Eyewire

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Eyewire
EyeWire-Logo-Blue.png
Developer(s) Sebastian Seung of Princeton University (formerly Massachusetts Institute of Technology)
Director(s) Amy Sterling
Platform(s) Webbrowser (WebGL)
ReleaseDecember 10, 2012
Genre(s) Puzzle, Citizen Science

Eyewire is a citizen science game from Sebastian Seung's Lab at Princeton University. It is a human-based computation game that uses players to map retinal neurons. Eyewire launched on December 10, 2012. The game utilizes data generated by the Max Planck Institute for Medical Research. [1]

Contents

Eyewire gameplay is used for neuroscience research by enabling the reconstruction of morphological neuron data, which helps researchers model information-processing circuits. [2] [3]

Gameplay

The player is given a cube with a partially reconstructed neuron branch stretching through it. The player completes the reconstruction by coloring a 2D image with a 3D image generated simultaneously. Reconstructions are compared across players as each cube is submitted, yielding a consensus reconstruction that is later checked by experienced players.

Goal

Eyewire is used to advance the use of artificial intelligence in neuronal reconstruction. [4] The project is also used in research determining how mammals see directional motion. [5] [6]

Methods

The activity of each neuron in a 350 × 300 × 60 μm3 portion of a retina was determined by two-photon microscopy. [7] Using serial block-face scanning electron microscopy, the same volume was stained to bring out the contrast of the plasma membranes, sliced into layers by a microtome, and imaged using an electron microscope.

A neuron is selected by the researchers. The program chooses a cubic volume associated with that neuron for the player, along with an artificial intelligence's best guess for tracing the neuron through the two-dimensional images. [8]

Publications

Accomplishments

Eyewire has been featured by Wired , [18] Nature 's blog SpotOn, [19] Forbes , [20] Scientific American , [21] and NPR. [22]

Related Research Articles

<span class="mw-page-title-main">Retina</span> Part of the eye

The retina is the innermost, light-sensitive layer of tissue of the eye of most vertebrates and some molluscs. The optics of the eye create a focused two-dimensional image of the visual world on the retina, which then processes that image within the retina and sends nerve impulses along the optic nerve to the visual cortex to create visual perception. The retina serves a function which is in many ways analogous to that of the film or image sensor in a camera.

<span class="mw-page-title-main">Optic chiasm</span> Part of the brain where the optic nerves cross

In neuroanatomy, the optic chiasm, or optic chiasma, is the part of the brain where the optic nerves cross. It is located at the bottom of the brain immediately inferior to the hypothalamus. The optic chiasm is found in all vertebrates, although in cyclostomes, it is located within the brain.

<span class="mw-page-title-main">Color constancy</span> How humans perceive color

Color constancy is an example of subjective constancy and a feature of the human color perception system which ensures that the perceived color of objects remains relatively constant under varying illumination conditions. A green apple for instance looks green to us at midday, when the main illumination is white sunlight, and also at sunset, when the main illumination is red. This helps us identify objects.

<span class="mw-page-title-main">Visual system</span> Body parts responsible for sight

The visual system comprises the sensory organ and parts of the central nervous system which gives organisms the sense of sight as well as enabling the formation of several non-image photo response functions. It detects and interprets information from the optical spectrum perceptible to that species to "build a representation" of the surrounding environment. The visual system carries out a number of complex tasks, including the reception of light and the formation of monocular neural representations, colour vision, the neural mechanisms underlying stereopsis and assessment of distances to and between objects, the identification of a particular object of interest, motion perception, the analysis and integration of visual information, pattern recognition, accurate motor coordination under visual guidance, and more. The neuropsychological side of visual information processing is known as visual perception, an abnormality of which is called visual impairment, and a complete absence of which is called blindness. Non-image forming visual functions, independent of visual perception, include the pupillary light reflex and circadian photoentrainment.

Neuromorphic computing is an approach to computing that is inspired by the structure and function of the human brain. A neuromorphic computer/chip is any device that uses physical artificial neurons to do computations. In recent times, the term neuromorphic has been used to describe analog, digital, mixed-mode analog/digital VLSI, and software systems that implement models of neural systems. The implementation of neuromorphic computing on the hardware level can be realized by oxide-based memristors, spintronic memories, threshold switches, transistors, among others. Training software-based neuromorphic systems of spiking neural networks can be achieved using error backpropagation, e.g., using Python based frameworks such as snnTorch, or using canonical learning rules from the biological learning literature, e.g., using BindsNet.

Brain mapping is a set of neuroscience techniques predicated on the mapping of (biological) quantities or properties onto spatial representations of the brain resulting in maps.

Brain-reading or thought identification uses the responses of multiple voxels in the brain evoked by stimulus then detected by fMRI in order to decode the original stimulus. Advances in research have made this possible by using human neuroimaging to decode a person's conscious experience based on non-invasive measurements of an individual's brain activity. Brain reading studies differ in the type of decoding employed, the target, and the decoding algorithms employed.

Winfried Denk is a German physicist. He built the first two-photon microscope while he was a graduate student in Watt W. Webb's lab at Cornell University, in 1989.

<span class="mw-page-title-main">Connectome</span> Comprehensive map of neural connections in the brain

A connectome is a comprehensive map of neural connections in the brain, and may be thought of as its "wiring diagram". An organism's nervous system is made up of neurons which communicate through synapses. A connectome is constructed by tracing the neuron in a nervous system and mapping where neurons are connected through synapses.

