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@book{abelson1995,
title = {Statistics as Principled Argument.},
author = {Abelson, Robert P},
year = {1995},
series = {Statistics as Principled Argument.},
publisher = {{Lawrence Erlbaum Associates, Inc}},
address = {{Hillsdale, NJ, US}},
abstract = {Abelson delves into the . . . problems of interpreting quantitative data and then presenting them in the context of a coherent story about one's research. [This book is] filled with . . . real-life (and real-research) examples rather than . . . recipes for analysis. [It is intended for] beginning graduate students and researchers alike. (PsycINFO Database Record (c) 2016 APA, all rights reserved)},
rating = {0},
uri = {papers3://publication/uuid/3744008D-0698-4668-BEC3-5281D85126D5}
}
@article{abraham2014,
title = {Machine {{Learning}} for {{Neuroimaging}} with {{Scikit-Learn}}},
author = {Abraham, Alexandre and Pedregosa, Fabian and Eickenberg, Michael and Gervais, Philippe and Muller, Andreas and Kossaifi, Jean and Gramfort, Alexandre and Thirion, Bertrand and Varoquaux, G{\"a}el},
year = {2014},
journal = {arXiv},
abstract = {Statistical machine learning methods are increasingly used for neuroimaging data analysis. Their main virtue is their ability to model high-dimensional datasets, e.g. multivariate analysis of activation images or resting-state time series. Supervised learning is typically used in decoding or encoding settings to relate brain images to behavioral or clinical observations, while unsupervised learning can uncover hidden structures in sets of images (e.g. resting state functional MRI) or find sub-populations in large cohorts. By considering different functional neuroimaging applications, we illustrate how scikit-learn, a Python machine learning library, can be used to perform some key analysis steps. Scikit-learn contains a very large set of statistical learning algorithms, both supervised and unsupervised, and its application to neuroimaging data provides a versatile tool to study the brain.},
keywords = {fMRI,Machine Learning,Methods},
annotation = {\_eprint: 1412.3919},
file = {/Users/morteza/Documents/Zotero/storage/MCFMR4UK/Abraham et al. - 2014 - Machine learning for neuroimaging with scikit-lear.pdf}
}
@article{adachi2013,
title = {More {{Than Just Fun}} and {{Games}}: {{The Longitudinal Relationships Between Strategic Video Games}}, {{Self-Reported Problem Solving Skills}}, and {{Academic Grades}}},
shorttitle = {More {{Than Just Fun}} and {{Games}}},
author = {Adachi, Paul J. C. and Willoughby, Teena},
year = {2013},
month = jul,
journal = {Journal of Youth and Adolescence},
volume = {42},
number = {7},
pages = {1041--1052},
issn = {0047-2891, 1573-6601},
doi = {10.1007/s10964-013-9913-9},
langid = {english},
annotation = {200 citations (Semantic Scholar/DOI) [2022-12-11] 00171}
}
@article{adams2016,
title = {Evaluating the {{Cognitive Consequences}} of {{Playing}} {{{\emph{Portal}}}} for a {{Short Duration}}},
author = {Adams, Deanne M. and Pilegard, Celeste and Mayer, Richard E.},
year = {2016},
month = apr,
journal = {Journal of Educational Computing Research},
volume = {54},
number = {2},
pages = {173--195},
issn = {0735-6331, 1541-4140},
doi = {10.1177/0735633115620431},
langid = {english},
annotation = {17 citations (Semantic Scholar/DOI) [2022-12-11] 00000}
}
@article{ahissar1993,
title = {Attentional Control of Early Perceptual Learning},
author = {Ahissar, M and Hochstein, S},
year = {1993},
journal = {Proceedings of the National Academy of Sciences},
volume = {90},
number = {12},
issn = {0027-8424},
abstract = {The performance of adult humans in simple visual tasks improves dramatically with practice. This improvement is highly specific to basic attributes of the trained stimulus, suggesting that the underlying changes occur at low-level processing stages in the brain, where different orientations and spatial frequencies are handled by separate channels. We asked whether these practice effects are determined solely by activity in stimulus-driven mechanisms or whether high-level attentional mechanisms, which are linked to the perceptual task, might control the learning process. We found that practicing one task did not improve performance in an alternative task, even though both tasks used exactly the same visual stimuli but depended on different stimulus attributes (either orientation of local elements or global shape). Moreover, even when the experiment was designed so that the same responses were associated with the same stimuli (although subjects were instructed to attend to the attribute underlying one task), learning did not transfer from one task to the other. These results suggest that specific high-level attentional mechanisms, controlling changes at early visual processing levels, are essential in perceptual learning.},
pmcid = {PMC46793},
pmid = {8516322}
}
@article{al-hashimi2015,
title = {Neural Sources of Performance Decline during Continuous Multitasking},
author = {{Al-Hashimi}, Omar and Zanto, Theodore P. and Gazzaley, Adam},
year = {2015},
month = oct,
journal = {Cortex},
volume = {71},
pages = {49--57},
issn = {00109452},
doi = {10.1016/j.cortex.2015.06.001},
langid = {english},
annotation = {15 citations (Semantic Scholar/DOI) [2022-12-11] 00018}
}
@article{anderson2004,
title = {An {{Integrated Theory}} of the {{Mind}}.},
author = {Anderson, John R. and Bothell, Daniel and Byrne, Michael D. and Douglass, Scott and Lebiere, Christian and Qin, Yulin},
year = {2004},
journal = {Psychological Review},
volume = {111},
number = {4},
pages = {1036--1060},
issn = {1939-1471, 0033-295X},
doi = {10.1037/0033-295X.111.4.1036},
langid = {english},
annotation = {2871 citations (Semantic Scholar/DOI) [2022-12-14]}
}
@article{angelov2020,
title = {{{Top2Vec}}: {{Distributed Representations}} of {{Topics}}},
shorttitle = {{{Top2Vec}}},
author = {Angelov, Dimo},
year = {2020},
publisher = {{arXiv}},
doi = {10.48550/ARXIV.2008.09470},
abstract = {Topic modeling is used for discovering latent semantic structure, usually referred to as topics, in a large collection of documents. The most widely used methods are Latent Dirichlet Allocation and Probabilistic Latent Semantic Analysis. Despite their popularity they have several weaknesses. In order to achieve optimal results they often require the number of topics to be known, custom stop-word lists, stemming, and lemmatization. Additionally these methods rely on bag-of-words representation of documents which ignore the ordering and semantics of words. Distributed representations of documents and words have gained popularity due to their ability to capture semantics of words and documents. We present \$\textbackslash texttt\{top2vec\}\$, which leverages joint document and word semantic embedding to find \$\textbackslash textit\{topic vectors\}\$. This model does not require stop-word lists, stemming or lemmatization, and it automatically finds the number of topics. The resulting topic vectors are jointly embedded with the document and word vectors with distance between them representing semantic similarity. Our experiments demonstrate that \$\textbackslash texttt\{top2vec\}\$ finds topics which are significantly more informative and representative of the corpus trained on than probabilistic generative models.},
copyright = {arXiv.org perpetual, non-exclusive license},
keywords = {Computation and Language (cs.CL),FOS: Computer and information sciences,Machine Learning (cs.LG),Machine Learning (stat.ML)},
annotation = {82 citations (Semantic Scholar/arXiv) [2022-12-09]}
}
@article{anguera2013,
title = {Video Game Training Enhances Cognitive Control in Older Adults},
author = {Anguera, J. A. and Boccanfuso, J. and Rintoul, J. L. and {Al-Hashimi}, O. and Faraji, F. and Janowich, J. and Kong, E. and Larraburo, Y. and Rolle, C. and Johnston, E. and Gazzaley, A.},
year = {2013},
month = sep,
journal = {Nature},
volume = {501},
number = {7465},
pages = {97--101},
issn = {0028-0836, 1476-4687},
doi = {10.1038/nature12486},
langid = {english},
annotation = {1244 citations (Semantic Scholar/DOI) [2022-12-09]},
file = {/Users/morteza/Documents/Zotero/storage/9M5YE4RX/Anguera et al. - 2013 - Video game training enhances cognitive control in .pdf}
}
@article{ansarinia2022,
title = {Linking Theories and Methods in Cognitive Sciences via Joint Embedding of the Scientific Literature: {{The}} Example of Cognitive Control},
author = {Ansarinia, Morteza and Schrater, Paul and {Cardoso-Leite}, Pedro},
year = {2022},
journal = {arXiv preprint arXiv:2203.11016},
eprint = {2203.11016},
eprinttype = {arxiv},
archiveprefix = {arXiv}
}
@misc{ansarinia2022a,
title = {Weighted {{Metapath2Vec Graph Embedding}} ({{Version}} v0.1.4)},
shorttitle = {Morteza/Weighted-Metapath2vec},
author = {Ansarinia, Morteza},
