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Marie St-Laurent

Alumni

Publications

Brain states recur across diverse narrative contexts during longitudinal viewing
Yibei Chen
Matin Ghavami
Marie St‐Laurent
Satrajit S. Ghosh
Abstract What does the brain do during the continuous, varied experience of watching a story unfold? One account holds that the brain traver… (see more)ses a finite repertoire of recurring states, but whether that repertoire is a stable property of the individual or is reshaped by each new experience has not been tested across diverse naturalistic content within the same person. We characterized the dynamic brain-state repertoire in six individuals who watched the television series Friends across its six seasons during fMRI (up to ∼146 episodes, ∼54 hours per person). For each individual we fit a sticky hierarchical Dirichlet process hidden Markov model across all episodes, discovering brain states (recurring whole-brain activity patterns with characteristic coupling) without pre-specifying their number. Each individual’s brain visited roughly forty-five states arrayed along a continuous recurrence gradient, from states active in nearly every episode to episode-specific ones, with no sharp division between them. The repertoire was heterogeneous in why its states recurred: a minority locked to scan-run structure, the majority remaining eligible for content. Transitions were organized by the functional-connectivity similarity between states (per-individual Spearman ρ = 0.33–0.55) and, in most individuals, respected resting-state network boundaries. Episode content was associated with which states the brain occupied moment to moment. The recurrence ordering discovered in Friends transferred to state occupancy during other social-narrative films (five of six individuals) and attenuated as stimuli departed from that class, weakening for visual-only reading and audio-only listening. Across diverse narrative experience, the dynamic repertoire is a property of the individual: content varies which states are visited and when, not which states exist.
Translating Brain Encoding Models to Clinical Cohorts: Challenges of Domain Adaptation
Marie St‐Laurent
Julie Boyle
Basile Pinsard
Elizabeth DuPré
We’ve optimized fMRI biomarkers to generalize across participants, not cognitive states. Brain encoding models might finally let us model … (see more)both and change what “good data” means. These are the slides of a presentation by Dr Lune Bellec at the AI4health workshop, ÉTS, Montréal, Feb 2026.
Gamer in the scanner : Event-related analysis of fMRI activity during retro videogame play guided by automated annotations of game content
Yann Harel
Basile Pinsard
Julie A. Boyle
Valentina Borghesani
Paul-Henri Mignot
André Cyr
Abstract In recent years, videogames have gathered interest in cognitive neuroscience for their potential to study cognition in dynamical an… (see more)d naturalistic contexts. Yet, the complexity of game environments often challenges traditional modeling approaches, and current annotation methods—typically manual or based on modified games—remain labor-intensive and limited in scope. Here, we introduce a flexible and scalable framework using the gym-retro Python library to emulate a classic action-platformer, Shinobi III: Return of the Ninja Master (Sega, 1993), and automatically annotate gameplay events directly from the game’s memory states. This setup enables the identification of both player actions (e.g., jumping, hitting) and feedback events (e.g., killing an enemy, being hit), without modifying the game. Four individuals played the videogame for a combined total of 32 hours (>7 hours each) while undergoing functional magnetic resonance imaging (fMRI). Resulting activation maps revealed distributed engagement of visual, motor, executive, and limbic systems, consistent with the cognitive demands of gameplay. Within-participant reproducibility of brain responses across sessions was robust across event types (r ≈ .25–.55), with some consistency observed even for rarer events like HealthLoss. Between-participant correlations were notably lower, reflecting participant-specific neural signatures. Multivoxel pattern analysis showed that brain responses to different in-game events were highly discriminable, with classification accuracy typically around or above 90%, though occasionally dropping to ~40% for less frequent events. These findings demonstrate that automated emulator-based annotations enable robust, interpretable, and scalable mapping of naturalistic cognitive processes using commercial videogames.
CNeuroMod-THINGS, a densely-sampled fMRI dataset for visual neuroscience
Basile Pinsard
Oliver Contier
Elizabeth DuPré
Katja Seeliger
Valentina Borghesani
Julie A. Boyle
Martin N. Hebart
Data-hungry neuro-AI modelling requires ever larger neuroimaging datasets. CNeuroMod-THINGS meets this need by capturing neural representati… (see more)ons for a wide set of semantic concepts using well-characterized images in a new densely-sampled, large-scale fMRI dataset. Importantly, CNeuroMod-THINGS exploits synergies between two existing projects: the THINGS initiative (THINGS) and the Courtois Project on Neural Modelling (CNeuroMod). THINGS has developed a common set of thoroughly annotated images broadly sampling natural and man-made objects which is used to acquire a growing collection of multimodal neural responses. Meanwhile, CNeuroMod is acquiring hundreds of hours of fMRI data from a core set of participants during controlled and naturalistic tasks, including visual tasks like movie watching and videogame playing. For CNeuroMod-THINGS, four CNeuroMod participants each completed 33-36 sessions of a continuous recognition paradigm using 4320 images from the THINGS stimulus set spanning 720 categories. We report behavioural and neuroimaging metrics that showcase the quality of the data. By bridging together large existing resources, CNeuroMod-THINGS expands our capacity to model human vision in controlled and naturalistic settings.
Training neural networks from scratch in a videogame leads to brittle brain encoding
Recent brain-encoding studies using videogame tasks suggest that the training objective of an artificial neural network plays a central role… (see more) in how well the network’s representations align with brain activity. This study investigates the alignment of artificial neural network activations with brain activity elicited by a video game task using models trained from scratch in controlled settings. We specifically compared three model training objectives: reinforcement learning, imitation learning, and a vision task, while accounting for other potential factors which may impact performance such as training data and model architecture. We tested models on brain encoding, i.e. their ability to predict functional magnetic resonance imaging (fMRI) signals acquired while human subjects played different levels of the video game Super Mario Bros. When tested on new playthroughs from the game levels seen at training, the reinforcement learning objective had a small but significant advantage in brain encoding, followed by the imitation learning and vision models. We hypothesized that brain-aligned representations would emerge only in task-competent models, and that the specific brain regions well encoded by a model would depend on the nature of the task it was trained on. While brain encoding did improve during model training, even an untrained model with matching architecture approached the performance of the best models. Contrary to our hypotheses, no model layers or specific training objectives aligned preferentially with specific brain areas. Large performance gaps also persisted in fully trained models across game levels, both those seen during training and entirely novel ones. Overall, even though reinforcement learning presented a small advantage to train brain encoding models for videogame data, all tested brain encoding models exhibited brittle performance with limited generalization both within- and out-of-distribution. Overall, our results suggest that training small artificial models from scratch is not sufficiently reliable, and that incorporating pretrained models such as foundation vision–action models may ultimately be necessary to support robust inferences about brain representations.
Brain decoding of the Human Connectome Project tasks in a dense individual fMRI dataset
Shima Rastegarnia
Elizabeth DuPré
Basile Pinsard
Lune P Bellec