Babis Koniaris's research while affiliated with The University of Edinburgh and other places
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Publications (15)
The lifetime of proteins in synapses is important for their signaling, maintenance, and remodeling, and for memory duration. We quantified the lifetime of endogenous PSD95, an abundant postsynaptic protein in excitatory synapses, at single-synapse resolution across the mouse brain and lifespan, generating the Protein Lifetime Synaptome Atlas. Excit...
How synapses change molecularly during the lifespan and across all brain circuits is unknown. We analyzed the protein composition of billions of individual synapses from birth to old age on a brain-wide scale in the mouse, revealing a program of changes in the lifespan synaptome architecture spanning individual dendrites to the systems level. Three...
Synapses are found in vast numbers in the brain and contain complex proteomes. We developed genetic labeling and imaging methods to examine synaptic proteins in individual excitatory synapses across all regions of the mouse brain. Synapse catalogs were generated from the molecular and morphological features of a billion synapses. Each synapse subty...
Table S1. The PSD95 and SAP102 Synaptome Parameters in Different Brain Subregions on the Whole-Mouse-Brain Scale, Related to Figure 2B
Average PSD95 and SAP102 punctum density, intensity, size, and colocalization values in different delineated brain subregions defined in the Allen Reference Atlas. The main overarching area is also indicated for ea...
Each row and column in the table represent one delineated mouse brain subregion and values in the cell represent the similarity of synaptome parameters for the two subregions.
Abbreviations: ACAd, Anterior Cingulate Area, dorsal part; ACAv, Anterior Cingulate Area, ventral part; ACB, nucleus Accumbens; AId, Agranular Insular area, dorsal part; AIv,...
Table S3. The PSD95 and SAP102 Gradients in the CA1SR of the Hippocampus, Related to Figure 5B
The PSD95 and SAP102 intensity and size parameters along the tangential (the first spreadsheet) and radial axis (the second spreadsheet) in the CA1SR of the hippocampus.
Table S4. PSD95 Synaptome Parameters in Wild-Type, Psd93−/−, and Sap102−/− Mice, Related to Figure 7A
Average PSD95 punctum density (left tables, in puncta per 100 μm2), intensity (middle tables, mean gray value, 16 bits), and size (right tables, in μm2) in wild-type (orange, n = 13), Psd93−/− (blue, n = 6) and Sap102−/− mice (green, n = 11). The...
Pre-calculated depth information is essential for efficient light field video rendering, due to the prohibitive cost of depth estimation from color when real-time performance is desired. Standard state-of-the-art video codecs fail to satisfy such performance requirements when the amount of data to be decoded becomes too large. In this paper, we pro...
Lightfield video, as a high-dimensional function, is very demanding in terms of storage. As such, lightfield video data, even in a compressed form, do not typically fit in GPU or main memory unless the capture area, resolution or duration is sufficiently small. Additionally, latency minimization--critical for viewer comfort in use-cases such as vir...
We present immersive storytelling in VR enhanced with non-linear sequenced sound, touch and light. Our Deep Media [Rose 2012] aim is to allow for guests to physically enter rendered movies with novel non-linear storytelling capability. With the ability to change the outcome of the story through touch and physical movement, we enable the agency of g...
We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive representation, we display the content in real-time according to the tracked head pose. For each frame,...
With a recent rise in the availability of affordable head mounted gear sets, various sensory stimulations (e.g., visual, auditory and haptics) are integrated to provide seamlessly embodied virtual experience in areas such as education, entertainment, therapy and social interactions. Currently, there is an abundance of available toolkits and applica...
Compelling virtual reality experiences require high quality imagery as well as head motion with six degrees of freedom. Most existing systems limit the motion of the viewer (prerecorded fixed position 360 video panoramas), or are limited in realism, e.g. video game quality graphics rendered in real-time on low powered devices. We propose a solution...
Citations
... We set out to examine PSD-95 de novo protein synthesis at individual synaptic sites preserving both molecular specificity and spatial information. To this end, we first established a pulse-chase strategy using spectrally separated, live-cell compatible HaloTag substrates applied to neuronal cultures at different time points (21,22). In detail, the chimeric PSD-95-HaloTag protein in the cells was labeled to saturation with the first fluorescent Halo substrate (pulse, 580CP-Halo, 1 µM for 2 h). ...
... Because synapses rely on a variety of postsynaptic scaffolding proteins for stabilization, 40,41 we extended our analysis to synapse-associated protein 102 (SAP102), a postsynaptic scaffolding protein that is present in a separate subset of synapses throughout the brain. 42 Total number of VGLUT1 + -SAP102 + synapses did not change after reactivation of engram B in the linked group ( Figures S4C-S4F), neither did the expression of SAP102 ( Figure S4G). Finally, we explored whether the increase in engram B activation induced by recall of A 0 in the updated group could be explained by a change in the inhibitory tone that these cells receive. ...
... Somewhat similarly, Pohl et al. have investigated the scenario of in-home streaming and propose the use of foveated compression in tandem with consumption-side gaze tracking to reduce the network load incurred by texture-compressed dynamic light fields [35]. Finally, Koniaris et al. promote the use of view-dependent decoding (i.e., transmit only those parts of the source videos of dynamic light fields that are visible to viewers) as well as view prioritization heuristics to make sure that the input views with the largest contribution to light field reconstruction are given streaming precedence [4,19]. ...
... This tool helps to capture datasets, estimate camera parameters and depth, and synthesize views using 3D warping and blending similar to OpenDIBR. Because of the integration in Deep blending IBR [21] Yes Free Welcome to light fields [35] Yes Limited LLFF [29] Yes Limited MSI [1,7,28] Some Yes Some Limited NeRF [22,30,31,37] Yes Some Free Intel FVS [38] Free ColibriVR [14] Yes Yes Free Koniaris et al. [26] Yes Yes Free TMIV [44] Yes Yes Free Bonatto et al. [6] Yes Yes Free OpenDIBR (Ours) Yes Yes Yes Free ...
... Annexing Reality predicts possible overlays of virtual objects onto the nearest physical match in the player's view, like a bottle representing a light-saber [24]. IRIDiuM+ includes the active and passive "walkable haptics" of vibrating carpetlike materials and the "air haptics" of actuated fans [34]. Work that considers both the user and the environment begins to resemble interactive theatre (e.g., Sleep No More [51]), in which a user interacts within the bounds of a constructed space. ...
... Recent advancements in neural interfaces have demonstrated the great potential of interactive devices that directly interface with the human body and interpret neuronal activities for downstream tasks [Anumanchipalli et al. 2019;Flesher et al. 2021;Hochberg et al. 2012;Willett et al. 2021]. Among these interfaces, EMG has emerged as a promising interaction medium, especially in VR and AR [Hirota et al. 2018;Koniaris et al. 2016;Tsuboi et al. 2017]. A major benefit of EMG for immersive interaction is the potential that it offers for completely bypassing the often-used solution of camera-based tracking, which has serious side effects of being open to limitation by occlusions and field of view [Pai et al. 2019]. ...
... A series of prototyping toolkits associated with vibrotactile arrays have become popular among research domains [31,63,64], and useful for conveying a unique set of sensory feedback on the skin. VITAKI [42] and Stereohaptics [24] are vibrotactile prototyping toolkits targeting prototyping and testing of new interactions for virtual reality applications and video games. They presented hardware and software elements that facilitate the overall functioning of the actuators together with the virtual contents. ...