year = {2022},
month = jun,
doi = {10.5281/ZENODO.7096229},
abstract = {Initial release.},
copyright = {Open Access},
howpublished = {Zenodo}
}
@misc{ansarinia2022b,
title = {Nilearn {{Extra}}: {{Drop-in}} Extra Features for {{Nilearn}} ({{Version}} v0.1.1)},
shorttitle = {Morteza/Nilearn-Extra},
author = {Ansarinia, Morteza},
year = {2022},
month = sep,
doi = {10.5281/ZENODO.7096267},
abstract = {Initial Zenedo release},
copyright = {Open Access},
howpublished = {Zenodo}
}
@misc{ansarinia2022c,
title = {{{UpSet2D}}: {{Hypergraphs Visualization Package}} ({{Version}} v0.1.4)},
shorttitle = {Morteza/{{UpSet2D}}},
author = {Ansarinia, Morteza},
year = {2022},
month = sep,
doi = {10.5281/ZENODO.7096256},
abstract = {Initial release for Zenedo DOI},
copyright = {MIT License, Open Access},
howpublished = {Zenodo},
langid = {english}
}
@inproceedings{ansarinia2022d,
title = {{{CogEnv}}: {{A Reinforcement Learning Environment}} for {{Cognitive Tests}}},
shorttitle = {{{CogEnv}}},
booktitle = {2022 {{Conference}} on {{Cognitive Computational Neuroscience}}},
author = {Ansarinia, Morteza and Clocher, Brice and Defossez, Aur{\'e}lien and Schm{\"u}ck, Emmanuel and {Cardoso-Leite}, Pedro},
year = {2022},
publisher = {{Cognitive Computational Neuroscience}},
address = {{San Francisco}},
doi = {10.32470/CCN.2022.1198-0},
annotation = {0 citations (Semantic Scholar/DOI) [2023-01-02]}
}
@article{anticevic2012,
title = {The Role of Default Network Deactivation in Cognition and Disease},
author = {Anticevic, Alan and Cole, Michael W. and Murray, John D. and Corlett, Philip R. and Wang, Xiao-Jing and Krystal, John H.},
year = {2012},
month = dec,
journal = {Trends in Cognitive Sciences},
volume = {16},
number = {12},
pages = {584--592},
issn = {13646613},
doi = {10.1016/j.tics.2012.10.008},
langid = {english},
annotation = {734 citations (Semantic Scholar/DOI) [2022-12-14]},
file = {/Users/morteza/Documents/Zotero/storage/9G8WGCRU/Anticevic et al. - 2012 - The role of default network deactivation in cognit.pdf}
}
@article{antzaka2017,
title = {Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span},
shorttitle = {Enhancing Reading Performance through Action Video Games},
author = {Antzaka, A. and Lallier, M. and Meyer, S. and Diard, J. and Carreiras, M. and Valdois, S.},
year = {2017},
month = nov,
journal = {Scientific Reports},
volume = {7},
number = {1},
pages = {14563},
issn = {2045-2322},
doi = {10.1038/s41598-017-15119-9},
abstract = {Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.},
copyright = {2017 The Author(s)},
langid = {english},
annotation = {32 citations (Semantic Scholar/DOI) [2022-12-11] 00010},
file = {/Users/morteza/Documents/Zotero/storage/VVACV4AB/Antzaka et al. - 2017 - Enhancing reading performance through action video.pdf;/Users/morteza/Documents/Zotero/storage/CEDJD4LM/s41598-017-15119-9.html}
}
@article{astle2015,
title = {Cognitive {{Training Enhances Intrinsic Brain Connectivity}} in {{Childhood}}},
author = {Astle, D E and Barnes, J J and Baker, K and Colclough, G L and Woolrich, M W},
year = {2015},
month = apr,
journal = {Journal of Neuroscience},
volume = {35},
number = {16},
pages = {6277--6283},
annotation = {00000}
}
@article{au2015,
title = {Improving Fluid Intelligence with Training on Working Memory: {{A}} Meta-Analysis},
shorttitle = {Improving Fluid Intelligence with Training on Working Memory},
author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.},
year = {2015},
journal = {Psychonomic Bulletin \& Review},
volume = {22},
number = {2},
pages = {366--377},
issn = {1069-9384, 1531-5320},
langid = {english},
file = {/Users/morteza/Documents/Zotero/storage/4U3VG3Q9/au2015.pdf;/Users/morteza/Documents/Zotero/storage/FZ8AUWP5/au2015.pdf}
}
@article{badre2008,
title = {Cognitive Control, Hierarchy, and the Rostro\textendash Caudal Organization of the Frontal Lobes},
author = {Badre, David},
year = {2008},
journal = {Trends in Cognitive Sciences},
volume = {12},
number = {5},
pages = {193--200},
issn = {1364-6613},
doi = {10.1016/j.tics.2008.02.004},
abstract = {Cognitive control supports flexible behavior by selecting actions that are consistent with our goals and appropriate for our environment. The prefrontal cortex (PFC) has an established role in cognitive control, and research on the functional organization of PFC promises to contribute to our understanding of the architecture of control. A recently popular hypothesis is that the rostro\textendash caudal axis of PFC supports a control hierarchy whereby posterior-to-anterior PFC mediates progressively abstract, higher-order control. This review discusses evidence for a rostro\textendash caudal gradient of function in PFC and the theories proposed to account for these results, including domain generality in working memory, relational complexity, the temporal organization of behavior and abstract representational hierarchy. Distinctions among these frameworks are considered as a basis for future research.},
pmid = {18403252},
annotation = {00953}
}
@article{badre2011,
title = {Defining an Ontology of Cognitive Control Requires Attention to Component Interactions},
author = {Badre, David},
year = {2011},
journal = {Topics in Cognitive Science},
volume = {3},
number = {2},
issn = {1756-8765},
abstract = {Cognitive control is not only componential, but those components may interact in complicated ways in the service of cognitive control tasks. This complexity poses a challenge for developing an ontological description, because the mapping may not be direct between our task descriptions and true component differences reflected in indicators. To illustrate this point, I discuss two examples: (a) the relationship between adaptive gating and working memory and (b) the recent evidence for a control hierarchy. From these examples, I argue that an ontological program must simultaneously seek to identify component processes and their interactions within a broader processing architecture.},
local-url = {file://localhost/Users/morteza/Documents/Papers\%20Library/Badre{$_2$}011.pdf},
pmid = {21666845}
}
@book{badre2020,
title = {On {{Task}}: {{How Our Brain Gets Things Done}}},
author = {Badre, David},
year = {2020},
isbn = {978-0-691-21234-0}
}
@article{baggetta2016,
title = {Conceptualization and {{Operationalization}} of {{Executive Function}}: {{Executive Function}}},
shorttitle = {Conceptualization and {{Operationalization}} of {{Executive Function}}},
author = {Baggetta, Peter and Alexander, Patricia A.},
year = {2016},
month = mar,
journal = {Mind, Brain, and Education},
volume = {10},
number = {1},
pages = {10--33},
issn = {17512271},
doi = {10.1111/mbe.12100},
langid = {english},
keywords = {Executive Functions},
annotation = {156 citations (Semantic Scholar/DOI) [2022-12-11]}
}
@article{baker2022,
title = {Degenerate Boundaries for Multiple-Alternative Decisions},
author = {Baker, Sophie-Anne and Griffith, Thom and Lepora, Nathan F.},
year = {2022},
month = aug,
journal = {Nature Communications},
volume = {13},
number = {1},
pages = {5066},
publisher = {{Nature Publishing Group}},
issn = {2041-1723},
doi = {10.1038/s41467-022-32741-y},
abstract = {Integration-to-threshold models of two-choice perceptual decision making have guided our understanding of human and animal behavior and neural processing. Although such models seem to extend naturally to multiple-choice decision making, consensus on a normative framework has yet to emerge, and hence the implications of threshold characteristics for multiple choices have only been partially explored. Here we consider sequential Bayesian inference and a conceptualisation of decision making as a particle diffusing in n-dimensions. We show by simulation that, within a parameterised subset of time-independent boundaries, the optimal decision boundaries comprise a degenerate family of nonlinear structures that jointly depend on the state of multiple accumulators and speed-accuracy trade-offs. This degeneracy is contrary to current 2-choice results where there is a single optimal threshold. Such boundaries support both stationary and collapsing thresholds as optimal strategies for decision-making, both of which result from stationary representations of nonlinear boundaries. Our findings point towards a normative theory of multiple-choice decision making, provide a characterisation of optimal decision thresholds under this framework, and inform the debate between stationary and dynamic decision boundaries for optimal decision making.},
copyright = {2022 The Author(s)},
langid = {english},
keywords = {Computational neuroscience,Decision},
annotation = {0 citations (Semantic Scholar/DOI) [2022-12-13]},
file = {/Users/morteza/Documents/Zotero/storage/YAKZ6Z3F/Baker et al_2022_Degenerate boundaries for multiple-alternative decisions.pdf}
}
@article{ball1993,
