James A. Bednar's Research

My research concentrates on biologically realistic computational modeling of human and animal visual systems. The research is driven by two underlying goals: (1) to understand the computational principles underlying biological vision, and (2) to validate these principles by building and testing artificial vision systems. Computational modeling addresses both goals at once: computational models allow features of biological systems to be explored in detail, and they can themselves be functional artificial vision systems.

I focus on computational models that are built at a scale large enough to encapsulate significant visual processing, which requires simulating at least several square millimeters of visual cortex. At the same time, the models are designed to include enough of the details of the biological systems for them to be directly relatable to experimental results, and to capture the functionally relevant aspects of the system rather than just e.g. the large-scale organization of it.

This page describes some of the major topics of research in my lab, the Computational Systems Neuroscience Group. Follow the links to find overviews, publications, and (occasionally) demos in each research area.

rflissom

The LISSOM (Laterally Interconnected Synergetically Self-Organizing Map; Bednar, Choe, Miikkulainen, and Sirosh, 1994-2005) project aimed to devise and test a model that could replicate the basic development and function of the visual cortex of higher mammals. The thesis was that the cortex organizes itself using general learning rules to capture correlations in its inputs. The learning rules consist of simple changes in the strengths of feedforward and lateral connections between neurons, and thus their biological implementation is straightforward. The resulting model has been shown to exhibit many of the same features found in human and experimental animal cortex.

The original inspiration for LISSOM was the SOM algorithm (self-organizing map; Kohonen 1982) widely used for data visualization. RF-LISSOM (Sirosh and Miikkulainen 1994) extended SOM to be more appropriate as a cortical model by using Hebbian learning and by including specific lateral connections between neurons. HLISSOM (Bednar and Miikkulainen 1999, 2001) further extended RF-LISSOM to include processing in the retina and the lateral geniculate nucleus so that it would be a full visual system model that could work with natural image stimuli.

LISSOM, HLISSOM, and RF-LISSOM (together now called LISSOM) formed the basis of our 2005 book from Springer, which described the project and its results in complete detail, superseding all of our previous LISSOM publications. Early RF-LISSOM results are also available in a 1996 HTML book article and some HLISSOM results are in my 2002 PhD thesis and a conference paper from CNS 2002. Complete LISSOM implementations and tutorials are included in the freely available Topographica simulator.


Homeostatic Mechanisms for Stable Map Development

Orientation maps in cats and ferrets develop in a smooth, stable way as neurons become more selective. Over the first few weeks, the results of this process are similar whether animals are raised in daylight or in complete darkness, yet they also depend on the statistics of the visual environment when visible. This evidence suggests that the neural mechanisms involved in map development are extremely robust. Judith Law, Jan Antolik, and I have created a simple computational model of neuron and map development that shows how homeostatic plasticity and contrast gain control can achieve robust, stable development across a wide range of incoming activity patterns (either spontaneous or visually evoked) and input strengths. The resulting set of robust mechanisms for cortical development is far simpler, easier to use, easier to interpret, and more plausible than previous models like LISSOM or SOM.

(Posters at COSYNE 2009 and SfN 2007; paper in revision.)


Development of Maps for Complex Cells

Nearly all models of map development have focused on simple cells, such as those primarily found in the input layers of the cortex, whose selectivities can be summarized by a simple receptive field plot. However, the actual neurons for which functional maps are typically measured in animals are complex cells, which are largely invariant to the spatial phase (detailed position) of input patterns). Previous models have shown how complex cells can develop by grouping outputs from several simple cells, but have relied on arbitrary or biologically implausible mechanisms for doing so. We have constructed models of maps of simple and complex cells that develop matching, robust orientation maps in both populations, random spatial phase preferences in simple cells (as found experimentally), and a realistic range of simple and complex cell types. The model predicts that smooth (though weak) maps for spatial phase will be present in layer 2/3, which could potentially be measured experimentally.

(2011 paper in Frontiers in Computational Neuroscience; talk at SfN 2008; posters at FENS 2008 and Neuron Satellite Meeting 2007)


Color Maps in V1

Neural processing of color differs dramatically between the photoreceptors, retinal ganglion cells, and color-selective cells in V1. The organization of neurons in V1 and V2 has been found to reflect perceptual color categories, suggesting that this organization could be important for determining similarities and differences in perceived color. How this organization develops is not yet known, but Judah De Paula, Chris Ball, and I have developed V1 models that show how it could arise through Hebbian learning from color natural images. The same rules that govern this development also lead to the McCollough color/orientation aftereffect in the model, suggesting that similar processes also occur over short time scales during color perception in adults. We are now looking at how these maps interact with those for ocular dominance, and how the subcortical circuitry for color can be constructed.

(Talk at CNS 2007; posters at SfN 2004 and 2009; Judah's 2007 PhD thesis; short paper from CNS 2004; longer paper submitted.)


