SciArt Magazine - All Issues | Page 34

of spaghetti, a sticky and tedious exercise. Because computers have difficulty telling neurons apart from other cells and even from empty space, software alone will not be able to correctly map the brain. We need the human eye, which is far more skilled at pattern recognition. Unfortunately, it would take a single tracer an estimated 1 trillion years to trace a human brain by hand. At this rate, the task seems like a pointless endeavor, despite all that it could reveal. We simply cannot guarantee that humans will be around long enough to reap its rewards. Enter crowdsourcing. Recognizing our collective enjoyment of puzzles, scientists have begun to tap into the potential of online games in order to assist with research as grueling as tracing neural pathways. Every week, people spend about 3 billion hours playing online games. Why not put some of that energy toward science? By creating an addictive puzzle that is accessible to anyone across the globe, from scientists to students to artists to retired gardeners, EyeWire is able to tap into th e general public’s neuro- 34 scientific potential. The game is designed like a three-dimensional puzzle, where one maps branches of a neuron from one side of a cube to the other. Starting relatively small, the focus is on mapping the neural wiring of a retina. Players scroll through the cube (measuring about 4.5 microns per side or approximately ten times smaller than the average width of a human hair) and reconstruct neurons in volumetric segments with the help of an artificial intelligence algorithm. It feels more like a coloring book than a science experiment and introduces gorgeous, scientifically accurate visuals to many who may otherwise never know what a neuron looks like. All you need to play is to take satisfaction in searching for connections and filling them in. No science background is needed. With their stunning game, created by the Seung Lab at Princeton University, EyeWire has done a phenomenal job at making neuroscience accessible. Launched in 2012, it has become so popular that over 160,000 players from 145 countries actively engage. Top players can put SciArt in America June 2015