title = {Visual Attention Problems as a Predictor of Vehicle Crashes in Older Drivers},
author = {Ball, K. and Owsley, C. and Sloane, M. E. and Roenker, D. L. and Bruni, J. R.},
year = {1993},
month = oct,
journal = {Investigative Ophthalmology \& Visual Science},
volume = {34},
number = {11},
pages = {3110--3123},
issn = {0146-0404},
abstract = {PURPOSE: To identify visual factors that are significantly associated with increased vehicle crashes in older drivers. METHODS: Several aspects of vision and visual information processing were assessed in 294 drivers aged 55 to 90 years. The sample was stratified with respect to age and crash frequency during the 5-year period before the test date. Variables assessed included eye health status, visual sensory function, the size of the useful field of view, and cognitive status. Crash data were obtained from state records. RESULTS: The size of the useful field of view, a test of visual attention, had high sensitivity (89\%) and specificity (81\%) in predicting which older drivers had a history of crash problems. This level of predictability is unprecedented in research on crash risk in older drivers. Older adults with substantial shrinkage in the useful field of view were six times more likely to have incurred one or more crashes in the previous 5-year period. Eye health status, visual sensory function, cognitive status, and chronological age were significantly correlated with crashes, but were relatively poor at discriminating between crash-involved versus crash-free drivers. CONCLUSIONS: This study suggests that policies that restrict driving privileges based solely on age or on common stereotypes of age-related declines in vision and cognition are scientifically unfounded. With the identification of a visual attention measure highly predictive of crash problems in the elderly, this study points to a way in which the suitability of licensure in the older adult population could be based on objective, performance-based criteria.},
langid = {english},
pmid = {8407219},
keywords = {Accidents; Traffic,Aged,Aged; 80 and over,Aging,Attention,Automobile Driving,Cognition Disorders,Contrast Sensitivity,Health Status,Humans,Middle Aged,Models; Statistical,Predictive Value of Tests,Vision Disorders,Visual Acuity,Visual Fields,Visual Perception}
}
@article{banino2021,
title = {{{PonderNet}}: {{Learning}} to {{Ponder}}},
shorttitle = {{{PonderNet}}},
author = {Banino, Andrea and Balaguer, Jan and Blundell, Charles},
year = {2021},
publisher = {{arXiv}},
doi = {10.48550/ARXIV.2107.05407},
abstract = {In standard neural networks the amount of computation used grows with the size of the inputs, but not with the complexity of the problem being learnt. To overcome this limitation we introduce PonderNet, a new algorithm that learns to adapt the amount of computation based on the complexity of the problem at hand. PonderNet learns end-to-end the number of computational steps to achieve an effective compromise between training prediction accuracy, computational cost and generalization. On a complex synthetic problem, PonderNet dramatically improves performance over previous adaptive computation methods and additionally succeeds at extrapolation tests where traditional neural networks fail. Also, our method matched the current state of the art results on a real world question and answering dataset, but using less compute. Finally, PonderNet reached state of the art results on a complex task designed to test the reasoning capabilities of neural networks.1},
copyright = {arXiv.org perpetual, non-exclusive license},
keywords = {Artificial Intelligence (cs.AI),Computational Complexity (cs.CC),FOS: Computer and information sciences,Machine Learning (cs.LG)},
annotation = {30 citations (Semantic Scholar/arXiv) [2022-12-13]},
file = {/Users/morteza/Documents/Zotero/storage/L32ZT6AI/Banino et al. - 2021 - PonderNet Learning to Ponder.pdf}
}
@article{baniqued2013,
title = {Selling Points: {{What}} Cognitive Abilities Are Tapped by Casual Video Games?},
shorttitle = {Selling Points},
author = {Baniqued, Pauline L. and Lee, Hyunkyu and Voss, Michelle W. and Basak, Chandramallika and Cosman, Joshua D. and DeSouza, Shanna and Severson, Joan and Salthouse, Timothy A. and Kramer, Arthur F.},
year = {2013},
month = jan,
journal = {Acta Psychologica},
volume = {142},
number = {1},
pages = {74--86},
issn = {00016918},
doi = {10.1016/j.actpsy.2012.11.009},
langid = {english},
annotation = {126 citations (Semantic Scholar/DOI) [2022-12-11] 00092},
file = {/Users/morteza/Documents/Zotero/storage/2UDW22NT/Selling points- What cognitive abilities are tapped by casual video games (Baniqued, Voss, Krammer et al 2013).pdf}
}
@article{baniqued2014,
title = {Cognitive Training with Casual Video Games: Points to Consider},
shorttitle = {Cognitive Training with Casual Video Games},
author = {Baniqued, Pauline L. and Kranz, Michael B. and Voss, Michelle W. and Lee, Hyunkyu and Cosman, Joshua D. and Severson, Joan and Kramer, Arthur F.},
year = {2014},
journal = {Frontiers in Psychology},
volume = {4},
issn = {1664-1078},
doi = {10.3389/fpsyg.2013.01010},
annotation = {38 citations (Semantic Scholar/DOI) [2022-12-11] 00075},
file = {/Users/morteza/Documents/Zotero/storage/3XS23EHD/fpsyg-04-01010.pdf}
}
@article{barch2009,
title = {{{CNTRICS}} Final Task Selection: {{Working}} Memory},
author = {Barch, D M and Berman, M G and Engle, R and Jones, J H and Jonides, J and MacDonald, A and Nee, D E and Redick, T S and Sponheim, S R},
year = {2009},
journal = {Schizophrenia Bulletin},
volume = {35},
number = {1},
pages = {136--152},
issn = {0586-7614},
doi = {10.1093/schbul/sbn153},
abstract = {The third meeting of the Cognitive Neuroscience Treatment Research to Improve Cognition in Schizophrenia (CNTRICS) was focused on selecting promising measures for each of the cognitive constructs selected in the first CNTRICS meeting. In the domain of working memory, the 2 constructs of interest were goal maintenance and interference control. CNTRICS received 3 task nominations for each of these constructs, and the breakout group for working memory evaluated the degree to which each of these tasks met prespecified criteria. For goal maintenance, the breakout group for working memory recommended the AX-Continuous Performance Task/Dot Pattern Expectancy task for translation for use in clinical trial contexts in schizophrenia research. For interference control, the breakout group recommended the recent probes and operation/symmetry span tasks for translation for use in clinical trials. This article describes the ways in which each of these tasks met the criteria used by the breakout group to recommend tasks for further development.},
local-url = {file://localhost/Users/morteza/Documents/Papers\%20Library/2009/Barch\%202009.pdf},
pmcid = {PMC2643954},
pmid = {18990711},
keywords = {Task Selection,Working Memory},
annotation = {00108}
}
@article{barch2009a,
title = {{{CNTRICS}} Final Task Selection: {{Executive}} Control},
author = {Barch, Deanna M. and Braver, Todd S. and Carter, Cameron S. and Poldrack, Russell A. and Robbins, Trevor W.},
year = {2009},
journal = {Schizophrenia Bulletin},
volume = {35},
number = {1},
issn = {0586-7614},
abstract = {The third meeting of the Cognitive Neuroscience Treatment Research to Improve Cognition in Schizophrenia (CNTRICS) was focused on selecting promising measures for each of the cognitive constructs selected in the first CNTRICS meeting. In the domain of executive control, the 2 constructs of interest were ``rule generation and selection'' and ``dynamic adjustments in control.'' CNTRICS received 4 task nominations for each of these constructs, and the breakout group for executive control evaluated the degree to which each of these tasks met prespecified criteria. For rule generation and selection, the breakout group for executive control recommended the intradimensional/extradimensional shift task and the switching Stroop for translation for use in clinical trial contexts in schizophrenia research. For dynamic adjustments in control, the breakout group recommended conflict and error adaptation in the Stroop and the stop signal task for translation for use in clinical trials. This article describes the ways in which each of these tasks met the criteria used by the breakout group to recommend tasks for further development.},
local-url = {file://localhost/Users/morteza/Documents/Papers\%20Library/Barch{$_2$}009.pdf},
pmid = {19011235}
}
@article{basak2008,
title = {Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?},
author = {Basak, Chandramallika and Boot, Walter R. and Voss, Michelle W. and Kramer, Arthur F.},
year = {2008},
month = dec,
journal = {Psychology and Aging},
volume = {23},
number = {4},
pages = {765--777},
issn = {0882-7974},