Modelling All Known Visual Maps

Apart from the most common maps for retinotopy, orientation, and ocular dominance, the primary visual cortex contains maps for motion direction, color, disparity, and spatial frequency. Each of these maps is likely to affect the others, as they are all properties of the same underlying set of neurons, and so it is necessary to consider all of them if we are to understand how V1 neurons operate. Kateryna Gerasymova, Tikesh Ramtohul, Chris Ball, Chris Palmer and I have developed models including each of these dimensions, and are working to combine these into a single, coherent explanation for the features preferred by V1 neurons. This approach should greatly widen the space of phenomena that can be investigated in models, and should allow simpler models to be created by selecting subsets of this larger model as appropriate. It will also allow interactions between each of these dimensions to be investigated in detail, in order to understand more about what determines the response properties of each neuron.

(Posters on spatial frequency at SfN 2007 and 2006; 2006 MSc thesis on disparity; short paper on motion/orientation/ocularity at CNS 2005; short paper on motion at CNS 2002.)


Aftereffects

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The adult visual cortex is more stable than that of the developing infant, but adaptive processes are evident even in such mature systems. For instance, orientation perception is affected by recently viewed patterns, a phenomenon known as the tilt aftereffect (TAE). My work shows that this effect can result from the same self-organizing developmental processes that drive development in LISSOM.

In LISSOM, these effects result from adapting lateral inhibition followed by normalization of synaptic strengths. Unlike previous TAE models, LISSOM provides a simple explanation for both direct effects (repulsion between small angles) and indirect effects (attraction between large angles). Also unlike other models, LISSOM clearly shows the functional relevance of this behavior: it serves to remove redundancy in the stream of visual inputs over time, greatly improving the ability of the system to detect small changes in orientation. This work demonstrates that the same fundamental learning processes that drive the initial development of the cortex may also be operating in the adult over short time scales.

Other more recent work with Julien Ciroux shows that similar processes can account for the McCollough effect in color vision, and (with Chris Ball) for the motion aftereffect (waterfall illusion). Preliminary modelling and psychophysical work with Roger Zhao (in collaboration with Peter Hancock at Stirling) also suggests that higher level aftereffects for face perception share many of the same mechanisms.

(2011 Vision Research paper on face aftereffects; 2000 Neural Computation paper on TAE; 2005 MSc thesis on McCollough effect; ECVP 2008 poster on face aftereffects; 2006 CNS poster on MAE;


Surround Modulation

Visual cortex neurons are not simply feedforward linear filters; instead they are strongly modulated by signals from neurons that respond to adjacent or more distant areas of the visual field. A bewildering array of such effects have been demonstrated, but a general theory for surround modulation is lacking. Judith Law, Jan Antolik, and I have succeeded in unifying previously disparate models for surround modulation and map development, and are investigating the idea that the variety of modulation effects reflects the variety of neuron types and interconnections that arise through development. The results suggest that neural output is continuously modulated to suppress redundancy and highlight changes relative to both the recent and the long-term history of visual experience. The model also shows how the Mexican-hat connectivity of previous developmental models can be implemented using biologically plausible mechanisms that do not require very long-range inhibition. The resulting model reproduces much of the diversity found in single-unit recordings, showing how this diversity can be related to the map patterns and the connectivity that underlies the map patterns.

(CNS 2007 talk, SfN 2006, Jan's 2010 PhD thesis and 2007 poster; paper in preparation.)


Rodent versus Carnivore Orientation Maps

Rodents appear have a randomly organized V1, in stark contrast to the smooth, ordered maps typical of higher predatory mammals like carnivores and primates. The overall circuitry and structure of the visual cortex appears similar across areas and across species, and so it is very interesting to consider why rodent V1 should have such a different architecture. Using data from two-photon imaging obtained from mouse by our collaborator Thomas Mrsic-Flogel (University College London), Judith Law and I are evaluating hypotheses for how this disorder could arise and whether it is functionally significant.

(Judith's 2009 PhD thesis)


Whisker Maps in Rodent Barrel Cortex

Barrel cortex in rodents shares many similarities with primary visual cortex of higher mammals, and contains detailed representations of sensory inputs from the animal's whiskers. Maps for direction of whisker deflection have been found in these areas, and Stuart Wilson and I (in collaboration with Tony Prescott, University of Sheffield) have built a simple model that explains how these maps could arise and why their global alignment matches the pinwheel of possible directions. The model predicts that the global organization results from a correlation between whisker deflection direction and the orientation of the leading edge of the stimulus. In current work, Stuart is testing this prediction by building mechanical whiskers to collect detailed data about the patterns of whisker stimulation during encounters with objects.

