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<h1>The vestibulo-ocular reflex: computation in the cerebellar
flocculus</h1>

<p class='author'>
<a href='mailto:dog&#064;bluezoo.org'>Christopher Burdess</a>
</p>

<p><b>Table of contents</b></p>
<ul>
  <li><a href='#introduction'>Introduction</a>

    <div style='margin-left: 2em'>
    <ul>
      <li><a href='#abstract'>Abstract</a></li>
      <li><a href='#stimulus'>Stimulus</a></li>
      <li><a href='#response'>Response</a></li>
      <li><a href='#normal_performance'>Normal performance</a></li>
      <li><a href='#conventions'>Conventions</a></li>
    </ul>
    </div>
  </li>
  <li><a href='#kinematics'>Kinematics of the vestibulo-ocular reflex</a>
    <ul>
      <li><a href='#coordinate_systems'>Coordinate systems: defining
        rotations</a>
        <ul>
          <li><a href='#rotation_matrices'>Rotation matrices</a></li>
          <li><a href='#quaternions'>Quaternions and rotation
vectors</a></li>
        </ul>
      </li>
      <li><a href='#eye_position'>Effects of eye position</a>
        <ul>
          <li><a href='#listings_law'>Listing’s Law</a></li>
        </ul>
      </li>
    </ul>
  </li>
  <li><a href='#neurophysiology'>Neurophysiology of the vestibulo-ocular
    reflex</a>
    <ul>
      <li><a href='#anatomy'>Anatomy and function</a>
        <ul>
          <li><a href='#afferent'>Receptors and afferent vestibular
          fibres</a></li>
          <li><a href='#efferent'>Efferent vestibular fibres and the
            extraocular system</a></li>
          <li><a href='#vestibulocerebellum'>The
vestibulocerebellum</a></li>
        </ul>
      </li>
      <li><a href='#pathology'>Pathology</a>
        <ul>
          <li><a href='#clinical_conditions'>Clinical conditions</a></li>
        </ul>
      </li>
      <li><a href='#learning'>Learning</a>
        <ul>
          <li><a href='#sites'>Sites of learning</a></li>
          <li><a href='#pathways'>Properties of VOR pathways</a></li>
          <li><a href='#mechanisms'>Neural learning mechanisms</a></li>
        </ul>
      </li>
    </ul>
  </li>
  <li><a href='#model'>A computational model of floccular development</a>

    <div style='margin-left: 2em'>
    <ul>
      <li><a href='#motivation'>Motivation</a></li>
      <li><a href='#method'>Method</a></li>
      <li><a href='#results'>Results</a></li>
      <li><a href='#model_learning'>Learning</a></li>
    </ul>
    </div>
  </li>
  <li><a href='#conclusion'>Conclusion</a></li>
  <li><a href='#references'>References</a></li>
</ul>

<div>
Note: this document contains equations in the
<a href='http://www.w3.org/Math/'>MathML</a> format. If your browser cannot
understand this format, the above link may help to locate one that does.
You may also find a PDF copy <a href='vor.pdf'>here</a>.
</div>
<hr />

<h3>Introduction</h3>

<h5>Abstract</h5>

<div>
The function of the vestibulo-ocular reflex, commonly known as the VOR, is
to
stabilise an image on the surface of the retina during head movement. One of
the parts of the brain involved in this reflex is the flocculus in the
cerebellum, which integrates information from multiple sources, including
the
vestibular apparatus in the labyrinth of the middle ear, motion detectors in
visual cortex, and afferents from the muscles of the neck and eye. Research
has shown (<a href='#VX1994'>van der Steen et al [1994]</a> and others) that
the flocculus is organised in a topographically ordered way, such that
oculomotor responses elicited by stimulation of neighbouring areas of
flocculus are close together in rotational-geometric space. This paper
describes the vestibulo-ocular reflex in some detail, both from the
mathematical and neurophysiological perspectives, and presents a
computational
model of how this topographic organisation can come to be learned from the
information presented to the structure.
</div>

<h5>Stimulus</h5>

<div>
The stimulus for the VOR is head acceleration, detected by the vestibular
apparatus of the middle ear, which is comprised firstly of the labyrinth,
three semicircular canals at approximately 90° to each other, which can
gauge
acceleration around the three (roughly) orthogonal axes, and secondly of the
otoliths, the utricle and the saccule, which are primarily concerned with
acceleration with respect to gravity. The labyrinthine canals are filled
with
endolymph fluid, which moves relative to the walls of the canal during head
acceleration as a result of inertia; this movement disrupts hair cells or
follicles which protrude into the canals, bending them in one direction or
another, and thus causing them to depolarise or hyperpolarise according to
their orientation.
</div>

<h5>Response</h5>

<div>
The VOR achieves stabilisation of the object in the visual field by
controlling the eye muscles in such a way as to compensate for this head
acceleration. If this control were calculated cortically (smooth pursuit),
the
object would smear over the retina as the cortical pathways are too long and
involved, and hence slow. This would be a very bad thing for predatory
agents,
since they would have to stop every time they wanted to get an adequate fix
on
their prey, and possibly equally disabling for the prey itself. Thus, the
VOR
must be a fast, accurate reflex. Compensatory eye movements begin
approximately 14ms after initiation of head acceleration, depending on the
head velocity (we will return to this later).
</div>

<h5>Normal performance</h5>

<div>
The <i>gain</i> of the VOR is defined as eye speed over head speed, a
simplistic and inaccurate measure of the performance of a complex
three-dimensional rotation, yet often used to describe this performance. In
these terms, the gain of the VOR in normal mammals is very close to 1 even
in
darkness at head speeds of up to 300°/s due to its dependence on vestibular
rather than visual stimuli. To demonstrate the VOR in action, try this small
experiment:
</div>
<ol>
  <li>Keep your head facing in one direction, and move your hand fairly
    quickly backwards and forwards in front of you, trying to track only
with
    your eyes. The image of your hand is blurry.</li>
  <li>Now keep your hand still and move your head from side to side. Even
when
    the speeds are about the same, the image of your hand is much crisper in
    this condition.</li>
</ol>

<div>
In the second condition, information from the vestibular apparatus is
integrated with visual information to provide much faster responses for the
eye muscles. The image of your hand will not appear smeared unless the slip
over your retina is greater than about four degrees per second.
</div>

<h5>Conventions</h5>

<div>
Many neurophysiologists describe head and eye movements with respect to
planes: the frontal, sagittal, and transverse (horizontal) planes. In this
paper I shall consistently use descriptions of eye and head movements as
rotations around axes with such terms as pitch, yaw, and roll. These terms
are
defined as follows: pitch is rotation about the horizontal (interaural)
axis,
yaw is rotation about the vertical (ground-orthogonal) axis, and roll, or
torsion, is rotation around the line of sight (naso-occipital) axis. These
terms are normally intended to refer to eye orientations in a head-centred
coordinate system.
</div>

<div>
I shall use the terms “saccade” and “saccadic eye movement” to describe both
a
vector representing VOR gain and the fast component of nystagmus (a
vestibular-oculomotor disorder, sometimes very brief, characterised by the
eyes “following” an imaginary target from one side to the other and then
quickly jumping back to the first side to begin the scan again). In these
cases, all that is being referred to is “some fast eye rotation”, in
contrast
to smooth-pursuit eye movements such as the slow component of nystagmus.
</div>

<div>
Some neurophysiologists have been concerned over the use of the nomenclature
describing cerebellar components of the VOR. In this paper, as in the vast
majority of the research done on the VOR, I use the term “cerebellar
flocculus” to cover a structure that, it has been pointed out, consists of
the
ventral paraflocculus rostrally and the flocculus caudally (<a
href='#LX1994b'>Lisberger et al [1994b]</a>). This may be of concern, since
the ventral paraflocculus and flocculus differ in the origin of their visual
mossy fibres despite being anatomically similar in other respects (their
inputs and outputs). However, since it has not yet been shown that one or
other of these structures is not definitively involved in the VOR, and they
do
both appear to be involved in such motor learning, I consider the
distinction
unnecessary.
</div>

<h3>Kinematics of the vestibulo-ocular reflex</h3>

<h4>Coordinate systems: defining rotations</h4>

<h5>Rotation matrices</h5>

<div>
In order to define eye movements in three dimensions we must first establish
two coordinate systems, one head-fixed (<math
xmlns='http://www.w3.org/1998/Math/MathML'>
  <mrow>
    <mfenced open='{' close='}'>
      <msub>
        <mi mathvariant='bold'>h</mi>
        <mn>1</mn>
      </msub>
      <msub>
        <mi mathvariant='bold'>h</mi>
        <mn>2</mn>
      </msub>
      <msub>
        <mi mathvariant='bold'>h</mi>
        <mn>3</mn>
      </msub>
    </mfenced>
  </mrow>
</math>
) and one eye-fixed (<math xmlns='http://www.w3.org/1998/Math/MathML'>
  <mrow>
    <mfenced open='{' close='}'>
      <msub>
        <mi mathvariant='bold'>e</mi>
        <mn>1</mn>
      </msub>
      <msub>
        <mi mathvariant='bold'>e</mi>
        <mn>2</mn>
      </msub>
      <msub>
        <mi mathvariant='bold'>e</mi>
        <mn>3</mn>
      </msub>
    </mfenced>
  </mrow>
</math>
), where 1, 2, and 3 in each case refer to torsional, horizontal, and
vertical components of the coordinate system. We can then describe any eye
rotation by means of a matrix multiplication operating over the head
coordinates; for instance, a purely torsional eye movement with an angle of
<math xmlns='http://www.w3.org/1998/Math/MathML'>
  <mi mathvariant='italic'>&theta;</mi>
</math>
 could be described by the matrix

