at Carnegie Mellon's Tepper School of Business. "Our hypothesis was confirmed," continues Thomas W. Malone, a co-author and Patrick J. McGovern Professor of Management at the MIT Sloan School of Management. "We found that there is a general effectiveness, a group collective intelligence, which predicts a group's performance in many situations."

That collective intelligence, the researchers believe, stems from how well the group works together. For instance, groups whose members had higher levels of "social sensitivity" were more collectively intelligent. "Social sensitivity has to do with how well group members perceive each other's emotions," says Christopher Chabris, a co-author and assistant professor of psychology at Union College in New York. "Also, in groups where one person dominated, the group was less collectively intelligent than in groups where the conversational turns were more evenly distributed," adds Woolley. And teams containing more women demonstrated greater social sensitivity and in turn greater collective intelligence compared to teams containing fewer women.

To arrive at their conclusions, the researchers conducted studies at MIT's Center for Collective Intelligence and Carnegie Mellon, in which 699 people were placed in groups of two to five. The groups worked together on tasks that ranged from visual puzzles to negotiations, brainstorming, games and complex rule-based design assignments. The researchers concluded that a group's collective intelligence accounted for about 40 percent of the variation in performance on this wide range of tasks.

Moreover, the researchers found that the performance of groups was not primarily due to the individual abilities of the group's members. For instance, the average and maximum intelligence of individual group members did not significantly predict the performance of their groups overall.

Only when analyzing the data did the co-authors suspect that the number of women in a group had significant predictive power. "We didn't design this study to focus on the gender effect," Malone says. "That was a surprise to us." However, further analysis revealed that the effect seemed to be explained by the higher social sensitivity exhibited by females, on average. "So having group members with higher social sensitivity is better regardless of whether they are male or female," Woolley explains.

Malone believes the study applies to many kinds of organizations. "Imagine if you could give a one-hour test to a top management team or a product development team that would allow you to predict how flexibly that group of people would respond to a wide range of problems that might arise," he says. "That would be a pretty interesting application. We also think it's possible to improve the intelligence of a group by changing the members of a group, teaching them better ways of interacting or giving them better electronic collaboration tools."

Woolley and Malone say they and their co-authors "definitely intend to continue research on this topic," including studies on the ways groups interact online, and they are "considering further studies on the gender question." Still, they believe their research has already identified a general principle indicating how the whole adds up to something more than the sum of its parts. As Woolley explains, "It really calls into question our whole notion of what intelligence is. What individuals can do all by themselves is becoming less important; what matters more is what they can do with others and by using technology."

"Having a bunch of smart people in a group doesn't necessarily make the group smart," concludes Malone.

In addition to Woolley, Malone and Chabris, the other co-authors were Alexander Pentland, the Toshiba Professor of Media Arts & Science at the MIT Media Lab; and Nada Hashmi, a doctoral candidate at MIT Sloan.