Friday, October 02, 2015

The Default Network Mode; The Brain's Screensaver

The default mode network (DMN) is a network of brain components active when during daydreaming, self-generated thought, and when not attending to outside stimuli. Marcus Raichle, the discoverer of the DMN, has referred to it as "the orchestrator of the self". It is most active when the brain is at rest or involved in social communication.
 
The concept of brain resting-state network arose from observations made when comparing cerebral perfusion during cognitive processing to that measured during passive baseline conditions such as at rest, that is, when subjects lie in the dark and are instructed to think about nothing in particular (Mevel, 2011).

Raichle first used the term in 2001 to describe the nature of brain activity when it is not engaged in any specific, externally focused task. It's been considered quite an elaborate system, and while there are no definitive functions of the DMN as of yet, some proposed have included internal processes such as self-reflection to diffused passive attention. The DMN is generally inhibited in most cognitive tasks, however, tasks that involve episodic memory does not deactivate the DMN - suggesting a link.

The main hypotheses associated with the DMN and cognitive functions are, the Internal Mentation Hypothesis, and the Sentinel Hypothesis. The Internal Mentation hypothesis holds that DMN is important in introspection and internal attention. The Sentinel Hypothesis argues that the DMN supports a low level ''exploratory'' attention that surveys for unexpected stimuli.

Although some variation occurs, the default network mostly includes medial brain structures, i.e., the ventral medial prefrontal cortex, the posterior cingulate cortex, the inferior parietal lobe, the lateral temporal cortex, the dorsal medial prefrontal cortex, and the hippocampal formation. Probing the functional anatomy of the network in detail reveals that it is best understood as multiple interacting subsystems (Buckner, 2008).


The link between DMN and episodic memory is well established. It is now known that retrieval of episodic memories, whether internally or externally cued; relies on the DMN (Cabeza et al., 2011). Further, dysfunction of both grey matter of DMN nodes as well as white matter connections are implicated in Alzheimer's Disease, a disease with obvious prominent effects on episodic memory. People with early signs of Alzheimer's Disease have unusual resting state signatures, while in Autism; the resting-state networks can be 'hyperconnected'.

People who are depressed show an increase in DMN activity. This is likely to be precisely because what characterizes depression is a sense of constant rumination and negative self-referential mental activity – in neurological terms being stuck in the DMN. (Smith, 2015). Others researchers discovered findings that suggest increased default mode network activation during meditation (Xu et al., 2014), indicating that this activation is related to the relaxed focus of attention, which allows spontaneous thoughts, images, sensations, memories, and emotions to emerge and pass freely, accepting them as part of the meditation process (Xu et al., 2014). The DMN has also been linked with depression (Belleau et al., 2014), schizophrenia (Mingoia et al., 2012), and post traumatic stress disorder (Lanius et al., 2009).

While the functional significance of the DMN remains unknown, converging evidence suggests that the DMN might be critical for self-referential processing (e.g., introspection). Age differences in the ability to deactivate the DMN has been found between older and younger adults, which may reflect the cognitive change experienced in normal aging (Park et al, 2009). The mental activity of the DMN has still not been rigorously assessed to date. Despite the growing amount of knowledge regarding the DMN physiology and anatomy, the cognitive function of this network is still poorly understood (Mevel, 2011).
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''Whatever resting activity is doing, its existence proves one thing - the brain only rests when you're dead'' ~ Miall (2009)

Tuesday, September 01, 2015

Perspective

I love this story from Irvin D. Yalom.
 
One of his patient's with breast cancer who throughout adolescence had been locked in a long, bitter struggle with her naysaying father. Looking forward to some form of reconciliation, she looked forward to her father driving her to college; a time she would be alone with him for several hours. The trip turned out to be a disaster. Her father behaved true to form by grousing at length about the ugly, garbage littered creek by the side of the road. She on the other hand saw no litter whatsoever in the beautiful, rustic, unspoiled stream. She found no way to respond and eventually, lapsing into silence, they spent the remainder of the trip looking away from each other.
 
