15 resultados para Olfactory Sensory Neuron

em Universidad Politécnica de Madrid


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Conductance interaction identification by means of Boltzmann distribution and mutual information analysis in conductance-based neuron models.

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Objective: To show the results of a device that generates automated olfactory stimuli suitable for functional magnetic resonance imaging (fMRI) experiments. Material and methods: Te n normal volunteers, 5 women and 5 men, were studied. The system allows the programming of several sequences, providing the capability to synchronise the onset of odour presentation with acquisition by a trigger signal of the MRI scanner. The olfactometer is a device that allows selection of the odour, the event paradigm, the time of stimuli and the odour concentration. The paradigm used during fMRI scanning consisted of 15-s blocks. The odorant event took 2 s with butanol, mint and coffee. Results: We observed olfactory activity in the olfactory bulb, entorhinal cortex (4%), amygdala (2.5%) and temporo-parietal cortex, especially in the areas related to emotional integration. Conclusions: The device has demonstrated its effectiveness in stimulating olfactory areas and its capacity to adapt to fMRI equipment.RESUMEN Objetivo: Mostrar los resultados del olfatómetro capaz de generar tareas olfativas en un equipo de resonancia magnética funcional (fMRI). Material y métodos: Estudiamos 10 sujetos normales: 5 varones y 5 mujeres. El olfatómetro está dise ̃ nado para que el estímulo que produce se sincronice con el equipo de fMRI mediante la se ̃ nal desencadenante que suministra el propio equipo. El olfatómetro es capaz de: selec- cionar el olor, secuenciar los distintos olores, programar la frecuencia y duración de los olores y controlar la intensidad del olor. El paradigma utilizado responde a un dise ̃ no de activación asociada a eventos, en el que la duración del bloque de activación y de reposo es de 15 s. La duración del estímulo olfativo (butanol, menta o café) es de 2 segundos, durante toda la serie que consta de 9 ciclos. Resultados: Se ha observado reactividad (contraste BOLD) en las diferentes áreas cerebrales involucradas en las tareas olfativas: bulbo olfatorio, córtex entorrinal (4%), amigdala (2,5%) y córtex temporoparietal. Las áreas relacionadas con integración de las emociones tienen una reactividad mayor. Conclusiones: El dispositivo propuesto nos permite controlar de forma automática y sincronizada los olores necesarios para estudiar la actividad de las áreas olfatorias cerebrales mediante fMRI.

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In this work, we describe hubs organization within the olfactory network with Functional Magnetic Resonance Imaging (fMRI). Granger causality analyses were applied in the supposed regions of interest (ROIs) involved in olfactory tasks, as described in [1]. We aim to get deeper knowledge about the hierarchy of the regions within the olfactory network and to describe which of these regions, in terms of strength of the connectivity, impair in different types of anosmia.

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The effect of adding different ratios of inulin and extra virgin olive oil blends, formulated without (MPA) and with cryoprotectants (MPB), on texture properties of fresh mashed potatoes and frozen/thawed mashed potatoes was studied. Inulin and extra virgin olive oil behaved like soft ?llers, but inulin was associated with increased?brousness and extra virgin olive oil with increased creaminess. In the total dataset and frozen mashed potatoes, frozen/thawed mashed potatoes, and MPA subgroups, component 1 was a contrast between mechanical and surface textural attributes, whereas in MPB samples component 1 was determined by geometrical attributes. Addition of inulin at 30 g/kg and extra virgin olive oil at 45 g/kg is recommended.

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Several works have been published in the last years concerning the modelling and implementation of the visual cortex operation. Most of them present simple neurons with just two different responses, namely inhibitory and excitatory. Some of the different types of visual cortex cells are simulated in these configurations.

