real neuroscience in virtual worlds

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Real neuroscience in virtual worlds Daniel A Dombeck 1 and Michael B Reiser 2 Virtual reality (VR) holds great promise as a tool to study the neural circuitry underlying animal behaviors. Here, we discuss the advantages of VR and the experimental paradigms and technologies that enable closed loop behavioral experiments. We review recent results from VR research in genetic model organisms where the potential combination of rich behaviors, genetic tools and cutting edge neural recording techniques are leading to breakthroughs in our understanding of the neural basis of behavior. We also discuss several key issues to consider when performing VR experiments and provide an outlook for the future of this exciting experimental toolkit. Addresses 1 Department of Neurobiology, Northwestern University, Pancoe Laboratory, Evanston, IL 60208, USA 2 Janelia Farm Research Campus, Howard Hughes Medical Institute, 19700 Helix Drive, Ashburn, VA 20147, USA Corresponding authors: Dombeck, Daniel A. ([email protected]) and Reiser, Michael B. ([email protected]) Current Opinion in Neurobiology 2012, 22:3–10 This review comes from a themed issue on Neurotechnology Edited by Winfried Denk and Gero Miesenbo ¨ ck Available online 2nd December 2011 0959-4388/$ see front matter # 2011 Elsevier Ltd. All rights reserved. DOI 10.1016/j.conb.2011.10.015 Introduction The behaviors of animals have long fascinated naturalists, who observed animals in their native environments. A more mechanistic understanding of behavior was taken up by the ethologists who combined fieldwork with experiments conducted under more controlled situations where behavioral strategies could be isolated and tested [1]. The spirit of these early investigators is alive and well today and inspires at least two popular approaches to the study of neuronal mechanisms of behavioral control: attaching miniaturized recording devices onto freely man- euvering animals as they interact with a controlled environment and adapting larger recording systems to restrained animals that are stimulated by animal move- ment controlled dynamic sensory environments. This latter approach a form of virtual reality (VR) for animals becomes all the more powerful when it is applied to the small number of organisms, such as flies, mice, zebrafish, and worms that have become genetic model systems in the neuroscience community. While VR has been used for decades in primates to study the neural basis of behavior [25], it is currently only in these model systems that wide-ranging investigations that com- bine methods in molecular biology, genetics, neural recording, and behavior are possible. We therefore restrict our focus to recent research that has used or made possible VR as a means to dissect the neural circuitry underlying behavior in genetic model organisms. What is virtual reality and why should one use it? In general, a VR experiment consists of a simulated environment that is sensed by the animal and is updated based on the animal’s actions (Figure 1a). The interaction between the animal and the environment must be para- metric; that is, movements of the animal must map to trajectories in parameter space, which in turn correspond to updates of the virtual world. While the simulation is often imperfect, the goal of these methods is to reproduce a sufficiently convincing subset of the stimuli that the animal would sense while freely moving within the real analog of the virtual environment. Virtual environments are often implemented as computer-controlled visual worlds displayed around the animal (Figure 1b,c), but the stimulus space could also include or be defined entirely by tactile, olfactory, auditory or other cues. VR environments are implemented as closed-loop (feedback) systems where the actions of the animal in response to the synthesized cues up to time T are detected and used to generate the next ‘view’ of the virtual environment at time T + Dt. This approach is in sharp contrast to most neuroscience studies that are based on an open-loop system in which the stimulus conditions are presented independently of the animal’s response to stimuli (or in which the experimenter adapts stimulus parameters based on the animal’s responses across, but not within, trials [6]). The VR approach has two primary advantages: first, a much finer analysis of perception is enabled since the experimenter can control and record the sequence of stimuli that animals receive, and second, restraining the bodies and/or heads of animals during VR based behaviors enables the application of a wide range of high precision functional neural recording techniques. For example, recording neural activity with two-photon microscopy, whole cell patch clamp, or MRI requires a high degree of mechanical stability of the animal’s head since movements during recording could cause significant distortions of the recorded signals. These techniques are difficult or impossible to apply during the freely moving Available online at www.sciencedirect.com www.sciencedirect.com Current Opinion in Neurobiology 2012, 22:310

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Real neuroscience in virtual worldsDaniel A Dombeck1 and Michael B Reiser2

Available online at www.sciencedirect.com

Virtual reality (VR) holds great promise as a tool to study the

neural circuitry underlying animal behaviors. Here, we discuss

the advantages of VR and the experimental paradigms and

technologies that enable closed loop behavioral experiments.

