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The term 'computational neuroscience' was introduced by Eric L. Schwartz, who organized a conference, held in 1985 in Carmel, California, at the request of the Systems Development Foundation to provide a summary of the current status of a field which until that point was referred to by a variety of names, such as neural modeling, brain theory and neural networks.
Assuming physicalism is true, the mind can be defined as the information state of the brain, so it is immaterial only in the same sense as the information content of a data file, or the state of software residing in a computer's memory. In this case, data specifying the information state of the neural network could be captured and copied as a ...
Neurogaming is a nascent form of gaming that involves the use of brain–computer interfaces such as EEG so that users can interact with the game without the need of traditional controllers. [1] [2] It can be used as a novel and engaging type of gameplay, or as a way to create adaptive technology to improve accessibility in gaming. Some use ...
Computer vision focuses on training computers to gain a high-level understanding of digital images or videos. Many computer vision techniques also incorporate forms of machine learning, and have been applied on various video games. This application of computer vision focuses on interpreting game events using visual data.
Most neural networks use gradient descent rather than neuroevolution. However, around 2017 researchers at Uber stated they had found that simple structural neuroevolution algorithms were competitive with sophisticated modern industry-standard gradient-descent deep learning algorithms, in part because neuroevolution was found to be less likely to get stuck in local minima.
The brain and the neural network should be considered as an integrated and self-contained firmware system that includes hardware (organs), software (programs), memory (short term and long term), database (centralized and distributed), and a complex network of active elements (such as neurons, synapses, and tissues) and passive elements (such as ...
By analyzing different metrics from these connection matrices from the network, one can obtain a topological analysis of the desired graph; and this is referred to as the human brain network in the field of neuroscience. [12] One of the core architectures in brain network models is the "small-world" architecture.
Ryuta Kawashima later developed the game Brain Age: Train Your Brain in Minutes a Day! Kawashima claimed that Game Brain was "superstition". [6] Mori's theory focused on video games, but he did not determine any particular kind. There are controversies over violent video games over the world, but his theory is limited to Japan.