doi = {10.1037/a0013494},
abstract = {Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memory, and reasoning. Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults.},
langid = {english},
pmcid = {PMC4041116},
pmid = {19140648},
keywords = {Aged,Aged; 80 and over,Cognition Disorders,Computer Systems,Female,Humans,Male,Memory; Short-Term,Mental Recall,Neuropsychological Tests,Orientation,Practice (Psychology),Problem Solving,Psychomotor Performance,Transfer (Psychology),Video Games},
annotation = {770 citations (Semantic Scholar/DOI) [2022-12-11] 00793},
file = {/Users/morteza/Documents/Zotero/storage/26A3GEKQ/Basak et al. - 2008 - Can training in a real-time strategy video game at.pdf}
}
@article{basak2011,
title = {Regional Differences in Brain Volume Predict the Acquisition of Skill in a Complex Real-Time Strategy Videogame},
author = {Basak, Chandramallika and Voss, Michelle W. and Erickson, Kirk I. and Boot, Walter R. and Kramer, Arthur F.},
year = {2011},
month = aug,
journal = {Brain and Cognition},
volume = {76},
number = {3},
pages = {407--414},
issn = {02782626},
doi = {10.1016/j.bandc.2011.03.017},
langid = {english},
annotation = {78 citations (Semantic Scholar/DOI) [2022-12-11] 00071},
file = {/Users/morteza/Documents/Zotero/storage/2K4N8WUF/Basak et al. - 2011 - Regional differences in brain volume predict the a.pdf}
}
@misc{bastian2020,
title = {Advancing the Understanding of Individual Differences in Attentional Control: {{Theoretical}}, Methodological, and Analytical Considerations},
author = {von Bastian, Claudia Christina and Blais, Chris and Brewer, Gene Arnold and Gyurkovics, Mate and Hedge, Craig and Ka{\l}ama{\l}a, Patrycja and Meier, Matt Ethan and Oberauer, Klaus and {Rey-Mermet}, Alodie and Rouder, Jeffrey N and Souza, Alessandra S and Bartsch, Lea Maria and Conway, Andrew R A and Draheim, Chris and Engle, Randall W and Friedman, Naomi P and Frischkorn, Gidon T and Gustavson, Daniel E and Koch, Iring and Redick, Thomas and Smeekens, Bridget Anne and Whitehead, Peter S and Wiemers, Elizabeth A},
year = {2020},
number = {10.31234/osf.io/x3b9k},
publisher = {{PsyArXiv}},
doi = {10.31234/osf.io/x3b9k},
annotation = {20 citations (Semantic Scholar/DOI) [2022-12-09]}
}
@article{batou2013,
title = {Calculation of {{Lagrange Multipliers}} in the {{Construction}} of {{Maximum Entropy Distributions}} in {{High Stochastic Dimension}}},
author = {Batou, A. and Soize, C.},
year = {2013},
month = jan,
journal = {SIAM/ASA Journal on Uncertainty Quantification},
volume = {1},
number = {1},
pages = {431--451},
issn = {2166-2525},
doi = {10.1137/120901386},
langid = {english},
annotation = {22 citations (Semantic Scholar/DOI) [2022-12-11] 00014},
file = {/Users/morteza/Documents/Zotero/storage/7KKIUTQ9/batou2013.pdf}
}
@article{battiston2021,
title = {The Physics of Higher-Order Interactions in Complex Systems},
author = {Battiston, Federico and Amico, Enrico and Barrat, Alain and Bianconi, Ginestra and {Ferraz de Arruda}, Guilherme and Franceschiello, Benedetta and Iacopini, Iacopo and K{\'e}fi, Sonia and Latora, Vito and Moreno, Yamir and Murray, Micah M. and Peixoto, Tiago P. and Vaccarino, Francesco and Petri, Giovanni},
year = {2021},
month = oct,
journal = {Nature Physics},
volume = {17},
number = {10},
pages = {1093--1098},
issn = {1745-2473, 1745-2481},
doi = {10.1038/s41567-021-01371-4},
langid = {english},
keywords = {Chapter 5 (fMRI),Graph Theory}
}
@article{bavelier2010,
title = {Children, {{Wired}}: {{For Better}} and for {{Worse}}},
shorttitle = {Children, {{Wired}}},
author = {Bavelier, Daphne and Green, C. Shawn and Dye, Matthew W.G.},
year = {2010},
month = sep,
journal = {Neuron},
volume = {67},
number = {5},
pages = {692--701},
issn = {08966273},
doi = {10.1016/j.neuron.2010.08.035},
langid = {english},
annotation = {162 citations (Semantic Scholar/DOI) [2022-12-11] 00182},
file = {/Users/morteza/Documents/Zotero/storage/RYRHW9TV/BavelierGreenDye_Neuron_10.pdf}
}
@article{bavelier2012,
title = {Neural Bases of Selective Attention in Action Video Game Players},
author = {Bavelier, D and Achtman, R L and Mani, M and F{\"o}cker, J},
year = {2012},
month = may,
journal = {Vision Research},
volume = {61},
number = {C},
pages = {132--143},
doi = {10.1016/j.visres.2011.08.007},
abstract = {Vision Research, 61 (2012) 132-143. doi:10.1016/j.visres.2011.08.007},
keywords = {Action video games,Brain plasticity,fMRI,Fronto-parietal network,Perceptual load,Visual attention},
annotation = {231 citations (Semantic Scholar/DOI) [2022-12-11]},
file = {/Users/morteza/Documents/Zotero/storage/D8SMY773/Bavelier et al. - 2012 - Neural bases of selective attention in action vide.pdf;/Users/morteza/Documents/Zotero/storage/D9FJK63F/bavelier2012.pdf;/Users/morteza/Documents/Zotero/storage/EKL7PU23/Bavelier et al. - 2012 - Neural bases of selective attention in action vide.pdf;/Users/morteza/Documents/Zotero/storage/LV7QRGHN/Bavelier et al_2012_Neural bases of selective attention in action video game players.pdf;/Users/morteza/Documents/Zotero/storage/XWGIZBUX/S0042698911002872.html}
}
@misc{bavelier2016,
title = {Brain {{Tune-Up}} from {{Action Video Game Play}}},
author = {Bavelier, Daphne and Green, Shawn},
year = {2016},
month = jul,
journal = {Scientific American},
doi = {10.1038/scientificamerican0716-26},
abstract = {Shooting zombies and repelling aliens can lead to lasting improvement in mental skills},
howpublished = {https://www.scientificamerican.com/article/brain-tune-up-from-action-video-game-play/},
langid = {english},
annotation = {00000},
file = {/Users/morteza/Documents/Zotero/storage/TS5LQZV6/brain-tune-up-from-action-video-game-play.html}
}
@article{bavelier2019a,
title = {Rethinking Human Enhancement as Collective Welfarism},
author = {Bavelier, Daphne and Savulescu, Julian and Fried, Linda P. and Friedmann, Theodore and Lathan, Corinna E. and Sch{\"u}rle, Simone and Beard, John R.},
year = {2019},
month = mar,
journal = {Nature Human Behaviour},
volume = {3},
number = {3},
pages = {204},
issn = {2397-3374},
doi = {10.1038/s41562-019-0545-2},
abstract = {Human enhancement technologies are opening tremendous opportunities but also challenges to the core of what it means to be human. We argue that the goal of human enhancement should be to enhance quality of life and well-being not only of individuals but also of the communities they inhabit.},
copyright = {2019 Springer Nature Limited},
langid = {english},
annotation = {6 citations (Semantic Scholar/DOI) [2022-12-11] 00000},
file = {/Users/morteza/Documents/Zotero/storage/QS6NSAZK/s41562-019-0545-2.html}
}
@article{bavelier2019,
title = {Enhancing {{Attentional Control}}: {{Lessons}} from {{Action Video Games}}},
shorttitle = {Enhancing {{Attentional Control}}},
author = {Bavelier, Daphne and Green, C. Shawn},
year = {2019},
month = oct,
journal = {Neuron},
volume = {104},
number = {1},
pages = {147--163},
issn = {08966273},
doi = {10.1016/j.neuron.2019.09.031},
langid = {english},
annotation = {77 citations (Semantic Scholar/DOI) [2023-01-23]},
file = {/Users/morteza/Documents/Zotero/storage/DJR6V8SI/Bavelier and Green - 2019 - Enhancing Attentional Control Lessons from Action.pdf}
}
@article{beam2021,
title = {A Data-Driven Framework for Mapping Domains of Human Neurobiology},
author = {Beam, Elizabeth and Potts, Christopher and Poldrack, Russell A. and Etkin, Amit},
year = {2021},
month = dec,
journal = {Nature Neuroscience},
volume = {24},
number = {12},
pages = {1733--1744},
issn = {1097-6256, 1546-1726},
doi = {10.1038/s41593-021-00948-9},
langid = {english},
annotation = {8 citations (Semantic Scholar/DOI) [2022-12-09]},
file = {/Users/morteza/Documents/Zotero/storage/FQUBHB85/Beam et al. - 2021 - A data-driven framework for mapping domains of hum.pdf}
}
@article{bediou2018,
title = {Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills.},
author = {Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Tipton, Elizabeth and Green, C. Shawn and Bavelier, Daphne},
year = {2018},
month = jan,
journal = {Psychological Bulletin},
volume = {144},
number = {1},
pages = {77--110},
issn = {1939-1455, 0033-2909},
doi = {10.1037/bul0000130},
langid = {english},
keywords = {Attention,Cognition,Computer Games,Perception},
file = {/Users/morteza/Documents/Zotero/storage/KWMZYJ7A/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf}
}
@article{bediou2018correction,
title = {"{{Meta-analysis}} of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills": {{Correction}} to {{Bediou}} et al. (2018)},
shorttitle = {"{{Meta-analysis}} of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills"},
year = {2018},
month = sep,
journal = {Psychological Bulletin},
volume = {144},
number = {9},
pages = {978--979},
issn = {1939-1455},
doi = {10.1037/bul0000168},