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
  <mrow>
    <mo fence='true'>&#x2225;</mo>
    <mrow>
      <msup>
        <mi mathvariant='bold'>v</mi>
        <mi>L</mi>
      </msup>
      <mo>-</mo>
      <msubsup>
        <mi mathvariant='bold'>w</mi>
        <msup>
          <mi>c</mi>
          <mi>L</mi>
        </msup>
        <mi>L</mi>
      </msubsup>
    </mrow>
    <mo fence='true'>&#x2225;</mo>
    <mo>&le;</mo>
    <mo fence='true'>&#x2225;</mo>
    <mrow>
      <msup>
        <mi mathvariant='bold'>v</mi>
        <mi>L</mi>
      </msup>
      <mo>-</mo>
      <msubsup>
        <mi mathvariant='bold'>w</mi>
        <mi>i</mi>
        <mi>L</mi>
      </msubsup>
    </mrow>
    <mo fence='true'>&#x2225;</mo>
  <mo>&forall;</mo>
  <mi>i</mi>
  </mrow>
</math>
,
</div>

<div>
a movement around the horizontal axis with the same angle could be
described as
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mrow>
  <mo>&Delta;</mo>
  <msubsup>
   <mi mathvariant='bold'>w</mi>
   <mi>i</mi>
   <mi>L</mi>
  </msubsup>
  <mo>=</mo>
  <msup>
   <mi>&eta;</mi>
   <mi>L</mi>
  </msup>
  <msubsup>
   <mi>h</mi>
   <msup>
    <mi>i,c</mi>
    <mi>L</mi>
   </msup>
   <mi>L</mi>
  </msubsup>
  <mfenced>
   <mrow>
    <msup>
     <mi mathvariant='bold'>v</mi>
     <mi>L</mi>
    </msup>
    <mo>-</mo>
    <msubsup>
     <mi mathvariant='bold'>w</mi>
     <mi>i</mi>
     <mi>L</mi>
    </msubsup>
   </mrow>
  </mfenced>
  <mo>&forall;</mo>
  <mi>i</mi>
 </mrow>
</math>
,
</div>

<div>
and a movement around the vertical axis would be
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mrow>
    <msup>
     <mi mathvariant='bold'>v</mi>
     <mi>S</mi>
    </msup>
    <mo>=</mo>
    <msup>
     <mi mathvariant='bold'>v</mi>
     <mi>L</mi>
    </msup>
    <mo>+</mo>
    <mfrac>
     <mrow>
      <munder>
       <mo>&sum;</mo>
       <mi>i</mi>
      </munder>
      <msubsup>
       <mi>h</mi>
       <msup>
        <mi>i,c</mi>
        <mi>L</mi>
       </msup>
       <mi>S</mi>
      </msubsup>
      <msubsup>
       <mi mathvariant='bold'>w</mi>
       <mi>i</mi>
       <mi>S</mi>
      </msubsup>
     </mrow>
     <mrow>
      <munder>
       <mo>&sum;</mo>
       <mi>i</mi>
      </munder>
      <msubsup>
       <mi>h</mi>
       <msup>
        <mi>i,c</mi>
        <mi>L</mi>
       </msup>
       <mi>S</mi>
      </msubsup>
     </mrow>
    </mfrac>
 </mrow>
</math>
.
</div>

<div>
However, despite the simplicity with which such matrices are applicable in
one dimension at a time, pure three-dimensional rotations cannot be
determined
straightforwardly from these equations.
</div>

<div>
One of the most salient questions in defining a coordinate system for
describing three-dimensional rotational eye movements is the <i>order</i>
the
rotations are carried out. Normally two such orders are considered: the
Helmholtz-gimbal and the Fick-gimbal. The Fick-gimbal, initially considered
a
sensible reference system for eye movements, relies on the idea of first
specifying horizontal movement, then vertical, and finally torsion. The
Helmholtz-gimbal, in contrast, is characterised by a rotation about the
horizontal axis, then a rotation about the vertical axis, and finally a
rotation around the line of sight. This was considered to be advantageous by
<a href='#vH1866'>von Helmholtz [1866]</a> since variations of head pitch
make
the concept of a horizontal eye movement (i.e. rotation about
earth-vertical)
difficult; however, it is in fact quite arbitrary.
</div>

<div>
Different gimbal systems will specify different values for the components
in the rotation matrices required to perform the same rotation.
Experimentation by <a href='#TX1990'>Tweed et al [1990]</a> and others with
scleral search coils (a means of converting 3D orientation into voltages
using
oscillating magnetic fields) has led to a much-discussed problem, that of
<i>false torsion</i>: torsion values in one gimbal system will differ from
those in another, and therefore the values must be specified relative to one
gimbal system or another.
</div>

<h5>Quaternions and rotation vectors</h5>
<div>
Although rotation matrices are an intuitively simple tool for describing
rotations, they are not the most efficient or useful. <i>Euler’s theorem</i>
dictates that any three-dimensional position can be reached from a base
position by means of a rotation around some fixed axis. Thus, a more
efficient
means of describing rotations is to use a vector such that the direction of
that vector is the axis of rotation and the extent of the vector is the
angle
of rotation: this obviates the need for procedural calculation.
<i>Quaternions</i>, four-component vectors with some specific properties
invented by Hamilton in 1899 to convert one vector into another by
multiplication with yet another, are an elegant way to view such a process.
A
quaternion
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>q</mi></math>
which describes a rotation around an axis
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi
mathvariant='bold'>a</mi></math>
by an angle of
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi
mathvariant='italic'>&theta;</mi></math>
is given by
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mi>q</mi>
 <mo>=</mo>
 <msub>
  <mi mathvariant='normal'>q</mi>
  <mn>0</mn>
 </msub>
 <mo>+</mo>
 <mfenced>
  <mrow>
   <mi>i</mi>
   <msub>
    <mi mathvariant='normal'>q</mi>
    <mn>1</mn>
   </msub>
   <mo>+</mo>
   <mi>j</mi>
   <msub>
    <mi mathvariant='normal'>q</mi>
    <mn>2</mn>
   </msub>
   <mo>+</mo>
   <mi>k</mi>
   <msub>
    <mi mathvariant='normal'>q</mi>
    <mn>3</mn>
   </msub>
  </mrow>
 </mfenced>
</math>
</div>

<div>
This is also often written as
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mi>q</mi>
 <mo>=</mo>
 <msub>
  <mi>q</mi>
  <mn>0</mn>
 </msub>
 <mo>+</mo>
 <mrow>
  <mi mathvariant='bold'>q</mi>
  <mo>&sdot;</mo>
  <mi mathvariant='bold'>I</mi>
 </mrow>
</math>
</div>

<div>
with
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>q</mi></math>
and
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>I</mi></math>
defined as
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mo fence='true'>&#x2225;</mo>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>S</mi>
 </msup>
 <mo fence='true'>&#x2225;</mo>
 <mo>&lt;</mo>
 <msub>
  <mi>r</mi>
  <mtext>fovea</mtext>
 </msub>
</math>
and
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mo fence='true'>&#x2225;</mo>
 <mrow>
  <msup>
   <mi mathvariant='bold'>v</mi>
   <mi>S</mi>
  </msup>
  <mo>-</mo>
  <msubsup>
   <mi mathvariant='bold'>w</mi>
   <msup>
    <mi>c</mi>
    <mi>S</mi>
   </msup>
   <mi>L</mi>
  </msubsup>
 </mrow>
 <mo fence='true'>&#x2225;</mo>
 <mo>&le;</mo>
 <mo fence='true'>&#x2225;</mo>
 <mrow>
  <msup>
   <mi mathvariant='bold'>v</mi>
   <mi>S</mi>
  </msup>
  <mo>-</mo>
  <msubsup>
   <mi mathvariant='bold'>w</mi>
   <mi>i</mi>
   <mi>L</mi>
  </msubsup>
 </mrow>
 <mo fence='true'>&#x2225;</mo>
 <mo>&forall;</mo>
 <mi>i</mi>
</math>
</div>

<div>
as
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub><mi mathvariant='normal'>q</mi><mn>0</mn></msub>
</math>
is seen to represent the scalar component of the
quaternion, and
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>q</mi></math>
the vector component. Quaternions have stringent
constraints on both the real and imaginary components, such that the real
elements
<math xmlns='http://www.w3.org/1998/Math/MathML'>
<mfenced open='{' close='}'>
<msub><mi mathvariant='normal'>q</mi><mn>0</mn></msub>
<msub><mi mathvariant='normal'>q</mi><mn>1</mn></msub>
<msub><mi mathvariant='normal'>q</mi><mn>2</mn></msub>
<msub><mi mathvariant='normal'>q</mi><mn>3</mn></msub>
</mfenced>
</math>
have the properties
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>S&prime;</mi>
 </msup>
 <mo>=</mo>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>S</mi>
 </msup>
 <mo>+</mo>
 <mfrac>
  <mrow>
      <munder>
       <mo>&sum;</mo>
       <mi>i</mi>
      </munder>
      <msubsup>
       <mi>h</mi>
       <msup>
        <mi>i,c</mi>
        <mi>S</mi>
       </msup>
       <mi>S</mi>
      </msubsup>
      <msubsup>
       <mi mathvariant='bold'>w</mi>
       <mi>i</mi>
       <mi>S</mi>
      </msubsup>
  </mrow>
  <mrow>
      <munder>
       <mo>&sum;</mo>
       <mi>i</mi>
      </munder>
      <msubsup>
       <mi>h</mi>
       <msup>
        <mi>i,c</mi>
        <mi>S</mi>
       </msup>
       <mi>S</mi>
      </msubsup>
  </mrow>
 </mfrac>
</math>
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mo fence='true'>&#x2225;</mo>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>S&prime;</mi>
 </msup>
 <mo fence='true'>&#x2225;</mo>
 <mo>&lt;</mo>
 <mo fence='true'>&#x2225;</mo>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>S</mi>
 </msup>
 <mo fence='true'>&#x2225;</mo>
</math>
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi
mathvariant='bold'>q</mi></math>
is parallel to
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi
mathvariant='bold'>a</mi></math>
</div>

