Brain XP


Book Description

"Brain XP: Living with Mental Illness, A young Teenager's Perspective" is the personal, unashamed, and brave story of Christine Frey. In her own teenage writing style, Christine describes her struggle with early onset psychosis. The terrible symptoms of psychosis, including hallucinations and delusions, began when Christine was twelve years old. In her personal account of life lived with anxiety, depression, and bipolar disorder, Christine ensures that the reader will fully grasp the true meaning of mental illness and its impact on the emerging sense of self of a teenager or young adult. In writing this book at age 16, Christine demonstrates a strong passion for advocating on behalf of others who have experienced similar brain disorders. She turns her own experience of struggling to understand herself into an example for others to learn from. Through her Brain XP Project, Christine embraces the challenge to educate and lead others to understanding and confronting the brain disorder called "mental illness". Rather than hide, isolate, and feel embarrassed, she tackles stigma head on. "Brain XP" will resonate with young people and is a must read for parents, family members, and friends who are worried about the mental well-being of the teen or young adult in their lives.




Brain, Vision, and Artificial Intelligence


Book Description

This book constitutes the refereed proceedings of the First International Symposium on Brain, Vision and Artificial Intelligence, BVAI 2005, held in Naples, Italy in October 2005. The 48 revised papers presented together with 6 invited lectures were carefully reviewed and selected from more than 80 submissions for inclusion in the book. The papers are addressed to the following main topics and sub-topics: brain basics - neuroanatomy and physiology, development, plasticity and learning, synaptic, neuronic and neural network modelling; natural vision - visual neurosciences, mechanisms and model systems, visual perception, visual cognition; artificial vision - shape perception, shape analysis and recognition, shape understanding; artificial inteligence - hybrid intelligent systems, agents, and cognitive models.




Human Brain Function


Book Description

This updated second edition provides the state of the art perspective of the theory, practice and application of modern non-invasive imaging methods employed in exploring the structural and functional architecture of the normal and diseased human brain. Like the successful first edition, it is written by members of the Functional Imaging Laboratory - the Wellcome Trust funded London lab that has contributed much to the development of brain imaging methods and their application in the last decade. This book should excite and intrigue anyone interested in the new facts about the brain gained from neuroimaging and also those who wish to participate in this area of brain science.* Represents an almost entirely new book from 1st edition, covering the rapid advances in methods and in understanding of how human brains are organized* Reviews major advances in cognition, perception, emotion and action* Introduces novel experimental designs and analytical techniques made possible with fMRI, including event-related designs and non-linear analysis




Neurotransmitters in the Human Brain


Book Description

The study of neurotransmitters in the human brain has expanded spectacularly in recent years with the application of techniques from immunology and molecular biology. These techniques are now being used successfully to help decipher the chemical architecture of the human nervous system. The results of these studies are of great importance for the understanding and treatment of neurological and psychiatric disorders such as Alzheimer's, Parkinson's and Huntington's diseases, as well as depression and schizophrenia. Professor Istvan Tork was a pioneer in the chemical anatomy of the brain and carried out important studies on the neuroanatomy and distribution of neuropeptides and monoarnines in the brain; some of his best known work dealt with the dual innervation of the cortex by neurons containing serotonin. Istvan Tork died on November 21, 1992, after a long struggle with a temporal lobe glioma, leaving a profound legacy of friendship and scholarly work 1. It was decided by the editors of this volume to commemorate his work and the mentors hip he gave to his many students by convening a symposium on neurotransmitters in the human brain. The symposium was held at the University of New South Wales on February 5, 1994, and was attended by over one hundred participants, including many of Professor Tork's colleagues and students. The papers from this symposium are presented in this volume to stand as a tribute to the breadth and quality of his work and to the energy and achievement of his students.




Acute Neuronal Injury


Book Description

An overview of the biochemical mechanisms that produce acute nerve cell death in the brain. Covers injuries and disorders including stroke, brain and spinal cord trauma, hypoglycemic coma, and prolonged epileptic seizures. All of these lead to high concentrations of calcium in nerve cells which, in turn, causes degradation of cytoplasmic proteins, cleavage of nuclear DNA, and eventually cell death. The Second Edition contains 11 thoroughly updated chapters and 3 additional chapters that did not appear in the previous edition.




Merge in the Mind-Brain


Book Description

This collection of nine papers brings together Naoki Fukui’s pioneering body of work on Merge, the basic operation of human language syntax, from the two distinct but related perspectives of theoretical syntax and neurosciences. Part I presents an overview of the development of the theory of Merge and its current formulations in linguistic theory, highlighting the author’s previously published papers in theoretical syntax, while Part II focuses on experimental research on Merge in the brain science of language, demonstrating how new techniques and the results they produce can inform the study of syntactic structures in the brain in the future. By combining insights from theoretical linguistics and neurosciences, this book presents an innovative unified account of the study of Merge and paves new directions for future research for graduate students and scholars in theoretical linguistics, neuroscience, syntax, and cognitive science.




Your Brain at Work


Book Description

In Your Brain at Work, David Rock takes readers inside the heads—literally—of a modern two-career couple as they mentally process their workday to reveal how we can better organize, prioritize, remember, and process our daily lives. Rock, the author of Quiet Leadership and Personal Best, shows how it’s possible for this couple, and thus the reader, not only to survive in today’s overwhelming work environment but succeed in it—and still feel energized and accomplished at the end of the day.




Adaptive Processing of Brain Signals


Book Description

In this book, the field of adaptive learning and processing is extended to arguably one of its most important contexts which is the understanding and analysis of brain signals. No attempt is made to comment on physiological aspects of brain activity; instead, signal processing methods are developed and used to assist clinical findings. Recent developments in detection, estimation and separation of diagnostic cues from different modality neuroimaging systems are discussed. These include constrained nonlinear signal processing techniques which incorporate sparsity, nonstationarity, multimodal data, and multiway techniques. Key features: Covers advanced and adaptive signal processing techniques for the processing of electroencephalography (EEG) and magneto-encephalography (MEG) signals, and their correlation to the corresponding functional magnetic resonance imaging (fMRI) Provides advanced tools for the detection, monitoring, separation, localising and understanding of functional, anatomical, and physiological abnormalities of the brain Puts a major emphasis on brain dynamics and how this can be evaluated for the assessment of brain activity in various states such as for brain-computer interfacing emotions and mental fatigue analysis Focuses on multimodal and multiway adaptive processing of brain signals, the new direction of brain signal research




CBT for Psychosis


Book Description

This book offers a new approach to understanding and treating psychotic symptoms using Cognitive Behavioural Therapy (CBT). CBT for Psychosis shows how this approach clears the way for a shift away from a biological understanding and towards a psychological understanding of psychosis. Stressing the important connection between mental illness and mental health, further topics of discussion include: the assessment and formulation of psychotic symptoms how to treat psychotic symptoms using CBT CBT for specific and co-morbid conditions CBT of bipolar disorders. This book brings together international experts from different aspects of this fast developing field and will be of great interest to all mental health professionals working with people suffering from psychotic symptoms.




The Gamer's Brain


Book Description

Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That’s why makers of successful video games like Fortnite and Assassin’s Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition. The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent. At its core, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. "The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design" Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.