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Mealiness is a negative attribute of sensory texture, characterised by the lack of juiciness without variation of total water content in the tissues. In peaches, mealiness is also known as "woolliness" and "leatheriness". This internal disorder is characterised by the lack of juiciness and flavour. In peaches, it is associated with interna browning near the stone and the incapacity of ripening although there is externa ripe appearance. Woolliness is associated with inadequate cold storage and is considered as a physiological disorder that appears in stone fruits when an unbalanced pectolitic enzyme activity during storage occurs (Kailasapathy and Melton, 1992). Many attempts have been carried out to identify and measure mealiness and woolliness in fruits. The texture of a food product is composed by a wide spectrum of sensory attributes. Consumer defines the texture integrating simultaneously all the sensory attributes. However, an instrument assesses one or several parameters related to a fraction of the texture spectrum (Kramer, 1973). The complexity of sensory analysis by means of trained panels to assess the quality of some producing processes, supports the attempt to estimate texture characteristics by instrumental means. Some studies have been carried out comparing sensory and instrumental methods to assess mealiness and woolliness. The current study is centered on analysis and evaluation of woolliness in peaches and is part of the European project FAIR CT95 0302 "Mealiness in fruits: consumer perception and means for detection". The main objective of this study was to develop procedures to detect woolly peaches by sensory and by instrumental means, as well as to compare both measuring procedures.

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As it is known, there are five types of neurons in the mammalian retinal layer allowing the detection of several important characteristics of the visual image impinging onto the visual system, namely, photoreceptors, horizontal cells, amacrine, bipolar and ganglion cells. And it is a well known fact too, that the amacrine neuron architecture allows a first detection for objects motion, being the most important retinal cell to this function. We have already studied and simulated the Dowling retina model and we have verified that many complex processes in visual detection is performed with the basis of the amacrine cell synaptic connections. This work will show how this structure may be employed for motion detection

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The aim of this work is to evaluate the influence of S. pombe and T. delbrueckii species on the sensory quality of red wine when used in sequential and mixed fermentations with S. cerevisiae.

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Abstract. Receptive fields of retinal and other sensory neurons show a large variety of spatiotemporal linear and non linear types of responses to local stimuli. In visual neurons, these responses present either asymmetric sensitive zones or center-surround organization. In most cases, the nature of the responses suggests the existence of a kind of distributed computation prior to the integration by the final cell which is evidently supported by the anatomy. We describe a new kind of discrete and continuous filters to model the kind of computations taking place in the receptive fields of retinal cells. To show their performance in the analysis of diferent non-trivial neuron-like structures, we use a computer tool specifically programmed by the authors to that efect. This tool is also extended to study the efect of lesions on the whole performance of our model nets.

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Technological progress in the area of informatics and human interface platforms create a window of opportunities for the neurorehablitation of patients with motor impairments. The CogWatch project (www.cogwatch.eu) aims to create an intelligent assistance system to improve motor planning and execution in patients with apraxia during their daily activities. Due to the brain damage caused by cardiovascular incident these patients suffer from impairments in the ability to use tools, and to sequence actions during daily tasks (such as making breakfast). Based on the common coding theory (Hommel et al., 2001) and mirror neuron primate research (Rizzolatti et al., 2001) we aim to explore use of cues, which incorporate aspects of biological motion from healthy adults performing everyday tasks requiring tool use and ecological sounds linked to the action goal. We hypothesize that patients with apraxia will benefit from supplementary sensory information relevant to the task, which will reinforce the selection of the appropriate motor plan. Findings from this study determine the type of sensory guidance in the CogWatch interface. Rationale for the experimental design is presented and the relevant literature is discussed.

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A protocol of selection, training and validation of the members of the panel for bread sensory analysis is proposed to assess the influence of wheat cultivar on the sensory quality of bread. Three cultivars of bread wheat and two cultivars of spelt wheat organically-grown under the same edaphoclimatic conditions were milled and baked using the same milling and baking procedure. Through the use of triangle tests, differences were identified between the five breads. Significant differences were found between the spelt breads and those made with bread wheat for the attributes ?crumb cell homogeneity? and ?crumb elasticity?. Significant differences were also found for the odor and flavor attributes, with the bread made with ?Espelta Navarra? being the most complex, from a sensory point of view. Based on the results of this study, we propose that sensory properties should be considered as breeding criteria for future work on genetic improvement.