<div>
and the imaginary elements
<math xmlns='http://www.w3.org/1998/Math/MathML'>
<mfenced open='{' close='}'>
<mi>i</mi><mi>j</mi><mi>k</mi>
</mfenced>
</math>
are governed by
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
<mfenced open=' ' close=' '>
<mrow>
 <mi>i</mi>
 <mo>&sdot;</mo>
 <mo>=</mo>
 <mn>-1</mn>
</mrow>
<mrow>
 <mi>j</mi>
 <mo>&sdot;</mo>
 <mo>=</mo>
 <mn>-1</mn>
</mrow>
<mrow>
 <mi>k</mi>
 <mo>&sdot;</mo>
 <mo>=</mo>
 <mn>-1</mn>
</mrow>
<mrow>
 <mi>i</mi>
 <mo>&sdot;</mo>
 <mo>=</mo>
 <mi>k</mi>
</mrow>
<mrow>
 <mi>j</mi>
 <mo>&sdot;</mo>
 <mo>=</mo>
 <mi>i</mi>
</mrow>
<mrow>
 <mi>k</mi>
 <mo>&sdot;</mo>
 <mo>=</mo>
 <mi>j</mi>
</mrow>
<mrow>
 <mi>j</mi>
 <mo>&sdot;</mo>
 <mo>=</mo>
 <mi>-k</mi>
</mrow>
<mrow>
 <mi>k</mi>
 <mo>&sdot;</mo>
 <mo>=</mo>
 <mi>-i</mi>
</mrow>
<mrow>
 <mi>i</mi>
 <mo>&sdot;</mo>
 <mo>=</mo>
 <mi>-j</mi>
</mrow>
</mfenced>
</math>
</div>

<div>
From the above equations we can see that quaternions that describe
rotations must have length 1: these are called <i>unit quaternions</i>. If a
quaternion is not 1, then it will combine a rotation with a change in the
scalar component q<sub>0</sub>, i.e. it will stretch the vector as well. In
eye kinematics, we use only unit quaternions. To combine two quaternions we
use the formula
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mo>&Delta;</mo>
 <msubsup>
  <mi mathvariant='bold'>w</mi>
  <mi>i</mi>
  <mi>S</mi>
 </msubsup>
 <mo>=</mo>
  <msup>
   <mi>&eta;</mi>
   <mi>S</mi>
  </msup>
  <msubsup>
   <mi>h</mi>
   <msup>
    <mi>i,c</mi>
    <mi>L</mi>
   </msup>
   <mi>S</mi>
  </msubsup>
  <mfenced>
   <mrow>
    <mfenced>
     <mrow>
      <msubsup>
       <mi mathvariant='bold'>w</mi>
       <msup>
        <mi>c</mi>
        <mi>L</mi>
       </msup>
       <mi>S</mi>
      </msubsup>
      <mo>+</mo>
      <msubsup>
       <mi mathvariant='bold'>w</mi>
       <msup>
        <mi>c</mi>
        <mi>S</mi>
       </msup>
       <mi>S</mi>
      </msubsup>
     </mrow>
    </mfenced>
    <mo>-</mo>
    <msubsup>
     <mi mathvariant='bold'>w</mi>
     <mi>i</mi>
     <mi>S</mi>
    </msubsup>
   </mrow>
  </mfenced>
  <mo>&forall;</mo>
  <mi>i</mi>
</math>
</div>

<div>
from which we can see that the sequence of quaternions is important (as
with the ordering of rotation matrix calculations):
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msubsup>
  <mi>h</mi>
  <mi>i,u</mi>
  <mi>L</mi>
 </msubsup>
</math>
, but leads to a different eye orientation. A combination of quaternions in
this way can be interpreted to mean “
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>p</mi></math>
after
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>q</mi></math>
” in a head-fixed rotation (<a href='#Ha1995'>Haslwanter [1995]</a>).
</div>
<div>
As we have seen, the scalar component of a quaternion does not provide any
further information than the vector component with regard to head rotations
(i.e. when we are concerned only with unit quaternions). Therefore, it can
be
eliminated, leaving a <i>rotation vector</i>. For instance, a rotation
vector
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi
mathvariant='bold'>r</mi></math>
corresponding to our quaternion
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>q</mi></math>
above can be written as
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msubsup>
  <mi>h</mi>
  <mi>i,u</mi>
  <mi>S</mi>
 </msubsup>
</math>
.
</div>

<div>
What can we use rotation vectors for? Primarily, since we can measure the
orientation of the eye in absolute space (<i>gaze</i>), and also the
orientation of the head, using dual scleral search coils, we will want to
know
the position of the eye relative to the head. Given
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub>
  <mi mathvariant='bold'>r</mi>
  <mtext>head</mtext>
 </msub>
</math>
the rotation vector describing the orientation of the head (in a head-fixed
reference system), and
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub>
  <mi mathvariant='bold'>r</mi>
  <mtext>eye</mtext>
 </msub>
</math>
the orientation of the eye with respect to the head, we can specify
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub>
  <mi mathvariant='bold'>r</mi>
  <mtext>gaze</mtext>
 </msub>
</math>
the absolute rotation of the eye in terms of the other two givens as
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mo fence='true'>&#x2225;</mo>
 <mi>i</mi>
 <mo>-</mo>
 <mi>u</mi>
 <mo fence='true'>&#x2225;</mo>
</math>
</div>

<div>
which can be rearranged to give
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub>
  <mi mathvariant='bold'>r</mi>
  <mtext>eye</mtext>
 </msub>
</math>
our target
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mrow>
  <mo fence='true'>&#x2225;</mo>
  <mi>i</mi>
  <mo>-</mo>
  <mi>u</mi>
  <mo fence='true'>&#x2225;</mo>
  <mo>=</mo>
  <msqrt>
   <mrow>
   <msup>
    <mrow>
     <mfenced open='[' close=']'>
      <mrow>
       <mfenced>
        <mrow>
         <msub>
          <mi>r</mi>
          <mi>i</mi>
         </msub>
         <mi>sin</mi><mo>&af;</mo>
         <mfenced>
          <mfrac>
           <msub>
            <mrow>
             <mn>2</mn>
             <mi>&pi;c</mi>
            </mrow>
            <mi>i</mi>
           </msub>
           <mi>C</mi>
          </mfrac>
         </mfenced>
        </mrow>
       </mfenced>
       <mo>-</mo>
       <mfenced>
        <mrow>
         <msub>
          <mi>r</mi>
          <mi>u</mi>
         </msub>
         <mi>sin</mi><mo>&af;</mo>
         <mfenced>
          <mfrac>
           <msub>
            <mrow>
             <mn>2</mn>
             <mi>&pi;c</mi>
            </mrow>
            <mi>u</mi>
           </msub>
           <mi>C</mi>
          </mfrac>
         </mfenced>
        </mrow>
       </mfenced>
      </mrow>
     </mfenced>
    </mrow>
    <mn>2</mn>
   </msup>
   <mo>+</mo>
   <msup>
    <mrow>
     <mfenced open='[' close=']'>
      <mrow>
       <mfenced>
        <mrow>
         <msub>
          <mi>r</mi>
          <mi>i</mi>
         </msub>
         <mi>cos</mi><mo>&af;</mo>
         <mfenced>
          <mfrac>
           <msub>
            <mrow>
             <mn>2</mn>
             <mi>&pi;c</mi>
            </mrow>
            <mi>i</mi>
           </msub>
           <mi>C</mi>
          </mfrac>
         </mfenced>
        </mrow>
       </mfenced>
       <mo>-</mo>
       <mfenced>
        <mrow>
         <msub>
          <mi>r</mi>
          <mi>u</mi>
         </msub>
         <mi>cos</mi><mo>&af;</mo>
         <mfenced>
          <mfrac>
           <msub>
            <mrow>
             <mn>2</mn>
             <mi>&pi;c</mi>
            </mrow>
            <mi>u</mi>
           </msub>
           <mi>C</mi>
          </mfrac>
         </mfenced>
        </mrow>
       </mfenced>
      </mrow>
     </mfenced>
    </mrow>
    <mn>2</mn>
   </msup>
   </mrow>
  </msqrt>
 </mrow>
</math>
.
</div>

<div>
The inverse quaternion
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>q</mi>
  <mn>-1</mn>
 </msup>
</math>
for unit quaternions is given by
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mi>E</mi>
 <mo>=</mo>
 <mfrac>
  <mrow>
   <munder>
    <mo>&sum;</mo>
    <mi>i</mi>
   </munder>
   <mo fence='true'>&#x2225;</mo>
   <msubsup>
    <mi mathvariant='bold'>w</mi>
    <mi>i</mi>
    <mi>L</mi>
   </msubsup>
   <mo>-</mo>
   <msubsup>
    <mi mathvariant='bold'>w</mi>
    <mi>i</mi>
    <mi>S</mi>
   </msubsup>
   <mo fence='true'>&#x2225;</mo>
  </mrow>
  <mi>N</mi>
 </mfrac>
</math>
,
</div>

<div>
therefore the inverse rotation vector
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>r</mi>
  <mn>-1</mn>
 </msup>
</math>
is, straightforwardly,
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mi mathvariant='bold'>-r</mi>
</math>
.
</div>

<h4>Effects of eye position</h4>
<div>
Experiments carried out by <a href='#MX1994'>Misslisch et al [1994]</a> on
the
slow phase velocity vectors of subjects tested during roll, pitch and yaw
rotations show that the axis of eye rotation tilts systematically depending
on
eye position. For instance, responses to pitch rotation while looking to the
left are biased slightly to the left, and, vice versa, responses to pitch
while looking to the right are tilted to the right, whereas responses to
roll
near the abscissa (the naso-occipital axis) show the opposite effect.
</div>

<div>
There have been three main hypotheses posed to explain these effects of eye
position and the weakness of torsional VOR. Firstly, the degrees of eye
rotation that actually occur do not correspond in a linear fashion to the
degrees of activation of the innervation of the extraocular muscles. This
argument is known as the <i>orbital mechanics hypothesis</i>. Alternatively,
the neural control mechanisms may cause different rotations in different eye
positions for some functional reason. If we abandon the assumption that the
VOR is attempting to stabilise the entire retinal image, and imagine that
fovealisation of the stimulus is more important, then we have a greater
degree
of freedom in that for any given head acceleration, an infinite number of
eye
movements could be triggered with velocity vectors identical except for the
torsional component, all of which would correctly fovealise the stimulus.
There are two hypotheses that have been developed in line with this
suggestion: firstly, that the smallest velocity vector of these possible eye
movements is chosen (the <i>minimum-velocity strategy</i>), and secondly,
that
the eye velocity consistent with <i>Listing’s law</i> is chosen, given that
this principle holds for fixation, pursuit and saccadic movements.
</div>

