65 research outputs found

    Computational psychosomatics and computational psychiatry: toward a joint framework for differential diagnosis

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    This article outlines how a core concept from theories of homeostasis and cybernetics, the inference-control loop, may be used to guide differential diagnosis in computational psychiatry and computational psychosomatics. In particular, we discuss 1) how conceptualizing perception and action as inference-control loops yields a joint computational perspective on brain-world and brain-body interactions and 2) how the concrete formulation of this loop as a hierarchical Bayesian model points to key computational quantities that inform a taxonomy of potential disease mechanisms. We consider the utility of this perspective for differential diagnosis in concrete clinical applications

    Allostatic self-efficacy: a metacognitive theory of dyshomeostasis-induced fatigue and depression

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    This paper outlines a hierarchical Bayesian framework for interoception, homeostatic/allostatic control, and meta-cognition that connects fatigue and depression to the experience of chronic dyshomeostasis. Specifically, viewing interoception as the inversion of a generative model of viscerosensory inputs allows for a formal definition of dyshomeostasis (as chronically enhanced surprise about bodily signals, or, equivalently, low evidence for the brain's model of bodily states) and allostasis (as a change in prior beliefs or predictions which define setpoints for homeostatic reflex arcs). Critically, we propose that the performance of interoceptive-allostatic circuitry is monitored by a metacognitive layer that updates beliefs about the brain's capacity to successfully regulate bodily states (allostatic self-efficacy). In this framework, fatigue and depression can be understood as sequential responses to the interoceptive experience of dyshomeostasis and the ensuing metacognitive diagnosis of low allostatic self-efficacy. While fatigue might represent an early response with adaptive value (cf. sickness behavior), the experience of chronic dyshomeostasis may trigger a generalized belief of low self-efficacy and lack of control (cf. learned helplessness), resulting in depression. This perspective implies alternative pathophysiological mechanisms that are reflected by differential abnormalities in the effective connectivity of circuits for interoception and allostasis. We discuss suitably extended models of effective connectivity that could distinguish these connectivity patterns in individual patients and may help inform differential diagnosis of fatigue and depression in the future

    National guidelines for digital modelling : case studies

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    These National Guidelines and Case Studies for Digital Modelling are the outcomes from one of a number of Building Information Modelling (BIM)-related projects undertaken by the CRC for Construction Innovation. Since the CRC opened its doors in 2001, the industry has seen a rapid increase in interest in BIM, and widening adoption. These guidelines and case studies are thus very timely, as the industry moves to model-based working and starts to share models in a new context called integrated practice. Governments, both federal and state, and in New Zealand are starting to outline the role they might take, so that in contrast to the adoption of 2D CAD in the early 90s, we ensure that a national, industry-wide benefit results from this new paradigm of working. Section 1 of the guidelines give us an overview of BIM: how it affects our current mode of working, what we need to do to move to fully collaborative model-based facility development. The role of open standards such as IFC is described as a mechanism to support new processes, and make the extensive design and construction information available to asset operators and managers. Digital collaboration modes, types of models, levels of detail, object properties and model management complete this section. It will be relevant for owners, managers and project leaders as well as direct users of BIM. Section 2 provides recommendations and guides for key areas of model creation and development, and the move to simulation and performance measurement. These are the more practical parts of the guidelines developed for design professionals, BIM managers, technical staff and ‘in the field’ workers. The guidelines are supported by six case studies including a summary of lessons learnt about implementing BIM in Australian building projects. A key aspect of these publications is the identification of a number of important industry actions: the need for BIMcompatible product information and a national context for classifying product data; the need for an industry agreement and setting process-for-process definition; and finally, the need to ensure a national standard for sharing data between all of the participants in the facility-development process

    Elevation of the antifibrotic peptide N-acetyl-seryl-aspartyl-lysyl-proline: a blood pressure-independent beneficial effect of angiotensin I-converting enzyme inhibitors

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    Blockade of the renin-angiotensin system (RAS) is well recognized as an essential therapy in hypertensive, heart, and kidney diseases. There are several classes of drugs that block the RAS; these drugs are known to exhibit antifibrotic action. An analysis of the molecular mechanisms of action for these drugs can reveal potential differences in their antifibrotic roles. In this review, we discuss the antifibrotic action of RAS blockade with an emphasis on the potential importance of angiotensin I-converting enzyme (ACE) inhibition associated with the antifibrotic peptide N-acetyl-seryl-aspartyl-lysyl-proline (AcSDKP)