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Neuronal morphology is hugely variable across brain regions and species, and their classification strategies are a matter of intense debate in neuroscience. GABAergic cortical interneurons have been a challenge because it is difficult to find a set of morphological properties which clearly define neuronal types. A group of 48 neuroscience experts around the world were asked to classify a set of 320 cortical GABAergic interneurons according to the main features of their three-dimensional morphological reconstructions. A methodology for building a model which captures the opinions of all the experts was proposed. First, one Bayesian network was learned for each expert, and we proposed an algorithm for clustering Bayesian networks corresponding to experts with similar behaviors. Then, a Bayesian network which represents the opinions of each group of experts was induced. Finally, a consensus Bayesian multinet which models the opinions of the whole group of experts was built. A thorough analysis of the consensus model identified different behaviors between the experts when classifying the interneurons in the experiment. A set of characterizing morphological traits for the neuronal types was defined by performing inference in the Bayesian multinet. These findings were used to validate the model and to gain some insights into neuron morphology.

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Estudios recientes promueven la integración de estímulos multisensoriales en activos multimedia con el fin de mejorar la experiencia de usuario mediante la estimulación de nuevos sentidos, más allá de la tradicional experiencia audiovisual. Del mismo modo, varios trabajos proponen la introducción de componentes de interacción capaces de complementar con nuevas características, funcionalidades y/o información la experiencia multimedia. Efectos sensoriales basados en el uso de nuevas técnicas de audio, olores, viento, vibraciones y control de la iluminación, han demostrado tener un impacto favorable en la sensación de Presencia, en el disfrute de la experiencia multimedia y en la calidad, relevancia y realismo de la misma percibidos por el usuario. Asimismo, los servicios basados en dos pantallas y la manipulación directa de (elementos en) la escena de video tienen el potencial de mejorar la comprensión, la concentración y la implicación proactiva del usuario en la experiencia multimedia. El deporte se encuentra entre los géneros con mayor potencial para integrar y explotar éstas soluciones tecnológicas. Trabajos previos han demostrado asimismo la viabilidad técnica de integrar éstas tecnologías con los estándares actualmente adoptados a lo largo de toda la cadena de transmisión de televisión. De este modo, los sistemas multimedia enriquecidos con efectos sensoriales, los servicios interactivos multiplataforma y un mayor control del usuario sobre la escena de vídeo emergen como nuevas formas de llevar la multimedia immersiva e interactiva al mercado de consumo de forma no disruptiva. Sin embargo, existen numerosas interrogantes relativas a los efectos sensoriales y/o soluciones interactivas más adecuadas para complementar un contenido audiovisual determinado o a la mejor manera de de integrar y combinar dichos componentes para mejorar la experiencia de usuario de un segmento de audiencia objetivo. Además, la evidencia científica sobre el impacto de factores humanos en la experiencia de usuario con estas nuevas formas de immersión e interacción en el contexto multimedia es aún insuficiente y en ocasiones, contradictoria. Así, el papel de éstos factores en el potencial de adopción de éstas tecnologías ha sido amplia-mente ignorado. La presente tesis analiza el impacto del audio binaural, efectos sensoriales (de iluminación y olfativos), interacción con objetos 3D integrados en la escena de vídeo e interacción con contenido adicional utilizando una segunda pantalla en la experiencia de usuario con contenidos de deporte. La posible influencia de dichos componentes en las variables dependientes se explora tanto a nivel global (efecto promedio) como en función de las características de los usuarios (efectos heterogéneos). Para ello, se ha llevado a cabo un experimento con usuarios orientado a explorar la influencia de éstos componentes immersivos e interactivos en dos grandes dimensiones de la experiencia multimedia: calidad y Presencia. La calidad de la experiencia multimedia se analiza en términos de las posibles variaciones asociadas a la calidad global y a la calidad del contenido, la imagen, el audio, los efectos sensoriales, la interacción con objetos 3D y la interacción con la segunda pantalla. El posible impacto en la Presencia considera dos de las dimensiones definidas por el cuestionario ITC-SOPI: Presencia Espacial (Spatial Presence) e Implicación (Engagement). Por último, los individuos son caracterizados teniendo en cuenta los siguientes atributos afectivos, cognitivos y conductuales: preferencias y hábitos en relación con el contenido, grado de conocimiento de las tecnologías integradas en el sistema, tendencia a involucrarse emocionalmente, tendencia a concentrarse en una actividad bloqueando estímulos externos y los cinco grandes rasgos de la personalidad: extroversión, amabilidad, responsabilidad, inestabilidad emocional y apertura a nuevas experiencias. A nivel global, nuestro estudio revela que los participantes prefieren el audio binaural frente al sistema estéreo y que los efectos sensoriales generan un aumento significativo del nivel de Presencia Espacial percibido por los usuarios. Además, las manipulaciones experimentales realizadas permitieron identificar una gran variedad de efectos heterogéneos. Un resultado interesante es que dichos efectos no se encuentran distribuidos de forma equitativa entre las medidas de calidad y Presencia. Nuestros datos revelan un impacto generalizado del audio binaural en la mayoría de las medidas de calidad y Presencia analizadas. En cambio, la influencia de los efectos sensoriales y de la interacción con la segunda pantalla se concentran en las medidas de Presencia y calidad, respectivamente. La magnitud de los efectos heterogéneos identificados está modulada por las siguientes características personales: preferencias en relación con el contenido, frecuencia con la que el usuario suele ver contenido similar, conocimiento de las tecnologías integradas en el demostrador, sexo, tendencia a involucrarse emocionalmente, tendencia a a concentrarse en una actividad bloqueando estímulos externos y niveles de amabilidad, responsabilidad y apertura a nuevas experiencias. Las características personales consideradas en nuestro experimento explicaron la mayor parte de la variación en las variables dependientes, confirmando así el importante (y frecuentemente ignorado) papel de las diferencias individuales en la experiencia multimedia. Entre las características de los usuarios con un impacto más generalizado se encuentran las preferencias en relación con el contenido, el grado de conocimiento de las tecnologías integradas en el sistema y la tendencia a involucrarse emocionalmente. En particular, los primeros dos factores parecen generar un conflicto de atención hacia el contenido versus las características/elementos técnicos del sistema, respectivamente. Asimismo, la experiencia multimedia de los fans del fútbol parece estar modulada por procesos emociona-les, mientras que para los no-fans predominan los procesos cognitivos, en particular aquellos directamente relacionados con la percepción de calidad. Abstract Recent studies encourage the integration of multi-sensorial stimuli into multimedia assets to enhance the user experience by stimulating other senses beyond sight and hearing. Similarly, the introduction of multi-modal interaction components complementing with new features, functionalities and/or information the multimedia experience is promoted. Sensory effects as odor, wind, vibration and light effects, as well as an enhanced audio quality, have been found to favour media enjoyment and to have a positive influence on the sense of Presence and on the perceived quality, relevance and reality of a multimedia experience. Two-screen services and a direct manipulation of (elements in) the video scene have the potential to enhance user comprehension, engagement and proactive involvement of/in the media experience. Sports is among the genres that could benefit the most from these solutions. Previous works have demonstrated the technical feasibility of implementing and deploying end-to-end solutions integrating these technologies into legacy systems. Thus, sensorially-enhanced media, two-screen services and an increased user control over the displayed scene emerge as means to deliver a new form of immersive and interactive media experiences to the mass market in a non-disruptive manner. However, many questions remain concerning issues as the specific interactive solutions or sensory effects that can better complement a given audiovisual content or the best way in which to integrate and combine them to enhance the user experience of a target audience segment. Furthermore, scientific evidence on the impact of human factors on the user experience with these new forms of immersive and interactive media is still insufficient and sometimes, contradictory. Thus, the role of these factors on the potential adoption of these technologies has been widely ignored. This thesis analyzes the impact of binaural audio, sensory (light and olfactory) effects, interaction with 3D objects integrated into the video scene and interaction with additional content