We review recent results from VR research in genetic model

organisms where the potential combination of rich behaviors,

genetic tools and cutting edge neural recording techniques are

leading to breakthroughs in our understanding of the neural

basis of behavior. We also discuss several key issues to

consider when performing VR experiments and provide an

outlook for the future of this exciting experimental toolkit.

Addresses1 Department of Neurobiology, Northwestern University, Pancoe

Laboratory, Evanston, IL 60208, USA2 Janelia Farm Research Campus, Howard Hughes Medical Institute,

19700 Helix Drive, Ashburn, VA 20147, USA

Corresponding authors: Dombeck, Daniel A.

([email protected]) and Reiser, Michael B.

([email protected])

Current Opinion in Neurobiology 2012, 22:3–10

This review comes from a themed issue on

Neurotechnology

Edited by Winfried Denk and Gero Miesenbock

Available online 2nd December 2011

0959-4388/$ – see front matter

# 2011 Elsevier Ltd. All rights reserved.

DOI 10.1016/j.conb.2011.10.015

IntroductionThe behaviors of animals have long fascinated naturalists,

who observed animals in their native environments. A

more mechanistic understanding of behavior was taken

up by the ethologists who combined fieldwork with

experiments conducted under more controlled situations

where behavioral strategies could be isolated and tested

[1]. The spirit of these early investigators is alive and well

today and inspires at least two popular approaches to the

study of neuronal mechanisms of behavioral control:

attaching miniaturized recording devices onto freely man-

euvering animals as they interact with a controlled

environment and adapting larger recording systems to

restrained animals that are stimulated by animal move-

ment controlled dynamic sensory environments. This

latter approach — a form of virtual reality (VR) for

animals — becomes all the more powerful when it is

applied to the small number of organisms, such as flies,

mice, zebrafish, and worms that have become genetic

www.sciencedirect.com

model systems in the neuroscience community. While

VR has been used for decades in primates to study the

neural basis of behavior [2–5], it is currently only in these

model systems that wide-ranging investigations that com-

bine methods in molecular biology, genetics, neural

recording, and behavior are possible. We therefore restrict

our focus to recent research that has used or made

possible VR as a means to dissect the neural circuitry

underlying behavior in genetic model organisms.

What is virtual reality and why should one useit?In general, a VR experiment consists of a simulated

environment that is sensed by the animal and is updated

based on the animal’s actions (Figure 1a). The interaction

between the animal and the environment must be para-

metric; that is, movements of the animal must map to

trajectories in parameter space, which in turn correspond

to updates of the virtual world. While the simulation is

often imperfect, the goal of these methods is to reproduce

a sufficiently convincing subset of the stimuli that the

animal would sense while freely moving within the real

analog of the virtual environment. Virtual environments

are often implemented as computer-controlled visual

worlds displayed around the animal (Figure 1b,c), but

the stimulus space could also include or be defined

entirely by tactile, olfactory, auditory or other cues. VR

environments are implemented as closed-loop (feedback)

systems where the actions of the animal in response to the

synthesized cues up to time T are detected and used to

generate the next ‘view’ of the virtual environment at

time T + Dt. This approach is in sharp contrast to most

neuroscience studies that are based on an open-loop

system in which the stimulus conditions are presented

independently of the animal’s response to stimuli (or in

which the experimenter adapts stimulus parameters

based on the animal’s responses across, but not within,

trials [6]).

