Spike burst-pause dynamics of Purkinje cells regulate sensorimotor adaptation (Luque et al 2019)

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"Cerebellar Purkinje cells mediate accurate eye movement coordination. However, it remains unclear how oculomotor adaptation depends on the interplay between the characteristic Purkinje cell response patterns, namely tonic, bursting, and spike pauses. Here, a spiking cerebellar model assesses the role of Purkinje cell firing patterns in vestibular ocular reflex (VOR) adaptation. The model captures the cerebellar microcircuit properties and it incorporates spike-based synaptic plasticity at multiple cerebellar sites. ..."
1 . Luque NR, Naveros F, Carrillo RR, Ros E, Arleo A (2019) Spike burst-pause dynamics of Purkinje cells regulate sensorimotor adaptation. PLoS Comput Biol 15:e1006298 [PubMed]
Model Information (Click on a link to find other models with that property)
Model Type: Neuron or other electrically excitable cell; Realistic Network;
Brain Region(s)/Organism: Cerebellum;
Cell Type(s): Cerebellum Purkinje GABA cell; Cerebellum interneuron granule GLU cell; Vestibular neuron; Abstract integrate-and-fire leaky neuron;
Channel(s): I K; I Na,t; I L high threshold; I M;
Gap Junctions:
Receptor(s): AMPA; Gaba;
Simulation Environment: EDLUT; NEURON; MATLAB;
Model Concept(s): Activity Patterns; Sleep; Long-term Synaptic Plasticity; Vestibular;
Implementer(s): Luque, Niceto R. [nluque at ugr.es];
Search NeuronDB for information about:  Cerebellum Purkinje GABA cell; Cerebellum interneuron granule GLU cell; AMPA; Gaba; I Na,t; I L high threshold; I K; I M;
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 *                           NeuronState.cpp                               *
 *                           -------------------                           *
 * copyright            : (C) 2010 by Jesus Garrido                        *
 * email                : jgarrido@atc.ugr.es                              *

 *                                                                         *
 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU General Public License as published by  *
 *   the Free Software Foundation; either version 3 of the License, or     *
 *   (at your option) any later version.                                   *
 *                                                                         *

#include "../../include/neuron_model/NeuronState.h"

NeuronState::NeuronState(unsigned int NumVariables): NumberOfVariables(NumVariables), LastUpdate(0), PredictedSpike(-1), PredictionEnd(-1), LastSpikeTime(100){
	// TODO Auto-generated constructor stub
	this->StateVars = (float *) new float [NumVariables];

NeuronState::NeuronState(const NeuronState & OldState): NumberOfVariables(OldState.NumberOfVariables),
		LastUpdate(OldState.LastUpdate), PredictedSpike(OldState.PredictedSpike), PredictionEnd(OldState.PredictionEnd), LastSpikeTime(OldState.LastSpikeTime) {
	this->StateVars = (float *) new float [this->NumberOfVariables];

	for (unsigned int i=0; i<this->NumberOfVariables; ++i){
		this->StateVars[i] = OldState.StateVars[i];

NeuronState::~NeuronState() {
	// TODO Auto-generated destructor stub
	if (this->StateVars!=0){
		delete [] this->StateVars;

void NeuronState::SetStateVariableAt(unsigned int position,float NewValue){
	this->StateVars[position] = NewValue;

void NeuronState::SetLastUpdateTime(double NewTime){
	this->LastUpdate = NewTime;

void NeuronState::SetNextPredictedSpikeTime(double NextPredictedTime){
	this->PredictedSpike = NextPredictedTime;

void NeuronState::SetEndRefractoryPeriod(double NextRefractoryPeriod){
	this->PredictionEnd = NextRefractoryPeriod;

unsigned int NeuronState::GetNumberOfVariables(){
	return this->NumberOfVariables;

float NeuronState::GetStateVariableAt(unsigned int position){
	return *(this->StateVars+position);

double NeuronState::GetLastUpdateTime(){
	return this->LastUpdate;

double NeuronState::GetNextPredictedSpikeTime(){
	return this->PredictedSpike;

double NeuronState::GetEndRefractoryPeriod(){
	return this->PredictionEnd;

unsigned int NeuronState::GetNumberOfPrintableValues(){
	return this->GetNumberOfVariables()+3;

double NeuronState::GetPrintableValuesAt(unsigned int position){
	if (position<this->GetNumberOfVariables()){
		return this->GetStateVariableAt(position);
	} else if (position==this->GetNumberOfVariables()) {
		return this->GetLastUpdateTime();
	} else if (position==this->GetNumberOfVariables()+1){
		return this->GetNextPredictedSpikeTime();
	} else if (position==this->GetNumberOfVariables()+2){
		return this->GetEndRefractoryPeriod();
	} else return -1;

double NeuronState::GetLastSpikeTime(){
	return this->LastSpikeTime;

void NeuronState::NewFiredSpike(){
	this->LastSpikeTime = 0;

void NeuronState::AddElapsedTime(float ElapsedTime){

	this->LastSpikeTime += ElapsedTime;

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