<h5>Listing’s Law</h5>

The definition of Listing’s law is as follows: for any position
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>q</mi></math>
taken up by the eye, there exists a head-fixed plane
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub>
  <mi>VP</mi>
  <mi>q</mi>
 </msub>
</math>
associated with that position such that all possible eye positions can be
reached by a single rotation around a fixed axis in
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub>
  <mi>VP</mi>
  <mi>q</mi>
 </msub>
</math>
(<a href='#vH1867'>von Helmholtz [1867]</a>). This plane
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub>
  <mi>VP</mi>
  <mi>q</mi>
 </msub>
</math>
is also known variously as <i>Listing’s plane</i>, the <i>velocity
plane</i>, and the <i>displacement plane</i>. Thus, there is a simple
experiment that can be performed: if an oculomotor system obeys Listing’s
law, the quaternion vectors that describe eye position will be confined to
the velocity plane of reference position. However, this assessment has not
been found to be useful with respect to the VOR, and therefore a modified
version developed by <a href='#vH1867'>von Helmholtz [1867]</a> is generally
applied: if the eye is in position
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>q</mi></math>
, the velocity vector must lie in the associated velocity plane
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub>
  <mi>VP</mi>
  <mi>q</mi>
 </msub>
</math>
, given that the velocity planes of different eye positions are different.
It can be shown that an oculomotor system that follows Listing’s law in this
way cannot perfectly stabilise a retinal stimulus.
</div>

<div>
One of the difficulties facing 3D modellers in this respect is the
non-commutativity of 3D rotations. If the eyeball is rotated in any
direction,
the axes about which it must rotate from the centre postion will always lie
in
some displacement plane. Moving back to the primary position taking the
reverse path from that taken to arrive at the eccentric position always
leads
to zero torsion. However, let us imagine a situation where three movements
are
taken in sequence: one 30° around the horizontal axis, then one 30°
around the vertical axis, and then one back to primary position. If
Listing’s law were obeyed in this position, the torsion would be the same as
a the start. In fact, however, this leads to negative torsion (see Figure 1)
because the second rotation is not in a radial direction. If torsion remains
unchanged, the rotation vector between two orientations in Listing’s plane
cannot itself be in Listing’s plane except in radial movements.
</div>

<div class='figure'>
 <img src='f1.png' alt='Figure 1' />
 <br />
 Figure 1: The non-commutativity of 3D rotations
</div>

<div>
What does this mean for the VOR? It seems that two radical possibilities
could be in effect: either the velocity vectors point directly in the
direction of the VOR gain independent of eye position, in which case the
rotation vectors during the slow phase of nystagmus would always have a
torsional component, or the eye rotation vectors describing the eye position
point directly in the direction of the VOR gain, in which case the velocity
vectors would have a torsional component dictated by the orientation of the
eye around the axis orthogonal to the direction of the gain.
</div>

<div>
Experimentation has shown (<a href='#MX1994'>Misslisch et al [1994]</a>)
that the orbital mechanics hypothesis predicts smaller responses in the yaw
and pitch planes than were observed (in humans) and that roll responses
would
be around axes of gaze direction, which was not the case. The qualitative
aspects of the results obtained from this experimentation were consistent
with
both the minimum-velocity strategy and the Listing’s law hypothesis, but
these
hypotheses erroneously predicted greater yaw and pitch tilts than were
observed: the minimum-velocity strategy predicts angles four times greater,
and the Listing’s law hypothesis predicts angles twice as large.
</div>

<div>
These results seem to suggest that in the VOR a compromise position is
taken up somewhere between compliance with Listing’s law and perfect retinal
stimulus stabilisation.
</div>

<h3>Neurophysiology of the vestibulo-ocular reflex</h3>

<h4>Anatomy and function</h4>

<div>
Essentially, the VOR circuit consists of detection by follicle transducers,
projection from there to the vestibular nuclei in the brain stem, projection
from the vestibular nuclei to the extraocular muscle nuclei of the third,
fourth, and sixth cranial nerves, sometimes referred to as the
preextraocular
nuclei, and projection via the aforementioned nerves to the extraocular
muscles, comprising a three-layer computation, or vector transformation.
This
circuit represents the feedforward component of the VOR, which is actually
used to generate the saccadic eye movements given some head acceleration
stimulus originating in the vestibule, and is known as the <i>reflex
arc</i>.
However, there are a number of other components which must be taken into
consideration in order to complete the picture of the VOR. Firstly, and
perhaps predominantly, we must take into account the role of the cerebellar
flocculus. This receives innervation from both the labyrinth and the retina,
in a chain involving the pretectal nucleus and inferior olive, and is also
massively recurrently connected. Cells in the extraocular muscle nuclei and
motion detectors in visual cortex also project via climbing fibres to
Purkinje
cells in the cerebellum, with different path lengths in such a way as to
provide information about the eye movements both before and after execution:
the signal from labyrinthine detectors will standardly arrive around 15-30ms
after the onset of the stimulus, whereas feedback from the visual cortex
regarding retinal slip would arrive at around the 80-90ms mark. This
arrangement, along with the recurrent connections within the floccular
layer,
allows the flocculus to integrate the reflex information over time and hence
provide some measure of error to train the synaptic connections in the
reflex
arc. Additionally, it is likely that information from the neck muscles is
also
partially involved in the VOR since feedback from the skeletal muscles also
arrives in lateral and medial areas of the vestibular nuclei involved in the
reflex arc.
</div>

<div class='figure'>
 <img src='f2.png' alt='Figure 2' />
 <br />
 Figure 2: Greatly simplified schematic of the architecture of the
vestibulo-ocular reflex.
</div>

<div>
Let us examine the architecture of the vestibular system in a little more
detail.
</div>

<h5>Receptors and afferent vestibular fibres</h5>

<div>
The labyrinth is composed of two parts: the vestibular apparatus and the
cochlea. The cochlea is not involved in the vestibulo-ocular reflex, so we
will ignore it. The vestibular apparatus is further composed of the three
<i>semicircular canals</i> and two smallish vesicles known as the
<i>utricle</i> and the <i>saccule</i>. The semicircular canals are oriented
roughly orthogonally, and terminate at the utricular end in a swelling known
as the ampulla. The orientation of the three canals is as follows: the
<i>posterior vertical</i> is oriented around the horizontal axis, the
<i>lateral</i> (also confusingly known as the horizontal) canal is oriented
around the vertical axis, and the <i>anterior vertical</i> is oriented
approximately around the torsional axis (see Figure 3).
</div>

<div class='figure'>
 <img src='f3.png' alt='Figure 3' />
 <br />
 Figure 3: The labyrinth.
</div>

<div>
As in the cochlea, <i>epithelium</i> with hair cells is found in several
locations in the vestibular system: the <i>ampullar crista</i>, a mound
found
in each of the ampullae where hair cells project into a material known as
the
<i>cupula</i>; and the utricular and saccular <i>maculae</i>, where the
cupula-like material contains small crystalline deposits known as
<i>otoliths</i> (<a href='#Br1992'>Brodal [1992]</a>). The
utricular macula is oriented in the horizontal plane, and the saccular
macula
is oriented more or less in the vertical plane at about 45° off sagittal.
The
cilia of the ampullae bend when the surrounding endolymph fluid moves
relative
to them during head movement (due to inertia), depolarising or
hyperpolarising
the cell. The stimulus for the cilia in the maculae is bending due to
distortion of the jelly-like material they are embedded in, which is further
due to the mass of the otolith membrane (<a
href='#Li1973'>Lindeman [1973]</a>). Thus, the construction of the
vestibular
apparatus is such that the semicircular canals can detect head rotation
around
each of the three axes, whereas the utricle and saccule can detect linear
acceleration in the vertical and horizontal planes (the saccules on the
different sides of the head are aligned at approximately 90° to one another
and hence three-dimensional linear acceleration can be detected). The
semicircular canal receptors are only slightly affected by linear
acceleration, and have a dynamic response - they are only affected by
changes
in velocity. Cilia in the utricular and saccular maculae, in contrast, can
provide information about all the possible head orientations due to their
static response and relative orientations (in gravity: these mechanisms are
effectively neutralised in weightless conditions), and also provide dynamic
information, since the firing frequencies are greater with increasing
acceleration.
</div>

<div>
Primary afferent fibres from the vestibule terminate in various locations
in the vestibular nuclei, sometimes collectively called the <i>vestibular
complex</i>, consisting of four large nuclei: superior, lateral, medial, and
inferior (or descending); and a number of smaller nuclei on the dorsolateral
side of the brain stem. Fibres from the semicircular ducts primarily
terminate
in the superior and medial nuclei, whereas fibres from the maculae terminate
for the most part in the lateral. The vestibular nuclei also receive
innervation from a number of other CNS structures, including the cerebellum,
the reticular formation, the spinal cord, and other oculomotor nuclei in the
mesencephalon as well as commissural connections linking the two sides of
the
brain (<a href='#Br1992'>Brodal [1992]</a>).
</div>

<h5>Efferent vestibular fibres and the extraocular system</h5>

<div>
The vestibular nuclei primarily innervate three systems: the cranial nerve
nuclei responsible for stimulation of the extraocular muscles, spinal cord
motoneurons responsible for maintenance of equilibrium, and the cerebellum.
We
will ignore those fibres descending to spinal motoneurons, since they are
not
involved in the VOR. Those fibres terminating in the abducens, trochlear,
and
oculomotor nuclei have their perikarya primarily located in the superior and
medial vestibular nuclei (which, as we have seen, are innervated primarily
by
semicircular canal receptors), and leave the vestibular nuclei in a large
cluster known as the <i>medial longitudinal fasciculus</i>, some crossing
the
midline commissurally. Fibres terminating in the cerebellum have their
perikarya in medial and inferior areas of the vestibular nuclei that do not
receive primary afferents from the vestibule.
</div>

