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Philip Michael Zeman, BEng, PhD (2009)
Dr. Zeman recently completed an
interdisciplinary Ph.D. involving Electrical Engineering (advanced
signal processing), Neurobiology, and Cognitive Psychology.
The focus of his Ph.D. at the University of Victoria was the
development of a new brain activity analysis tool called
MOST-EEG. Since then, he has created a company called Applied Brain and Vision Sciences
Inc. , that employs new interdisciplinary
technologies toward the development of pharmaceuticals and 'serious'
videogames. While his primary perspective on problems is that
of an Engineer, his approach to problem solving incorporates
knowledge and convention from multiple disciplines. In a television interview
(new window), Dr. Zeman describes applications
of MOST-EEG and reporter Maggie Cox describes
the procedure for constructing functional brain models.
Pharmaceuticals
and videogames both have the potential to improve brain
function
Pharmaceuticals
do this directly, through molecular processes, while videogames act
indirectly through the senses, by providing new experiences.
Pharmaceuticals change the way neurons talk to each other by
changing their chemical messages. Behavioural experiences
change the way neurons talk to each other by changing the strength
of the connections between them. This ability of the brain to
adapt to new experiences is called neural plasticity. Behavioural
experiences cause information to flow through the brain along neural
pathways. The “use it or lose it” principle applies to these
pathways. Pathways used to think or react (even in a video game) get
strengthened while pathways that aren’t used are weakened. In other words,
pharmaceuticals and behavioural experiences both change the brain,
but by different means.
In
order to test the effects of behavioural experience and
pharmaceuticals on brain function we employ electroencephalographic
(EEG) data collection methods and analyze the EEG data using a new
and unique algorithm called Multiple Origin Spatio-Temporal Modeling
(MOST-EEG). MOST-EEG is
a versatile algorithm which can be applied to the analysis of EEG
which has been collected in a wide variety of situations or
circumstances. In contrast, standard EEG analysis methods require
the circumstances in which the data are collected to be
well-understood and therefore limited to previously studied
experimental tasks. It
is a formidable challenge to use standard EEG analysis methods to
fully understand novel situations or to reveal changes to pathways
in the brain. This is
one of the primary advantages of MOST-EEG.
As
indicated
by the figure on the right side of this page and the video below,
our primary goal is to discover "how" people use their brains to
solve problems in complex behavioural tasks that mirror real world
situations. For our
preliminary research, we used MOST-EEG to investigate brain activity
while people were playing a videogame. Once we know how people use
their brains to play video games, we can use MOST-EEG to see how
they use their brains for other activities like writing essays,
singing, playing the piano, taking a quiz, or solving a Rubik's Cube
puzzle. We should also
be able to see how the activities of our brains change when people
consume a pharmaceutical such as a treatment for depression or
Parkinson's disease.
Using MOST-EEG, we might find expected changes (i.e., that
the activities of specific areas of the brain diminish or increase)
or we might discover that unexpected areas of the brain change or
completely different brain systems become significantly more or less
active. Changes in
entire brain systems would indicate that people use their brains
differently to do a task if they are receiving a pharmaceutical
treatment
.
Applied
Brain and Vision Sciences Inc., is
a brain technology development and consulting organization. It has
been created to use MOST-EEG technology to investigate how changes
in system-level brain function result from pharmaceutical treatments
and behavioural therapies. Through Applied Brain and Vision
Sciences, Zeman continues to provide data analysis and algorithm development services
that go beyond frequency-band filters, and extend to single-sensor
and multi-sensor statistical filtering and classification
methods. Data analysis is provided for biometric data (EMG,
EEG, MEG, ESR) data relating to behavior or individual
characteristics (latency to goal completion, hours of sleep per
day), and standard input devices (cameras, eye-trackers, electronic
thermometers).
BULLETIN: Applied Brain and Vision Sciences now provides access to the MOST-EEG algorithm via their
Data Processing Portal.
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Brain Activity While Playing Videogames and
Right Hemisphere Involvement
Illustrated on this page are preliminary
results from a University of Victoria study led by Dr.
Ron Skelton, with his Ph.D. student Sharon Lee,
and his former student Dr. Philip Zeman in an investigation of brain
activity during videogame play.
In this study, participants were asked to find a particular target in a
virtual room in one of two conditions. In the first condition
(guidance), participants had to go to a target that was visible on
the floor in front of them.
In the second condition (cue), participants had to go to a
target that was not visible, but was marked by a cue nearby. Because there were 8
different cues in the room, participants had to learn which one
marked the target location. In other words, in this condition,
participants had to imagine where the target was and then go
there.
