Restoration of touch after hand amputation is a desirable feature of ideal prostheses. Here, we show that texture discrimination can be artificially provided in human subjects by implementing a neuromorphic real-time mechano-neuro-transduction (MNT), which emulates to some extent the firing dynamics of SA1 cutaneous afferents. The MNT process was used to modulate the temporal pattern of electrical spikes delivered to the human median nerve via percutaneous microstimulation in four intact subjects and via implanted intrafascicular stimulation in one transradial amputee. Both approaches allowed the subjects to reliably discriminate spatial coarseness of surfaces as confirmed also by a hybrid neural model of the median nerve. Moreover, MNT-evoked EEG activity showed physiologically plausible responses that were superimposable in time and topography to the ones elicited by a natural mechanical tactile stimulation. These findings can open up novel opportunities for sensory restoration in the next generation of neuro-prosthetic hands.DOI: http://dx.doi.org/10.7554/eLife.09148.001
We propose an artificial mechanotransduction system based on a 2×2 MEMS array touch sensor, and evaluate a neural model which is designed to convert raw sensor outputs into neural spike-trains. We show that core tactile information is preserved in the neural representation, and that the resulting modulation via spikes can be used in surface discrimination tasks. In this research study the first neural stage (i.e., at mechanoreceptor level) of somatosensory system was mimicked in a soft-neuromorphic fashion, while future works will target the implementation of the 2nd order stage (Cuneate neurons) to further understand the biological mechanisms underlying maximum transfer and fast processing of tactile information
Current training regimes for deep learning usually involve exposure to a single task / dataset at a time. Here we start from the observation that in this context the trained model is not given any knowledge of anything outside its (single) training distribution, and has thus no way to learn parameters (i.e., feature detectors or policies) that could be helpful to solve other tasks, and to limit future interference on the acquired knowledge, and thus catastrophic forgetting.Here we show that catastrophic forgetting can be mitigated in a meta-learning context, by exposing a neural network to multiple tasks in a sequential manner during training. Finally, we present SeqFOMAML, a meta-learning algorithm that implements these principles, and we evaluate it on a sequential learning problem composed by Omniglot classification tasks. * http://www.spigler.net/giacomo Preprint. Under review.
The effectiveness of haptic feedback devices highly depends on the perception of tactile stimuli, which differs across body parts and can be affected by movement. In this study, a novel wearable sensory feedback apparatus made of a pair of pressure-sensitive insoles and a belt equipped with vibrotactile units is presented; the device provides time-discrete vibrations around the waist, synchronized with biomechanically-relevant gait events during walking. Experiments with fifteen healthy volunteers were carried out to investigate users' tactile perception on the waist. Stimuli of different intensities were provided at twelve locations, each time synchronously with one predefined gait event (i.e. heel strike, flat foot or toe off), following a pseudo-random stimulation sequence. Reaction time, detection rate and localization accuracy were analyzed as functions of the stimulation level and site and the effect of gait events on perception was investigated. Results revealed that above-threshold stimuli (i.e. vibrations characterized by acceleration amplitudes of 1.92g and 2.13g and frequencies of 100 Hz and 150 Hz, respectively) can be effectively perceived in all the sites and successfully localized when the intertactor spacing is set to 10 cm. Moreover, it was found that perception of time-discrete vibrations was not affected by phase-related gating mechanisms, suggesting that the waist could be considered as a preferred body region for delivering haptic feedback during walking.
Efficient automated scheduling of trains remains a major challenge for modern railway systems. The underlying vehicle rescheduling problem (VRSP) has been a major focus of Operations Research (OR) since decades. Traditional approaches use complex simulators to study VRSP, where experimenting with a broad range of novel ideas is time consuming and has a huge computational overhead. In this paper, we introduce a two-dimensional simplified grid environment called "Flatland" that allows for faster experimentation. Flatland does not only reduce the complexity of the full physical simulation, but also provides an easy-to-use interface to test novel approaches for the VRSP, such as Reinforcement Learning (RL) and Imitation
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