abstract = {Reports an error in "Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills" by Benoit Bediou, Deanne M. Adams, Richard E. Mayer, Elizabeth Tipton, C. Shawn Green and Daphne Bavelier (Psychological Bulletin, 2018[Jan], Vol 144[1], 77-110). In the article, a number of issues related to clustering in cases of partial overlap between participants were identified following publication. This document clarifies these issues and extends the original results by adding additional sensitivity analyses. Please see the erratum for the full correction. (The following abstract of the original article appeared in record 2017-52625-001.) The ubiquity of video games in today's society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good. The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community-action video games, and cover the period 2000-2015. To assess the long-lasting impact of action video game play on various domains of cognition, we first consider cross-sectional studies that inform us about the cognitive profile of habitual action video game players, and document a positive average effect of about half a standard deviation (g = 0.55). We then turn to long-term intervention studies that inform us about the possibility of causally inducing changes in cognition via playing action video games, and show a smaller average effect of a third of a standard deviation (g = 0.34). Because only intervention studies using other commercially available video game genres as controls were included, this latter result highlights the fact that not all games equally impact cognition. Moderator analyses indicated that action video game play robustly enhances the domains of top-down attention and spatial cognition, with encouraging signs for perception. Publication bias remains, however, a threat with average effects in the published literature estimated to be 30\% larger than in the full literature. As a result, we encourage the field to conduct larger cohort studies and more intervention studies, especially those with more than 30 hours of training. (PsycINFO Database Record},
langid = {english},
pmid = {30148383},
annotation = {1 citations (Semantic Scholar/DOI) [2022-12-15]}
}
@article{bejjanki2014,
title = {Action Video Game Play Facilitates the Development of Better Perceptual Templates},
author = {Bejjanki, Vikranth R. and Zhang, Ruyuan and Li, Renjie and Pouget, Alexandre and Green, C. Shawn and Lu, Zhong-Lin and Bavelier, Daphne},
year = {2014},
month = nov,
journal = {Proceedings of the National Academy of Sciences},
volume = {111},
number = {47},
pages = {16961--16966},
issn = {0027-8424, 1091-6490},
doi = {10.1073/pnas.1417056111},
langid = {english},
annotation = {138 citations (Semantic Scholar/DOI) [2022-12-11] 00108},
file = {/Users/morteza/Documents/Zotero/storage/F9PCP39J/Bejjanki et al. - 2014 - Action video game play facilitates the development.pdf}
}
@article{belchior2012,
ids = {belchior2012a},
title = {Older Adults' Engagement with a Video Game Training Program},
author = {Belchior, Patr{\'i}cia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William},
year = {2012},
month = dec,
journal = {Activities, adaptation \& aging},
volume = {36},
number = {4},
pages = {269--279},
issn = {0192-4788},
doi = {10.1080/01924788.2012.702307},
abstract = {Objectives The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (). Methods Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program. Results Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. Discussion Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory ()},
pmcid = {PMC3596832},
pmid = {23504652},
annotation = {42 citations (Semantic Scholar/DOI) [2022-12-11] 00026},
file = {/Users/morteza/Documents/Zotero/storage/UWMC9D3P/belchior2012.pdf}
}
@article{belchior2013,
title = {Video Game Training to Improve Selective Visual Attention in Older Adults},
author = {Belchior, Patr{\'i}cia and Marsiske, Michael and Sisco, Shannon M. and Yam, Anna and Bavelier, Daphne and Ball, Karlene and Mann, William C.},
year = {2013},
month = jul,
journal = {Computers in Human Behavior},
volume = {29},
number = {4},
pages = {1318--1324},
issn = {0747-5632},
abstract = {The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV\textregistered{} test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher.},
langid = {english},
pmcid = {PMC3758751},
pmid = {24003265},
keywords = {Aging,Older adults,Training,Videogames,Visual attention},
annotation = {00000}
}
@article{belchior2019,
ids = {belchior2018},
title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}},
author = {Belchior, Patr{\'i}cia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael},
year = {2019},
month = apr,
journal = {Games for Health Journal},
volume = {8},
number = {2},
pages = {129--143},
issn = {2161-783X, 2161-7856},
doi = {10.1089/g4h.2017.0092},
langid = {english},
annotation = {24 citations (Semantic Scholar/DOI) [2022-12-11] 00001},
file = {/Users/morteza/Documents/Zotero/storage/J9B2UEZD/g4h.2017.html}
}
@article{benady-chorney2020,
ids = {benady-chorney2020a,benady-chorney2020b},
title = {Action Video Game Experience Is Associated with Increased Resting State Functional Connectivity in the Caudate Nucleus and Decreased Functional Connectivity in the Hippocampus},
author = {{Benady-Chorney}, Jessica and Aumont, {\'E}tienne and Yau, Yvonne and Zeighami, Yashar and Bohbot, Veronique D. and West, Greg L.},
year = {2020},
month = may,
journal = {Computers in Human Behavior},
volume = {106},
pages = {106200},
issn = {0747-5632},
doi = {10.1016/j.chb.2019.106200},
abstract = {Habitual action video game experience is associated with both increased grey matter and activity in the striatum and decreased grey matter in the hippocampus. To further investigate this relationship, we tested differences in resting state functional connectivity (rsFC) between action video games players (actionVGPs) compared to non-video game players (NVGPs) using the hippocampus, the caudate nucleus and the nucleus accumbens as regions of interest. Seventeen actionVGPs and 16 NVGPs were scanned using fMRI to measure rsFC. Results show that when compared to NVGPs, actionVGPs have increased rsFC between the nucleus accumbens and the subgenual anterior cingulate cortex and between the caudate nucleus and the precentral gyrus. ActionVGPs also displayed decreased rsFC between the hippocampus and the superior temporal gyrus and between the nucleus accumbens and the ventral tegmental area. Together, these results follow previous research examining changes in grey matter and suggest that frequent action video game playing is associated with higher functional activity in the reward circuit and lower functional activity within the hippocampus.},
langid = {english},
keywords = {Action video games,Caudate nucleus,Hippocampus,Resting state functional connectivity},
annotation = {0 citations (Semantic Scholar/DOI) [2022-12-06]},
file = {/Users/morteza/Documents/Zotero/storage/R42PNTRY/Benady-Chorney et al. - 2020 - Action video game experience is associated with in.pdf;/Users/morteza/Documents/Zotero/storage/ZN4L39WY/Benady-Chorney et al_2020_Action video game experience is associated with increased resting state.pdf;/Users/morteza/Documents/Zotero/storage/RGMZYFER/S0747563219304200.html}
}
@misc{benning2019,
title = {Deep Learning as Optimal Control Problems: Models and Numerical Methods},
shorttitle = {Deep Learning as Optimal Control Problems},
author = {Benning, Martin and Celledoni, Elena and Ehrhardt, Matthias J. and Owren, Brynjulf and Sch{\"o}nlieb, Carola-Bibiane},
year = {2019},
month = sep,
number = {arXiv:1904.05657},
eprint = {1904.05657},
eprinttype = {arxiv},
primaryclass = {cs, math},
publisher = {{arXiv}},
doi = {10.48550/arXiv.1904.05657},
abstract = {We consider recent work of Haber and Ruthotto 2017 and Chang et al. 2018, where deep learning neural networks have been interpreted as discretisations of an optimal control problem subject to an ordinary differential equation constraint. We review the first order conditions for optimality, and the conditions ensuring optimality after discretisation. This leads to a class of algorithms for solving the discrete optimal control problem which guarantee that the corresponding discrete necessary conditions for optimality are fulfilled. The differential equation setting lends itself to learning additional parameters such as the time discretisation. We explore this extension alongside natural constraints (e.g. time steps lie in a simplex). We compare these deep learning algorithms numerically in terms of induced flow and generalisation ability.},
archiveprefix = {arXiv},
keywords = {Computer Science - Machine Learning,Mathematics - Numerical Analysis,Mathematics - Optimization and Control},
annotation = {56 citations (Semantic Scholar/arXiv) [2022-12-03]}
}
@article{bensoussan2020,
