Rapid technical advances in the field of computer animation (CA) and virtual reality (VR) have opened new avenues in animal behavior research. Animated stimuli are powerful tools as they offer standardization, repeatability, and complete control over the stimulus presented, thereby “reducing” and “replacing” the animals used, and “refining” the experimental design in line with the 3Rs. However, appropriate use of these technologies raises conceptual and technical questions. In this review, we offer guidelines for common technical and conceptual considerations related to the use of animated stimuli in animal behavior research. Following the steps required to create an animated stimulus, we discuss (I) the creation, (II) the presentation, and (III) the validation of CAs and VRs. Although our review is geared toward computer-graphically designed stimuli, considerations on presentation and validation also apply to video playbacks. CA and VR allow both new behavioral questions to be addressed and existing questions to be addressed in new ways, thus we expect a rich future for these methods in both ultimate and proximate studies of animal behavior.
Few Malagasy children and adults are aware of the rare and unique fauna and flora indigenous to their island-continent, including flagship lemur species. Even the Malagasy ancestral proverbs never mentioned lemurs, but these same proverbs talked about the now extinct hippopotamus. Madagascar's geography, history, and economic constraints contribute to severe biodiversity loss. Deforestation on Madagascar is reported to be over 100,000 ha/year, with only 10-15% of the island retaining natural forest [Green & Sussman, 1990]. Educating children, teacher-training, and community projects about environmental and conservation efforts to protect the remaining natural habitats of endangered lemur species provide a basis for long-term changes in attitudes and practices. Case studies of three conservation education projects located in different geographical regions of Madagascar, Centre ValBio, Madagacar Wildlife Conservation Alaotra Comic Book Project, and The Ako Book Project, are presented together with their ongoing stages of development, assessment, and outcomes. We argue that while nongovernmental organizational efforts are and will be very important, the Ministry of Education urgently needs to incorporate biodiversity education in the curriculum at all levels, from primary school to university.
Technology can be used in a zoological setting to improve visitor experience, increase research opportunities, and enhance animal welfare. Evaluating the quality of these technological innovations and their use by nonhuman and human counterparts is a critical part of extending the uses of technology to enhance animal welfare and visitor experience at zoological parks. Survey data from a small sample of institutions housing primates suggest that computers, television, radio, and sprinklers are the most prevalent types of technological enrichment currently used. Survey respondents were positive about the technology implemented, stating a desire to increase its use.
The purpose of the present study was to determine the efficacy of investigating spatial cognitive abilities across two primate species using virtual reality. In this study, we presented four captive adult chimpanzees and sixteen humans (twelve children and four adults) with simulated environments of increasing complexity and size to compare species’ attention to visuo-spatial features during navigation. The specific task required participants to attend to landmarks in navigating along routes in order to localize the goal site. Both species were found to discriminate effectively between positive and negative landmarks. Assessing path efficiency revealed that both species and all age groups used relatively efficient, distance reducing routes during navigation. Compared to the chimpanzees and adult humans however, younger children’s performance decreased as maze complexity and size increased. Surprisingly, in the most complex maze category the humans’ performance was less accurate compared to one female chimpanzee. These results suggest that the method of using virtual reality to test captive primates, and in particular, chimpanzees, affords significant cross-species investigations of spatial cognitive and developmental comparisons.
Virtual simulated environments provide multiple ways of testing cognitive function and evaluating problem solving with humans (e.g., Woollett et al. 2009). The use of such interactive technology has increasingly become an essential part of modern life (e.g., autonomously driving vehicles, global positioning systems (GPS), and touchscreen computers; Chinn and Fairlie 2007; Brown 2011). While many nonhuman animals have their own forms of "technology", such as chimpanzees who create and use tools, in captive animal environments the opportunity to actively participate with interactive technology is not often made available. Exceptions can be found in some state-of-the-art zoos and laboratory facilities (e.g., Mallavarapu and Kuhar 2005). When interactive technology is available, captive animals often selectively choose to engage with it. This enhances the animal’s sense of control over their immediate surroundings (e.g., Clay et al. 2011; Ackerman 2012). Such self-efficacy may help to fulfill basic requirements in a species’ daily activities using problem solving that can involve foraging and other goal-oriented behaviors. It also assists in fulfilling the strong underlying motivation for contrafreeloading and exploration expressed behaviorally by many species in captivity (Young 1999). Moreover, being able to present nonhuman primates virtual reality environments under experimental conditions provides the opportunity to gain insight into their navigational abilities and spatial cognition. It allows for insight into the generation and application of internal mental representations of landmarks and environments under multiple conditions (e.g., small- and large-scale space) and subsequent spatial behavior. This paper reviews methods using virtual reality developed to investigate the spatial cognitive abilities of nonhuman primates, and great apes in particular, in comparison with that of humans of multiple age groups. We make recommendations about training, best practices, and also pitfalls to avoid.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.