<div class='figure'>
 <img src='f4.png' alt='Figure 4' />
 <br />
 Figure 4: Forces exerted by the extraocular muscles.
</div>

<div>
There are six extraocular muscles in the eye, which attach the wall of the
orbit to the sclera of the eye. These muscles are: the <i>superior</i> and
<i>inferior oblique</i>, the <i>superior</i> and <i>inferior rectus</i>, and
the <i>medial</i> and <i>lateral rectus</i>. The oblique muscles are
torsional, rotating the eye clockwise (left superior / right inferior) or
anticlockwise (right superior / left inferior) from the point of view of the
observer, as well as directing gaze approximately 60° upwards or downwards.
The superior and inferior rectus muscles are also involved in torsional
movements as well as equal and opposite movements in planes described by the
oblique muscles, and the medial and lateral rectus cause rotation around the
vertical axis, as shown in Figure 4 (<a href='#Ca1977'>Carpenter
[1977]</a>). The abducens nucleus is located in the pons, and the abducens
nerve runs forward close to the midline, supplying only the lateral rectus
muscle and causing the cornea to move laterally (also known as
<i>abduction</i>). The trochlear nucleus is located ventrally to the
aqueduct
in the mesencephalon, and the trochlear nerve leaves the brain stem dorsally
by the inferior colliculus to innervate the superior oblique muscle. The
oculomotor nucleus is situated near the medial longitudinal fasciculus and
the
other nuclei, and the oculomotor nerve emerges ventrally from the
mesencephalon. This nerve contains not only somatic fibres but also visceral
(parasympathetic) efferents from the Edinger-Westphal nucleus - however,
only
the somatic efferents are relevant here: they innervate the remaining four
extraocular muscles and the <i>levator palpebrae superioris</i> (upper
eyelid
lifting muscle) (<a href='#Br1992'>Brodal [1992]</a>).
</div>

<h5>The vestibulocerebellum</h5>

<div>
Like the cerebrum, the cerebellum is enclosed by grey matter (cortex) with
underlying white matter, and extensively folded. At the midline is a narrow
area known as the <i>vermis</i>, which sprouts two small bulbs on thin
stalks
on either side; the anterior of these is the cerebellar peduncle, and the
posterior and more lateral is called the <i>flocculus</i>. The flocculus and
that part of the vermis connected to it (the <i>flocculonodular lobe</i>) is
phylogenetically one of the earlier structures in the brain, and varies
little
between mammalian species. The flocculonodular lobe receives input for the
most part from the vestibular nuclei and primary vestibular afferents (cells
with their perikarya in the vestibule) and is also known as the
<i>vestibulocerebellum</i>; efferents from this area terminate in the
vestibular nuclei (<a href='#Br1967'>Brodal [1967]</a>).
</div>

<h4>Pathology</h4>

<div>
In general, since the (involuntary) eye movements on each side of the head
are
conjugated, they require a cooperation of various muscles. The simplest case
is that of the lateral and medial rectus: if one lateral rectus is
stimulated,
the contralateral medial rectus will also be activated and the ipsilateral
medial rectus and contralateral lateral rectus will be inhibited. (The case
with other groups of muscles is similar but more complex, due to the
different
forces they exert on the eye.) This is to ensure that the eyes both point in
approximately the same direction, and that therefore the image falling on
corresponding points of the two retinae are relatively similar. If the
control
of some subset of these muscles fails (which usually happens by lesion of
one
of the extraocular cranial nerves), diplopia always results, often
accompanied
by vertigo and postural anomalies (<a href='#Ca1977'>Carpenter
[1977]</a>).
</div>

<div>
Lesion of the abducens nerve leads to compensation for the deficit in
lateral motion by turning the head ipsilaterally. Damage to the oculomotor
nerve produces laterally directed strabismus, since the abduction of the eye
remains unopposed. Diplopia (double vision) results in all three cases of
extraocular cranial nerve injury.
</div>

<div>
Lesion of the vestibular nuclei or interruption of the vestibular nerve
leads to ipsilateral stumbling and falling, as the normal side continues to
function by pushing towards the lesioned side. Such lesions also result in
nystagmus to the contralateral side - the slow component occurs for the same
reason, and corrective saccades - the fast component - occur in order to
attempt to correct the deficit internally. Lesion in the paramedian pontine
reticular formation (PPRF), en route from the contralateral vestibular
nuclei
to the abducens nucleus, results in an inability to turn both eyes
ipsilaterally past the midline in attempted horizontal gaze towards the
ipsilateral side, as would be expected (atrophy of the ipsilateral lateral
rectus occurs). Interruptions of the abducens nerve cause deviation of the
ipsilateral eye position medially and diplopia, often compensated for by
head
rotation to the lesioned side. Lesions of the medial longitudinal
fasciculus,
especially in the pathway from the vestibular nuclei to the oculomotor
nucleus, result in the inability to move the ipsilateral eye medially in
attempted horizontal gaze to the contralateral side (atrophy does not
occur).
</div>

<h5>Clinical conditions</h5>

<div>
The two main vestibular disorders that can be evaluated with an
understanding
of the vestibulo-ocular system are <i>benign paroxysmal positional
vertigo</i>
(BPPV) and <i>ocular tilt rection</i> (OTR).
</div>

<div>
BPPV is the most common form of vertigo, affecting up to 15% of people
acutely at some point during their lives. It is characterised by transient
attacks of intense rotatory vertigo precipitated by rapid head extension
with
lateral head tilt ipsilaterally. This paroxysmal vertigo is inevitably
associated with a characteristic positioning nystagmus with the following
properties, compatible with excitation of the posterior vertical canal
induced
by ampullofugal cupular deflection:
</div>
<ol>
  <li>nystagmus and vertigo begin with a one or more second(s)
<i>latency</i>
    from completion of head tilting;</li>
  <li>nystagmus and vertigo <i>paroxystically</i> increase and then decrease
    over a <i>transient</i> period of 10-40s even with maintenance of the
    precipitating head position;</li>
  <li>nystagmic saccades are directed <i>geotropically</i> (towards the
lowest
    ear);</li>
  <li>repositioning (returning to the original position) may cause
    <i>reversal</i> of the vertigo and nystagmus;</li>
  <li>repetition of the positioning manoeuvre gradually reduces the effects
of
    vertigo and nystagmus (this is known clinically as
  <i>fatigability</i>).</li>
</ol>
<div>
These effects were originally explained by the theory of
<i>cupulolithiasis</i>, given the incidence of basophilic deposits on the
cupula of the posterior vertical canal in patients with this condition. This
material, probably originating from the otolith layer in the utricle,
adheres
to the surface of the cupula opposite the utricle and renders the cupula
gravity-sensitive due to its mass. If these fragments are dislodged from the
cupula and expelled into the utricle, the symptoms will be relieved.
However,
the cupulolithiasis hypothesis does not explain several important features
of
BPPV:
</div>
<ol>
  <li>nystagmus and vertigo are associated with acceleration rather than
    orientation (<i>positioning</i> rather than positional): effects
disappear
    rapidly after tilting if the head is kept steady;</li>
  <li>nystagmus and vertigo do not occur if the positioning is performed
    slowly;</li>
  <li>nystagmus and vertigo reappear a few hours after disappearing due to
    fatigability;</li>
  <li>a clinical procedure known as the Semont manoeuvre shows that the
    direction of the nystagmus in the last phase is opposed to that
predicted
    by the cupulolithiasis hypothesis, i.e. apogeotropic.</li>
</ol>
<div>
A more recent theory known as <i>canalolithiasis</i> explains these effects
as
follows: the degenerative d&eacute;bris does not adhere to the cupula but
instead remains in the endolymph of the semicircular canal. Since these
particles are heavier than the endolymph they always gravitate towards the
lowest part of the canal producing positive or negative pressure forces on
the
cupula. Acceleration into the precipitating position deflects the cupula in
an
ampullofugal excitatory direction, and, after a 180° contralateral tilting
(the second phase of the Semont manoeuvre), a further progression of the
material along the arm of the canal still results in this deflection,
providing compatibility with all the aforementioned features. Relief will be
obtained by moving the head through an appropriate sequence of positions
relative to gravity, resulting in the d&eacute;bris clearing the crus and
returning to the utricle (<a href='#Mi1995'>Mira [1995]</a>).
</div>

<div>
OTR is a coordinated ipsilateral torsional deflection of both head and
eyes, also involving hypotropia. Head tilt direction is towards the side of
the lowest ear, eye torsion towards the side of rotation of the 12 o’clock
meridian, and the ocular skew direction is determined by the side of the
lower
(hypotropic) eye. Symptoms of tonic OTR are minimal, being vertical or
torsional diplopia or tilting of subjective vertical. It is caused by lesion
of the graviceptive pathway leading from the utricle and posterior vertical
canal to the contralateral interstitial nucleus of Cajal, and leads to a
compensatory head tilting postural reflex elicited by changes in orientation
and magnitude of the linear acceleration vector about the naso-occipital
axis.
The proportions of the effect with regard to head tilt, eye torsion and
vertical eye skew is dependent on species differences, particularly with
respect to the orientation of the optic axes: the owl, for instance, having
little or no eye movement, displays the greatest head tilt component,
whereas
the skew eye movement is most prominent in fish, which have mobile,
laterally
placed eyes but no torsional head movement. OTR in humans is probably a
vestigial remnant of an otolithic righting reflex seen only in the
pathologic
case. Partial or complete ipsiversive tonic OTR occurs in patients with
acute
lesion of a labyrinth or vestibular nerve. Peripheral OTR gradually
dissipates
according to the degree of vestibular compensation (<a
href='#Mi1995'>Mira [1995]</a>).
</div>

<div>
From these cases we can see how an understanding of vestibulo-ocular
pathways can provide a more complete and valuable insight into the processes
underlying clinical symptoms.
</div>