title = {Machine {{Learning}} and {{Control Theory}}},
author = {Bensoussan, Alain and Li, Yiqun and Nguyen, Dinh Phan Cao and Tran, Minh-Binh and Yam, Sheung Chi Phillip and Zhou, Xiang},
year = {2020},
publisher = {{arXiv}},
doi = {10.48550/ARXIV.2006.05604},
abstract = {We survey in this article the connections between Machine Learning and Control Theory. Control Theory provide useful concepts and tools for Machine Learning. Conversely Machine Learning can be used to solve large control problems. In the first part of the paper, we develop the connections between reinforcement learning and Markov Decision Processes, which are discrete time control problems. In the second part, we review the concept of supervised learning and the relation with static optimization. Deep learning which extends supervised learning, can be viewed as a control problem. In the third part, we present the links between stochastic gradient descent and mean-field theory. Conversely, in the fourth and fifth parts, we review machine learning approaches to stochastic control problems, and focus on the deterministic case, to explain, more easily, the numerical algorithms.},
copyright = {arXiv.org perpetual, non-exclusive license},
keywords = {FOS: Computer and information sciences,FOS: Mathematics,Machine Learning (cs.LG),Machine Learning (stat.ML),Optimization and Control (math.OC)},
annotation = {2 citations (Semantic Scholar/arXiv) [2022-12-09]}
}
@article{bird2008,
title = {The Hippocampus and Memory: Insights from Spatial Processing},
shorttitle = {The Hippocampus and Memory},
author = {Bird, Chris M. and Burgess, Neil},
year = {2008},
month = mar,
journal = {Nature Reviews Neuroscience},
volume = {9},
number = {3},
pages = {182--194},
issn = {1471-003X, 1471-0048},
doi = {10.1038/nrn2335},
langid = {english},
annotation = {933 citations (Semantic Scholar/DOI) [2022-12-11] 00746}
}
@article{birn2013,
title = {The Effect of Scan Length on the Reliability of Resting-State {{fMRI}} Connectivity Estimates},
author = {Birn, Rasmus M. and Molloy, Erin K. and Patriat, R{\'e}mi and Parker, Taurean and Meier, Timothy B. and Kirk, Gregory R. and Nair, Veena A. and Meyerand, M. Elizabeth and Prabhakaran, Vivek},
year = {2013},
month = dec,
journal = {NeuroImage},
volume = {83},
pages = {550--558},
issn = {10538119},
doi = {10.1016/j.neuroimage.2013.05.099},
langid = {english},
annotation = {558 citations (Semantic Scholar/DOI) [2022-11-29]}
}
@article{bitzer2014,
title = {Perceptual Decision Making: Drift-Diffusion Model Is Equivalent to a {{Bayesian}} Model},
shorttitle = {Perceptual Decision Making},
author = {Bitzer, Sebastian and Park, Hame and Blankenburg, Felix and Kiebel, Stefan},
year = {2014},
journal = {Frontiers in Human Neuroscience},
volume = {8},
issn = {1662-5161},
abstract = {Behavioral data obtained with perceptual decision making experiments are typically analyzed with the drift-diffusion model. This parsimonious model accumulates noisy pieces of evidence toward a decision bound to explain the accuracy and reaction times of subjects. Recently, Bayesian models have been proposed to explain how the brain extracts information from noisy input as typically presented in perceptual decision making tasks. It has long been known that the drift-diffusion model is tightly linked with such functional Bayesian models but the precise relationship of the two mechanisms was never made explicit. Using a Bayesian model, we derived the equations which relate parameter values between these models. In practice we show that this equivalence is useful when fitting multi-subject data. We further show that the Bayesian model suggests different decision variables which all predict equal responses and discuss how these may be discriminated based on neural correlates of accumulated evidence. In addition, we discuss extensions to the Bayesian model which would be difficult to derive for the drift-diffusion model. We suggest that these and other extensions may be highly useful for deriving new experiments which test novel hypotheses.},
file = {/Users/morteza/Documents/Zotero/storage/C7N4Q44A/Bitzer et al_2014_Perceptual decision making.pdf}
}
@article{blair2017,
title = {Educating Executive Function},
author = {Blair, Clancy},
year = {2017},
journal = {WIREs Cognitive Science},
volume = {8},
number = {1-2},
pages = {e1403},
issn = {1939-5086},
doi = {10.1002/wcs.1403},
abstract = {Executive functions are thinking skills that assist with reasoning, planning, problem solving, and managing one's life. The brain areas that underlie these skills are interconnected with and influenced by activity in many different brain areas, some of which are associated with emotion and stress. One consequence of the stress-specific connections is that executive functions, which help us to organize our thinking, tend to be disrupted when stimulation is too high and we are stressed out, or too low when we are bored and lethargic. Given their central role in reasoning and also in managing stress and emotion, scientists have conducted studies, primarily with adults, to determine whether executive functions can be improved by training. By and large, results have shown that they can be, in part through computer-based videogame-like activities. Evidence of wider, more general benefits from such computer-based training, however, is mixed. Accordingly, scientists have reasoned that training will have wider benefits if it is implemented early, with very young children as the neural circuitry of executive functions is developing, and that it will be most effective if embedded in children's everyday activities. Evidence produced by this research, however, is also mixed. In sum, much remains to be learned about executive function training. Without question, however, continued research on this important topic will yield valuable information about cognitive development. WIREs Cogn Sci 2017, 8:e1403. doi: 10.1002/wcs.1403 This article is categorized under: Psychology {$>$} Attention Psychology {$>$} Learning},
copyright = {\textcopyright{} 2016 Wiley Periodicals, Inc.},
langid = {english},
annotation = {00040 \_eprint: https://onlinelibrary.wiley.com/doi/pdf/10.1002/wcs.1403},
file = {/Users/morteza/Documents/Zotero/storage/WSJN4KUG/Blair_2017_Educating executive function.pdf;/Users/morteza/Documents/Zotero/storage/MMGTBS7M/wcs.html}
}
@techreport{bodson2017,
title = {Regards Sur Les Activit\'es Quotidiennes Des Jeunes R\'esidents ({{Regards}} Du {{STATEC Nr}}. 15).},
author = {Bodson, L.},
year = {2017},
address = {{Luxembourg}},
institution = {{Institut national de la statistique et des \'etudes \'economiques (statec)}}
}
@article{boot2008,
title = {The Effects of Video Game Playing on Attention, Memory, and Executive Control},
author = {Boot, Walter R. and Kramer, Arthur F. and Simons, Daniel J. and Fabiani, Monica and Gratton, Gabriele},
year = {2008},
month = nov,
journal = {Acta Psychologica},
volume = {129},
number = {3},
pages = {387--398},
issn = {00016918},
doi = {10.1016/j.actpsy.2008.09.005},
langid = {english},
annotation = {913 citations (Semantic Scholar/DOI) [2022-12-11] 00000}
}
@article{boot2011,
title = {Do {{Action Video Games Improve Perception}} and {{Cognition}}?},
author = {Boot, Walter R. and Blakely, Daniel P. and Simons, Daniel J.},
year = {2011},
journal = {Frontiers in Psychology},
volume = {2},
issn = {1664-1078},
doi = {10.3389/fpsyg.2011.00226},
annotation = {403 citations (Semantic Scholar/DOI) [2022-12-10]},
file = {/Users/morteza/Documents/Zotero/storage/N22GHB5M/Boot et al. - 2011 - Do Action Video Games Improve Perception and Cogni.pdf}
}
@article{boot2013,
title = {Video {{Games}} as a {{Means}} to {{Reduce Age-Related Cognitive Decline}}: {{Attitudes}}, {{Compliance}}, and {{Effectiveness}}},
shorttitle = {Video {{Games}} as a {{Means}} to {{Reduce Age-Related Cognitive Decline}}},
author = {Boot, Walter R. and Champion, Michael and Blakely, Daniel P. and Wright, Timothy and Souders, Dustin J. and Charness, Neil},
year = {2013},
month = feb,
journal = {Frontiers in Psychology},
volume = {4},
issn = {1664-1078},
doi = {10.3389/fpsyg.2013.00031},
abstract = {Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a ``brain fitness'' game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.},
pmcid = {PMC3561600},
pmid = {23378841},
annotation = {142 citations (Semantic Scholar/DOI) [2022-12-11] 00102}
}
@article{botvinick2002,
title = {Representing Task Context: Proposals Based on a Connectionist Model of Action},
shorttitle = {Representing Task Context},
author = {Botvinick, Matthew and Plaut, David C.},
year = {2002},
month = nov,
journal = {Psychological Research},
volume = {66},
number = {4},
pages = {298--311},
issn = {0340-0727},
doi = {10.1007/s00426-002-0103-8},
