2018
DOI: 10.1101/462028
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On the adaptive behavior of head-fixed flies navigating in two-dimensional, visual virtual reality

Abstract: A navigating animal’s sensory experience is shaped not just by its surroundings, but by its movements within them, which in turn are influenced by its past experiences. Studying the intertwined roles of sensation, experience and directed action in navigation has been made easier by the development of virtual reality (VR) environments for head-fixed animals, which allow for quantitative measurements of behavior in well-controlled sensory conditions. VR has long featured in studies of Drosophila melanogaster, bu… Show more

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Cited by 1 publication
(3 citation statements)
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“…For testing the setup for fly behavior, we used a simple VR with a single bright stripe of 10 degree width and 45 degree height projected onto a two-part screen similar to [7] of 9 mm height and 2 times 18 mm width made out of black paper. The fly’s head was fixed to its thorax with UV glue, and the wings were glued to the tethering pin using UV glue to encourage walking behavior [17].…”
Section: Resultsmentioning
confidence: 99%
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“…For testing the setup for fly behavior, we used a simple VR with a single bright stripe of 10 degree width and 45 degree height projected onto a two-part screen similar to [7] of 9 mm height and 2 times 18 mm width made out of black paper. The fly’s head was fixed to its thorax with UV glue, and the wings were glued to the tethering pin using UV glue to encourage walking behavior [17].…”
Section: Resultsmentioning
confidence: 99%
“…A schematic of the setup is shown in Figure 1. Two digital micromirror devices (DMD, DLP LightCrafter 6500 by Texas Instruments) were used for projecting the VR onto an angled screen from two sides [8, 7]. The projectors are FullHD digital micromirror devices with HDMI and DisplayPort interfaces allowing them to display images the same way as standard monitors.…”
Section: Methodsmentioning
confidence: 99%
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