The VR approach has two primary advantages: first, a

much finer analysis of perception is enabled since the

experimenter can control and record the sequence of

stimuli that animals receive, and second, restraining

the bodies and/or heads of animals during VR based

behaviors enables the application of a wide range of high

precision functional neural recording techniques. For

example, recording neural activity with two-photon

microscopy, whole cell patch clamp, or MRI requires a

high degree of mechanical stability of the animal’s head

since movements during recording could cause significant

distortions of the recorded signals. These techniques are

difficult or impossible to apply during the freely moving

Current Opinion in Neurobiology 2012, 22:3–10

4 Neurotechnology

Figure 1

(b)tethered

fly

torque ≈ gain x wing beat difference

Integrate to rotational position

wing beatamplitudes

visualscene

rotationalvelocity

sensorydisturbance

visual LED display

IR LED

optical wingbeat analyzer

(c)

projector

Air

ball movementsensor

visualdisplayscreen

Head-restraint

head-restrainedmouse

(gain x velocity) for selectedball rotational components

Integrate tolinear and view angleposition

locomotionvelocity

visualscene

linear andview anglevelocity

motordisturbance

Animal

motor/virtual world coupling(dynamics)

Mapping fromvirtual world to stimuli

measuredmovement

stimulipresented

VR parameters

motor outputsensory input

sensorydisturbance

motordisturbance

(a)

(d)

centralnervous system

sensorysystems

motorsystems

measuredmovement

stimulipresented

Partially-restrained animal (e.g. tethered flying fly)

wing beat

leg movement

abdominal ruddering

head movement

visual system

olfactory system

body rotationshalteres

prosternal organ

wing hinge stretch receptor

VR instrumentation

Current Opinion in Neurobiology

(a) Schematic view of a virtual reality (VR) behavioral experiment. The animal’s movements are measured and passed through instrumentation and

computational stages (below the dashed line), whereby the motor output is coupled to movements within the virtual world, which are then mapped to

sensory stimuli. The ideal closed loop simulation aims to reproduce the typical feedback a freely moving animal would experience. In VR, the

experimenter may perturb this ideal situation by injecting a disturbance into either the motor or sensory side of these transformations. In the

corresponding open loop experiment, stimuli presented to the animals are not updated based on the animal’s motor outputs. (b) An illustrative

example of a tethered fly flight closed loop experiment. The fly is tethered above an optical wingbeat sensor. Attempted rotations of the animal are

measured as wingbeat differences which are then integrated over the update time of the system to determine angular rotations of the fly within the

virtual world; the corresponding rotations are then fed back to the fly on an LED display. This system has also been widely used to test specific

aspects of closed loop behavior by the introduction of a time varying disturbance that the flies can counteract by producing compensatory reactions.

Part of figure reproduced from [83]. (c) An illustrative example of a head-restrained mouse closed loop visual virtual reality experiment. Mouse

locomotion results in rotations of a trackball. The rotational velocity components of the ball are measured and used to define linear and view angle

velocities in the virtual world. A ‘motor disturbance’ at this stage can make this transformation nonlinear. For example, when a wall is encountered

along the virtual space trajectory, no virtual translocation would take place even though the mouse may still be running on the spherical treadmill.

The velocities are integrated over the update time of the system to determine the new virtual position and view angle. The visual scene defined by the

new position and angle is computer rendered and displayed on a screen surrounding the mouse. Part of figure reproduced from [31�,37�]. (d) A

schematic model of the animal’s nervous system engaged in VR, with specific examples based on tethered fly flight. This view demonstrates that VR

experiments typically only stimulate and measure a fraction of the animal’s sensory and motor systems. As in (b), the wing beat output is measured

and fed back as updates of the visual display. Additionally, a typical experiment may contain several other cases: intact proprioceptive feedback

represented by the dashed line (such as wing motion sensed by stretch receptors), sensory systems that are intact but unstimulated in this

experiment (such as the antennal olfactory system), others that are intact but prevented from being stimulated by the animal’s restraint (such as the

angular velocity sensing halteres), and proprioceptive inputs that are disrupted since the animal’s movements are partially disturbed (such as the

head position sensing prosternal organ). On the motor side there are several outputs that are clamped due to tethering and head fixation (such as

head and body movement), or are free to move but either unmeasured or detected but not used to update the presented sensory inputs (such as

motion of the abdomen and legs).

Current Opinion in Neurobiology 2012, 22:3–10 www.sciencedirect.com

Real neuroscience in virtual worlds Dombeck and Reiser 5

behaviors that are of great interest to neurobiologists; VR

provides the ability to reproduce many of these behaviors

in restrained animals where high precision functional

recordings are more feasible. By combining these

methods with genetic techniques [7], especially those

that enable the labeling of specific cell types for targeted

electrophysiology, with a reporter for functional imaging

[8,9], or with a light activated protein for optogenetic

control in model systems [10], we expect that dramatic

progress will be made in dissecting the neural circuitry

underlying behavior.