abstract = {Representations of task context play a crucial role in shaping human behavior. While the nature of these representations remains poorly understood, existing theories share a number of basic assumptions. One of these is that task representations are discrete, independent, and non-overlapping. We present here an alternative view, according to which task representations are instead viewed as graded, distributed patterns occupying a shared, continuous representational space. In recent work, we have implemented this view in a computational model of routine sequential action. In the present article, we focus specifically on this model's implications for understanding task representation, considering the implications of the account for two influential concepts: (1) cognitive underspecification, the idea that task representations may be imprecise or vague, especially in contexts where errors occur, and (2) information-sharing, the idea that closely related operations rely on common sets of internal representations.},
langid = {english},
pmid = {12466927},
keywords = {Behavior,Cognition,Cognitive Science,Humans,Learning,Models; Psychological},
annotation = {28 citations (Semantic Scholar/DOI) [2022-10-27]},
file = {/Users/morteza/Documents/Zotero/storage/PKYMJT3E/Botvinick_Plaut_2002_Representing task context.pdf}
}
@article{botvinick2008,
title = {Hierarchical Models of Behavior and Prefrontal Function},
author = {Botvinick, Matthew M.},
year = {2008},
month = may,
journal = {Trends in Cognitive Sciences},
volume = {12},
number = {5},
pages = {201--208},
issn = {1364-6613},
doi = {10.1016/j.tics.2008.02.009},
abstract = {The recognition of hierarchical structure in human behavior was one of the founding insights of the cognitive revolution. Despite decades of research, however, the computational mechanisms underlying hierarchically organized behavior are still not fully understood. Recent findings from behavioral and neuroscientific research have fueled a resurgence of interest in the problem, inspiring a new generation of computational models. In addition to developing some classic proposals, these models also break fresh ground, teasing apart different forms of hierarchical structure, placing a new focus on the issue of learning and addressing recent findings concerning the representation of behavioral hierarchies within the prefrontal cortex. In addition to offering explanations for some key aspects of behavior and functional neuroanatomy, the latest models also pose new questions for empirical research.},
langid = {english},
pmcid = {PMC2957875},
pmid = {18420448},
keywords = {Behavior,Cognition,Computer Simulation,Humans,Learning,Models; Psychological,Neuroanatomy,Prefrontal Cortex,Reaction Time,Task Performance and Analysis},
file = {/Users/morteza/Documents/Zotero/storage/U6PNDSLZ/Botvinick_2008_Hierarchical models of behavior and prefrontal function.pdf}
}
@article{botvinick2014,
ids = {botvinick2014a},
title = {The {{Computational}} and {{Neural Basis}} of {{Cognitive Control}}: {{Charted Territory}} and {{New Frontiers}}},
shorttitle = {The {{Computational}} and {{Neural Basis}} of {{Cognitive Control}}},
author = {Botvinick, Matthew M. and Cohen, Jonathan D.},
year = {2014},
month = aug,
journal = {Cognitive Science},
volume = {38},
number = {6},
pages = {1249--1285},
issn = {03640213},
doi = {10.1111/cogs.12126},
langid = {english},
keywords = {Cognitive control,Cognitive Control,Computational modeling},
annotation = {00258},
file = {/Users/morteza/Documents/Zotero/storage/RZUU856N/Botvinick_Cohen_2014_The Computational and Neural Basis of Cognitive Control.pdf;/Users/morteza/Documents/Zotero/storage/PYKHKA8G/cogs.html}
}
@article{botvinick2015,
title = {Motivation and Cognitive Control: From Behavior to Neural Mechanism},
shorttitle = {Motivation and Cognitive Control},
author = {Botvinick, Matthew and Braver, Todd},
year = {2015},
month = jan,
journal = {Annual Review of Psychology},
volume = {66},
pages = {83--113},
issn = {1545-2085},
doi = {10.1146/annurev-psych-010814-015044},
abstract = {Research on cognitive control and executive function has long recognized the relevance of motivational factors. Recently, however, the topic has come increasingly to center stage, with a surge of new studies examining the interface of motivation and cognitive control. In the present article we survey research situated at this interface, considering work from cognitive and social psychology and behavioral economics, but with a particular focus on neuroscience research. We organize existing findings into three core areas, considering them in the light of currently vying theoretical perspectives. Based on the accumulated evidence, we advocate for a view of control function that treats it as a domain of reward-based decision making. More broadly, we argue that neuroscientific evidence plays a critical role in understanding the mechanisms by which motivation and cognitive control interact. Opportunities for further cross-fertilization between behavioral and neuroscientific research are highlighted.},
langid = {english},
pmid = {25251491},
keywords = {Cerebrum,cognitive control,Decision Making,effort,Executive Function,Humans,motivation,Motivation,prefrontal cortex,reward,Reward},
annotation = {578 citations (Semantic Scholar/DOI) [2022-10-27]}
}
@article{botvinick2022,
title = {Realizing the Promise of {{AI}}: A New Calling for Cognitive Science},
shorttitle = {Realizing the Promise of {{AI}}},
author = {Botvinick, Matthew M.},
year = {2022},
month = sep,
journal = {Trends in Cognitive Sciences},
issn = {1364-6613},
doi = {10.1016/j.tics.2022.08.004},
abstract = {Rapid progress in artificial intelligence (AI) places a new spotlight on a long-standing question: how can we best develop AI to maximize its benefits to humanity? Answering this question in a satisfying and timely way represents an exciting challenge not only for AI research but also for all member disciplines of cognitive science.},
langid = {english},
keywords = {AI ethics,alignment problem,human–AI interaction},
annotation = {0 citations (Semantic Scholar/DOI) [2022-10-27]}
}
@article{botvinik-nezer2020,
title = {Variability in the Analysis of a Single Neuroimaging Dataset by Many Teams},
author = {{Botvinik-Nezer}, Rotem and Holzmeister, Felix and Camerer, Colin F. and Dreber, Anna and Huber, Juergen and Johannesson, Magnus and Kirchler, Michael and Iwanir, Roni and Mumford, Jeanette A. and Adcock, R. Alison and Avesani, Paolo and Baczkowski, Blazej M. and Bajracharya, Aahana and Bakst, Leah and Ball, Sheryl and Barilari, Marco and Bault, Nad{\`e}ge and Beaton, Derek and Beitner, Julia and Benoit, Roland G. and Berkers, Ruud M. W. J. and Bhanji, Jamil P. and Biswal, Bharat B. and {Bobadilla-Suarez}, Sebastian and Bortolini, Tiago and Bottenhorn, Katherine L. and Bowring, Alexander and Braem, Senne and Brooks, Hayley R. and Brudner, Emily G. and Calderon, Cristian B. and Camilleri, Julia A. and Castrellon, Jaime J. and Cecchetti, Luca and Cieslik, Edna C. and Cole, Zachary J. and Collignon, Olivier and Cox, Robert W. and Cunningham, William A. and Czoschke, Stefan and Dadi, Kamalaker and Davis, Charles P. and Luca, Alberto De and Delgado, Mauricio R. and Demetriou, Lysia and Dennison, Jeffrey B. and Di, Xin and Dickie, Erin W. and Dobryakova, Ekaterina and Donnat, Claire L. and Dukart, Juergen and Duncan, Niall W. and Durnez, Joke and Eed, Amr and Eickhoff, Simon B. and Erhart, Andrew and Fontanesi, Laura and Fricke, G. Matthew and Fu, Shiguang and Galv{\'a}n, Adriana and Gau, Remi and Genon, Sarah and Glatard, Tristan and Glerean, Enrico and Goeman, Jelle J. and Golowin, Sergej A. E. and {Gonz{\'a}lez-Garc{\'i}a}, Carlos and Gorgolewski, Krzysztof J. and Grady, Cheryl L. and Green, Mikella A. and Guassi Moreira, Jo{\~a}o F. and Guest, Olivia and Hakimi, Shabnam and Hamilton, J. Paul and Hancock, Roeland and Handjaras, Giacomo and Harry, Bronson B. and Hawco, Colin and Herholz, Peer and Herman, Gabrielle and Heunis, Stephan and Hoffstaedter, Felix and Hogeveen, Jeremy and Holmes, Susan and Hu, Chuan-Peng and Huettel, Scott A. and Hughes, Matthew E. and Iacovella, Vittorio and Iordan, Alexandru D. and Isager, Peder M. and Isik, Ayse I. and Jahn, Andrew and Johnson, Matthew R. and Johnstone, Tom and Joseph, Michael J. E. and Juliano, Anthony C. and Kable, Joseph W. and Kassinopoulos, Michalis and Koba, Cemal and Kong, Xiang-Zhen and Koscik, Timothy R. and Kucukboyaci, Nuri Erkut and Kuhl, Brice A. and Kupek, Sebastian and Laird, Angela R. and Lamm, Claus and Langner, Robert and Lauharatanahirun, Nina and Lee, Hongmi and Lee, Sangil and Leemans, Alexander and Leo, Andrea and Lesage, Elise and Li, Flora and Li, Monica Y. C. and Lim, Phui Cheng and Lintz, Evan N. and Liphardt, Schuyler W. and Losecaat Vermeer, Annabel B. and Love, Bradley C. and