In this lesson, the simulation of a virtual epileptic patient is presented as an example of advanced brain simulation as a translational approach to deliver improved clinical results. You will learn about the fundamentals of epilepsy, as well as the concepts underlying epilepsy simulation. By using an iPython notebook, the detailed process of this approach is explained step by step. In the end, you are able to perform simple epilepsy simulations your own.
In this lesson you will learn how to simulate seizure events and epilepsy in The Virtual Brain. We will look at the paper On the Nature of Seizure Dynamics, which describes a new local model called the Epileptor, and apply this same model in The Virtual Brain. This is part 1 of 2 in a series explaining how to use the Epileptor. In this part, we focus on setting up the parameters.
This lecture covers different perspectives on the study of the mental, focusing on the difference between Mind and Brain.
This lecture focuses on where and how Jupyter notebooks can be used most effectively for education.
JupyterHub is a simple, highly extensible, multi-user system for managing per-user Jupyter Notebook servers, designed for research groups or classes. This lecture covers deploying JupyterHub on a single server, as well as deploying with Docker using GitHub for authentication.
The Virtual Brain (TVB) is an open-source, multi-scale, multi-modal brain simulation platform. In this lesson, you get introduced to brain simulation in general and to TVB in particular. This lesson also presents the newest approaches for clinical applications of TVB - that is, for stroke, epilepsy, brain tumors, and Alzheimer’s disease - and show how brain simulation can improve diagnostics, therapy, and understanding of neurological disease.
This lesson explains the mathematics of neural mass models and their integration to a coupled network. You will also learn about bifurcation analysis, an important technique in the understanding of non-linear systems and as a fundamental method in the design of brain simulations. Lastly, the application of the described mathematics is demonstrated in the exploration of brain stimulation regimes.
This lesson introduces the practical usage of The Virtual Brain (TVB) in its graphical user interface and via python scripts. In the graphical user interface, you are guided through its data repository, simulator, phase plane exploration tool, connectivity editor, stimulus generator, and the provided analyses. The implemented iPython notebooks of TVB are presented, and since they are public, can be used for further exploration of TVB.
This lesson provides a brief overview of the Python programming language, with an emphasis on tools relevant to data scientists.
This lecture covers FAIR atlases, including their background and construction, as well as how they can be created in line with the FAIR principles.
In this lesson, while learning about the need for increased large-scale collaborative science that is transparent in nature, users also are given a tutorial on using Synapse for facilitating reusable and reproducible research.
This lesson contains the first part of the lecture Data Science and Reproducibility. You will learn about the development of data science and what the term currently encompasses, as well as how neuroscience and data science intersect.
The lecture provides an overview of the core skills and practical solutions required to practice reproducible research.
This lecture provides an introduction to reproducibility issues within the fields of neuroimaging and fMRI, as well as an overview of tools and resources being developed to alleviate the problem.
This lecture provides a historical perspective on reproducibility in science, as well as the current limitations of neuroimaging studies to date. This lecture also lays out a case for the use of meta-analyses, outlining available resources to conduct such analyses.
This lecture covers a lot of post-war developments in the science of the mind, focusing first on the cognitive revolution, and concluding with living machines.
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 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.
In this lecture, attendees will learn how Mutant Mouse Resource and Research Center (MMRRC) archives, cryopreserves, and distributes scientifically valuable genetically engineered mouse strains and mouse ES cell lines for the genetics and biomedical research community.