The ‘nuts and bolts’: experimental paradigmsand technologies enabling VRThe realization of a VR system enabling the two main

advantages listed above requires three general categories

of methods and components:

1. Animal restraint: The simultaneous measurement of

neural activity and behavior in VR requires restricting

the animal so that the stimuli can be sensed while

providing enough freedom of mobility for the animal

to move in response to the environment. Progress

towards this goal was built on efforts to develop high

resolution functional neural recording experiments in

which animals were awake but fully immobilized;

these experiments were further developed to enable

the same types of recordings in animals with increasing

mobility, which leads to feedback signals that can be

used in a VR paradigm [11–23]. For example, the focus

on fly behavior in the 1960s at the Institute for

Biological Cybernetics in Tubingen, popularized

studies of the many behaviors that can be measured

from tethered flying flies (Figure 1b) whose wings are

free to beat [24]. Conceptually similar experiments

have been carried out by restraining the head of

zebrafish in agarose while leaving its tail free to swim

[25] or restraining the movements of locomoting C.elegans in microfluidic devices [11]. The technique of

restraining the body or head of animals has been

extended by allowing animals to locomote on a

‘spherical treadmill,’ that is usually an air-supported

ball [26–30]; the head-restrained version of this

experimental preparation has become a popular way

to measure behavior-related neural activity in legged

animals using two-photon microscopy [8,31�,32,33,34�]and electrophysiological methods [28,35].

2. Virtual world generation and display: Generating a VR

simulation requires some attention to the details of the

stimulated sensory system(s). Visually defined virtual

environments have dominated the field of animal VR

and offer a good example of how to determine the

parameterization of stimulus presentation. The visual

system of mice and rats, for example, is defined by

large light collecting power, low acuity and a large solid

angle field of view. The construction of an ideal VR

www.sciencedirect.com

system for rodents therefore requires a large panoramic

display with relatively low resolution and low

illumination level; this has been achieved using the

combination of a projector and an angular amplification

mirror [36] to illuminate a large omni-max like toroidal

screen [31�,37�,38�]. The update time of the environ-

ment (Dt) is critically important to providing a high-

fidelity simulation to the animals, as it sets the closed-

loop systems bandwidth. In general, Dt should not be

greater than the animal’s corresponding reaction time,

or else the closed-loop behavioral experiment may

suffer from instabilities. To accommodate the reaction

time of rodents (�100 ms [39]), modern graphic

display software on PCs have been used to generate

the VR simulations using tools like openGL [38�] or a

video game engine [31�,37�]. Similar considerations of

fly vision (reaction times on the order of 80 ms [40]

with lower visual acuity and a larger sampling of visual

space [41] in comparison to mice) have led to the

development of VR systems based on arrays of LEDs

[42�]. A recent version of these LED display systems

makes use of programmable microcontrollers to

achieve deterministic control of the timing of

displayed scenes, together with higher level exper-

imental control and data acquisition carried out on a

PC [83]. Similarly for larval zebrafish (reaction times in

the range of 10’s of ms [43] to �100 ms [44�]), VR has

been implemented using a DLP projector to display

patterns on a small screen below the fish using PCs

running DirectX3D or Labview [15�,44�].Additional parameters may prove to be important if the

virtual environment is defined by different senses and

stimuli. For example, in comparison to light based

stimulation, the diffusion and clearance time of odors

impose markedly different constraints that must be

considered in the design of olfactory-defined virtual

environments.

3. Measuring animal movements: The animal tethering

methods discussed above allow for precise measure-

ments of animal movements that can be transformed

into feedback signals for use in updating the VR

simulation loop (Figure 1). The wing beating move-

ment of tethered flies, for example, has been recorded

with an electromechanical torque meter [24] or via

optical wing tracking [45]. The walking movements of

head-restrained rodents on modern implementations

of a spherical treadmill have been measured using an

optical computer mouse sensor placed in close

proximity to the ball [28,32,34�,38�]. High speed

cameras have been used to monitor the movements of

unrestrained zebrafish [15�] and tail movements in

head fixed zebrafish [44�] for use as a feedback signal

in VR paradigms.