Mack, Michael L. and Malpica, Norberto and Marins, Theo and Maumet, Camille and McDonald, Kelsey and McGuire, Joseph T. and Melero, Helena and M{\'e}ndez Leal, Adriana S. and Meyer, Benjamin and Meyer, Kristin N. and Mihai, Glad and Mitsis, Georgios D. and Moll, Jorge and Nielson, Dylan M. and Nilsonne, Gustav and Notter, Michael P. and Olivetti, Emanuele and Onicas, Adrian I. and Papale, Paolo and Patil, Kaustubh R. and Peelle, Jonathan E. and P{\'e}rez, Alexandre and Pischedda, Doris and Poline, Jean-Baptiste and Prystauka, Yanina and Ray, Shruti and {Reuter-Lorenz}, Patricia A. and Reynolds, Richard C. and Ricciardi, Emiliano and Rieck, Jenny R. and {Rodriguez-Thompson}, Anais M. and Romyn, Anthony and Salo, Taylor and {Samanez-Larkin}, Gregory R. and {Sanz-Morales}, Emilio and Schlichting, Margaret L. and Schultz, Douglas H. and Shen, Qiang and Sheridan, Margaret A. and Silvers, Jennifer A. and Skagerlund, Kenny and Smith, Alec and Smith, David V. and {Sokol-Hessner}, Peter and Steinkamp, Simon R. and Tashjian, Sarah M. and Thirion, Bertrand and Thorp, John N. and Tingh{\"o}g, Gustav and Tisdall, Loreen and Tompson, Steven H. and {Toro-Serey}, Claudio and Torre Tresols, Juan Jesus and Tozzi, Leonardo and Truong, Vuong and Turella, Luca and {van `t Veer}, Anna E. and Verguts, Tom and Vettel, Jean M. and Vijayarajah, Sagana and Vo, Khoi and Wall, Matthew B. and Weeda, Wouter D. and Weis, Susanne and White, David J. and Wisniewski, David and {Xifra-Porxas}, Alba and Yearling, Emily A. and Yoon, Sangsuk and Yuan, Rui and Yuen, Kenneth S. L. and Zhang, Lei and Zhang, Xu and Zosky, Joshua E. and Nichols, Thomas E. and Poldrack, Russell A. and Schonberg, Tom},
year = {2020},
month = jun,
journal = {Nature},
volume = {582},
number = {7810},
pages = {84--88},
publisher = {{Nature Publishing Group}},
issn = {1476-4687},
doi = {10.1038/s41586-020-2314-9},
abstract = {Data analysis workflows in many scientific domains have become increasingly complex and flexible. Here we assess the effect of this flexibility on the results of functional magnetic resonance imaging~by asking 70 independent teams to analyse the same dataset, testing the same 9 ex-ante hypotheses1. The flexibility of analytical approaches is exemplified by the fact that no two teams chose identical workflows to analyse the data. This flexibility resulted in sizeable variation in the results of hypothesis tests, even for teams whose statistical maps were highly correlated at intermediate stages of the analysis pipeline. Variation in reported results was related to several aspects of analysis methodology. Notably, a meta-analytical approach that aggregated information across teams yielded a significant consensus in activated regions. Furthermore, prediction markets of researchers in the field revealed an overestimation of the likelihood of significant findings, even by researchers with direct knowledge of the dataset2\textendash 5. Our findings show that analytical flexibility can have substantial effects on scientific conclusions, and identify factors that may be related to variability in the analysis of functional magnetic resonance imaging. The results emphasize the importance of validating and sharing complex analysis workflows, and demonstrate the need for performing and reporting multiple analyses of the same data. Potential approaches that could be used to mitigate issues related to analytical variability are discussed.},
copyright = {2020 The Author(s), under exclusive licence to Springer Nature Limited},
langid = {english},
keywords = {Decision,Decision making,Human behaviour,Scientific community},
annotation = {420 citations (Semantic Scholar/DOI) [2022-12-10]},
file = {/Users/morteza/Documents/Zotero/storage/W93SHTKY/Botvinik-Nezer et al. - 2020 - Variability in the analysis of a single neuroimagi.pdf}
}
@misc{brandman2020,
type = {Preprint},
title = {The {{Surprising Role}} of the {{Default Mode Network}}},
author = {Brandman, T. and Malach, R. and Simony., E.},
year = {2020},
month = may,
publisher = {{Neuroscience}},
doi = {10.1101/2020.05.18.101758},
abstract = {Abstract The default mode network (DMN) is a group of high-order brain regions recently implicated in processing external naturalistic events, yet it remains unclear what cognitive function it serves. Here we identified the cognitive states predictive of DMN fMRI coactivation. Particularly, we developed a state-fluctuation pattern analysis , matching network coactivations across a short movie with retrospective behavioral sampling of movie events. Network coactivation was selectively correlated with the state of surprise across movie events, compared to all other cognitive states (e.g. emotion, vividness). The effect was exhibited in the DMN, but not dorsal attention or visual networks. Furthermore, surprise was found to mediate DMN coactivations with hippocampus and nucleus accumbens. These unexpected findings point to the DMN as a major hub in high-level prediction-error representations.},
langid = {english}
}
@article{braver2001,
title = {Context Processing in Older Adults: {{Evidence}} for a Theory Relating Cognitive Control to Neurobiology in Healthy Aging.},
shorttitle = {Context Processing in Older Adults},
author = {Braver, Todd S. and Barch, Deanna M. and Keys, Beth A. and Carter, Cameron S. and Cohen, Jonathan D. and Kaye, Jeffrey A. and Janowsky, Jeri S. and Taylor, Stephan F. and Yesavage, Jerome A. and Mumenthaler, Martin S. and Jagust, William J. and Reed, Bruce R.},
year = {2001},
month = dec,
journal = {Journal of Experimental Psychology: General},
volume = {130},
number = {4},
pages = {746--763},
issn = {1939-2222, 0096-3445},
doi = {10.1037/0096-3445.130.4.746},
langid = {english},
annotation = {494 citations (Semantic Scholar/DOI) [2022-12-14]}
}
@article{braver2007,
title = {Explaining the Many Varieties of Working Memory Variation: {{Dual}} Mechanisms of Cognitive Control.},
author = {Braver, Todd S. and Gray, Jeremy R. and Burgess, Gregory C.},
year = {2007},
journal = {Variation in working memory.},
pages = {76--106},
publisher = {{Oxford University Press}},
address = {{New York, NY, US}},
issn = {0-19-516863-1 (Hardcover); 978-0-19-516863-1 (Hardcover)},
abstract = {In this chapter, we put forth a theory of cognitive control in working memory (WM) that attempts to explain this variability. Our central hypothesis is that cognitive control operates via two distinct operating modes: proactive control and reactive control. We will present arguments suggesting that these two modes are dissociable on a number of dimensions, such as computational properties, neural substrates, temporal dynamics, and consequences for information processing. We will suggest that although most formulations of cognitive control in WM only consider proactive control, reactive control mechanisms may be more dominant. We will further suggest that by distinguishing between these two modes we will be able to (1) resolve some of the apparent inconsistencies in the existing WM literature; (2) understand how and why the impact of cognitive control processes in WM can vary so strongly within individuals across time and task situations; (3) gain insight into the nature of cognitive control impairments found in healthy aging (and possibly in other populations suffering from neuropsychiatric disorders); (4) understand some of the critical underlying mechanisms related to individual differences in WM function; and (5) account for potentially surprising data indicating that putatively "noncognitive" variables such as mood states and personality traits (e.g., extraversion, neuroticism) may also influence WM function. The general theoretical framework that we advance here for understanding the sources of variation that affect WM and cognitive control is termed the dual mechanisms of control, or DMC account. It is worth noting that, although we have been developing this framework for several years now, this chapter marks the first comprehensive treatment of the theory and its empirical support. As such, we combine discussion of both published and not-yet-published experimental data in the sections below, to better make the case for how the DMC theory provides a fully integrated account of a variety of cognitive-control phenomena. Moreover, before turning to experimental findings, we first provide important theoretical background that motivated the development of this new theory. (PsycINFO Database Record (c) 2019 APA, all rights reserved)},
keywords = {*Cognitive Ability,*Individual Differences,*Psychological Theories,*Short Term Memory,Cognitive Control},
annotation = {00959}
}
@article{braver2012,
title = {The Variable Nature of Cognitive Control: A Dual Mechanisms Framework},
shorttitle = {The Variable Nature of Cognitive Control},
author = {Braver, Todd S.},