<h4>Learning</h4>

<h5>Sites of learning</h5>

<div>
Where are the neurons located that actually train the VOR? A great deal of
information regarding the synaptic connections and spike properties of the
kinds of neurons that change their behaviour subsequent to VOR learning and
relearning is available. Essentially, three kinds of cell have been
identified:
</div>
<ol>
  <li><i>Position-Vestibular-Pause</i> (PVP) cells are so named because they
    spike according to eye position and vestibular rotation and are silent
    during saccadic movements. These cells, some of the main interneurons in
    the VOR pathways, are located in the vestibular nuclei, receiving
    monosynaptic input from the vestibular nerve and provide monosynaptic
    output to extraocular motoneurons (<a href='#SF1992'>Scudder &amp; Fuchs
    [1992]</a>).</li>
  <li><i>Floccular Target Neurons</i> (FTNs) receive monosynaptic inhibition
    from the flocculus and ventral paraflocculus (<a
href='#LP1988'>Lisberger
    &amp; Pavelko [1988]</a>) and there is evidence that at least some FTNs
    project directly to extraocular motoneurons (<a href='#SF1992'>Scudder
    &amp; Fuchs [1992]</a>). FTNs are also located in the vestibular nuclei
    and, like PVP cells, also receive monosynaptic input from the vestibular
    nerve.</li>
  <li><i>Horizontal-Gaze Velocity Purkinje</i> (HGVP) cells owe their name
to
    the fact that they spike according to horizontal-gaze velocity in
periods
    of interaction of visual and vestibular stimuli. HGVP cells are located
in
    the flocculus and ventral paraflocculus, and project directly to FTNs
and
    other interneurons in the vestibular nuclei (<a href='#LX1985'>Langer et
    al [1985]</a>).</li>
</ol>
<div>
Regarding the actual site of learning (assuming that there is only one),
there
have been at least two schools of thought: <a href='#It1972'>Ito [1972,</a>
<a
href='#It1982'>1982]</a> has suggested that learning occurs in the
flocculus,
guided by the conjunction of vestibular mossy fibre inputs and visual
climbing
fibre inputs, whereas <a href='#ML1981'>Miles &amp; Lisberger [1981]</a>
argue
that the primary site of learning is in the brain stem, accounting for
cerebellar lesion symptoms by suggesting that training is supervised by an
error signal coded in the spike frequency of HGVP cells (see Figure 5).
These
cells are located primarily in the ventral paraflocculus, and have also been
shown to be present in the flocculus as well (<a href='#LX1994a'>Lisberger
et
al [1994a]</a>).
</div>

<div class='figure'>
 <img src='f5.png' alt='Figure 5' />
 <br />
 Figure 5: Two theories of the site of adaptation of the VOR.
 A: <a href='#It1972'>Ito’s [1972]</a> hypothesis.
 B: <a href='#ML1981'>Miles &amp; Lisberger’s [1981]</a> hypothesis.
 FTN: floccular target neuron.
 Adapted from <a href='#LX1994a'>Lisberger et al [1994a]</a>.
</div>

<div>
<a href='#MX1980'>Miles et al [1980]</a> attempted to determine the role of
cerebellar structures in VOR relearning by recording from Purkinje cells
before and after VOR adaptation in monkeys, using magnifying spectacles or
symmetrically reversing prisms. They found both increases and decreases in
VOR
gain to be associated with changes in the magnitude of the head velocity
stimulus to HGVP-cells, in the <i>wrong</i> direction to cause changes in
the
VOR. They therefore concluded that the mossy fibre vestibular afferents to
the
Purkinje cells were not the site of learning for the VOR, disproving Ito’s
hypothesis at least in the case of the HGVP-cells. For a more specific model
that accounts for some data that shows that the pathways involved in
smooth-pursuit reflexes are distinct from those involved in retraining the
VOR, see <a href='#Li1994'>Lisberger [1994]</a>.
</div>

<h5>Properties of VOR pathways</h5>

<div>
FTNs and PVPs are located in the direct VOR pathways, and therefore the
pattern of activation over these cells is representative of the motor
responses that are triggered by the corresponding head acceleration.
Increases
in the amplitude of FTN or PVP cell spiking control corresponding increases
in
the gain of the VOR, and hence decreases in their spiking amplitude reduce
the
gain of the VOR. The HGVP story is a little more complex, but essentially an
increase in the amplitude of an HGVP cell’s response contributes to an
overall
decrease in the gain of the VOR as the greater the spike from the HGVP cell,
the greater the inhibition to the corresponding FTNs in the brainstem (<a
href='#DX1995'>du Lac et al [1995]</a>).
</div>

<div>
As has been noted earlier, VOR latency is approximately 14ms for ramps of
head velocity. This figure corresponds to the initial, unmodified eye
velocity
component of the VOR. Typically, PVP cells respond with a latency of 7ms
after
onset of the stimulus. Extraocular motoneurons have been shown to respond,
on
average, 7ms before onset of the evoked eye movements (<a
href='#LX1994b'>Lisberger et al [1994b]</a>), and the time between the
response of the PVP cell and that of the motoneuron is taken to be 1ms or
less
since at least some PVP cells have been shown to project monosynaptically to
motoneurons (above). Thus, the total latency of the VOR via the PVP pathway
is
approximately 15ms, which tallies well with the 14ms unmodified component.
The
latency of FTN responses, however, is approximately 11ms, which would be too
long for the initial unmodified component but corresponds closely to the
initial modified component with an overall latency of 19ms.
</div>

<div>
HGVP cells show a marked change in their responses after learning has taken
place, either inducing an increase or a decrease in the gain of the VOR.
However, when the gain is normal, these cells show little or no response
during the course of the reflex (<a href='#LF1974'>Lisberger &amp; Fuchs
[1974]</a>). HGVPs respond with a latency of approximately 23ms, which, when
combined with a motoneuron-to-eye-movement delay of 7ms and and additional
2ms
latency for the HGVP spike to affect the firing of motoneurons, provides a
total latency of 32ms through the HGVP pathway. Thus, HGVPs respond too late
to affect the earlier components of the reflex but do contribute to later
components of the modified VOR.
</div>

<h5>Neural learning mechanisms</h5>

<div>
At least two mechanisms of cellular plasticity suggest themselves for the
function of converting the behavioural and informational requirements of the
VOR into real cellular behaviour changes: the presynaptic and the
postsynaptic. These mechanisms would allow the integration of transient
stimuli represented by the patterns of spiking in the vestibular and
floccular/parafloccular inputs to flocculus target neurons to train the
inputs
to these neurons. Firstly, the Purkinje cell axon terminals could release
modulatory transmitter substances that would selectively or dynamically
interact with axon terminals of vestibular afferents. Alternatively,
inhibition from the Purkinje cells (specifically the HGVPs) could provide a
basis for learning via effects on the state of activation of the
postsynaptic
FTNs. There have been a number of relevant models of regulation of
potentiation and depression by implementation of thresholds in neurons that
are contemporally active (for a review, see <a href='#AS1993'>Artola &amp;
Singer [1993]</a>).
</div>

<h3>A computational model of floccular development</h3>

<h5>Motivation</h5>

<div>
<a href='#VX1994'>Van der Steen et al’s [1994]</a> experiments on rabbit
cerebellar flocculus strongly indicate a topologically ordered arrangement
of
cells in this area, similar to the topographic effects of orientation
selectivity observed in primary visual cortex by <a href='#HW1974'>Hubel
&amp;
Wiesel [1974]</a>:
</div>

<blockquote>
  <div class='quote'>
  “A zonal representation also is indicated from the CF studies showing
  that the different CF classes that signal retinal slip in reference to
  specific axes of visual world rotation arise from different parts of the
  dorsal cap and ventrolateral outgrowth of the inferior olive. When this
  relation is combined with the general anatomic and physiological finding
...
  that the inferior olive can be subdivided such that each subdivision’s
  terminal field in the cerebellar cortex has the form of a parasagittal
zone,
  then the importance of a zonal configuration in the floccular
representation
  of eye movements is further apparent.”
  </div>

  <div class='caption'>
  <a href='#VX1994'>van der Steen et al [1994]</a>: 31
  </div>
</blockquote>

<div>
These results are quite specific, localising the correspondence of
electrical stimulation in zone 2 with rotation around the vertical axis as
well as stimulation in zones 1 and 3 with rotation around the 135°
horizontal
axis identified as equivalent to the human interaural horizontal axis in
rabbits (given the different orientation of their eyes). The zones so
described were delineated on an anatomical basis by histological analysis of
the tissues in the flocculus: five such compartments, separated by dark
raphes, were discovered in transverse sections of an AChE stain, running
obliquely in a caudomedial to rostrolateral direction.
</div>

<div>
However, a number of such studies have taken place (<a
href='#DX1977'>Dufossé et al [1977]</a>, <a href='#IX1982'>Ito et al
[1982]</a>, and <a href='#BW1984'>Balaban &amp; Watanabe [1984]</a> to name
but a few), and many of the specific localisation results do not correspond
between experiments, a few being even mutually inconsistent:
</div>

<blockquote>
  <div class='quote'>
  “The anatomic organization of the floccular white matter into
  compartments separated by raphes, as revealed by AChE histochemistry, is
  directly related to the physiologically distinguishable classes of eye
  movements and probably to specific VOR pathways. The existence of a
zonation
  of the rabbit flocculus has been proposed by Ito and colleagues ... on the
  basis of the distribution of sites where microstimulation evoked either
  different patterns of eye movements or influenced specific VOR pathways.
  Throughout the years, however, the localization and the extent of these
  different areas has shown a considerable variability. In addition, the
  proposed organization of the zonation is contrary to the basic principle
of
  cerebellar zonation because the rotary zone ran sharply across the
  horizontal and vertical zones.”
  </div>

  <div class='caption'>
  <a href='#VX1994'>van der Steen et al [1994]</a>: 43
  <a href='#VX1994'>van der Steen et al [1994]</a>: 43
  </div>
</blockquote>