Once the movements are recorded, it is necessary to

determine which movement components will be used

and how they will be processed (see Considerations) to

update the next view of the virtual environment. For

Current Opinion in Neurobiology 2012, 22:3–10

6 Neurotechnology

example, head-restrained mice running on a spherical

treadmill (Figure 1c) can rotate the ball around any of

three orthogonal axes; of the three possible movement

components, the yaw movement of the ball (around

the vertical axis) is a natural choice for updating the

view angle of the virtual environment, while the

movement of the ball around the horizontal axis can be

used as a control signal for forward and backward

movements in the virtual environment (the third axis

of ball movement is not required and not recorded).

VR to study the neural activity underlyingbehaviorWhile the powerful combination of VR, behavior, and high

precision functional recording and/or stimulation have thus

far only been accomplished in mice (see below); these

methods offer great future promise for understanding the

neural basis of behavior in other genetic model systems.

Recent progress on many fronts suggests that these are only

the early days of a rapidly growing field that will soon

expand to flies, fish, and possibly worms. In this section, we

cover the recent results from rodents, and the work that will

likely soon make these same experiments possible in flies

and fish. As a preview of what may be possible with genetic

organisms, we also cover some of the relevant VR research

performed in primates and humans.

Animal spatial navigation is one of the most widely

studied behaviors [46,47] and consequently there has

been great interest in reproducing these navigation beha-

viors within a VR system. One of the first studies to

demonstrate locomoting animals interacting with a virtual

visual environment involved body tethered rats maneu-

vering on a large trackball [38�]. Rats were trained to run

from point to point in an infinite repeating square grid in

virtual space. One goal of such experiments is to activate

the navigation neural circuitry during virtual navigation in

the same way that it is activated in freely moving animals

in real environments. Where possible, it is therefore

critical to record the neural activity within relevant cir-

cuitry and make a comparison to the same activity

measured in the freely moving animals. Such a compari-

son was made for hippocampal place cells in head fixed

mice navigating along a virtual linear track [31�,37�].These studies found that several key features of virtual

place cells were highly similar to those measured from

place cells in freely moving rodents. Having validated the

success of appropriately activating the navigation circuitry

during locomotion in head-fixed mice, the unique poten-

tial of the combination of all of the methods discussed in

this review was then used by these studies to answer

questions that were previously inaccessible. For example,

the subthreshold membrane potential in place cells was

examined using whole cell patch recordings [37�] and the

spatial organization of place cells was studied using two-

photon microscopy [31�].

Current Opinion in Neurobiology 2012, 22:3–10

The recent development of a visual place memory para-

digm for flies [48] demonstrates that VR navigation-based

studies in flies may already be possible, since the tech-

nological components are available to be combined to

achieve the goals outlined in this review. VR techniques

have been used in a range of fly studies as varied as long

range navigation [45], control of flapping [49], visual

pattern learning [50], and navigation strategies based

on visual cues [40]. Recent developments have adapted

these behavioral methods to experiments using either

whole cell patch clamp [18�] or extracellular recordings

from visual system interneurons in tethered flying flies

[51] and functional two photon microscopy from visual

neurons in walking tethered flies during visual motion

stimulation [52]. Rapid progress from zebrafish research-

ers will soon bring the behavioral richness of observa-

tional studies [44�] together with functional two photon

microscopy [14,15�] under VR conditions.

VR in worms may be possible using olfaction, tempera-

ture, or even light based environments. While a range of

orientation behaviors have been studied in C. elegans —

including phototaxis [53] — the translation of these stu-

dies into practical VR paradigms might be an exciting

next step, capitalizing on the experimental tractability of

that organism’s nervous system [54–56] and the relative

ease of optical access for calcium imaging [8,11,57,58].

