In the Dr. Goard Research Lab, training mice to play video games was a critical yet slow and costly process, heavily reliant on human supervision. Identifying the need for innovation, I led a team of undergraduate engineers to develop a groundbreaking automated training device, tackling this challenge head-on. Our multidisciplinary approach resulted in a system that not only automated the training process but did so in a way that was engaging for mice, safe, reliable, and cost-effective. Key to our success was creating a user-friendly interface that allowed lab technicians without engineering backgrounds to easily maintain the system.
This project significantly advanced the lab's research capabilities by slashing training times by up to 80% and increasing our training capacity sixfold, thereby resolving the critical bottleneck of producing sufficiently trained mice for complex neuroscience experiments.
The impact of our work extends beyond just numbers; it has opened new avenues for research, leading to developments in the mapping of the visual cortex, and insights into how memories are formed.
We engineered a generalized game engine for similar projects, enabling the development of similar research games with high efficiency. For an in-depth exploration of our engine's architecture and capabilities, please refer to our comprehensive documentation:
Game Engine Docs
To ensure seamless hardware integration and minimize response times, we also developed specialized Arduino firmware. This firmware transforms the Arduino Uno into an efficient, low-latency I/O device, crucial for our experiments' real-time demands. Discover the technical details and applications of our firmware here:
Arduino Server Docs
Our project's source code, encompassing both the games designed for mouse training and the intricate hardware interfacing, is available for review. By sharing our code, we aim to contribute to the broader scientific and engineering communities, inviting collaboration and further innovation. Access our project's repositories at:
Games and Hardware Interfacing,
Game Engine