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Biology subjects

Zisch, F.

Publications and source records attributed to Zisch, F..

5 recordsLinked to original sources

Prefrontal brain-to-brain synchrony during human group hunting: Evidence from fNIRS hyperscanning

Orca, wolves, chimpanzees and humans share a similarly impressive capacity for group hunting, where individuals coordinate behaviour together to capture prey. Studying hunting behaviours has important implications for understanding how behaviour in group contexts may be indicative of cognitive decline. Despite growing interest in brain circuits for prey capture, the brain regions involved in tracking prey during a hunt and the behaviours in group hunt linked to success remain unclear. Here we combined functional near infrared spectroscopy (fNIRS) and a virtual minecraft world to examine behaviour, brain dynamics and brain synchrony involved in group hunting behaviour. We focused on the prefrontal cortex (PFC) due to its known role in planning and social coordination and recorded from pairs of individuals as they either cooperated to hunt another person (prey) or simply followed another person. Hunters were more successful if they managed to keep a smaller distance to the prey and moved at speeds that were more synchronised with their co-predator. At high-range frequencies for fNIRS (0.1-0.2Hz), we found greater brain-to-brain synchrony in lateral and medial (frontopolar) PFC regions during hunting compared with chance levels. Together, these findings provide insights into what behaviours and brain dynamics associated with successful group hunting.

neuroscience↗

Brain dynamics during architectural experience: prefrontal and hippocampal regions track aesthetics and spatial complexity

Architectural experience involves processing the spatial layout of an environment and our emotional reaction to it. However, these two processes are largely studied separately. Here we used functional magnetic resonance imaging (fMRI) and first-person movies of journeys through buildings and cities to determine the contribution of different brain regions to spatial and aesthetic aspects of the built environment. During scanning, participants watched 48 movies that show first-person-view travel through different spaces; immediately after each video, they either judged the spatial layout complexity or valence of the environment. After scanning, participants also reported the memorability of the spaces encountered. Activity in brain regions previously linked to valence processing (e.g. ventromedial prefrontal cortex) were modulated by aesthetic qualities of the stimuli (i.e. increased for pleasant spaces compared to unpleasant spaces) and the task (more active when judging valence), whereas activity in brain regions linked with spatial processing (e.g. parahippocampal regions) increased in complex layouts compared to simple layouts. The hippocampus and parahippocampal cortex were associated with the memorability of spaces and were modulated by both aesthetic and spatial qualities. We also tested for curvature, fascination, coherence and hominess - qualities linked to aesthetic judgement in architecture. We replicated findings activating right lingual gyrus for fascination, left inferior occipital gyrus for coherence, and left cuneus for hominess, and found inverse curvature (increasing rectilinearity) activated spatial, valence and visual processing regions. Overall, these findings provide important insights into how different brain regions respond whilst experiencing new buildings and city spaces, which is needed to advance the field of neuroarchitecture.

neuroscience↗

Architectural experience: clarifying its central components and their relation to core affect with a set of first-person-view videos

When studying architectural experience in the lab, it is of paramount importance to use a proxy as close to real-world experience as possible. Whilst still images visually describe real spaces, and virtual reality allows for dynamic movement, each medium lacks the alternative attribute. To merge these benefits, we created and validated a novel dataset of valenced videos of first-person-view travel through built environments. This dataset was then used to clarify the relationship of core affect (valence and arousal) and architectural experience. Specifically, we verified the relationship between valence and fascination, coherence, and hominess - three key psychological dimensions of architectural experience which have previously been shown to explain aesthetic ratings of built environments. We also found that arousal is only significantly correlated with fascination, and that both are embedded in a relationship with spatial complexity and unusualness. These results help to clarify the nature of fascination, and to distinguish it from coherence and hominess when it comes to core affect. Moreover, these results demonstrate the utility of a video dataset of affect-laden spaces for understanding architectural experience. Highlights- Developed a video database of first-person-view journeys through built environments - We explored how core affect and architectural experience relate through the videos - Previous results are supported: valence ties to fascination, coherence and hominess - Arousal correlates only with fascination, and not coherence or hominess - Arousal and fascination are tied to spatial complexity and unusualness

animal behavior and cognition↗

Comparable human spatial memory distortions in physical, desktop virtual and immersive virtual environments

Boundaries define regions of space and are integral to episodic memories. The impact of boundaries on spatial memory and neural representations of space has been extensively studied in freely-moving rodents. But less is known in humans and many prior studies have employed desktop virtual reality (VR) which lacks the body-based self-motion cues of the physical world, diminishing the potentially strong input from path integration to spatial memory. We replicated a desktop-VR study testing the impact of boundaries on spatial memory (Hartley et al., 2004) in a physical room (2.4m x 2.4m, 2m tall) by having participants (N = 27) learn the location of a circular stool and then after a short delay replace it where they thought they had found it. During the delay, the wall boundaries were either expanded or contracted. We compared performance to groups of participants undergoing the same procedure in a laser-scanned replica in both desktop VR (N = 44) and freely-walking head mounted display (HMD) VR (N = 39) environments. Performance was measured as goodness of fit between the spatial distributions of group responses and seven modelled distributions that prioritised different metrics based on boundary geometry or walking paths to estimate the stool location. The best fitting model was a weighted linear combination of all the geometric spatial models, but an individual model derived from place cell firing in Hartley et al. 2004 also fit well. High levels of disorientation in all three environments prevented detailed analysis on the contribution of path integration. We found identical model fits across the three environments, though desktop VR and HMD-VR appeared more consistent in spatial distributions of group responses than the physical environment and displayed known variations in virtual depth perception. Thus, while human spatial representation appears differentially influenced by environmental boundaries, the influence is similar across virtual and physical environments. Despite differences in body-based cue availability, desktop and HMD-VR allow a good and interchangeable approximation for examining human spatial memory in small-scale physical environments.

neuroscience↗

Predictive Maps in Rats and Humans for Spatial Navigation

Much of our understanding of navigation comes from the study of individual species, often with specific tasks tailored to those species. Here, we provide a novel experimental and analytic framework, integrating across humans, rats and simulated reinforcement learning (RL) agents to interrogate the dynamics of behaviour during spatial navigation. We developed a novel open-field navigation task (Tartarus Maze) requiring dynamic adaptation (shortcuts and detours) to frequently changing obstructions in the path to a hidden goal. Humans and rats were remarkably similar in their trajectories. Both species showed the greatest similarity to RL agents utilising a successor representation, which creates a predictive map. Humans also displayed trajectory features similar to model-based RL agents, which implemented an optimal tree-search planning procedure. Our results help refine models seeking to explain mammalian navigation in dynamic environments, and highlight the utility of modelling the behaviour of different species to uncover the shared mechanisms that support behaviour.

animal behavior and cognition↗