There are several other interesting extensions of visual

VR experiments that provide ample inspiration for stu-

dies with genetic model systems. In one extreme, it has

been possible to study navigation related neural circui-

try in immobile humans and primates that are interact-

ing with a visual virtual world [59–64], much like the

navigation based ‘first person shooter’ video games that

involve virtual world translocation driven by minimal

real world movement by the subject (i.e. finger move-

ments). The relative immobility of the subjects in these

experiments makes them ideal platforms for the appli-

cation of MRI [63,64] or extracellular single unit [59–61]

recordings to assess brain activity. In fact, these record-

ings have shown a remarkable activation of the naviga-

tion circuitry, even while the subjects are immobile. On

the other extreme, it has been possible to present a

virtual world to animals that are freely moving in a small

arena: while the animals maneuver in the environment,

the visual cues on the surrounding walls are manipulated

in closed-loop based on on-line video tracking of the

animals’ current position [15�,42�,65]. This allows for

implementing unnatural coupling between the visual

scene and the animals’ movements and can be used to

study the components of visually guided behaviors, such

as the optomotor response and object-directed loco-

motion. These developments suggest that in the near

future we might see experimenters integrating freely

moving animal VR experiments with miniaturized

recording systems.

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Real neuroscience in virtual worlds Dombeck and Reiser 7

Considerations for VR experimentsBy design, VR experiments are implemented as closed-

loop systems and as a consequence, scientists who pursue

these methods must grapple with the often non-intuitive

properties of feedback systems. In particular all feedback

systems must be ‘tuned’ in some way; classical feedback

systems are parameterized to allow the designer to balance

the speed and the stability of the closed-loop system. The

simplest form of coupling between the animal’s measured

motor output and subsequent stimuli presentations are

implemented as linear (proportional) relationships, where

the feedback law is literally the equation of a line (in the

form of output = input � gain + offset). In the realm of

behavioral VR these considerations become immediately

relevant — if the gain is set too low, the animal will hardly

notice the consequence of motor actions, but if the gain is

too high, the changes in presented stimuli will amplify

minute reactions of the animals. In either extreme the

closed-loop system will suffer from instabilities that must

be empirically tuned away. A great strength of closed-loop

control systems is that they feature a remarkable robust-

ness to a range of uncertainties, either in the parameters of

the feedback system itself (e.g. the gain) or in the repeat-

ability of the animal’s reactions. Although tuning a feed-

back loop will require some trial and error, in practice, these

behavioral closed loop systems can achieve consistent

levels of performance across animals — this is especially

true for fly flight arenas, which typically do not require any

modification to the system’s settings for years. One of the

best methods for evaluating the robustness of a closed-loop

experiment is the application of a time-varying disturbance

signal (Figure 1a,b) that without correction would cause

the animals to drift strongly in one direction, and then in

the other direction — if the animal is engaged in the

feedback loop and can control its subsequent stimuli with

motor reactions, then the animal should (at least on aver-

age) be able to trim out most of these applied disturbance

signals and maintain a straight course (this technique has

been widely used in fly work, e.g. [66]). Most feedback

loops used in practice are based on simple linear systems as

described, but far more elaborate feedback loops can be

designed, using more complex dynamical couplings (such

as higher order dynamics in the form of an ODE or the

introduction of non-linearities between inputs and

outputs, such as dead-bands, thresholds, etc.) or transform-

ations between many measured signals and high-dimen-

sional stimulus space in a design that explicitly combines

multiple measurements in the evaluation of the feedback

signal(s). In practice, however, the design of such closed-

loop behavioral systems will require significant trial and

error, since the principled methods of control theory are

best applied to deterministic physical systems rather than

behaving animals.

While certain feedback loops are maintained during VR

behavioral experiments, it is important to consider that

several others are broken. For example, head or body

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restraint (Figure 1b,c) can disrupt the elaborate control

systems that animals posses to regulate the position of

the head and eyes [67]. Since VR experiments typically

interfere with the full complement of the animal’s feed-

back systems, a model of the sort diagrammed in

Figure 1d may be a critical tool for the experimental

design and for the interpretation of surprising findings.

Having fewer feedback loops closed certainly removes

the animal’s condition further away from the natural one,

but also points to further advantages of VR methods. In

particular, it is possible to provide animals with other-

wise impossible experimental conditions, such as those

with ‘unnatural’ couplings between the animal and the

world [19,66], the stimulation of individual sensory-

motor loops in isolation, combinations of sensory cues

that do not typically occur together (cue conflict, or

simultaneous combinations of closed-loop control with

open-loop cues [40]), and the ability to make discon-

tinuous jumps in parameter space (e.g. teleportation in

the virtual world).