<div>
Some of the reasons that such inconsistencies could come about include the
lack of accuracy of measurements and a lack of a sensible measure of
anatomic
delineation of the tissues of the flocculus that could be identified on a
species-independent basis, especially in the earlier studies. Despite these
caveats, it seems likely that the specific eye rotations that come to be
represented in the flocculus are much more dynamic than the
neurophysiologists
appear to give them credit for, i.e. that they are learned: the adaptive
mechanism regulating the performance of the vestibulo-ocular reflex is
itself
adaptive. Intuitively, this seems obvious, since the specific properties of
both the vestibule and the vestibular nuclei may be different between
individuals even within the same species, and therefore a genetically
predetermined response will always result in some degree of error. The VOR
itself must be learned as some process governed by the cerebellar flocculus,
after all. Additionally, experimentation has shown that the VOR can be
relearned in time after damage to the vestibular system. In order for this
to
occur, the representation of vestibular space in the VOR must be
adaptable.
</div>

<div>
This paper details a system by which the cerebellar flocculus can come to
represent vestibular inputs in the form of head position and acceleration as
a
topologically ordered motor map, and use this topographic representation to
compute saccadic outputs. It is a highly simplified version of that part of
the vestibulo-ocular reflex reponsible for the analysis of head movements
and
prediction of the corresponding eye rotations that must be executed in order
to train the reflex, and without which the VOR will not be learned or
recalibrated after damage to the oculomotor system. Such a <i>vestibulotopic
map</i> must be formed in order to adequately represent the space of
possible
head movements before a degree of error between the eye movement actually
executed and the correct eye movement can be calculated.
</div>

<div>
The method by which this map is formed is in accordance with the principles
of competitive unsupervised learning. Given that the flocculus has access to
feedback information from the visual system regarding whether or not a
particular saccade actually succeeded, a linear, Hebbian learning rule can
then train a second set of output connections to predict the correct motor
vectors required for a stimulus at these vestibular coordinates. These
vectors
can then be fed back into the vestibular nuclei as error, allowing the
vestibular system to compare its actions with the correct motor output in a
Hebbian manner.
</div>

<h5>Method</h5>

<div>
The architecture of the model is as follows: there are three nodes
representing the stimulus in the form of a three-dimensional rotation from a
static head position. This is a simplification of a more detailed model in
which this rotational vector (information from the semicircular canals)
would
be specified in addition to a linear (Cartesian) acceleration vector as an
offset from a static head position vector supplied by the utricle and
saccule.
These units feed into a three-dimensional lattice of Gaussian feature
detectors. This means that there is a number of units for which the
situational geometry is defined in three dimensions (they exist at relative
distances from one another as distinct points in cortical space), and that
for
each unit, the receptive field is of the centre-surround kind common in
cortical representations of perceptual stimuli. The lattice architecture is
in
the form of a cube with 10 nodes on each side, leading to 1000 units in all
in
this layer; the dimensionality of the lattice is suggested by the
dimensionality of the input space. These lattice units further feed into
three
nodes representing the necessary rotations around orthogonal axes that
specify
the ultimate eye movements required given the stimuli. Therefore there are
two
sets of synaptic connection weights: those connecting the stimulus with the
lattice units, which will be referred to as the <i>lattice weights</i> (
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>w</mi>
  <mi>L</mi>
 </msup>
</math>
), and those connecting the lattice units with the outputs, which will be
called the <i>saccade weights</i> (
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>w</mi>
  <mi>S</mi>
 </msup>
</math>
).
</div>

<div>
This model is not intended to represent successive stimuli occurring in
time, and therefore no attempt to limit the values of the three dimensions
of
input space has been implemented; these are chosen with equal probability.
All
stimuli are intended to represent the extent of head rotations around three
orthogonal axes.
</div>

<div>
The algorithm for the development of this model of the flocculus follows
this schedule:
</div>
<ol>
  <li>Set
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>w</mi>
  <mi>L</mi>
 </msup>
</math>
and
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>w</mi>
  <mi>S</mi>
 </msup>
</math>
to small random values</li>
  <li>Present a vestibular stimulus vector
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>L</mi>
 </msup>
</math>
over the input units</li>
  <li>Find the unit in the lattice representing the centre of excitation
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>c</mi></math>
according to
<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mo fence='true'>&#x2225;</mo>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>L</mi>
 </msup>
 <mo>-</mo>
 <msubsup>
  <mi mathvariant='bold'>w</mi>
  <mi>c</mi>
  <mi>L</mi>
 </msubsup>
 <mo fence='true'>&#x2225;</mo>
 <mo>&le;</mo>
 <mo fence='true'>&#x2225;</mo>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>L</mi>
 </msup>
 <mo>-</mo>
 <msubsup>
  <mi mathvariant='bold'>w</mi>
  <mi>i</mi>
  <mi>L</mi>
 </msubsup>
 <mo fence='true'>&#x2225;</mo>
 <mo>&forall;</mo>
 <mi>i</mi>
</math>
.
</div>
</li>
  <li>Update the lattice weights to form the vestibulotopic map over the
    lattice units according to
<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mo>&Delta;</mo>
 <msubsup>
  <mi mathvariant='bold'>w</mi>
  <mi>i</mi>
  <mi>L</mi>
 </msubsup>
 <mo>=</mo>
 <msup>
  <mi>&eta;</mi>
  <mi>L</mi>
 </msup>
 <msubsup>
  <mi>h</mi>
  <mi>i,c</mi>
  <mi>L</mi>
 </msubsup>
 <mfenced>
  <mrow>
   <msup>
    <mi mathvariant='bold'>v</mi>
    <mi>L</mi>
   </msup>
   <mo>-</mo>
   <msubsup>
    <mi mathvariant='bold'>w</mi>
    <mi>i</mi>
    <mi>L</mi>
   </msubsup>
  </mrow>
 </mfenced>
 <mo>&forall;</mo>
 <mi>i</mi>
</math>
.
</div>
</li>
  <li>Execute a normalised saccadic eye movement centred on
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>c</mi></math>
such that the response vector
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>S</mi>
 </msup>
</math>
occurs according to
<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>S</mi>
 </msup>
 <mo>=</mo>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>L</mi>
 </msup>
 <mo>-</mo>
 <mfrac>
     <mrow>
      <munder>
       <mo>&sum;</mo>
       <mi>i</mi>
      </munder>
      <msubsup>
       <mi>h</mi>
       <mi>i,c</mi>
       <mi>S</mi>
      </msubsup>
      <msubsup>
       <mi mathvariant='bold'>w</mi>
       <mi>i</mi>
       <mi>S</mi>
      </msubsup>
     </mrow>
     <mrow>
      <munder>
       <mo>&sum;</mo>
       <mi>j</mi>
      </munder>
      <msubsup>
       <mi>h</mi>
       <mi>j,c</mi>
       <mi>S</mi>
      </msubsup>
     </mrow>
 </mfrac>
</math>
.
</div>
</li>
  <li>If the horizontal and vertical components of the saccade
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>S</mi>
 </msup>
</math>
are equal and opposite to the horizontal and vertical components of the
stimulus
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>v</mi>
  <mi>L</mi>
 </msup>
</math>
, perform the learning step for the saccade weights according to
<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mo>&Delta;</mo>
 <msubsup>
  <mi mathvariant='bold'>w</mi>
  <mi>i</mi>
  <mi>S</mi>
 </msubsup>
 <mo>=</mo>
 <msup>
  <mi>&eta;</mi>
  <mi>S</mi>
 </msup>
 <msubsup>
  <mi>h</mi>
  <mi>i,c</mi>
  <mi>S</mi>
 </msubsup>
 <mfenced>
  <mrow>
   <msup>
    <mi mathvariant='bold'>v</mi>
    <mi>S</mi>
   </msup>
   <mo>-</mo>
   <msubsup>
    <mi mathvariant='bold'>w</mi>
    <mi>i</mi>
    <mi>S</mi>
   </msubsup>
  </mrow>
 </mfenced>
 <mo>&forall;</mo>
 <mi>i</mi>
</math>
.
</div>
</li>
  <li>Go to step (1)</li>
</ol>
<div>
The terms
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msubsup>
  <mi>h</mi>
  <mi>i,j</mi>
  <mi>L</mi>
 </msubsup>
</math>
and
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msubsup>
  <mi>h</mi>
  <mi>i,j</mi>
  <mi>S</mi>
 </msubsup>
</math>
are Gaussian functions of the magnitude of the distance
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <mo fence='true'>&#x2225;</mo>
  <mi>i</mi>
  <mo>-</mo>
  <mi>j</mi>
 <mo fence='true'>&#x2225;</mo>
</math>
, contingent on
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>&sigma;</mi>
  <mi>L</mi>
 </msup>
</math>
and
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>&sigma;</mi>
  <mi>S</mi>
 </msup>
</math>
, respectively, which in turn decrease over time, like the learning rates
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>&eta;</mi>
  <mi>L</mi>
 </msup>
</math>
and
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>&eta;</mi>
  <mi>S</mi>
 </msup>
</math>
, according to a standard exponential decay. These parameters were chosen as
<ul>
  <li><math xmlns='http://www.w3.org/1998/Math/MathML'>
      <mrow>
        <msup>
          <mi>&eta;</mi>
          <mi>L</mi>
        </msup>
        <mo>(</mo>
        <mn>t</mn>
        <mo>)</mo>
      </mrow>
      <mo>=</mo>
      <mrow>
        <mn>0.3</mn>
        <mo>&sdot;</mo>
        <mi>exp</mi>
        <mo>(</mo>
        <mn>-0.0002</mn>
        <mi>t</mi>
        <mo>)</mo>
      </mrow>
    </math>
  </li>
  <li><math xmlns='http://www.w3.org/1998/Math/MathML'>
      <mrow>
        <msup>
          <mi>&sigma;</mi>
          <mi>L</mi>
        </msup>
        <mo>(</mo>
        <mn>t</mn>
        <mo>)</mo>
      </mrow>
      <mo>=</mo>
      <mrow>
        <mn>5.5</mn>
        <mo>&sdot;</mo>
        <mi>exp</mi>
        <mo>(</mo>
        <mn>-0.0003</mn>
        <mi>t</mi>
        <mo>)</mo>
      </mrow>
    </math>
  </li>
  <li><math xmlns='http://www.w3.org/1998/Math/MathML'>
      <mrow>
        <msup>
          <mi>&eta;</mi>
          <mi>S</mi>
        </msup>
        <mo>(</mo>
        <mn>t</mn>
        <mo>)</mo>
      </mrow>
      <mo>=</mo>
      <mrow>
        <mn>0.2</mn>
        <mo>&sdot;</mo>
        <mi>exp</mi>
        <mo>(</mo>
        <mn>-0.0001</mn>
        <mi>t</mi>
        <mo>)</mo>
      </mrow>
    </math>
  </li>
  <li><math xmlns='http://www.w3.org/1998/Math/MathML'>
      <mrow>
        <msup>
          <mi>&sigma;</mi>
          <mi>S</mi>
        </msup>
        <mo>(</mo>
        <mn>t</mn>
        <mo>)</mo>
      </mrow>
      <mo>=</mo>
      <mrow>
        <mn>4.0</mn>
        <mo>&sdot;</mo>
        <mi>exp</mi>
        <mo>(</mo>
        <mn>-0.0001</mn>
        <mi>t</mi>
        <mo>)</mo>
      </mrow>
    </math>
  </li>
</ul>
where
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>t</mi></math>
indexes the presentation of the stimulus (trial). The choice of
parameters in the model is relatively arbitrary: what is required is that
the
learning rate for the saccade weights starts lower than that for the lattice
weights but is still relatively strong in the later trials, since the
receptive fields of the lattice units must be learned before any
significantly
useful information can be gleaned from the saccade weights.
</div>