using a second screen on the sports media experience. The potential influence of these components on the dependent variables is explored both at the overall level (average effect) and as a function of users’ characteristics (heterogeneous effects). To these aims, we conducted an experimental study exploring the influence of these immersive and interactive elements on the quality and Presence dimensions of the media experience. Along the quality dimension, we look for possible variations on the quality scores as-signed to the overall media experience and to the media components content, image, audio, sensory effects, interaction with 3D objects and interaction using the tablet device. The potential impact on Presence is analyzed by looking at two of the four dimensions defined by the ITC-SOPI questionnaire, namely Spatial Presence and Engagement. The users’ characteristics considered encompass the following personal affective, cognitive and behavioral attributes: preferences and habits in relation to the content, knowledge of the involved technologies, tendency to get emotionally involved and tendency to get absorbed in an activity and block out external distractors and the big five personality traits extraversion, agreeableness, conscientiousness, neuroticism and openness to experience. At the overall level, we found that participants preferred binaural audio than standard stereo audio and that sensory effects increase significantly the level of Spatial Presence. Several heterogeneous effects were also revealed as a result of our experimental manipulations. Interestingly, these effects were not equally distributed across the quality and Presence measures analyzed. Whereas binaural audio was foud to have an influence on the majority of the quality and Presence measures considered, the effects of sensory effects and of interaction with additional content through the tablet device concentrate mainly on the dimensions of Presence and on quality measures, respectively. The magnitude of these effects was modulated by individual’s characteristics, such as: preferences in relation to the content, frequency of viewing similar content, knowledge of involved technologies, gender, tendency to get emotionally involved, tendency to absorption and levels of agreeableness, conscientiousness and openness to experience. The personal characteristics collected in our experiment explained most of the variation in the dependent variables, confirming the frequently neglected role of individual differences on the media experience. Preferences in relation to the content, knowledge of involved technologies and tendency to get emotionally involved were among the user variables with the most generalized influence. In particular, the former two features seem to present a conflict in the allocation of attentional resources towards the media content versus the technical features of the system, respectively. Additionally, football fans’ experience seems to be modulated by emotional processes whereas for not fans, cognitive processes (and in particular those related to quality judgment) prevail.

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The effect of the addition of a commercial enriched glutathione inactive dry yeast oenological preparation in the volatile and sensory properties of industrially manufactured rosé Grenache wines was evaluated during their shelf-life. In addition, triangle tests were performed at different times during wine aging (among 1 and 9 months) to determine the sensory differences between wines with and without glutathione inactive dry yeast preparations. Descriptive sensory analysis with a trained panel was carried out when sensory differences in the triangle test were noticed. In addition, consumer tests were performed in order to investigate consumers’ acceptability of wines. Results revealed significant sensory differences between control and glutathione inactive dry yeast wines after 9 months of aging. At that time, glutathione inactive dry yeast wines were more intense in fruity aromas (strawberry, banana) and less intense in yeast notes than control wine. The impact of the glutathione inactive dry yeast in the aroma might be the consequence of different effects that these preparations could induce in wine composition: modification of yeast byproducts during fermentation, release of volatile compounds from inactive dry yeast, interaction of wine volatile compounds with yeast macromolecules from inactive dry yeast and a possible antioxidant effect of the glutathione released by the inactive dry yeast preparation on some specific volatile compounds.

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Caracterización sensorial y aceptación del consumidor de melones de la Mancha de la variedad Trujillo fertilizados con compost de orujo a diferentes dosis