이도준 교수
Do-Soon Yi
연세대학교 심리학과 · 신경과학
연구실 소개
이도준 교수의 연구실은 뇌의 인지 기능, 특히 주의, 학습, 기억, 시각 인식의 신경 기반을 밝히는 데 초점을 맞추고 있습니다. 특히 시각 정보의 지속성과 연속성, 시각적 기억의 재구성, 그리고 통증 조절에서의 뇌 기능 변화를 fMRI를 활용해 연구하고 있습니다. 주로 후두엽 측부 층상 피질과 전두엽-편측 구조의 기능적 상호작용을 중심으로, 인지적 과정이 어떻게 뇌의 신경 회로에서 실현되는지를 탐구합니다.
연구 현황
연구 성과 추이
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
주요 논문
15Two of the most fundamental processes in biological vision are attention and learning. Attention actively selects and enhances visual information that is most relevant to behavior. Learning enables the visual system to benefit from perceptual experience. The amount of visual information to learn is infinite; however, top-down control mechanisms must somehow regulate learning to achieve an adaptive balance between plasticity and stability in neural circuitry. Functional magnetic resonance imaging
Decision makers often face choices whose consequences unfold over time. To explore the neural basis of such intertemporal choice behavior, we devised a novel two-alternative choice task with probabilistic reward delivery and contrasted two conditions that differed only in whether the outcome was revealed immediately or after some delay. In the immediate condition, we simply varied the reward probability of each option and the outcome was revealed immediately. In the delay condition, the outcome
Coherent visual experience requires that objects be represented as the same persisting individuals over time and motion. Cognitive science research has identified a powerful principle that guides such processing: Objects must trace continuous paths through space and time. Little is known, however, about how neural representations of objects, typically defined by visual features, are influenced by spatiotemporal continuity. Here, we report the consequences of spatiotemporally continuous vs. disco
Cognition constantly involves retrieving and maintaining information that is not perceptually available in the current environment. Studies on visual imagery and working memory suggest that such high-level cognition might, in part, be mediated by the revival of perceptual representations in the inferior temporal cortex. Here, we provide new support for this hypothesis, showing that reflectively accessed information can have similar consequences for subsequent perception as actual perceptual inpu
BACKGROUND: Although the exact mechanism of TENS pain relief is unknown, it is believed that TENS impulses interrupt nociceptive signals at the dorsal horn of the spinal cord. AIMS: To evaluate the hypotheses that during pain caused by noxious stimuli, brain responses, temporal summation and brain functional connectivity are modulated by TENS, and that mechanisms of pain relief by TENS differ between men and women. METHODS: During fMRI scanning, the same noxious stimuli were delivered to each pa
In the present study, the effect of memory suppression on subsequent perceptual processing of visual objects was examined within a modified think/no-think paradigm. Suppressing memories of visual objects significantly impaired subsequent perceptual identification of those objects when they were briefly encountered (Experiment 1) and when they were presented in noise (Experiment 2), relative to performance on baseline items for which participants did not undergo suppression training. However, in
Abstract Studies using the Ultimatum Game have shown that participants reject unfair offers extended by another person although this incurs a financial cost. Previous research suggests that one possible explanation for this apparently self-defeating response is that unfair offers involve strong negative responses that decrease the chances of responders accepting offers that would objectively constitute a net profit. We tested the hypothesis that one way of reducing responders’ rejections of unfa
Cognitive control is the most fundamental psychological function that underlies the execution of many other psychological functions. A mobile game application could be a useful strategy to evaluate cognitive control in the groups of children and adolescents. Although a serious game that is based on gamification would be an optimal platform for the administration of behavioral and clinical assessments of children and adolescents, most studies on gamification have been conducted among adults and o
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