Restraining an animal is typically not the ideal method for

studying issues relating to motor control and the biome-

chanics of locomotion. Indeed tethered flying flies, and

head-fixed walking rodents and flies, do not locomote

with a natural gait (e.g. excessive pitching down in flying

flies [49], strong coupling of walking into rotation for

walking flies [34�] and mice [68]). Nevertheless, these

experiments succeed despite these shortcomings — but

this success is defined by necessity in a circular way, that

is the similarity of the animals’ behavior to any analogous

freely moving animal data, is itself used to determine

whether the closed-loop paradigm succeeds. Therefore, a

comparative analysis of freely walking and restrained

animal motor output can be a productive way to both

further understand motor control issues, and to improve

the fidelity of restrained animal locomotion (e.g. [30]).

Habituation to head restraint [32,34�,68] and training

animals to perform locomotion dependent tasks

[37�,38�] may be useful in recovering more natural loco-

motion gaits. Even with these limitations, the future of

restrained-animal neuroscience is bright, since in many

cases even simple behavioral simulations prove to be very

compelling (from the animal’s perspective) and make it

possible to study complex, naturalistic movements that

organize navigational strategies [69,70].

OutlookSeveral recent studies in genetic model organisms have

provided new evidence that the activity levels [18�,35]

and even the tuning and encoding properties of neurons

[51,52,71] are modulated by the behavioral state of the

animal. In general the neurons recorded in these studies

were found to be more active while the animals are

actively locomoting, and in one study this modulation

was shown to be graded, that is the more the animals

walked, the greater the enhancement in neuronal activity

Current Opinion in Neurobiology 2012, 22:3–10

8 Neurotechnology

[52]. These exciting findings present a challenge to the

design of closed-loop VR experiments, since the activity

of animals dictates not only the updates of the virtual

world but also the properties of the neurons being

measured. The analysis of these layers of modulation is

complicated by the fact that these changes typically occur

on slightly different timescales and so a reverse-corre-

lation-based approach between neurophysiology data and

the animal’s behavioral events will be challenging.

Furthermore, information theoretic analysis methods —

the workhorse of many sensory physiology studies — are

most likely not suited for the analysis of closed-loop data

since there is no well-established framework within infor-

mation theory to address the causal relationship between

input and output signals that defines closed-loop exper-

iments. Despite these challenges, in order to understand

how sensory systems truly function during behavior, these

experiments combined with a more sophisticated analysis

approach will be essential.

Most of the VR studies in genetic model organisms to

date have used visual stimuli as the means of closing the

loop, but environments supplemented with auditory,

olfactory, or tactile cues would engage an increasing

number of the animal’s natural feedback loops and would

likely lead to a more convincing simulation and increased

virtual task performance. Question about the mechanisms

of path integration or forms of inertial sensing will require

the stimulation of certain sensory systems, such as the

mammalian vestibular system or a fly’s gyroscopic hal-

teres that must use physical motion of the animal. In

principle these cues are possible to integrate, by for

example, placing the restrained animal on a robotic

motion control system (open loop studies: [72,73]).

Finally, instead of using the animal’s motor output as

the feedback signal to close the loop, a more direct route

to understanding internal brain states may be to directly

control the virtual environment with neural signals

[74,75] — an important extension that requires the de-

velopment and validation of a suitable neuronal activity

decoding scheme. This ambitious research program is

highly synergistic with efforts to develop functional

neural prosthetics [76].

Certain behaviors, such as complex social interaction,

may prove to be nearly impossible to study using VR

(but see [77]) and therefore studying the neural circuitry

underlying these behaviors at the level described in this

review will require the development of methods such as

high-resolution imaging and intracellular electrophysi-

ology for use in freely roaming animals [54,78–82]. In

light of recent successes in studying brain activity during

a diverse range of behaviors in VR, we fully expect that

this tremendous toolkit will be brought to bear on most

important problems in behavioral neuroscience in the

near future — this revolution, a century in the making,

has only just begun.

Current Opinion in Neurobiology 2012, 22:3–10

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Real neuroscience in virtual worlds Dombeck and Reiser 9

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