Introduction to reproducible research. The lecture provides an overview of the core skills and practical solutions required to practice reproducible research. This lecture was part of the 2018 Neurohackademy, a 2-week hands-on summer institute in neuroimaging and data science held at the University of Washington eScience Institute.
KnowledgeSpace is a community-based encyclopedia that links brain research concepts to data, models, and literature. It provides users with access to anatomy, gene expression, models, morphology, and physiology data from over 15 different neuroscience data/model repositories, such as Allen Institute for Brain Science and the Human Brain Project.
This module explores sensation in the brain: what organs are involved, sensory pathways, processing centers, and theories of integration. We cover sensory transduction, vision, audition olfaction, gustation, and somatosensation.
This module covers how the brain interacts with the world through motor movements. Motor movements underlie so much of our functioning, our speech, the opening and closing of our eyes, and the beating of our hearts. We’ll learn about areas of the brain involved in movement and some of its pathways.
This module explains how neurons come together to create the networks that give rise to our thoughts. The totality of our neurons and their connection is called our connectome. Learn how this connectome changes as we learn, and computes information. We will also learn about physiological phenomena of the brain such as synchronicity that gives rise to brain waves.
EyeWire is a game to map the brain. Players are challenged to map branches of a neuron from one side of a cube to the other in a 3D puzzle. Players scroll through the cube and reconstruct neurons with the help of an artificial intelligence algorithm developed at Seung Lab in Princeton University. EyeWire gameplay advances neuroscience by helping researchers discover how neurons connect to process visual information.
This talk highlights a set of platform technologies, software, and data collections that close and shorten the feedback cycle in research.