Treadmill-IO: a novel multi-modal VR tool for studying learning of complex rodent behaviors

dc.contributor.advisorKemere, Caleben_US
dc.creatorGao, Siboen_US
dc.date.accessioned2025-01-16T19:28:37Zen_US
dc.date.created2024-12en_US
dc.date.issued2024-10-25en_US
dc.date.submittedDecember 2024en_US
dc.date.updated2025-01-16T19:28:37Zen_US
dc.description.abstractTraditionally, spatial navigation in animal models in virtual reality (VR) settings has been studied primarily using visual cues. However, few studies have investigated VR navigation in environments promoting interactions between the auditory system and hippocampus. Here I present a novel multi-modal virtual reality system that can be defined by either visual, sound, or both stimuli that are modulated based on the animal’s real-time position. To examine how the hippocampus represents the visual and sound environment, I developed a hippocampus-depend task where animals are trained to lick for a reward on each lap in the reward zone. I report behavioral evidence that mice can learn to navigate in our sound VR task. Similarly, in the visual VR environment, I replaced the sound stimuli with different types of visual stimuli in the same location to preserve the spatial information for both types of VR environments and observed the same result. There has been an increasing volume of research that requires a large amount of resources used on high-throughput animal training in difficult tasks. Evidently, how to make informed decisions early in the training is important to any experimenter so that valuable resources and time are not wasted on animals that are not able to learn. Here I present possible parameters that could differentiate learners from non-learners, namely lick probability, lick selectivity, lick rate, percentage of valid laps, average speed, and lick latency. I observe that learners have a higher lick probability, and low lick latency while maintaining a high percentage of valid laps, on the other hand, non-learners exhibit low lick probability, and high lick latency with a low percentage of valid laps. During the transition of different maze-length environments, learners exhibit an increase in average speed while non-learners maintain or exhibit a decrease in speed. With combined information from these parameters, experimenters can now focus on using resources more efficiently thus contributing to a faster turnover for research.en_US
dc.embargo.lift2026-12-01en_US
dc.embargo.terms2026-12-01en_US
dc.format.mimetypeapplication/pdfen_US
dc.identifier.urihttps://hdl.handle.net/1911/118156en_US
dc.language.isoenen_US
dc.subjectVRen_US
dc.subjecthead-fixed miceen_US
dc.subjectbehaviorsen_US
dc.subjectcalcium imagingen_US
dc.subjectminiscopeen_US
dc.subjecthippocampusen_US
dc.subjectopen-source systemen_US
dc.titleTreadmill-IO: a novel multi-modal VR tool for studying learning of complex rodent behaviorsen_US
dc.typeThesisen_US
dc.type.materialTexten_US
thesis.degree.departmentElectrical and Computer Engineeringen_US
thesis.degree.disciplineElectrical & Computer Eng.en_US
thesis.degree.grantorRice Universityen_US
thesis.degree.levelDoctoralen_US
thesis.degree.nameDoctor of Philosophyen_US
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