Later, she made the same trip alone and was astounded to note that there were two streams - one each side of the road. ''This time I was the driver'', she said sadly, and the stream I saw was as ugly and polluted as her father had described it. But by the time she had learned to look out her father' window, it was too late - her father was dead and buried.
 
Yalom remarks that the story remained with him, and on many occasions he has reminded himself and his patients, 'Look out the other's window'. Try to see the world from another's perspective.
 
It's so relevant to many things in life such as empathy and honing our compassion for others. I think it's just awesome, and makes me want to delve into more of Yalom's writings.
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Sunday, August 09, 2015

Twitter Psychology

Does social networking already function like a game?
 
Twitter is a massively multiplayer online game in which you choose an interesting avatar and then role play a persona loosely based on your own - attempting to accrue followers by repeatedly pressing lettered buttons to form interesting sentences.
 
It could be viewed as a game; as it's about small achievements adding up to bigger ones.
 
''Gameification'' means applying the mechanics of videogames to real life. Now often this boils down to incentivising people to perform the same action over and over again. Each time Mario head-butts a block, he gets a coin; when he gets one hundred coins he gets an extra life.
 
And these perpetual little pats on the head compel you to bash those blocks for hours!


@Koopa is now following you
Celebrities goad one another by enquiring about how many followers the other has on Twitter, adding substance to their self-worth bank account. And yet this isn't too dissimilar to when we were kids and enquired with our mates about how many 'points' you got or what their high scores on a certain game was.

 
By supplying a constant stream of fun-sized rewards, social networking has by accident ''gameified'' whole aspects of our lives. Every second another little gold coin (or follower) for you to collect; more followers, more retweets, compelling you to interact over and over again.
 
 
These are basically games we don't even realise we're playing.
 
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Charlie Brooker ~ How Video Games Changed the World

Sunday, July 19, 2015

No exceptions for nice people

I pretty much feel that this reading material today may be slightly taxing for being hung-the f**k-over (When Bad Things Happen to Good People, Harold Kushner); but sometimes you can't but help get roped into a few pages of thought provoking material.
 
''Laws of nature treat everyone alike. They do not make exceptions for good people or for useful people ... If Lee Harvey Oswald fires a bullet at President John F. Kennedy, laws of nature take over from the moment that bullet is fired. Neither the course of the bullet nor the seriousness of the wound will be affected by questions of whether or not President Kennedy was a good person, or whether the world would be better off with him alive or dead. Laws of nature do not make exceptions for nice people. A bullet has no conscience; neither does a malignant tumour or an automobile gone out of control ... '' (p. 67, 1978).
 
While the laws of nature have no consideration for my hangover right now; the sh*t load of burgers and absolute junk I've been throwing down my flavour shnout are putting up a fight. 
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''Nature never breaks her own laws'' ~ Leonardo da Vinci

Sunday, July 05, 2015

The Lost Letter Technique

This is an unobtrusive measure of attitudes in which stamped addressed envelopes are scattered in public places, as if left by accident, the proportion being posted by members of the public and turning up at the addresses on the envelopes providing a crude index of attitudes in the community.
 
For example, if half the envelopes are addressed to a pro-same-sex marriage organisation and half to an anti-same-sex marriage organisation, and if equal numbers of pro-same-sex marriage and anti-same-sex marriage envelopes are distributed but significantly more of the pro-same-sex marriage envelopes are returned; then it may be concluded that members of the community are more favourably disposed towards the pro-marriage than the anti-marriage cause.
 
The technique was introduced by the US psychologist Stanley Milgram (1933-84) and colleagues in an article in the journal Public Opinion Quarterly in 1965. Milgram's classic use of the Lost Letter Technique as a behavioural measure of attitudes showed that return rates can be influenced by the addressee written on the letter, particularly when the addressee represents a controversial organization (Milgram, 1969; 1977; Milgram et al., 1965).
Colman, 2009
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