Connectomics is the production and study of connectomes: comprehensive maps of connections within an organism's nervous system. More generally, it can be thought of as the study of neuronal wiring diagrams with a focus on how structural connectivity, individual synapses, cellular morphology, and cellular ultrastructure contribute to the make up of a network. The nervous system is a network made of billions of connections and these connections are responsible for our thoughts, emotions, actions, memories, function and dysfunction. Therefore, the study of connectomics aims to advance our understanding of mental health and cognition by understanding how cells in the nervous system are connected and communicate. Because these structures are extremely complex, methods within this field use a high-throughput application of functional and structural neural imaging, most commonly magnetic resonance imaging (MRI), electron microscopy, and histological techniques in order to increase the speed, efficiency, and resolution of these nervous system maps. To date, tens of large scale datasets have been collected spanning the nervous system including the various areas of cortex, cerebellum, the retina, the peripheral nervous system and neuromuscular junctions.

A human-based computation game or game with a purpose (GWAP) is a human-based computation technique of outsourcing steps within a computational process to humans in an entertaining way (gamification).

Hyunjune Sebastian Seung is President at Samsung Electronics & Head of Samsung Research and Anthony B. Evnin Professor in the Princeton Neuroscience Institute and Department of Computer Science. Seung has done influential research in both computer science and neuroscience. He has helped pioneer the new field of connectomics, "developing new computational technologies for mapping the connections between neurons," and has been described as the cartographer of the brain.

The Human Connectome Project (HCP) is a five-year project sponsored by sixteen components of the National Institutes of Health, split between two consortia of research institutions. The project was launched in July 2009 as the first of three Grand Challenges of the NIH's Blueprint for Neuroscience Research. On September 15, 2010, the NIH announced that it would award two grants: $30 million over five years to a consortium led by Washington University in St. Louis and the University of Minnesota, with strong contributions from University of Oxford (FMRIB) and $8.5 million over three years to a consortium led by Harvard University, Massachusetts General Hospital and the University of California Los Angeles.

Christine Elizabeth Holt FRS, FMedSci is a British developmental neuroscientist.

Neuronal tracing, or neuron reconstruction is a technique used in neuroscience to determine the pathway of the neurites or neuronal processes, the axons and dendrites, of a neuron. From a sample preparation point of view, it may refer to some of the following as well as other genetic neuron labeling techniques,

A Drosophila connectome is a list of neurons in the Drosophila melanogaster nervous system, and the chemical synapses between them. The fly's nervous system consists of the brain plus the ventral nerve cord, and both are known to differ considerably between male and female. Dense connectomes have been completed for the female adult brain, the male nerve cord, and the female larval stage. The available connectomes show only chemical synapses - other forms of inter-neuron communication such as gap junctions or neuromodulators are not represented. Drosophila is the most complex creature with a connectome, which had only been previously obtained for three other simpler organisms, first C. elegans. The connectomes have been obtained by the methods of neural circuit reconstruction, which over the course of many years worked up through various subsets of the fly brain to the almost full connectomes that exist today.

<i>Connectome</i> (book)

Connectome: How the Brain's Wiring Makes Us Who We Are (2012) is a book by Sebastian Seung. It introduces basic concepts in neuroscience and then elaborates on the field of connectomics, i.e., how to scan, decode, compare, and understand patterns in brain connectivity. The book concludes with musings on cryonics and mind uploading. It was selected by The Wall Street Journal as Top Ten Nonfiction of 2012.

Jeff W. Lichtman is an American neuroscientist. He is the Jeremy R. Knowles Professor of Molecular and Cellular Biology and Santiago Ramón y Cajal Professor of Arts and Sciences at Harvard University. He is best known for his pioneering work developing the neuroimaging connectomic technique known as Brainbow.

<span class="mw-page-title-main">Michael Stryker</span> American neuroscientist

Michael Paul Stryker is an American neuroscientist specializing in studies of how spontaneous neural activity organizes connections in the developing mammalian brain, and for research on the organization, development, and plasticity of the visual system in the ferret and the mouse.

References

  1. "About << Eyewire". Archived from the original on February 13, 2012. Retrieved April 17, 2014.
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  3. Tinati, Ramine; Luczak-Roesch, Markus; Simperl, Elena; Shadbolt, Nigel; Hall, Wendy (2015). "'/Command' and Conquer: Analysing Discussion in a Citizen Science Game" (PDF). Proceedings of the ACM Web Science Conference on ZZZ - Web Sci '15. p. 26. doi:10.1145/2786451.2786455. ISBN   978-1-4503-3672-7. S2CID   2874156.
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  5. "Retina << Eyewire". Archived from the original on March 24, 2012. Retrieved March 27, 2012.
  6. "Eyewire" . Retrieved March 27, 2012.
  7. "Challenge << Eyewire". Archived from the original on April 14, 2012. Retrieved March 27, 2012.
  8. Sebastian Seung (March 18, 2012). "Very small sections of neuron". Archived from the original on April 19, 2014. Retrieved March 27, 2012. A few more words of explanation for the curious...you color neurons on Eyewire by guiding an artificial intelligence (AI). The AI was trained to color the branches of neurons.
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  18. Stinson, Liz (2 August 2013). "A Videogame That Recruits Players to Map the Brain". Wired . Retrieved 10 November 2019.
  19. SpotOn Editor (14 March 2013). "SpotOn NYC: Communication and the brain – A Game to Map the Brain". SpotOn (blog). Nature . Archived from the original on 18 March 2013. Retrieved 10 November 2019.{{cite web}}: |author= has generic name (help)
  20. Frank, Aaron; with Vivek Wadhwa (19 August 2013). "70,000+ Have Played 'Eyewire' Game That Trains Computers to Map the Brain". Forbes . Retrieved 10 November 2019.
  21. "Update: EyeWire". Scientific American . 13 June 2014. Retrieved April 17, 2014.
  22. Palca, Joe (5 March 2013). "Wanna Play? Computer Gamers Help Push Frontier of Brain Research". Joe's Big Idea. Morning Edition . NPR. Retrieved 10 November 2019.