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Turner, A., & Kirkpatrick, J. F. (2002). Effects of immunocontraception on population, longevity and body condition in wild mares (Equus caballus). Reprod Suppl, 60, 187–195.
Abstract: Contraception is becoming a common approach for the management of captive and wild ungulates yet there are few data for contraceptive effects on entire populations. Management-level treatment of mares with porcine zona pellucida (PZP) vaccine resulted in zero population growth of the Assateague Island wild horse population within 1 year of initiation of treatment. Contraceptive efficacy was 90% for mares treated twice in the first year and annually thereafter. For mares given a single initial inoculation, contraceptive efficacy was 78%. The effort required to achieve zero population growth decreased, as 95, 83 and 84% of all adult mares were treated in each of the first 3 years, compared with 59 and 52% during the last 2 years. Mortality rates for mares and foals after the initiation of management-level treatments decreased below historic and pretreatment mortality rates of approximately 5%. Two new age classes have appeared among treated animals (21-25 years and > 25 years), indicating an increase in longevity among treated animals. Body condition scores for all horses, all adult mares and non-lactating mares increased significantly between summer 1989 and autumn 1999 but did not change significantly in lactating mares. These results provide reliable data for the construction of realistic models for contraceptive management of free-roaming or captive ungulate populations.
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Washburn, D. A., & Astur, R. S. (2003). Exploration of virtual mazes by rhesus monkeys (Macaca mulatta). Anim. Cogn., 6(3), 161–168.
Abstract: A chasm divides the huge corpus of maze studies found in the literature, with animals tested in mazes on the one side and humans tested with mazes on the other. Advances in technology and software have made possible the production and use of virtual mazes, which allow humans to navigate computerized environments and thus for humans and nonhuman animals to be tested in comparable spatial domains. In the present experiment, this comparability is extended even further by examining whether rhesus monkeys (Macaca mulatta) can learn to explore virtual mazes. Four male macaques were trained to manipulate a joystick so as to move through a virtual environment and to locate a computer-generated target. The animals succeeded in learning this task, and located the target even when it was located in novel alleys. The search pattern within the maze for these animals resembled the pattern of maze navigation observed for monkeys that were tested on more traditional two-dimensional computerized mazes.
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Watanabe, S., & Troje, N. F. (2006). Towards a “virtual pigeon”: a new technique for investigating avian social perception. Anim. Cogn., 9(4), 271–279.
Abstract: The purpose of the present study is to examine the applicability of a computer-generated, virtual animal to study animal cognition. Pigeons were trained to discriminate between movies of a real pigeon and a rat. Then, they were tested with movies of the computer-generated (CG) pigeon. Subjects showed generalization to the CG pigeon, however, they also responded to modified versions in which the CG pigeon was showing impossible movement, namely hopping and walking without its head bobbing. Hence, the pigeons did not attend to these particular details of the display. When they were trained to discriminate between the normal and the modified version of the CG pigeon, they were able to learn the discrimination. The results of an additional partial occlusion test suggest that the subjects used head movement as a cue for the usual vs. unusual CG pigeon discrimination.
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