    Mapping anhedonia onto reinforcement learning: A behavioural meta-analysis

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    BACKGROUND: Depression is characterised partly by blunted reactions to reward. However, tasks probing this deficiency have not distinguished insensitivity to reward from insensitivity to the prediction errors for reward that determine learning and are putatively reported by the phasic activity of dopamine neurons. We attempted to disentangle these factors with respect to anhedonia in the context of stress, Major Depressive Disorder (MDD), Bipolar Disorder (BPD) and a dopaminergic challenge. METHODS: Six behavioural datasets involving 392 experimental sessions were subjected to a model-based, Bayesian meta-analysis. Participants across all six studies performed a probabilistic reward task that used an asymmetric reinforcement schedule to assess reward learning. Healthy controls were tested under baseline conditions, stress or after receiving the dopamine D2 agonist pramipexole. In addition, participants with current or past MDD or BPD were evaluated. Reinforcement learning models isolated the contributions of variation in reward sensitivity and learning rate. RESULTS: MDD and anhedonia reduced reward sensitivity more than they affected the learning rate, while a low dose of the dopamine D2 agonist pramipexole showed the opposite pattern. Stress led to a pattern consistent with a mixed effect on reward sensitivity and learning rate. CONCLUSION: Reward-related learning reflected at least two partially separable contributions. The first related to phasic prediction error signalling, and was preferentially modulated by a low dose of the dopamine agonist pramipexole. The second related directly to reward sensitivity, and was preferentially reduced in MDD and anhedonia. Stress altered both components. Collectively, these findings highlight the contribution of model-based reinforcement learning meta-analysis for dissecting anhedonic behavior

    Capturing Australian Indigenous Perception Of Virtual Landscape

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    This short paper presents a means of capturing non spatial information (specifically understanding of places) for use in a Virtual Heritage application. This research is part of the Digital Songlines Project which is developing protocols, methodologies and a toolkit to facilitate the collection and sharing of Indigenous cultural heritage knowledge, using virtual reality. Within the context of this project most of the cultural activities relate to celebrating life and to the Australian Aboriginal people, land is the heart of life. Australian Indigenous art, stories, dances, songs and rituals celebrate country as its focus or basis. To the Aboriginal people the term “Country” means a lot more than a place or a nation, rather “Country” is a living entity with a past a present and a future; they talk about it in the same way as they talk about their mother. The landscape is seen to have a spiritual connection in a view seldom understood by non-indigenous persons; this paper introduces an attempt to understand such empathy and relationship and to reproduce it in a virtual environment

    Modelling the Aboriginal rock art of Mt Moffat\ud

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    This paper introduces the method used to produce a 3D model of an Aboriginal Rock Art Cave for inclusion in a synthetic environment using the Torque game engine as its user interface. The site chosen for this is an area called “The Tombs” in the Mt Moffat section of the Carnavon Gorges National Park. The game developers were facing a number of obstacles such as remoteness of the site, its accessibility and the necessity to produce a 3D model with a low number of polygons for an efficient use in Virtual Reality.\ud Given the nature of the model to construct, a traditional method of surveying/modelling would have produced a very high number of polygons making it necessary for a lengthy process of optimization. Laser scanning or Photogrammetry would produce the most accurate data collection but would have been difficult due to the presence of numerous trees; and, because little was known about the site, the choice of appropriate equipment was difficult to make and not practical to carry into the remote of the site. The geometrical accuracy was not a priority, as the purpose of the model is for visualisation alone, therefore a much simpler method of surveying and modelling was chosen.\ud A series of high resolution photographs were taken onsite. These were used as a base for the mesh modelling as well as for the texturing of the final result. Each photo was then calibrated before stitching to produce a panorama of the entire rock face. The panorama was then used as a texture onto a flat plane made of 500 polygons. The most obvious cracks and recesses were then created by changing the Z value of the relevant polygons, finally the high resolution panorama was re-applied to form the final texture. The entire process took approximately 16 hours and the end result is a very realistic mesh model with less than 1000 polygons. This paper will report on the processes and outcomes of this project in the context of preserving and enhancing aboriginal cultural heritage

    Engaging People in Environmentally Sustainable Behaviours using Interactive Virtual Reality: A Conceptual Framework

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    Per capita, Australia has the highest rate of greenhouse gas emissions in the industrialised world (Turton & Hamilton, 2002). As such, it is increasingly recognised that engaging Australians in environmentally sustainable practices and behaviours is central to reducing greenhouse gas emissions for a sustainable future. This paper proposes a conceptual framework for engaging people in environmentally sustainable everyday behaviours using interactive Virtual Reality (VR). First, it provides a framework through which to understand the elements necessary for the long-term uptake of environmentally sustainable behaviours. It then considers how an active participatory engagement model is suited to addressing these issues. Finally, it articulates the approach required by facilitators as well as the role of VR in facilitating communication about environmentally sustainable behaviour change between people in small group settings
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