<h5>Results</h5>

<div>
The above algorithm was implemented over 20,000 trials. Due to the
multidimensional nature of the stimulus and saccade vectors, I have not
attempted to provide a graphical representation of the results. However, I
determined two measures which appear to be adequate yardsticks of the
network’s performance during the trials. The first is a global error measure
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>G</mi>
 </msup>
</math>
, which is defined as
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>G</mi>
 </msup>
 <mo>=</mo>
 <mfrac>
  <mrow>
   <munder>
    <mo>&sum;</mo>
    <mi>i</mi>
   </munder>
   <mo fence='true'>&#x2225;</mo>
   <msubsup>
    <mi mathvariant='bold'>w</mi>
    <mi>i</mi>
    <mi>L</mi>
   </msubsup>
   <mo>+</mo>
   <msubsup>
    <mi mathvariant='bold'>w</mi>
    <mi>i</mi>
    <mi>S</mi>
   </msubsup>
   <mo fence='true'>&#x2225;</mo>
  </mrow>
  <mi>N</mi>
 </mfrac>
</math>
</div>

<div>
with
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>N</mi></math>
representing the number of lattice units.
</div>

<div>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>G</mi>
 </msup>
</math>
thus measures the distance by which the saccade weight vector differs from
the idealised saccade, which is equal and opposite to the stimulus,
represented as the lattice weight vector. Note that the network is not
guaranteed to learn the torsional components of
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>w</mi>
  <mi>L</mi>
 </msup>
</math>
and
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>w</mi>
  <mi>S</mi>
 </msup>
</math>
according to the algorithm, and therefore
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>G</mi>
 </msup>
</math>
is not expected to reach 0 in the limit, only approach it closely. The
second measure
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>R</mi>
 </msup>
</math>
is of how well the lattice comes to represent the input space. Note that all
that is required is for units in the lattice to represent stimuli closer in
lattice weight space to their situational neighbours than to those units in
the lattice further away. Therefore, for each lattice unit
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>i</mi></math>
we can define a measure
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msubsup>
  <mi>E</mi>
  <mi>i</mi>
  <mi>R</mi>
 </msubsup>
</math>
which is dictated by
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msubsup>
  <mi>E</mi>
  <mi>i</mi>
  <mi>R</mi>
 </msubsup>
 <mo>=</mo>
 <munder>
  <mo>&sum;</mo>
  <mi>j</mi>
 </munder>
 <mfrac>
  <mrow>
   <msub>
    <mi>f</mi>
    <mi>i,j</mi>
   </msub>
   <mfenced>
    <mrow>
     <mo fence='true'>&#x2225;</mo>
     <mi>g</mi>
     <mfenced>
      <msubsup>
       <mi mathvariant='bold'>w</mi>
       <mi>j</mi>
       <mi>L</mi>
      </msubsup>
     </mfenced>
     <mo>-</mo>
     <mi>g</mi>
     <mfenced>
      <msubsup>
       <mi mathvariant='bold'>w</mi>
       <mi>i</mi>
       <mi>L</mi>
      </msubsup>
     </mfenced>
     <mo fence='true'>&#x2225;</mo>
    </mrow>
   </mfenced>
  </mrow>
  <mrow>
   <msub>
    <mi>f&prime;</mi>
    <mi>i,j</mi>
   </msub>
   <mfenced>
    <mrow>
     <mo fence='true'>&#x2225;</mo>
     <mi>g</mi>
     <mfenced>
      <msubsup>
       <mi mathvariant='bold'>w</mi>
       <mi>j</mi>
       <mi>L</mi>
      </msubsup>
     </mfenced>
     <mo>-</mo>
     <mi>g</mi>
     <mfenced>
      <msubsup>
       <mi mathvariant='bold'>w</mi>
       <mi>i</mi>
       <mi>L</mi>
      </msubsup>
     </mfenced>
     <mo fence='true'>&#x2225;</mo>
    </mrow>
   </mfenced>
  </mrow>
 </mfrac>
</math>
</div>

<div>
such that the function
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub>
  <mi>f</mi>
  <mi>i,j</mi>
 </msub>
</math>
is a function involving the normalised Manhattan-distance between
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>i</mi></math>
and
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>j</mi></math>
of the magnitude of the distance between the weight vectors of
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>i</mi></math>
and
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>j</mi></math>
, and the
function
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msub>
  <mi>f&prime;</mi>
  <mi>i,j</mi>
 </msub>
</math>
is the inverse of that function. The function
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>g</mi></math>
is simply a modification to take into account the fact that high values of
the components of
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>w</mi>
  <mi>L</mi>
 </msup>
</math>
are closer to the low values than the intermediary values (due to the
rotational geometry). Thus, the measure
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msubsup>
  <mi>E</mi>
  <mi>i</mi>
  <mi>R</mi>
 </msubsup>
</math>
is smaller when the units closer to
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>i</mi></math>
have weight vectors more similar to
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>i</mi></math>
than the units further away, and vice versa. This allows us to define the
whole-lattice measure
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>R</mi>
 </msup>
</math>
as the sum of the
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msubsup>
  <mi>E</mi>
  <mi>i</mi>
  <mi>R</mi>
 </msubsup>
</math>
for all
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>i</mi></math>
</div>

<div class='equation'>
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>R</mi>
 </msup>
 <mo>=</mo>
 <mfrac>
  <mrow>
   <munder>
    <mo>&sum;</mo>
    <mi>i</mi>
   </munder>
   <msubsup>
    <mi>E</mi>
    <mi>i</mi>
    <mi>R</mi>
   </msubsup>
  </mrow>
  <mi>N</mi>
 </mfrac>
</math>
.
</div>

<div>
In ten sets of trials of 20,000 trials each, with both sets of weights
being set to small random values at the start of each set of trials,
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>R</mi>
 </msup>
</math>
initially reduced to &lt;0.001 after 12,000 trials, and
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>G</mi>
 </msup>
</math>
reduced to &lt;0.001 after ~16,000 trials. After approximately
4,000-5,000 trials each of the error values was decreasing
monotonically (see Figure 6).
</div>

<div class='figure'>
 <img src='f6.png' alt='Figure 6' />
 <br />
 Figure 6: Evolution of the error terms in the model over time.
</div>

<h5>Learning</h5>

<div>
When we address the question of where learning takes place in this model,
the
answer is that it is not as straightforwardly localisable as, for instance,
<a
href='#Li1994'>Lisberger [1994]</a> would have us believe. In connectionist
networks, learning resides in all the modifiable weights between units,
hence,
in this model, all the connections are responsible for producing the
ultimate
correct result. However, it is interesting to note that in all cases of the
development of the model over time, a characteristic pattern of learning, as
is clearly revealed in Figure 6, can be determined. In the time period
between
2,000-3,000 trials, the error measure associated with the receptive field
formation,
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>R</mi>
 </msup>
</math>
, drops sharply; approximately 700 trials later, the error measure
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi>E</mi>
  <mi>G</mi>
 </msup>
</math>
also falls by a similar amount. This is attributable to the fact that the
overall development of the model’s responses depends to a great extent on
the stability of the lattice, since the weights
<math xmlns='http://www.w3.org/1998/Math/MathML'>
 <msup>
  <mi mathvariant='bold'>w</mi>
  <mi>S</mi>
 </msup>
</math>
are being trained on the basis of the determined centre of excitation
<math xmlns='http://www.w3.org/1998/Math/MathML'><mi>c</mi></math>
in the lattice, which will be more or less accurate depending on how well
the vestibulotopic map covers the space of inputs.
</div>

<h3>Conclusion</h3>

<div>
In recurrent neural circuits such as exist in the majority of circuits in
the
brain, an explanation of behaviour and learning in the circuit must involve
both cellular mechanisms and the architecture and dynamics of the neural
network in which the circuit is embedded. Positive feedback can act
computationally as an integrator to mediate sustained change in the system
given transient stimuli or as an amplifier to convert small cellular changes
into global behaviours. The potential effects of using a recurrent model may
well invalidate chains of reasoning that seem straightforward if applied to
feedforward networks. Thus, it is not always a simple matter to determine
the
cause of some observed behaviour, to attribute it to some localisable site,
since the behaviour may receive contributions from many dynamically
interacting sources, both cellular and informational. In this paper I have
attempted to present a holistic view of the neurophysiological and
mathematical constraints on the vestibulo-ocular reflex, along with a
computational model of a fundamental part of that reflex. Hopefully, as a
result of this window on the VOR process, a greater understanding of both
cellular responses and their computational semantics in the reflex can be
achieved.
</div>

<div>
<a href='mailto:dog&#064;bluezoo.org'><i>Christopher Burdess</i></a>
</div>
<hr />

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