(PLoS CB paper 2011; PLoS ONE paper 2010; Stuart Wilson's 2007 MSc thesis; Barrels 2007 poster; SfN 2009 poster; BBC News article; BIOTACT project)


Constructing Complex Systems by Pattern Generation

Computational models can develop realistic cortical structures when presented with approximations of the visual environment. However, the brain already has significant structure at birth, so environmental inputs cannot account for all of this self-organization. This research project explores a surprisingly simple but very effective way that an organism's genome can specify detailed cortical structures, by generating training patterns internally. The end result is that genetic information is expressed through the same robust learning mechanisms that also incorporate information from the environment. Simulations using genetic algorithms that can select between pattern generation and hardcoding show that pattern generation followed by learning can achieve better results than learning or hardcoding alone, under a wide range of conditions.

( IEEE Evolutionary Computation 2007 paper; ICDL 2006 paper; GECCO 2005 paper (same material as IEEE paper; winner of a GECCO 2005 Best Paper award))


Pre and Postnatal Development of V1 Maps

Ferrets and cats develop orientation maps even when raised in darkness, suggesting that map development is driven by internal processes. However, the maps also show influences of postnatal visual experience, indicating that they cannot simply be hardwired. As explored in abstract cases under Pattern Generation above, the initial development may be driven by spontaneous patterns of visual system activity before eye opening. The internally driven period may serve to make subsequent learning from the environment more robust and less susceptible to environmental fluctuations. Simulations by Stefanie Jegelka and I have shown how maps can develop before birth and then smoothly incorporate environmental influences, and that both internal and external sources of activity are necessary to explain the experimental data.

(My 2002 PhD thesis; CNS 2003 paper (included in thesis); CNS 2006 paper.)


Development of Face Processing

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Models of V1 can be closely grounded in experimental results from animals, but ultimately we will want to understand higher level processing, much of which can only be studied in humans. Because such studies cannot be invasive, very little detailed information is available so far, and so modelling can be useful for evaluating possible hypotheses that cannot be tested directly. In this project, Risto Miikkulainen and I examined the evidence for face-processing abilities at birth, and showed that the available evidence could be accounted for by a model that begins with some face-specific circuitry, but constructed from a set of internally generated patterns rather than being hardwired. This speculative work was designed to present a minimal hypothesis that could account for the data, and to suggest ways that the quality of the data could be improved to determine whether any such face-specific circuitry is necessary to explain the capabilities at birth and during early postnatal development in humans.

(My 2002 PhD thesis; contains material from Neural Computation 2003 paper and CogSci 2002; shorter summaries are in invited 2007 and 2003 book chapters.)


Scaling Maps

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Similar cortical areas such as V1 can differ in size over several orders of magnitude between species. It is known that many of the properties of V1 neurons (such as connection lengths) do not scale appropriately as size increases, and thus that some of the mechanisms of cortical areas must differ between species. I have devised a set of scaling equations for LISSOM and similar cortical models that show how perfect scaling can be calculated. These equations can be used to explore differences between actual and perfect scaling between species. They also make it practical to substitute a less detailed simulation when appropriate, to reduce computational requirements, while allowing the results to be applied directly to more realistic models. These equations form the basis for the Topographica simulator, which allows users to choose the number of neurons to use for a particular simulation at run time, without requiring any software or parameter changes.

(Neuroinformatics 2004 paper, short CNS 2001 paper.)


Situated, Embodied Perception

In the long run, understanding how perceptual capabilities arise will require understanding the detailed context in which animals and people develop and operate. Current models have been able to use simple proxies for this context, such as natural images, but such proxies are valid only for low-level features such as contrast edges. Developing neurons selective for higher level features such as objects and places will require training data that incorporates the patterns of sensory inputs experienced in early development. To create such training patterns, James Adwick and I have developed realistic virtual reality environments (based on Blender) for situating animals in natural scenes, Celia Fillion and I developed models using real-time, stereo camera input from a situated real-world agent, and Jean-Luc Stevens and I are working on making temporally detailed models that can do general-purpose processing of spatiotemporal signals.

Topographica

Computational modeling of large-scale cortical map structures is difficult with existing tools, which focus on either low-level models of neurons or high-level engineering-oriented neural network simulations. To allow these models to be used more widely and for more complex tasks, I lead an NIH-supported project to develop and maintain a general-purpose simulator for large, two-dimensional regions of cortex. The fundamental unit in the simulator is a two-dimensional region called a Sheet; users can define new sheet and other component types and connect them with existing types into a complete model, using as much or as little biological detail as appropriate. The goals are to help users quickly develop new models, compare them to each other, exchange them with other users, and validate them against experimental data.

(Complete info is at topographica.org; papers include Frontiers in Neuroinformatics 2009, invited paper in Brains, Minds, & Media 2008, CNS 2003.)




This material is based upon work funded in part by grant 1R01-MH66991 from the Human Brain Project/Neuroinformatics program of the US National Institute of Mental Health, by grants IIS-9811478, IRI-9309273, IRI-940004P, and IRI-930005P of the US National Science Foundation, by grant EP/F500385/1 of the UK Engineering and Physical Sciences Research Council, and by grant BB/F529254/1 of the UK Biotechnology and Biological Sciences Research Council. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the sponsoring organizations.