The
MOST-EEG 3D brain maps below show activation of multiple low-level
(sensory) and high-level areas of the brain and the ways in which
they are coordinated with each other. Activity was much stronger
and more co-ordinated on the right side of the brain while the
participants were navigating in the cue condition compared to the
guidance condition.
This suggests that brain activity is very different when the
participant has to imagine the target location compared to when they
can see the target from the starting position.

Figure 1: A
brain map of neural activation according to MOST-EEG analysis,
showing the right side of the brain. An animated version of this
figure at the bottom of this pages provides a better view the brain
activations
This
brain map shows the predominantly right-hemisphere activation during
cue-based navigation in the 3D videogame space. Presented is the difference
in activity between the cue condition and the guidance condition.
The red volumes indicate the locations of brain activity
that are stronger in the cue condition than in the guidance
condition and the red lines show activities that are more
co-ordinated. Because
this map illustrates the difference between conditions, it does not
show activation and coordination that is common to both conditions.
These
results strongly suggest that the act of finding our way in our
world requires the right hemisphere of our brain. What is most
important is that, while many studies have indicated that the right
side of the brain is important for navigation our results provide a
much more detailed picture of the multiple brain areas that are
engaged.
Activation
patterns like this could not have been seen without the MOST-EEG
analysis method. Such
patterns are all the more valuable because they objectively reflect
real brain activity and are not biased by pre-conceived ideas about
what is supposed to be
active. Furthermore, the process is a “turn-key” operation. Once EEG
data are obtained, they can be fed into the MOST-EEG
algorithm and 3D brain maps like these can be produced the same
day.
The set-up of the equipment and a description
of the process used to create these 3D brain maps is described in a
Television Interview that followed-up the media release of these
study results. This interview is available on YouTube (new window)
.
Dr. Ron W. Skelton,
Professor
University of
Victoria, Department of Psychology, specializing in Cognitive
Neuroscience, Spatial Navigation, Recovery of Function After Brain
Injury
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Leaps in Knowledge Using
MOST-EEG
"Upon reflecting, I've concluded that
the fundamental contribution of MOST-EEG is that it
allows us to make leaps in knowledge about brain
function and how various stimuli, environmental conditions, and
disease treatments affect us. This has been evident
in our own lab, where the results delivered by MOST-EEG
have required us to expand our view of our spatial
navigation paradigm by challenging our assumptions, and forcing
us to pay much more attention to detail and individual participant
variability than before." -- Dr. Philip Michael
Zeman
Interpreting
MOST-EEG Results to Understand Cognitive Function and Experimental Effect
Interpreting
the results of MOST-EEG analysis is a two-step process. First, the anatomical
locations of activity are mapped onto a brain map of functional
anatomy such as Brodmann’s. Then, drawing on a great deal of
research in neuroscience, we interpret each activation in the
context of the cognitive demands of the behavioural task. The next
step is to examine the MOST-EEG measures of co-ordination between
the activations and from these, create a cognitive model of the
interaction of the functional areas.
Interpreting MOST-EEG Results
To Understand the Effects of Pharmaceutical Therapies on Cognition
There
are 2 phases required to apply the results of MOST-EEG to
understanding drug effects.
The first phase follows the same two steps as above: first,
map the activations onto a map of functional anatomy (e.g.,
Brodmann’s areas), then use the linkages between areas to build a
model of the cognitive processes. These two steps are conducted
using data from healthy participants who are not taking any
pharmaceuticals in order to determine the “normal” profile. The second phase is to test
members of the target population (e.g., those with Parkinson’s)
taking the target pharmaceutical (e.g. L-DOPA) while they are on the
drug and while they are off the drug. The “off-drug” profile
indicates the way in which their brain has been affected by the
disorder, while the “on-drug” profile indicates the degree to which
the target drug returns their brain to normal function.
Figure
2. This block diagram (above) describes the process of using
MOST-EEG results to evaluate the effect of a pharmaceutical on brain
function. For a the
full-sized diagram and an explanation see
,
"Creating a Cognitive
Model From MOST-EEG Results
".
Figure
3. This block diagram (above) describes how the MOST-EEG analysis
processing can be incorporated into a drug development study. For a full-sized diagram and
explanation, see "MOST-EEG and
Pharmaceutical Research and Development”.
Sharon A.
Lee, Ph.D. student
University of Victoria, Department of
Psychology, specializing in Cognitive
Neuroscience and Spatial Navigation
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