| Literature DB >> 20348000 |
Carlton Chu1, Yizhao Ni, Geoffrey Tan, Craig J Saunders, John Ashburner.
Abstract
This paper introduces two kernel-based regression schemes to decode or predict brain states from functional brain scans as part of the Pittsburgh Brain Activity Interpretation Competition (PBAIC) 2007, in which our team was awarded first place. Our procedure involved image realignment, spatial smoothing, detrending of low-frequency drifts, and application of multivariate linear and non-linear kernel regression methods: namely kernel ridge regression (KRR) and relevance vector regression (RVR). RVR is based on a Bayesian framework, which automatically determines a sparse solution through maximization of marginal likelihood. KRR is the dual-form formulation of ridge regression, which solves regression problems with high dimensional data in a computationally efficient way. Feature selection based on prior knowledge about human brain function was also used. Post-processing by constrained deconvolution and re-convolution was used to furnish the prediction. This paper also contains a detailed description of how prior knowledge was used to fine tune predictions of specific "feature ratings," which we believe is one of the key factors in our prediction accuracy. The impact of pre-processing was also evaluated, demonstrating that different pre-processing may lead to significantly different accuracies. Although the original work was aimed at the PBAIC, many techniques described in this paper can be generally applied to any fMRI decoding works to increase the prediction accuracy. Published by Elsevier Inc.Entities:
Mesh:
Year: 2010 PMID: 20348000 PMCID: PMC3084459 DOI: 10.1016/j.neuroimage.2010.03.058
Source DB: PubMed Journal: Neuroimage ISSN: 1053-8119 Impact factor: 6.556
Description of feature ratings.
| Feature rating | Description | Rating type | Addition interpretation and findings from our team |
|---|---|---|---|
| Arousal | How much does what is going on in the scene affect how calm the subject is. | Subjective (Discrete, 5 levels) | |
| Valence | How positive or negative is the environment. | Subjective (Discrete, 5 levels) | |
| Hits | Times when subject correctly picked up fruit or weapon or took picture of a pierced person. | Computed from VR software (Binary, 0 or 1) | It involved different cognitive functions. The subject had to first control the joystick to aim the object (motor and visual), and then click the button to pick up object or take picture (motor). A high-pitched ring was accompanied with a successful hit (auditory). |
| Search People | Times when subject searched for pierced people. | Computed from VR software (Binary, 0 or 1) | During these “periods,” subjects took pictures of people, i.e. highly correlated with the optional rating “hits people.” |
| Search Weapons | Times when subject searched for weapons. | Computed from VR software (Binary, 0 or 1) | During these “periods,” subjects took weapons from the ground, i.e. highly correlated with the optional rating “hits weapons.” |
| Search Fruit | Times when subject searched for fruits. | Computed from VR software (Binary, 2 levels, 0 or 1) | During these “periods,” subjects took fruits from the ground, i.e. highly correlated with the optional rating “hits fruit.” |
| Instructions | Times when task instructions were presented. | Computed from VR software (Binary, 0 or 1) | They were strong auditory stimuli, as the volumes were relatively high. |
| Dog | Times when dog was audible to the subject. | Computed from VR software (Binary, 0 or 1) | They were weak auditory stimuli, as the volumes were relatively moderate. |
| Faces | The degree to which faces of a pierced or unpierced person were visible to the subject. | Computed from eye tracker (Continuous) | Empirical results show that using whole brain achieved better prediction accuracy than using face selective areas or visual cortex alone. |
| Fruits Vegetables | The degree to which fruits or vegetables were visible to the subject. | Computed from eye tracker (Continuous) | |
| Weapons Tools | The degree to which weapons or tools were visible to the subject. | Computed from eye tracker (Continuous) | |
| Interior Exterior | Times when subject was inside a building (1 subject was inside, 0 = subject was outdoors). | Computed from VR software (Binary, 0 or 1) | We found that visual cortex was involved in this stimuli, because the overall luminance was generally higher outdoors than indoors. |
| Velocity | Velocity of the subject moving in the VR world but not interacting with an object. | Computed from VR software (continuous) | This condition should involve motor and visual functions, because subjects controlled the joysticks to move, and moving would cause motion in vision. |
Fig. 1Gray matter mask overlaid on the original fMRI scan, where the segmentation was achieved by SPM5. Although part of the CSF was not cleanly removed, the masking did eliminate around 80% of the voxels from the original image.
Fig. 2Linear kernel with no detrending and different degrees of detrending. The raw kernel without any temporal detrending and the linear detrended kernel seem to have less uniform intensities than those kernels with more low frequency components removed.
Fig. 3The graph shows the improvement of prediction accuracy achieved by constrained deconvolution, followed by re-convolving and smoothing. On the top left graph is the blue line showing the true rating, and the green line shows the prediction. The HRF was deconvolved from this prediction, under the constraint that the results fall between zero and one (top right graph). On the bottom right, the deconvolved prediction is re-convolved with the canonical HRF. The correlation had substantial improvement. A final smoothing step (bottom left) further increased the correlation.
Fig. 4Regional masks generated from functional regions of the brain. The masks were downloaded from the McConnell Brain Imaging Centre. The auditory mask improved the prediction of “Dog,” and the visual mask improved the prediction of “Exterior/Interior” (inside or outside the buildings).
Fig. 5Model fitting approach to boost the prediction of “Instruction” to a correlation of 0.99. The top left graph shows the original prediction. The average shape of the response to “Instruction” was generated to fit the raw prediction.
Fig. 6Prediction accuracy of our final (third) submission for all three subjects. The top graph shows the compulsory feature ratings, and the bottom graph shows the optional feature ratings.
Fig. 7This is the maximum correlation over the three subjects for each team. The result of our team is shown in the thick line. Our team predicted well for most ratings, except “Arousal” and “Valence.” This figure is originally from http://www.ebc.pitt.edu/2007/Slides/All.ppt.
Comparing the accuracies of KRR and RVR for predicting the third session of subject 3.
| Velocity | Hits | Weapons Tools | Fruits Vegetable | Faces | |
|---|---|---|---|---|---|
| Kernel ridge regression | 0.8277 | ||||
| RVR | 0.7552 | 0.4998 | 0.4955 | 0.7995 |
Sparsity measures for RVR (percentage of the training scans contributing to the prediction).
| Velocity | Hits | Weapons Tools | Fruits Vegetable | Faces | |
|---|---|---|---|---|---|
| RVR | 21.3% | 24.4% | 22.8% | 23.3% | 18% |
Fig. 8Cross-validation results of subject 2 using kernel ridge regression (KRR) to predict four ratings – “Hits,” “Fruits Vegetable,” “Faces,” and “Velocity.” The horizontal axis indicates different amounts of regularization for KRR. The plotted line of VR1 indicates the prediction of the first session by training from the second session, and vice versa. The dot is the prediction for VR1 estimated via maximizing of marginal likelihood, and the cross is the prediction for VR2.
Fig. 9The graph shows the prediction accuracy for subject 2 for predicting the first session of the VR game by training with data from the second session. Different pre-processing settings were used.
Fig. 10The weight map, or weight vector, in feature space shows positive weightings in posterior superior temporal sulcus (pSTS) for predicting “Gender,” “Faces,” and “Body” of subject 3. The red indicates positive weightings and the blue indicates negative weightings.
Cross-validation results for “Hits,” “Faces” and “Velocity,” obtained by shifting the training target one time point earlier.
| Subject 1 | Subject 2 | Subject 3 | ||||
|---|---|---|---|---|---|---|
| Predict VR1 | Predict VR2 | Predict VR1 | Predict VR2 | Predict VR1 | Predict VR2 | |
| Original | 0.5873 | 0.6861 | 0.6019 | |||
| Apply shift | 0.735 | 0.8 | 0.7341 | |||
| Original | 0.5538 | 0.5436 | 0.8313 | |||
| Apply shift | ||||||
| Original | 0.7217 | 0.7207 | 0.7010 | 0.6347 | 0.664 | 0.7022 |
| Apply shift | ||||||
Fig. 11The weight map of “Velocity” for subject 3. There contain strongly positive weightings in both motor and visual areas.